This is a sub-page of The Sims (Windows)/Unused Behaviors.
(Original research: Leo Gruen)
(Complementary info. and revisions: LUCPIX)
Global Data
Object/Character Data#
ID |
Constant |
Label |
Comment |
Context1 |
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STR# 141 - Data labels |
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Object Data |
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style="background:#FFFFBF;color:#4D4D4D| Early "gender" flag, oddly listed as object flag, when its final counterpart is listed as character data. |
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style="background:#FFFFBF;color:#4D4D4D| Indicates a previous effort in development in the implementation of a temperature system for the game, which could also justify the existence of the unused "GenerateHeat" flag. Objects as the fireplaces, that could have benefited themselves from this constant, instead carry private scripts that set their contribution to a Sim's "Room" motive score, without any exact remarks on how "warm" the ambient gets. |
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rowspan="3" style="background:#FFFFBF;color:#4D4D4D| The game has several unused scores from when Sims had a 'taste' or preference for decorations, internally called "Personal Styles". In the final game the likability of objects are handled by a common script that is mostly conditioned by their price, save for notable exceptions. |
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style="background:#FFFFBF;color:#4D4D4D| Only assigned in arbitrary values (that range between 30's and 40's) to the "init" function of service NPC's and the burglar. It's a common opinion that the programming for NPC's is much older than the final script for playable Sims which they were cloned from (given the fact they're also generated with random values of early skills and personal styles), so it can also suggest that, earlier in development, data as the Sims' age once played a bigger part in the game, yet in the final product players do not have any access to information regarding the character's age or birth. |
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style="background:#FFFFBF;color:#4D4D4D| Early "person age" counterpart. Nothing in game uses it and it's always set as |
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STR# 200 - Person Data Labels |
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Character Data |
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rowspan="5" style="background:#FFFFBF;color:#4D4D4D| Manage the values of unused personality traits, conversation topics and skills, only seen in a number of pre-release snapshots. Art objects in the base game hold a unique script that loosely checks the Sims' interest in "Old Conv. Topic" to determine whether or not they'll like them. It's curious that the text ID associated with this interest was relabeled to "Unused & DO NOT USE" in later expansion-pack builds. "s: gardening (old)" is checked in an unused script for outdoor flowers: "flowersoutdoor::Look at". Depending on the Sims' gardening score, they would run a missing sound file as they looked at the plants. |
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rowspan="2" style="background:#FFFFBF;color:#4D4D4D| Change the characters' hand models to "hand", "fist" or "point". Works when manually modified, but base game players never experience Sims switching hand models in regular gameplay as the only scripts that set this (associated with dresser objects) are not called by any interactions. |
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STR# 134 - motive strings |
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Character Data |
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style="background:#FFFFBF;color:#4D4D4D| Unknown unused motives. A further look at the raw strings for missing graphics in the game's files suggests that these once managed the scrapped "Alertness", "no money", "tired" etc. motives. |
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style="background:#FFFFBF;color:#4D4D4D| Despite labeled in the base game as "unused", it's interesting that the behavior-oriented labels in expansion-pack builds unveil its original context by having its ID relabeled as |
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style="background:#FFFFBF;color:#4D4D4D| Behavior labels in later expansion-pack builds have this ID relabeled as |
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style="background:#FFFFBF;color:#4D4D4D| Possibly an early equivalent of the "Energy" motive. |
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style="background:#FFFFBF;color:#4D4D4D| Behavior labels in later expansion-pack builds has this ID relabeled as |
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Simulation Globals#
Simulation Globals#
ID |
Constant |
Label |
Comment |
Context |
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STR# 129 - global labels |
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Simulation Global |
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rowspan="3"; style="background:#FFFFBF;color:#4D4D4D| The final build still contains a working calendar system that is handled individually for each house in the game — of course, everything happens without the players' notice, as no interface element displays this data. Factors such as the slow progression of the in-game time (even when fast-forwarded!) may have convinced the development team to think of a complex time system as an irrelevant feature to be continued for the final release. Each house operates in its own independent time zone, with slightly different default starting days of the month for each file, ranging from 6-15-1997 to 6-19-1997. A notable development phase where this particular data was last used in the game was in builds that predate the final product by three years. However, it's currently unknown how relevant such mechanic was in the actual game world. The dates virtually coincide with the real-world acquisition of Maxis by Electronic Arts by a couple of days, making this a very old leftover. |
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style="background:#FFFFBF;color:#4D4D4D| Possibly an early equivalent of Speed. |
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style="background:#FFFFBF;color:#4D4D4D| Might be an early equivalent of "Is Tutorial House (No/Yes)", which checks if the current lot is running the Newbie tutorial scenario. The only script that checks it is the unused "stereo::tweak should break - m" (remnant of an old effort in coding stereos that could break/be repaired) alongside a conditional tree that returns a False branch in case the current game is 7 Sim Lane: the tutorial house. |
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style="background:#FFFFBF;color:#4D4D4D| Switches on development-oriented sprites across the Sims' heads for the different cases they struggle on reaching their destination. Works, but nothing in normal gameplay toggles it on |
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style="background:#FFFFBF;color:#4D4D4D| Keeps a running tally of the days instead of resetting them when a new month ticks over. While the game does track days months and years correctly the actual elapsed days does not stop when a new month ticks over (at least as of 1.1) suggesting that a full time system was scrapped early on or intended to be outsourced to a controller object. |
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(Source: LUCPIX)
Global Constants#
Constant |
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(Source: LUCPIX)
Local Data
These are local object labels that, not assigned to any significant value in Expression primitives, or minimally referenced by any of their respective objects' scripts, ended up as unused raw strings that, for the most part, only give a hint of how they once benefited the Sim behavior.
Covers raw data of Behavior bias; for those related to missing graphics, see Lost Graphics.
For raw strings associated with missing animations, see Lost Animations.
For global data labels, see Properties.
Attributes#
# |
Label |
Comment |
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rowspan="6" style="background:#FFFFBF;color:#4D4D4D|
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rowspan="6" style="background:#FFFFBF;color:#4D4D4D|
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colspan="2 style="text-align: center"| |
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colspan="2 style="text-align: center"| |
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colspan="2 style="text-align: center"| |
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colspan="2 style="text-align: center"| |
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style="background:#FFFFBF;color:#4D4D4D|
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style="background:#FFFFBF;color:#4D4D4D|
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style="background:#FFFFBF;color:#4D4D4D|
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style="background:#FFFFBF;color:#4D4D4D|
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style="background:#FFFFBF;color:#4D4D4D|
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style="background:#FFFFBF;color:#4D4D4D|
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style="background:#FFFFBF;color:#4D4D4D|
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rowspan="12" style="background:#FFFFBF;color:#4D4D4D|
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style="background:#FFFFBF;color:#4D4D4D|
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rowspan="3" style="background:#FFFFBF;color:#4D4D4D|
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(Source: LUCPIX)
Miscellaneous#
# |
Label |
Comment |
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#Tuning |
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rowspan="2" style="background:#FFFFBF;color:#4D4D4D|
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#misc |
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#Break |
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style="background:#FFFFBF;color:#4D4D4D|
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#left graphics |
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#Grill Min/Max |
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#Tuning Constants |
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#Type |
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rowspan="7" style="background:#FFFFBF;color:#4D4D4D|
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#repo states |
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#Car Pool States |
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#States |
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#Tuning Values |
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#Tuning Values |
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style="background:#FFFFBF;color:#4D4D4D|
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#Topics |
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rowspan="10" style="background:#FFFFBF;color:#4D4D4D|
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#Tuning - Eat |
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#Tuning |
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#a states |
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#k states |
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#Tuning |
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#Tuning |
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rowspan="2" style="background:#FFFFBF;color:#4D4D4D|
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#Water |
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#Stomp Min/Max |
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rowspan="2" style="background:#FFFFBF;color:#4D4D4D|
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#LifeCycle |
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style="background:#FFFFBF;color:#4D4D4D|
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#states |
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#Tuning Values |
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#Tuning - Timing |
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#Tuning Constants |
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#Tuning |
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#Command |
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#Help |
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#Build Mode Flags |
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#Flags3 |
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#Tuning Values |
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rowspan="6" style="background:#FFFFBF;color:#4D4D4D|
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#Tuning Values |
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rowspan="3" style="background:#FFFFBF;color:#4D4D4D|
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#Types |
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rowspan="2" style="background:#FFFFBF;color:#4D4D4D|
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#Tuning - Timing |
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#Tuning - Body |
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#Tuning Values |
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#States |
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#Tuning |
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#Call friend tuning |
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#Other tuning |
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#Tuning |
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rowspan="9" style="background:#FFFFBF;color:#4D4D4D|
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#Tuning |
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#object types |
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#object types |
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#table states |
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#Tuning |
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#tuning |
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#Tuning |
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#tuning |
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#marry result |
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#move in result |
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#tuning |
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#Topics |
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rowspan="4" style="background:#FFFFBF;color:#4D4D4D|
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#Conservation Types [sic] |
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#Hit States |
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#Tuning |
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#Help |
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#Tuning - Timing |
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#Tuning |
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#Tuning |
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#Tuning |
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#Tuning |
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#Dispose |
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#Cleanup Min/Max |
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#Graphic |
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rowspan="4" style="background:#FFFFBF;color:#4D4D4D|
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#dialogs |
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(Empty ID) |
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#ui events |
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#special buttons |
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#Tuning |
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#Tuning |
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#Tuning |
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(Source: LUCPIX)
Footnotes
References#
- Instance at Edith tool (or design document) where said resource is referenced.↩︎