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Original Poster
#1 Old 5th Feb 2024 at 1:53 AM
Default Custom Content Limits?
everything has a limit in this world, All I know is that too much Custom Content is installed in your game at one time is probably not good for the software becuase it bogs down the speed of your games, it does to me, sometimes when I got a lot of something in my buy folder like my cars I delete some of the content that does not display correctly or sometimes that the Clean Installer says is red color and is not a mod I love,

Sims requires you to even limit your sims in the game as well to under 32,767 dead and alive sims per neighborhood or region, and this includes all alive and dead dogs and cats as well as dead and alive sims too, If you have some of The Sims 2 expansion packs installed or the Complete Collection, you should not ever delete character files but that is what I was told.

What is the custom content limits does anybody know for any sims game??

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Scholar
#2 Old 5th Feb 2024 at 8:29 AM
Who has reached 32 thousand people in a neighborhood without the computer imploding? I think some Set to Next neighbor id would reach too many iterations because they weren't protected or couldn't easily be in immediate actions.
Mad Poster
#3 Old 5th Feb 2024 at 8:42 AM
Quote: Originally posted by jonasn
Who has reached 32 thousand people in a neighborhood without the computer imploding?


April Black managed to artificially induce it in her corruption video by increasing a value in SimPE. It resulted in the game crashing when it tried to generate another Sim.

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Scholar
#4 Old 5th Feb 2024 at 8:51 AM
But actually having all those people would create total amount of files that need to be read through. I noticed that in the Apartments neighborhood E000 they start at around 1400, and the spots under it are mostly unfilled and can be skipped over.
Mad Poster
#5 Old 5th Feb 2024 at 9:04 AM
Having massive neighbourhoods also results in the game taking forever to save.

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Forum Resident
#6 Old 5th Feb 2024 at 10:55 AM
The game starts to struggle somewhere between 1000-2000 characters. I doubt anyone could realistically get to even a quarter of the 32,767 hard limit without the game becoming increasingly unplayable, in a practical sense. I'm not even sure if you can actually get to the hard limit at all anyway, since it's been determined that the game has an OBJD limit, and every Sim has an OBDJ resource that counts towards it.

As for custom content, it really depends on what you're using:
- I'm not sure on the exact limit for OBJDs, as I've seen many different claims. Supposedly it's 255 per Buy Mode subcategory, and supposedly the number of Sims loaded can affect it too (perhaps there's an overall limit too, but it's difficult to determine). Once you exceed the limit in any one category, the game will crash when selecting any object category in Buy Mode.
- For simple things like CAS assets, object recolours, etc. I'm not aware of any in-game limitation, but I'd imagine you'd need an extreme amount for it to become problematic.
- Gameplay mods could hit other limits in the game depending on their function and behaviour.
- Having a huge amount of files will increase load time. High-poly meshes will have a greater impact on performance.

Honestly, you're more likely to run into a mess of conflicts and/or performance issues before reaching the game's hard limits. The only one to worry about is the OBJD limit, and even then you will need a lot of CC to start worrying about that.
Mad Poster
#7 Old 5th Feb 2024 at 5:00 PM
Not only high-poly, but also large/many textures, because those can be half the reason you're having issues with CC (or pink-flashing)

Some tips for CC creators or people who aren't afraid of tinkering around with their CC in SimPE:
- Don't use larger textures than 1024x1024 (for anything other than CAS items that need 1024/512 sizes, use as small as possible, and have in mind where it's being used, and how much screen it's going to take up - if it's tiny like an earring, it likely doesn't need 1024x textures).
- Don't use too many textures for one item. Reduce if you can.
- Limit textures to one map if two subsets can use the same map (you can both make separate recolors, and two-in-one, but with half the size and half the files).
- Don't use the RAW32 setting for anything other than bump textures (this one won't compress properly, and makes giant files even when compressed)
- Remove bump maps if they're not in use and/or if they're wrong for that piece of clothing.
- Remove TXMT specular maps, bump maps, etc. if they don't look good on the object even after editing it, or if your object doesn't need a lot of shine (the actual texture map reference, that is).
- Modelling lowish poly and smart, plus properly UVmapping also helps with not needing giant textures, for the CC creators out there.
Inventor
Original Poster
#8 Old 15th Feb 2024 at 1:10 PM
Hint: You don't need everything ever created for any sims game all in installed at the same exact time.

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