#Bunch of mods, bunch of installation errors for dependencies
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Having too many large mods installed (especially collabs and mods with high resolution images) can cause out of memory errors, which can appear as crashes or texture corruptions.
This can be fixed by disabling any mods you aren't using, which you can do by toggling them in the Olympus mod menu, adding their filenames to the blacklist.txt file in the Mods folder, or if your game can launch, by turning them off in Mod Options.
If this doesn't fix the issue, either you haven't disabled enough mods, or (less likely), it's another type of error.
ah alright that makes sense, thanks a ton. Could you tell me exactly what being 'enabled' means the game is doing tho
cuz from what you've described I think I can probably just enable each mod and have all others disabled as I go but why exactly does having them all 'enabled' at once cause a crash
an enabled mod is just one that the game will actively try to load
the game loads all graphics for all your mods at startup, there isn't really any sort of on-demand loading for the most part
so if it tries to load a ton of graphics that'll end up using a lot of memory
a mod being disabled is (for most intents and purposes) functionally the same as it being uninstalled
except it's still in your mods folder so you can easily re-enable it whenever you want
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ok I didn't think the program would have all mod assets preloaded on startup so that makes sense that having it for literally every mod would make it run out of memory lol
its kind of hard to keep track of everything tho cuz theres a bunch of mod tools with the actual playable mods
the reason everything's loaded at the same time rather than waiting for you to enter a map is that everest can't tell what assets are for what, so it has to load everything to avoid lagspikes / out of memory crashes later during a level
there are some exceptions (some collab assets) but it's difficult to do the same for all maps
fair enough cuz that requires a lot of extra programming for when to load it in but I'd figure as far as separate mods themselves it would know which files to have loaded and not
sometimes mods need to load assets in other mods' maps, or on the main menu
yea true I guess its a lot cleaner to just be able to know that everything is loaded at once so the game will never halt
also even aside from collab utils 2 lazy loading stuff i think there is still some stuff that gets loaded on demand, particularly endscreen images and audio
you could try out the .net core branch, it removes the 4GB memory limit by making celeste 64-bit
it's experimental still, so you should be prepared to report any issues you have
it would probably be a bad idea to have like 30-50 mods' assets to be all loaded at once still tho right?
probably 
yea
helpers are fine (they generally don't have much in the way of assets) but maps are more costly