Menu / Freeze / crash , VRAM / mods

  • Game Version:

  • Platform: (Steam windows / Steam Mac / Mac)

  • Mods: (Choose one: never used / removed / active)
    :round_pushpin:If you have used mods before, please list them:

  • Hardware Specifications & Operating System (OS version, CPU, GPU, RAM, storage…):

  • Steps to Reproduce:

Hello, the problem with the menu freezing and crashing is still present after months…

It seems to happen when using mods. The menu freezes and then crashes for no reason (at this point, the VRAM is absolutely NOT full, let’s be clear, it’s 6GB used out of 16GB…).

Then, the only way to make the menu ā€˜playable’ and prevent it from crashing is to spam the ā€˜Options’ tab. Once in ā€˜Options’, I can return to the menu, which works fine. (This technique doesn’t work with the Mods tab or others.)

Then I try to load a game, except I have to wait several seconds before clicking the button to load the game because it increases the chances of the game crashing.

When I load, there’s a 50/50 chance the game crashes with an error message about the VRAM being full.

I do indeed have a LOT of mods.

BUT, first of all, remember that the menu freezes even though the VRAM isn’t full (about 6GB out of 16GB), so the menu issue can’t be blamed on the mods, but on the way the game manages mods…

Second, before the Cayha update, I could have AS MANY mods as I wanted without any problems… SO, don’t tell me to remove my mods. It worked fine before.

The game clearly has a problem with its mod management, and it’s visibly regressed.

It’s also clear that this comes from the way the game loads textures from mods

This has been going on for a while, and the hotfixes haven’t fixed the problem…

I hope the next major update will fix the problem because it’s starting to seriously cause problems :confused:

Windows 11
MSI z790 Gaming Plus
RTX 4080 16Go
I7-14700KF
Nvme M.2 Gen4 - 7100Mo/s
32Go RAM DDR5 6000Mhz

1 Like

When looking through all the crash posts and threads, mods seem to be the main cause for these kind of issues.
Therefore mods get disabled after updates, because it’s up to their creators to fix/update them.
Have you checked all your mods are updated by their creators?

You are also using an Intel processor of the 14th generation that might cause issues too.
The following article might be helpful:

https://support.playinzoi.com/hc/en-us/articles/45545380371609-The-game-crashes-when-using-Intel-13th-or-14th-generation-CPUs-What-should-I-do

The way the game handles mod seems could be the cause of mods crashing the game, I currently can have at much 20-30 at the same time without having crashes when going into CAZ. I hope this issue will be looked at and fix in the future.

That being said, I have also had the experience where one of my mods was causing the crash, and deleting that specific mod stopped the crashes. This mod was updated and didn’t appear as ā€œbrokenā€ but still was causing the issue. (I don’t remember well which one it was now, because it was at the beginning of early access).

There’s a lot of CC, particularly if the CC Makers are creating their CC through the modkit wizards, that have a lot of useless files and information attached to them, which could also be the culprit of some issues.

Since even though you have enough vram the error seem to be vram related, I found this video that might help you: https://www.youtube.com/watch?v=S75VYC773TY. It seems to have helped some people in the comments.

As others have said, the issue is most likely that you have broken or outdated mods in your game.

Remember that a mod not having an update available doesn’t mean it’s not outdated or broken, only that the creator hasn’t updated it yet. Every single update has a chance of breaking certain mods, and that is not anything the developers can control without having to stop developing the game. That is the very nature of mods for games.

Anytime your game is having odd issues that go away after removing mods, the problem is almost always that a mod (or multiple) is broken, outdated, and/or interfering with something in the game code following an update. You must identify the mod(s) causing the issue and remove them until they are updated by the creator. There is no way around this.

Furthermore, because the game is in early access, mod creations will be even more unstable because the game code and foundation itself are currently unfinished. That being said, with any moddable game, there are risks to using mods, whether it’s clothing or gameplay mods. The more mods you have, the more maintenance and responsibility it will take on your part, and the more likely something will need fixing or removal.

As for the freezing on the main menu, if it happens after visiting the in-game mod launcher, this issue is being investigated again since the last fix for it didn’t fix it for everyone: October Known Issues - Other Issues

2 Likes

I’m going to have to clarify something: I’m not a modder, but I’m no novice at modding.

  1. My 14th Gen CPU works very well. I bought it long after the initial issues and I’ve taken advantage of all the BIOS updates.

  2. My paging file is 52GB

  3. I methodically deactivated my mods:

  • deactivated mods from the ~mod file: no change

  • deactivated reshade: no change

  • deactivated mods IN the game: no change

  • deleted other mods from the folder: Document/Inzoi/mods : no change

    At this point, my game is supposed to be ā€œvanillaā€, because the only mods still installed are inactive.
    But I still have the problem

The only way I could get a result and have a working menu was to delete the file ā€œ88849ā€ in: document/Inzoi/mod

Which, I remind you, are supposed to be DESACTIVATED mods.

How can mods that are not active affect the game? Because the game itself is mismanaging this folder…

And for the other problem, if the game crashes while loading a save, it’s either a mod that creates a VRAM leak (it’s possible, but I have 240 mods…), or the game that mismanages the loading of textures.

You are confused about what disabling mods does.

Having mods inactivated in the launcher or disabled in the Options settings does not prevent them from causing issues in your game because the code is still inside your game files.

It is the same way for Sims mods and most other moddable games as well, which is why completely removing the mods from your Mod folder is the only proper step for stopping mod-related issues.

For more clarification:

  • Invactivating mods - A way to turn off individual mods so they are not actively involved or visible in your current gameplay or CAZ category
  • Disabling mods - A way to turn off all mods so they are not actively involved or visible in your current gameplay or CAZ category, all at once

Neither of these options prevents the mods’ codes from interfering with your game completely because it does not fully disable the code at all. It only disables the activation code of the mod in the game that allows the mod to be visible or fully run.

Once again, you must remove the mod completely from the game’s folder for the issues to stop or for you to have a ā€œClean Saveā€.

TLDR: If you did not actually remove all your mods from the Mods folder, you are not playing in a ā€œClean Saveā€ at all.

P.S. That is why the Forum tag for ā€œmods_removedā€ says this ā€œremovedā€ and not ā€œmods_deactivatedā€ā€¦

3 Likes

I tried uninstalling the mods in batches of 20, without success.

the menu is buggy, and loading a game crashes

I had to reinstall them each time since obviously, it works once there are fewer, as I said…

To be sure, are your OS System and Graphics Drivers all up to date?

And have you tried verifying your game files?

2 Likes

Yes, the problem has been going on for two months. I installed all the drivers and I have already performed tests.

For me, it’s the number of mods in 88849 folder that’s causing the problem, but it was working before. (I don’t remember if it’s after Cayha update or hotfix)

I’d like to know if other people have 250 like me, and if the menu is working properly or not.

Edit: The game seems to be confused about the numbers it assigns to mods. I simply deleted the mods manually, then reinstalled them from my mod list with ā€˜update’.

However, my save is corrupted and it tells me that mods are missing, even though it did reinstall them :confused:

Edit2 : It seems that after removing all mods in 88849 folder, and reinstalling everything, the menu works a little better. (It’s slower, but doesn’t completely freeze or crash)

probably related to the numbers assigned to the mods I mentioned which cause problems

Tbh, having 250 player-made creations installed in a heavy early access game where mods are so unstable at the moment is a large recipe for disaster :sweat_smile: I would recommend you go through and remove any mods you don’t feel absolutely you need, but I’m glad to hear you figured out a part of the issue (number assignments). That would definitely cause issues, and it’s even possible the game wasn’t showing you the necessary updates for mods because of that.

As for the ā€œmods are missingā€ thing, in my game, I got that message after uninstalling and reinstalling a couple of mods, but when I loaded the save, everything was unchanged, nothing was corrupted, and it reassigned the mods properly.

I think it just says that because the data is ā€œmissingā€ from the save before you load it, but once the save is loaded, as long as the mod is back in your files, it can find it again.

1 Like

I want to clarify why I said having that many mods is a recipe for disaster:

I’m not sure what type of mods you primarily download, but clothing mods have been causing major issues in people’s InZoi games from the beginning—whether that’s freezing, slowing down the game, or causing crashing. I’d imagine the more of those mods you have in your game, the more likely you are to have the mods that cause these issues, even in the batches of 20 you tested (not a very small sample size). The probability is greatly increased. And, of course, if you have multiple buggy mods in at once, it’ll make the problem even worse.

Not to say that is what’s actually causing the issue for you. But, furthermore, 250 mods is a lot to troubleshoot, even with the 50/50 method (test one half, then the other half, and then test the halves of those halves, and so on)… and with how frequently we get updates and hotfixes, I wouldn’t recommend having that many mods at the moment. Especially now that you’ve discovered that troubleshooting is further complicated by number assignment.

I have about 30 of them, almost all clothing, and I’m trying to hold myself back from downloading more because they are objectively causing problems.

I have 14 mods in my game. Most of them are game mods, such as the ā€œNo Auto Changeā€ mod series, and then I have 3-4 furniture mods.

I used to have a handful of clothing mods, but they were causing issues. Plus, I didn’t feel like I needed them so badly after August’s batch of new clothing, especially with how customizable clothing is in the game, so I deleted them and told myself I’d be patient and wait for more items to be officially added to the game instead.

I realized a lot of custom creations for this game are badly optimized. Many creators are creating meshes and importing them without taking extra steps, since it’s a high-graphic game.

1 Like

As for the ā€œmissingā€ mods, they were actually missing from the game. However, they were reinstalled correctly.. Hence, I think, a naming issue.

The fact is that the menu bugs ā€œlessā€ since the clean reinstallation, clearly showsthere’s a problem with mod management.

And yes, these are mostly clothing items, but with my test of 20 mods per mod, it shows that it’s not a specific mod that’s causing the problem (otherwise, during one of my launches, the game would have worked properly).

I just wish the devs would look into this issue more, because the fixes haven’t worked and this has been going on for two months :confused:

I know this is an EA, but I’m actually trying to highlight a problem, that all

Yeah, that seems like it, but I wonder why that didn’t happen with me. The number-folder definitely changed for me, but the actual mod’s core folder’s name didn’t, so I assumed the game was just able to find that, regardless of the number. Maybe some mods were reuploaded or altered by the modder, so it changed the core folder’s name? I don’t know.

-

As for the rest, let me be clearer about it… If you’re testing 20 mods at a time, that is a large enough sample size for a high chance of still containing badly optimized or glitchy mods in every single one of the batches, because of how generally unstable clothing mods are for this game.

In short, I’m not saying it is the case, but it’s very possible that all of those batches still contained something that could glitch your game out when testing 20 at a time.

  • Note:
    • Badly optimized mods often mean that the polygon count is way too high or the meshes have uncleaned, overlapping parts that cause glitches.

    • Even if one badly optimized mod doesn’t initially cause noticeable issues, in combination with a bunch of other mods that are also badly optimized, this can and will cause issues.

      And yes, these issues can suddenly appear after updates because core mechanics are being altered, and custom creations can become outdated.

That’s why I said that having 250 mods is not a good idea at this time, because that’s a lot of mods to have to test individually or in very small samples (which is necessary because of how unstable Inzoi mods are).

I do understand what you are trying to bring up as a possibility, but it can’t be a strong, definitive conclusion yet because of how you tested it.

If you want to reach a more solid conclusion about the cause of this, realistically, you’d have to do the 50/50 Method to be completely sure, which is ridiculous for the amount of mods you have, given how many of those mods could be causing issues. Here’s a more reasonable approach:

  1. Test in batches of 5 to see if any of the glitches show up. Keep any batches of 5 that don’t cause glitching until you have at least 4 batches of unproblematic mods (20 mods total).
  2. Test 10 of those unproblematic mods together. Does it glitch?
  3. Take those 10 out, then put in the other 10. Does it glitch?
  4. Add 5 more from the other batch of 10. Does it glitch?
  5. Add the last 5 until all 20 are in together. Does it glitch?
  6. If it glitches once you have 20 in, remove 5 random mods. Does the glitching stop? If so, then it’s most likely the number of mods. You could also put those 5 back in, then take out another random 5, then test again to see if you just took out a problematic mod. That would be even more definitive.
  7. If it doesn’t glitch once you put all 20 in, it’s most likely because of bad mod issues.
  8. Other conclusions can be drawn from the batch testing of 10 as well, depending on how it goes, but I used 20 as a base conclusion because you said you tested in batches of 20.

I’m not trying to be annoying about this, so sorry if it is, but ya know… troubleshooting. After this, your conclusion will be much more likely.

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I don’t have the courage to redo all these tests 5 by 5… I’ll see if the next update fixes the problems or not.

250 mods is a lot… The next update is more likely to break them more than fix anything. I’m mod-crazy myself, but I am trying to use the minimum for this game since it is in EA and every update is likely to lead to mods breaking and/or causing instability and ctd’s.

I have just started using a few clothing mods from the in-game mod catalogue, and I have already had at least 1 related crash (my game does not normally ctd at all, apart from if I leave the game open when I sleep the pc, then it tends to close out when I turn it back on).