I really, really love the shapes of the rocks that came with Castaway Stories. But the volcanic rocks had no recolours, and while the outdoor rocks had several recolours, I wanted more!
... Enter, @fracturedmoonlight's Stone Furniture Super Set!
This set was a bit of a learning curve for me. With the exception of the 3 small Outdoor Rocks, all meshes had 2 groups, and while the repo'd rocks looked fine in lot view, in NH view one of the groups was invisible so it looked like the rocks were exploding.
With the help, step-by-step instructions, and patience of the wonderful @teaaddictyt, I was able to do something to the mesh in Blender, then something to the mesh in SimPE, and voila! I have absolutely no understanding of what I did, but it's amazing what smashing a few buttons can do!
This download contains the 9 Volcanic Rocks and 8 Outdoor Rocks from Castaway Stories, compressorised (but not merged because I don't merge meshes), and now conveniently repositoried to Frac's Stone Furniture Super Set (texture main mesh included for convenience).
Download Niamh's CS Rocks Repo'd to the Super Stone Set
And because this set is now repositoried, you have access to approximately a bazillion recolours! Well, maybe not a bazillion, but many more than before!
Without any recolours, your rocks will look like this:
So, I highly recommend grabbing Frac's recolours from her Stone Furniture Super Set, which will give you another 31 recolour options!
A selection of Frac's RC's:
I also recommend grabbing the matching terrain paints from the now retired Sun & Moon Miner's Rock Crafting Station 2.0 here.
And if 31 recolours is not enough, here are a few more of my favourites!
________________________________________
"Cave Rock" Many Rock Recolors using Skyrim Textures by Fire_flower
________________________________________
Spider Ice - CelestialSpider's Ice on many things by Fire_flower
________________________________________
Spider Coral by Fire_flower
And if you are after even more options for objects that are repo'd to Frac's Stone Furniture Super Set, there is a bit of an outdated master list here!
Enjoy, and please do let me know if there are any issues with these files!
Back in February, Huge Lunatic went through and reduced the footprints of the extracted Castaway Stories Build Mode Deco. Now, this is great for 2 reasons:
1-tile items are awesome, because they can be placed on OMSP's and in general I find them easier to place.
Now that the Object Limit has been confirmed, 1-tile objects instead of multi-tile items are much preferred as they reduce the number of OBJD's in the game.
And did Lunie reducing these objects to 1-tile save on OBJD's?
Yes, indeed! Lunie managed to save a whopping 943 OBJD's!
Unfortunately, Lunie has since deactivated her Tumblr and this set was only available if you dug back in one of the threads at @teaaddictyt's Discord. I reached out to Lunie and asked her permission to re-link to this upload on her SFS and she agreed!
So, what do you actually get?
7 Temple Ruins, found in Build - Architecture
9 Black Volcanic Rocks, found in Build - Garden Centre - Gardening
6 Fossilised Bones, found in Build - Garden Centre - Gardening
13 Petrified Logs, found in Build - Garden Centre - Gardening
And 8 Outdoor Rocks*, found in Build - Garden Centre - Gardening
Now because these items are 1-tile, Sims will walk through them. I highly recommend an invisible fence or a slot blocker object placed around the perimeter of the item.
*I did also discover while taking the above pics that one of the small Outdoor Rocks, OutdoorRockSmallTwo to be specific, was not showing in the catalogue. Peeking at SimPE it turns out this rock did not have a build mode type or subsort value. I have now fixed this and the updated file will be linked below.
**Also, just a Disclaimer. If you already have these objects in your Downloads folder, they share the same file name and GUID & will overwrite any old files. The old multi-tile objects will also vanish and will need to be manually replaced with the new 1-tile versions. This is a pain, but ultimately worth it IMO. Just be prepared that the objects will have disappeared when you first load in to those lots!
Well, technically more hides and skins for your floors, but furs rolled off the tongue better!
Continuing on with my current rug obsession, I bring you two more sets of hides and skins for my edited version of Kativip's SK Rug mesh.
I had originally put these textures on my edits of the Simtomatics Rug meshes, but they just didn't look right. Who needs a hide the size of a mammoth? Well, now that you think about it, I do play a Skyrim-inspired game. Hmmm...!
________________________________________
Important: Files are compressorised and you can choose to download the recolours either merged or unmerged. The mesh is included in each folder for convenience, as is a folder of clearly named swatches so you can pick and choose if you like.
________________________________________
Set 1- Nervo's Animal Skin Rugs
@nervosims released a great set of Animal Skin Rugs on the Isotopia mesh. I have slightly adjusted and edited the textures to fit better on the new mesh. This set includes 15 recolours of predominantly cattle hides.
Download Nervo's Animal Skin Rugs- Merged
Download Nervo's Animal Skin Rugs- Unmerged
________________________________________
Set 2- simaddict99's Medieval Natural Hide Rugs
A very old set of 5 hide rugs uploaded to TSR and originally on Echo's Rug Mesh. I have slightly adjusted and edited the textures to fit better on the new mesh.
If you run into any issues with these textures or files, please let me know!
And that'll be all from me for now. I do have plans for one more Skyrim rug set, plus I have a few things to upload that I've been sitting, but they require preview pics. Hopefully will have a few more things released next week!
Back in 2019, @clstldrmr83 released her Poor Decor: Rugs Redeux project. This involved putting her Poor Decor: Oblivion Rugs set onto Simtomatic's Rugs Refinished meshes, and as a bonus she also recoloured these meshes with a number of Wiccandove's Skyrim Rugs and Sunni's Floor Rushes.
In my continuing quest to streamline my downloads folder and the number of OBJD's it contains, I decided to rip the textures off most the other rugs in my game and apply them to Simtomatics meshes.
Because why have a rug catalogue that looks like this:
When it can look like this!
But not only did I recolour this rug set 178 203(!) times with rug textures from 12 different sets, the rug meshes themselves got a little makeover!
Simtomatics original rug set was thankfully already a repositoried set and included 6 rugs sizes: the 4x5 texture main mesh, plus 4x4, 3x4, 3x3, 2x3 & 2x2 rug sizes. Unfortunately they were also multi-tile meshes. Again I turned to Huge Lunatics great Reducing GUIDs/OBJDs Tutorial and made all these rugs 1-tile, thereby saving 67 OBJDs!
But I really wanted a larger rug as well. So I reached out to my friendly neighbourhood Simmers for help, and @fracturedmoonlight came to my aid.
Frac not only delivered with the 5x5 mesh I had requested, but also sent a tiny 1x1 rug mesh and a set of runners in sizes 1x2, 1x3, 1x4 & 1x5. And because Frac is fabulous, she also adjusted the mapping and footprint on all the rugs for me.
Disclaimer- Not all textures will look good on all rug shapes. You have been warned!
Files are quarter-tile enabled but not compressed (because I kept on breaking them when I ran them through the Compressoriser) and are not merged (because I don't merge meshes). Simtomatic's rug sizes have not had their file name or GUID changed and will overwrite their unedited meshes. Please let this happen or remove the old files.
Download Niamh's Rugapalooza - MESHES
I also highly recommend grabbing @teaaddictyt's Rugs with Go Here mod if you don't already have it, so you can click and direct your Sims to walk onto the rugs.
________________________________________
Now, on to the recolours!
Files are compressed and you can choose to download the recolours either merged or unmerged. Clearly labelled swatches are included in each folder.
________________________________________
Set 1- ClstlDrmr83's Poor Decor Rugs Redeux
This set includes 41 rug textures from Oblivion and Skyrim, and were released by ClstlDrmr83 in her Poor Decor Rugs Redeux. This includes textures from her original Poor Decor: Oblivion Rugs, Wiccandove's Skyrim Rugs and other Skyrim textures that she found. I have slightly adjusted and edited the textures to fit better on the new meshes.
Set 2- Sunni's Floor Rushes plus Bonus Rushes by ClstlDrmr83
Next up is 8 floor rush textures by Sunni, plus 2 bonus textures that ClstlDrmr83 included in her Poor Decor: Rugs Redeux. These textures are perfect for your lower class Sims who may be too poor to afford more expensive carpets but still want their cold floor covered with something.
Download Sunni's Floor Rushes- Merged
Download Sunni's Floor Rushes- Unmerged
________________________________________
Set 3- Freya's Assorted Rugs, Part 1
Freya released an epic 54 recolours in her Assorted Rugs- Part 1 set. A beautiful set of rugs for your more wealthy Sims! I have slightly adjusted and edited the textures to fit better on the new meshes.
Download Freya's Assorted Rugs Part 1- Merged
Download Freya's Assorted Rugs Part 1- Unmerged
________________________________________
Set 4- Freya's Assorted Rugs- Part 2
A smaller set from Freya this time, but just as pretty! Freya's Assorted Rugs- Part 2 set includes 17 more textures in slightly more subdued tones. I have adjusted and edited the textures to fit better on the new meshes.
Download Freya's Assorted Rugs Part 2- Merged
Download Freya's Assorted Rugs Part 2- Unmerged
________________________________________
Set 5- Sunni's Antique Rugs & Cottage Rug
Sunni's set of 15 Antique Rugs were originally released on a kativip mesh. I have also included in this set Sunni's Cottage Rug that was uploaded as part of Kellie's Cottage.
Kativip's Carpets World Rugs are some of my favourite rugs to use, particularly in my Elder Scrolls game. This set includes 10 rugs for your Sim’s pleasure, but if you want the wall and chair rugs, you'll need to grab them from kativip's post.
Download Kativip's Carpets World Rugs- Merged
Download Kativip's Carpets World Rugs- Unmerged
________________________________________
Set 7- Misc Kativip Rugs
A selection of 6 kativip rugs from her other various sets.
Download Kativip's Misc Rugs- Merged
Download Kativip's Misc Rugs- Unmerged
________________________________________
Set 8- RedSonja Rugs
A small set of 4 rugs- one Elizabethan and three with Skyrim textures.
Download RedSonja Rugs- Merged
Download RedSonja Rugs- Unmerged
________________________________________
Set 9- Tye's Oblivion Rugs
16 rugs from Tye's Middle Class and Shivering Isles sets in the Oblivion Conversion threads at Plumb Bob Keep. I have cobbled together the RC's with the fringes in Photoshop, as due to the way the rugs were converted the textures were all separate (and I love a good Fringe on a carpet!).
Download Tye's Oblivion Rugs- Merged
Download Tye's Oblivion Rugs- Unmerged
________________________________________
Set 10- Niamh's Miscellaneous Skyrim Rugs
A small set of 16 rugs I have cobbled together from the remaining Wiccandove textures that ClstlDrmr83 did not include in her Poor Decor: Rugs Redeux post. Some fringes have been added or removed. Think of this as more of a completer set!
So, when it was absolutely confirmed that the TS2 Object Limit does indeed exist, I panicked a little inside. After being unconvinced about this 'alleged' limit for many years (sorry @teaaddictyt!) my themed game has accumulated a huge amount of CC, which means a large number of OBJD's. Which is now a problem, because of said confirmed object limit!
Looking through my buy catalogues, I found many deco objects had multiple tiles in their footprint, often unnecessarily. Plus, multi-tile object means the item can't be placed on an OMSP. So after reading through Huge Lunatic's fabulous Reducing GUIDS/OBJDs Tutorial, I set to work, starting with my rug category!
Kativip has a great rug mesh as part of her Skyrim Objects set. But it has a 2-tile footprint and no recolours. I have fixed both!
Kativip's SK Rug is now a single tile object, with the bonus of having been object relocated from Deco-Misc to Deco-Rugs (because that just makes sense!). The rug mesh remains priced at $100.
But I wanted needed some more recolours! So I pulled the textures from some of my favourite fur rug sets, which not only means more recolours on the one mesh, but you can also remove the other superfluous rug meshes from your game, further reducing the number of OBJD's you have!
First up is Tye's Wolf Rug & Bear Rug, from their Oblivion Middle Class set. These rugs were each on their own multi-tile mesh, neither of which are required any longer! They are shown above with the texture of Kativip's original SK Rug.
Next up is Riekus13's Furs, Pelts & Hides from their Skinner Set at PBK. These were originally on SIP's Living 5 Rug, which is no longer required.
And finally, Lady Lama at The Medieval Smithy included the above textures on her wall hanging as part of The Druid's Set. These seemed a natural add on to the texture of Kativip's SK Rug, so now you can also have matching wall and floor furs!
Files are all compressed, and you can choose to download the recolours either merged or unmerged (mesh has not been merged with recolours and is available in both download options). Clearly labelled swatches are included in each folder.
Download Niamh's Fireside Fur Rugs - Merged
Download Niamh's Fireside Fur Rugs - Unmerged
If you run into any issues with these textures, please let me know!
Bonus additional pictures using the Skyrim textures:
Continuing with my love of Sun & Moon items and textures, I have texture DR'd Omglo's Control Dining Plate & Bowl Colours.
The swatch I have used includes textures from Sun & Moon's Wooden Wonders & Forging On sets. They also compliment my Metal Forged Dish Defaults.
This texture pack only changes the colour of the meal plates and bowls. The serving-ware will retain the vanilla Maxis texture or whatever default you have in your game. This can be seen in the picture below, where the serving bowl retains the my metal dish default, but the eating bowls are using the wood colour.
Now, on to the colours!
The Lower Class recolours include Wood (Incendiary) and Dark Metal.
*The lighter Metal in the middle is my Metal Forged Dish Default and not included in this texture package.
The Middle Class Recolours include Copper & Silver.
The Upper Class Recolours include Copper, Silver & Gold.
My download only contains the texture pack, so you must download the following file from Mod The Sims:
MTS_omglo_2011905_Dish-Color-Choice-saucer.zip
Place the following files in to your Downloads folder: zzzBowl-Color-Choice and zzzPlate-Color-Choice.
Then, delete the Dish-TexturePack.package and replace with the one in my file.
Download Niamh's Dish Texture Pack
And if anyone wants to take a crack at adding another 2 or 3 options to the controller, that would be amazing! 7 is not near enough and I'd love 9 or 10 options!
It is no secret that I am a big fan of Sun & Moon. So, back when they released tableware sets as part of their Forging On set, I promptly started decorating all of my lots with them.
However, I recently decided I needed to update my plate and bowl defaults, and the metal textures from Sun & Moon were perfect replacement.
Using @episim's file as a base, I have used the light metal texture from the lower class tableware set. I decided on this texture as it is fairly generic and would cover a range of class stations & historical eras.
Shown below with the lower class tableware set from Sun & Moon's Forging On set with @clstldrmr83's Celtic Cuisine Food DR's:
And then I thought that maybe the toddler bowl could do with a gussy up, so...
Again, because I love Sun & Moon sets, I am also a fan of their Toddler Treats set. I have recoloured the toddler bowl that toddlers are given from the fridge when they are in their high chair with a dark wood recolour that (almost) matches the Toddler Treats converter.
Toddler bowl DR with porridge toddler meal for comparison.
As with any default replacement, you can only have one of each type. Please ensure you remove any plate/bowl and toddler bowl defaults you have before installing these ones.
If anyone else would like to join me in petitioning EA to at least try to fix the object limit in Legacy Edition (maybe I'd bother using that version of the game instead, lol), please jump on this thread I've started in their forums and comment.
Hello,An amazing coder named Will Nixon has been digging into a bug in The Sims 2 called the "Object Limit" and has figured out how it could
🙏🏻
(yes, Will, I know you're still poking at the UC code being like "could I fix this...??" but it shouldn't be all on you, lovely)
(yes, I know Legacy Edition sucks but if they were to remove this cap, I'd "use" it... if you know what I mean 😏)
Here is a short summary of my notes and findings on the Object Limit after struggling with this beast for years.
See @spockthewok's post for the explanation on what this is and what the limit is (32,767 Objects).
By the count on @picknmixsims's Maxis GUIDs spreadsheet, the game has just shy of 14,000 objects in it. I do not believe that all of these contribute to the limit (cos the maths doesn't check out) but just keep that in mind as you're calculating how much room you've got in your folder.
Sims count. If you've got a hood with a tonne of character files (you can find these in Documents / EA Games / The Sims 2 / Neighborhoods / [HOOD] / Characters) you're gonna have less room for CC
Reducing GUIDs can create way more space in your folder. Tutorial I use to do this is here by HugeLunatic - I reduce all CC rugs to 1 GUID, for example.
CAS Content doesn't count
Fences and hood deco don't count
Custom foods count. This can be an unexpected one
Same goes for custom careers, and Uni majors.
To easily check how many OBJDs you've got in your Downloads folder, use HCDU+ by PickNMix. Scan the entire folder for the "OBJD" resource only, go to the info tab, and the program will tell you how many files it scanned.
I don't have all the answers on how some people seem to have more OBJDs in their folders and not hit the limit while others with less do hit it, but that's what I can tell you from much testing and experience.
I also don't know if default replacing Maxis GUIDs still only counts as 1 object, but I'd assume it would.
Sad day for us CC addicts... Maybe if EA would actually do something about this and follow Will's instructions to properly patch Legacy Edition to remove the limit, I'd actually consider switching to that version of the game LOL.
I have returned from a grueling 48-hour adventure deep within the Maxis mines, and have witnessed unspeakable man-made horrors with my own two eyes — the object limit is very real and there is nothing that can be done to fix it! The end times are upon us!
Okay, I'm being slightly dramatic. It could be fixed fairly easily, but not with a simple patch, and likely not without access to the source code (anyone else tired of hearing that excuse?).
The issue is that the limit isn't localised to purely the Build/Buy menu — it's integral to every aspect of the game that involves objects. Here are just a few examples of the game's functionality that would need modifying to remove the limit:
Sim pathfinding and routing.
Mapping tree tables to objects.
Interacting with objects.
Manipulating objects within lists (reading/writing/deleting them).
Objects being unselectable in the Build/Buy menu was also a result of this limit and I managed to fix it very quickly, but because The Sims 2 is a house of cards with the limit as its foundation, everything started falling apart almost instantly.
"So, what is this limit?", I hear you ask. 32,767. Yes, you read that correctly. The game is only willing to accept object IDs up to a meager value of 32,767. In computing terms, this is the maximum value of a signed 16-bit integer. It can store many more objects than this in a list, which is why you can still see all your 4t2 objects in the catalogue, but it isn't designed to recognise this many IDs and thus can't do anything with them.
Why are integers signing things? Are they famous or something?
'Signed' refers to the fact that these are integers (an integer is just a whole number btw) that can represent both positive and negative values — negative numbers have a negative sign before them, hence the term 'signed'. An unsigned integer is therefore one that can only represent positive values.
While they can both represent the same total of different values, the range of representable positive values differs. Using 16-bit integers as an example:
Unsigned: 0–65,535
Signed: -32,768–32,767
This shows that both can represent 65,536 different values, but the range of positive values for signed integers is half of that of unsigned integers. Object IDs cannot be negative, which means Maxis deliberately chose to use signed integers as a way to cut the ID limit in half.
The cherry on top of all this is that the game is manually converting 32-bit numbers into 16-bit numbers to enforce this limit. This is why I could fix objects not being selectable in the Build/Buy menu easily, as all I had to do was patch out the conversion. Could EA do this across the whole game themselves if they wanted to? I imagine so. But then again, if I had billions of dollars, I probably couldn't be arsed either.
What's an object ID?
An object ID is just a number from 0–32,767 that the game assigns to each new object it places into a list, presumably starting at 0 and incrementing by 1 for the next object. It would appear that CC objects are given IDs first, which is why it was solely Maxis objects becoming unselectable after passing the limit.
Sims and objects are stored in separate lists, but I believe they both contribute to the overall limit. My single piece of evidence for this is that I experimented switching between several hoods and observed that the IDs of objects in the Build/Buy catalogue fluctuated across them. Objects in hoods with subhoods attached had higher IDs than in those without.
What was causing the Build/Buy menu crashes?
The same thing I explained in my original post (the game trying to access null pointers), except the creation of these null pointers was no accident and not the result of something going wrong.
The game merely checks whether the ID for the object it is looking at is above 32,767, and if it is, it deliberately sets the pointer to its address to 0. This would be fine, if it didn't then try and access this nullified pointer immediately afterwards!
I'll cut Maxis some slack here, because surely no one would be crazy enough to want more than 32,767 objects in their game, right guys? How could they ever have predicted such a scenario? (2004 was a simpler time).
Wait, so you were wrong about there not being an object limit? Not so cocky now, are you?
Whoa there, cowboy — hold your horses. If I may direct your attention to this excerpt of an email I sent to @teaaddictyt on the 22nd of April 2026 at 13:42 BST:
As you can see, I was right all along!!!
In my defence though, we thought the crashing was the only thing we had to solve, which is why I missed the completely obvious 16-bit conversion that was occurring within the functions I patched. Unfortunately, I am only human, but I understand if you want to destroy all the spockthewok posters I know you have hanging on your walls...
In light of these new findings, if you want to hear my updated opinion on the existence of the object limit, watch this video.
Is your patch useless?
Yes, but also no. It's not fixing the object limit (I should probably rename it tbh), but it is fixing those annoying crashes caused by it.
At the moment, not having the Build/Buy menu crash when you try and use it is the best we can do. It's up to you which you find more annoying — crashing, or not being able to buy x number of objects in the catalogue. Like the 4GB memory limit, this is going to be an additional constraint we'll have to learn to accept :/
Another alternative would be to join me and the 12 other weirdos who play with no CC, and never have to worry about any of this. No? Oh well, it was worth a try...
Will you ever actually fix the object limit?
If it's even possible without the source code, then not by myself, no.
Because of the number of core areas of the game that would need patching, I don't trust myself not to miss something and have the game explode. Unless someone wants to assemble a modding strike force to try and tackle the issue as a team over several months, I'm not touching it with a 10-foot pole (for your safety and for mine).
Should Maxis go on trial at the Hague for crimes against humanity?
Probably.
Anyway, that's all from me, apologies for the false hope :( One small positive is that I did manage to map out a reasonably large chunk of the game's code while I was frantically searching for solutions, which should make my life easier when looking at your requests. I feel like I need to successfully complete some of them now to make up for this dud!
Will
(Thank god I didn't look at this for my dissertation, I would have failed my degree).
Will forgot to include a screenshot from my email to him where I said,
"My other theory is that it's something to do with 16-bit integers having a max value of roughly 32000 (I can never remember the exact number) and maybe there's some kind of limit there, but I lack the skills and technical knowledge to look into it."
Heh.
Ah well. Time to do another downloads folder cull, I suppose...
Seriously dude, thank you so much for really diving so deeply into this and leaving no stone unturned trying to figure it out. I appreciate the hours of mind-bamboozling work. @spockthewok you still have your well-deserved place on Mount Willmore 😄❤️
Soooo... I didn't intend for two highly requested fixes for The Sims 2 to drop within the space of a week and a half, buuuut...
Here's where you can download an experimental patch to fix the so-called 'object limit'!
https://github.com/spockthewok/TS2ObjectLimitFix
(Ultimate Collection only at the moment, I'm afraid).
The good news is:
Both @lordcrumps and @teaaddictyt have tested it with stupidly large CC folders and report that it works.
There isn't a dissertation the length of Tolstoy's 'War and Peace' you need to read through to understand wtf is going on.
The crashing wasn't caused by some hardcoded object limit at all! (That I know of).
An explanation of the issue for programmers:
And for everyone else:
The code for the Build/Buy menu was missing basic checks to confirm that the data it was trying to do things with was actually valid. No, I'm not joking.
Basically, it appears that all of the objects you can buy in the game are stored in something you can think of as being like a big, long list, which grows in size with the more custom objects you have.
The only purpose of the code that this plugin patches is to sort the items in the list into some kind of order. This is done by assessing if the value of the previous item in the list is larger than that of the item currently being looked at, and swapping their position if this is true (also known as an insertion sort).
In short, the game wasn't asserting that the data it was about to compare for sorting was valid before accessing it, and then promptly blowing up when it tried to do so and discovered it wasn't.
I imagine that the odds of the game making an oopsie and dumping some funky data into the list increases with the number of objects it is having to process - this might be why this issue only presents itself to those using multiple GB of Build/Buy CC. It was much easier to patch the code encountering the bad data within the list than to try and hunt down the mysterious culprit putting the data in there to begin with, so this is all the information I have at the moment unfortunately.
Either way, one of the first things you're taught when learning to code is to ALWAYS check that the data you're operating on has been initialised (i.e. it holds some kind of value). I guess someone at Maxis must have skipped that lecture :D
Is the 255 objects per subcategory limit theory true?
The Downloads folder I was using for testing had ~672 objects in the Deco/Misc subcategory (Maxis objects included). With the patch, I can freely navigate throughout the entire subcategory with zero crashes, so I guess not?
What about the whole OBJD limit thing?
People have varying beliefs of what the limit on OBJDs might be, but HCDU reports my Downloads folder had an OBJD count of 20,787. Again, without the patch the game would crash when switching categories in the Build/Buy catalogue, with the patch, no crashing.
If you want to hear my opinion on whether such a limit exists, watch this video.
Do I even need this patch if I don't use much CC?
As it adds some fairly important crash-prevention checks to part of the Build/Buy menu's functionality, I'd probably recommend using it anyway, just to be safe - we all know how much this game loves to crash!
Aaaah! I'm still getting crashes with the patch!
I'm aware that a few of you CC addicts out there have Downloads folders larger than the total size of everything ever uploaded to the internet, so if you still experience crashing in Build/Buy mode with this patch, please take a look at the mod's GitHub page and send me over the information requested there. Fingers crossed that shouldn't happen, but if it does, I'll try my best to investigate :)
Anyway...
Will
(I wish I had looked at this for my dissertation, as it was literally only a day's work).