Download this ASI loader(x64), file 'Ultimate-ASI-Loader_x64.zip', and put it into the Witcher 3 directory where Witcher 3.exe is located. Then extract the file from 'Witcher 3 ModLimitAdjuster.zip' and put them in the same place where the game executable is located. Comrades, please read the description carefully.
dsound.dll файл есть только в том случае, если ты устанавливал https://www.nexusmods.com/witcher3/mods/3574?tab=files или ему подобные, а если dsound.dll у тебя нет, то и удалять несуществующий файл не нужно :)
There is a hard mod limit implemented by the engine itself. It doesn't matter what value you set in the cfg, at around 280 mods or so you can't play. For me, game refused to start at all until i lowered mod count to 277 (startup crash with errorlogs). However, game loads infinitely. And after lowering mod count to 274, finally the game is playable, so I guess this is my hard limit. It is definitely not spec related as I have a i9-9900K and 3090.
I suspect there is no fix possible for this. The hard limit doesn't appear to be purely size related (removing 15 gb of mods only let me install about 5 more very small mods), so possibly merging bugfix mods might alleviate this.
Crashlogs for >277 mods for me, hopefully someone can figure something out:
Hey - got a bit of a dumb question since I'm running into similar memory-read issues. When you say mod limit, are you talking about the sum of new folders in the mod and dlc folders? I'm just wondering - I have the 60fps GUI mod, as well as the patches for controller, sorteverything and all quest objectives. Does that count for 1 - the 60 fps gui mod, or 4?
It is spec related. I tested in two rigs. One with a 1070 - 16gb - i7 8700k and another with a 4090 - 32gb - i7 8700k. The first one had the limit in exactly 200 mods. The latter is still working with 250.
Hello Tomblak2 ,I am having the same issue. What do you mean by "modifying the executable file"? Could you please describe how you modify the executable file. Can you please explain what you did to make this work and go beyond the 270something or so mod limit? Thanks.
Bro, this mod still needed for the next gen... a lot of people experiencing game refusing to run after they installed like 200 mods. hopefully you can update this
It's a myth what you're saying. The old Mod Limit Fix/Adjuster in Classic 1.32 actually fix the "Soft Limit mod" where the limit was ~10 mods (yes... 10 mods!) Using the fix allow to increase the limit to the "Hard Limit Mod" where it's around +200 mods. We can't increase furthermore due to the engine limit, it's impossible. Next Gen incorporate that fix but the "hard limit mod" (+200 mods) is still present.
same problem..I dont know if Im doing something wrong but regardless which mod I add if it is the tenth mod the game crashes before starting. So the next gen patch modlimit fix solution doesnt work for me
On my Win 10 laptop, in order to get Ultimate ASI Loader x64 which is required for mod limit adjuster to work, I need to rename the dinput8.dll to d3d11.dll otherwise game crashes at startup. However, to get older versions of Reshade (which we need to run many of the shader presets people have made such as Photorealistic) to work, I would need to rename dxgi.dll to d3d11.dll. Since two files with the same name can't exist in the same folder what can be done?
I tried renaming dinput8.dll to every alternative name listed on the Ultimate ASI github site but nothing works other than renaming it to d3d11.dll.
Does anyone know what is factored into the mod limit? Is it only counting bundle files? Does it also count WS files? What about localization files? Does it count metadata.store files or w3strings files? Does it count mod XML files? I'd really like some clarification on this, if anyone knows.
And/or, can anyone tell me if this is safe to start and/or stop using mid-playthrough? Can I start my game without it and then install it only if I encounter issues? If I use it and play some, and then find that it hasn't resolved my issue, would it be safe to then stop using it?
Well I don't know specifically what the game count to reach the limit, but my hypothesis is how much non-script files the mod contains: Bundles, strings, metadata, texturecache, etc...
For you last question. NO!! Don't remove it at mid-playthrough and don't even remove all mods unless you start new playthrough. Mod Limit Adjuster (and Mod Limit Fix too) are the most important tool to mod Witcher 3.
- Delete "dsound.dll" on x64 folder if it exist. - Download and then extract the ASI Loader to x64 folder - Download and then extract the Mod Limit Adjuster to x64 folder - Open "ModLimitAdjuster.cfg" and increase the default number to 500.
If it still not working, you can try the other Mod Limit Fix.
202 comments
Installation: put everything where Witcher 3.exe is located.
Here's a GEM i found on GUDMODS Discord :D
Tilde and F4 for DebugConsole
F1 for FreeCamera
Примечание: удалите dsound.dll перед воспроизведением, используйте только dinput8.dll, который поставляется с загрузчиком ASI.
Откуда взять файл файл dsound.dll? В каталоге с екзешником его нету и что значит используйте только dinput8.dll? Как его использовать?
them in the same place where the game executable is located.
Comrades, please read the description carefully.
This is for Classic 1.32!
You don't need any Mod Limit Fix for Next Gen as this version fix it!!!
There is a hard mod limit implemented by the engine itself.
It doesn't matter what value you set in the cfg, at around 280 mods or so you can't play.
For me, game refused to start at all until i lowered mod count to 277 (startup crash with errorlogs). However, game loads infinitely.
And after lowering mod count to 274, finally the game is playable, so I guess this is my hard limit.
It is definitely not spec related as I have a i9-9900K and 3090.
I suspect there is no fix possible for this. The hard limit doesn't appear to be purely size related (removing 15 gb of mods only let me install about 5 more very small mods), so possibly merging bugfix mods might alleviate this.
Crashlogs for >277 mods for me, hopefully someone can figure something out:
Red Engine Crash Log
--------------------------------------
Build: Not Set [ Compiled Nov 4 2018 ]
User: -
Crash reason: EXCEPTION_ACCESS_VIOLATION (3221225477), Error writing location 0x00000004
Crashed Thread:
Thread ID: 26352
callstack:
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0xb962fb - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0xb95650 - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0xc60db - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x98204 - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x876cc - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x4a05b - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x449a7 - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x122cbc - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x121b18 - <Unknown File>(0)
Scaleform::Render::Matrix2x4<float>::Prepend() + 0xc33b7 - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x1259 - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x428ad - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x166f - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0x196c - <Unknown File>(0)
Scaleform::Render::Matrix2x4<float>::Prepend() + 0x23dcf8 - <Unknown File>(0)
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
Debug Information
================================================================
Commandline: "C:\Program Files (x86)\Steam\steamapps\common\The Witcher 3\bin\x64\witcher3.exe"
Thread ID: 15184
callstack:
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 25856
callstack:
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 4624
callstack:
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 14532
callstack:
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 9380
callstack:
CreateDispatcherQueueController() + 0x12039 - <Unknown File>(0)
CreateDispatcherQueueController() + 0x117c1 - <Unknown File>(0)
CreateDispatcherQueueController() + 0x10a94 - <Unknown File>(0)
CreateDispatcherQueueController() + 0x13cbb - <Unknown File>(0)
CreateDispatcherQueueController() + 0x10f78 - <Unknown File>(0)
CoreUICreateEx() + 0x1a15 - <Unknown File>(0)
CoreUICreateEx() + 0x89b - <Unknown File>(0)
Ordinal2604() + 0x3a7a - <Unknown File>(0)
DllGetActivationFactory() + 0x4109 - <Unknown File>(0)
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 11548
callstack:
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 26512
callstack:
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0xb94e07 - <Unknown File>(0)
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0xba4420 - <Unknown File>(0)
Scaleform::Render::Matrix2x4<float>::Prepend() + 0x2463a7 - <Unknown File>(0)
Scaleform::Render::Matrix2x4<float>::Prepend() + 0x24654e - <Unknown File>(0)
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 18912
callstack:
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0xba4420 - <Unknown File>(0)
Scaleform::Render::Matrix2x4<float>::Prepend() + 0x2463a7 - <Unknown File>(0)
Scaleform::Render::Matrix2x4<float>::Prepend() + 0x24654e - <Unknown File>(0)
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 13600
callstack:
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 1612
callstack:
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 5184
callstack:
DllUnregisterServer() + 0x45ad - <Unknown File>(0)
DllUnregisterServer() + 0x48a6 - <Unknown File>(0)
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 7868
callstack:
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 16704
callstack:
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 3476
callstack:
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
Thread ID: 21012
callstack:
Scaleform::Render::Matrix4x4<float>::SetIdentity() + 0xba4420 - <Unknown File>(0)
Scaleform::Render::Matrix2x4<float>::Prepend() + 0x2463a7 - <Unknown File>(0)
Scaleform::Render::Matrix2x4<float>::Prepend() + 0x24654e - <Unknown File>(0)
BaseThreadInitThunk() + 0x14 - <Unknown File>(0)
RtlUserThreadStart() + 0x21 - <Unknown File>(0)
================================================================
The old Mod Limit Fix/Adjuster in Classic 1.32 actually fix the "Soft Limit mod" where the limit was ~10 mods (yes... 10 mods!)
Using the fix allow to increase the limit to the "Hard Limit Mod" where it's around +200 mods. We can't increase furthermore due to the engine limit, it's impossible.
Next Gen incorporate that fix but the "hard limit mod" (+200 mods) is still present.
Also, the mod limit fix is included in the patch. We don't need no more.
I tried renaming dinput8.dll to every alternative name listed on the Ultimate ASI github site but nothing works other than renaming it to d3d11.dll.
And/or, can anyone tell me if this is safe to start and/or stop using mid-playthrough? Can I start my game without it and then install it only if I encounter issues? If I use it and play some, and then find that it hasn't resolved my issue, would it be safe to then stop using it?
For you last question. NO!! Don't remove it at mid-playthrough and don't even remove all mods unless you start new playthrough. Mod Limit Adjuster (and Mod Limit Fix too) are the most important tool to mod Witcher 3.
Putting the dinput8.dll from Ultimate-ASI-Loader_x64.zip in the directory where the witcher3.exe is located just crashes my game upon launch.
No mods, fresh install. Tried with 1.31 and 1.32 versions.
Am I missing something here?
Edit: Win 11 here, last version of ASI was 7 months ago, anyone tried it with Win 11?
- Download and then extract the ASI Loader to x64 folder
- Download and then extract the Mod Limit Adjuster to x64 folder
- Open "ModLimitAdjuster.cfg" and increase the default number to 500.
If it still not working, you can try the other Mod Limit Fix.