The Sims (Windows)/Unused Behaviors/Sim Features
This is a sub-page of The Sims (Windows)/Unused Behaviors.
Contents
Talk Topics
Noteworthy Cases
Type | ID | Topic | Sprite | Note | Context[footnote 1] | Snapshot[footnote 2] |
---|---|---|---|---|---|---|
SPR# | 436 | Babies
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437 | ||||||
438 | ||||||
439 | ||||||
440 | Beauty
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441 | ||||||
442 | ||||||
443 | ||||||
444 | ||||||
445 | Spooky Stuff
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446 | ||||||
447 | ||||||
448 | ||||||
449 |
Other Cases
- comeandseeme.iff (an object file that handles the majority of the Sims' reaction toward most of newly bought items) contains leftover constant data that reference in their labels an early set of conversation topics.
- Same applies to raw string data related to missing sprites.
Personality Traits
ID | String | Comment | Context | Snapshot |
---|---|---|---|---|
STR#232 - personality ads | ||||
5 | Generous
|
|
||
6 | Selfish
|
Skills
ID | String | Comment | Context | Snapshot |
---|---|---|---|---|
STR#232 - personality ads | ||||
13 | Cleaning Skill
|
|
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17 | Gardening Skill
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18 | Music Skill
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20 | Literacy Skill
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#Object Types for C&SM | ||||
16779 | Clean Skill
|
Early "Cleaning" skill flag. |
||
16781 | Social Skill
|
Early "Charisma" skill flag. | ||
16781 | Music Skill
|
Early "Creativity" skill flags. | ||
16783 | Art Skill
| |||
16783 | Literacy Skill
|
Unused "Literacy" skill flag. | ||
16785 | Physical Skill
|
Early "Body" skill flag. | ||
16783 | Work Skill
|
Unused "Work" skill flag. |
Motive
Stress
ID | Tree | Comment | Context | Snapshot |
---|---|---|---|---|
267 | SetStress
|
|
Other Cases
- A number of raw string data associated with missing graphics reference an early categorization of Sim motives, even
Stress
, as documented above.- Ditto with raw character data.
Personal Styles
ID | String | Comment | Context |
---|---|---|---|
STR#210 - Personal Styles | |||
0 | Natural
|
|
|
1 | Romantic
| ||
2 | Dramatic
| ||
3 | Classical
| ||
4 | Eclectic
| ||
5 | Trailer Park
|
Social Interactions
Hello - Unused
Both child and adult Sims contain a menu item dedicated to the appropriately-named Hello - Unused
interaction, without sufficient tree data to even cause an action, in case a player commands a character to access it via hacking. It is worthy mentioning that social interactions are always written as verbs, as Tickle
and Play
. May be a leftover of a much earlier build, as a counterpart of the used Greet
interaction.
Complimenting for Kids
Child Sims have a full set of voice lines for both receiving and giving compliments (the same applies to the adults), despite how neither the Compliment
ing interaction is available to them, nor can be detected adequate animations for this routine.
Play for Adults
The running animation strings that are called during the Play
(tag) interaction have adult equivalents to call their own, but are never used, as this interaction is normally only available for child Sims. It can be tested via hacking with flying colors, however it misses appropriate voice lines to accompany the interaction.
Full-House Move-In Outcome
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: In Bustin' Out, try this with 1-2 child sims, or in Malcolm's Mansion where there are no other playable Sims. Also check other languages. |
A Sim of a successful adult-to-adult friendly/romantic relationship is not able to ask their interlocutor to Move In
/Propose
if more than 7 Sims live in their house. Hacking the player's way to both interactions (under the previously mentioned full-house context) trigger this unused text box, forgotten in the dialogs set of SocialInteractions.iff without any translated equivalents; then it's assumable that its obsolescence wasn't a mistake.
The message would eventually be used in The Sims: Bustin' Out if the main Sim in Bust Out mode tries to propose to a Sim from Free Street where their household has 3 Children Sims. This is due to the household system in that game always requiring an accompanying adult Sim, therefore having the Children of the Sim move into other houses rather than just the former.
NPC Features
Base Game
General
Some base game NPC's are named in a format such as job_fafitmed, suggesting that multiple firefighters, maids and mail carriers were planned to be generated live. Similarly, the Hot Date expansion pack does feature multiple variants of cashiers and restaurant staff which will spawn if the same objects are used more than once on the same lot.
Bones *Anim Test
The game has leftover files for Bones *Anim Test an animation test NPC. This Sim causes the game to hang if you try to load it onto a lot, as the skeleton referenced by the body strings (biped) does not exist. If you change it to the used adult, the Sim loads with a missing body graphic, before walking off the lot spontaneously.
Burglar/Police Officer
- thief.iff has the data that orchestrates the acts of the Burglar NPC. It contains two unfinished trees that are not associated with any pie menu items:
Attack
andAttack Test
.Attack
is also how are named the physical fight interactions among playable Sims, implying that the burglar was once intended to be able to get in fights with either the people who own the house he invades or the cop NPC. In the final game, no Sim-to-Sim actions exist for him.
- The police officer has a similar fighting code, explicitly referenced in
officer::catch thief
, however the tree actually skips over the one primitive which runs it in the final game. As consequence, the burglar automatically surrenders himself once he sees the cop. It is unknown why it wasn't implemented.- Editing the tree in a way that runs said primitive causes her to attack the burglar once she encounters him.
Gardener
The Gardener NPC keeps an unused code gardener::do npc greeting
. Untrue to the complexity of your average scripting tree, this one only contains one primitive: a dialog box with an unused greeting text. In the final game, no service NPC's say anything as they arrive the Sims' lots.
- This text is, in reality, a string checked as "
debug
" (indicating it does not show in gameplay, so translators know it does not need to be localized), making one to conclude it was never meant to be normally seen, after all.
House Party Expansion Pack
Party Clown. Not the Tragic Clown from Livin' Large or the Entertainer Clown from House Party. This NPC appears to have been conceived as an entertainer for a children's party. Some ideas were probably rolled into the other Clown NPCs, though. This Sim will crash the game to desktop if you try to load it on a lot. No debug mode error is shown by the SimAntics engine.
Footnotes
- ↑ Instance at Edith tool (or design document) where said resource is referenced.
- ↑ Last observed case where an early build snapshot has said unused trait in action.