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Top Secret Researcher
Original Poster
#1 Old 6th Jun 2026 at 7:17 AM
Default Relevance of TS2ObjectLimitFix
Can you explain a real-world situation where this native code mod TS2ObjectLimitFix becomes relevant? Does it require more than 32 thousand object tiles in the catatog? Is that realistic? Or more than 32 thousand spawned object tiles?

https://github.com/spockthewok/TS2ObjectLimitFix
Mad Poster
#2 Old 6th Jun 2026 at 1:50 PM Last edited by simmer22 : 6th Jun 2026 at 4:55 PM.
Some people have a lot of CC objects, and experience these crashes.

Some items have more than one OBJD (anything 2-tile and above). I've seen some with 20+ OBJDs.

For someone who plays with a relatively low number of CC objects, or haven't (yet) experienced the issues that suggests the object limit is the cause, the fix probably isn't going to do much.

Simpler items with no interactions can be edited to have just one OBJD while keeping the footprint, such as purely decorative items, rugs, curtains, etc., but most functional items usually need to keep all OBJDs.

(Thought cars had more, but the ones I have in my game seem to only have one - guessing they've got the one OBJD + an extended footprint. Probably remembering wrong because I fixed some deco cars a while back, which originally had 18+ OBJDs).
Me? Sarcastic? Never.
staff: administrator
#3 Old 6th Jun 2026 at 3:03 PM
Hitting over 32,000 OBJDs is quite easy with the amount of cc available. And there are MANY players who like a lot of variety with the content in their, especially with themed hoods. With older pc's we never got near that amount because of the loading times, but with newer pc's it's easy. We now know how to limit the number of OBJDs in an object, but this wasn't always the case. So it's quite common for a large deco object to have 20+ on their own. I recently edited the castaway rocks that were converted and cutout something like 650 OBJDs.

And it's not just buy objects, but build (and windows/doors are double because of diagonals), food, careers, traits. The list of items that do have OBJDs is far greater than the one that doesn't.
Top Secret Researcher
Original Poster
#4 Old 6th Jun 2026 at 3:41 PM
I couldn't imagine that so many custom objects can exist. The entire game of Mansion has 11k objects.
Shut up and play the guitar
retired moderator
#5 Old 6th Jun 2026 at 4:53 PM
Quote: Originally posted by jonasn
I couldn't imagine that so many custom objects can exist. The entire game of Mansion has 11k objects.






Edit: I have 94,600 archive files (zip, rar, 7zip etc) in my current Sims 2 downloaded content library, about two thirds of these are build/ buy mode items, and most archives contain several objects. That's just my current library!
Screenshots
Me? Sarcastic? Never.
staff: administrator
#6 Old 6th Jun 2026 at 4:54 PM
LMAO With the game being out for so very long there is A LOT of cc out there, with soooo many different themed items as well. I have never even come close to the object limit, but I know many who have.
Mad Poster
#7 Old 6th Jun 2026 at 5:01 PM
I have about 80.000 object-related files (buy/build, recolors and such included) in my refurbished storytelling downloads folder, and that's mostly older downloads from 2004-2016.
Been running out of computer space for all my hoarding business since then (not stuff I currently have in this folder - but if I did put it in, then I'd absolutely be able to reach the limit, no doubt about it)

So yeah - with all the CC that exists it's absolutely possible to reach the limit, probably several times over (I don't think I've reached it at any point, but wouldn't be surprised if I've been close to it).
just a girl
#8 Old Yesterday at 1:59 PM
Quote: Originally posted by jonasn
I couldn't imagine that so many custom objects can exist. The entire game of Mansion has 11k objects.

That's what I said too
Had to ask someone to send me their folder so I could use it for testing
Top Secret Researcher
Original Poster
#9 Old Yesterday at 5:31 PM
So what are the sizes of your downloads folder? I was going to ask someone to send me their mods for debugging, but thought better because they might get lost uploading the whole lot.

Mods exist. But it doesn't automatically follow that everyone should have all of them loaded. If it is recolors, that wouldn't consume object slots.
Mad Poster
#10 Old Yesterday at 10:18 PM
For me it depends on what I'm doing - the one for storytelling is (still a bit messy because I'm still in a process of fixing/sorting some stuff, but) roughly 25-26 GB, possibly a bit more. It's been around 35 GB at the most, before I did the first cleaning round. For quick photoshoots/CC-testing, it's somewhere between 1-10 GB. I have some core CC/mods I rarely take out for anything, which is roughy 600 MB, I think. Just mods is about 200 MB but it contains some object mods and such, so not just tiny files.

I've seen people mention having 50-80 GB, possibly more as well, so mine is somehow in the low end of high
Me? Sarcastic? Never.
staff: administrator
#11 Old Today at 12:44 AM
Mods don't affect object limit, unless it's one that actually has OBJDs in it, which the majority do not. Custom objects do, so build and buy do, but not recolors, hood objects, or fences as those don't contain OBJDs.

If you want to debug anything, or think you can read the .exe code, you should probably just message spockthewok.
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