the cutting room mirror

Sim Features

This is a sub-page of The Sims (Windows)/Unused Behaviors.

Talk Topics

Noteworthy Cases#

Sprites.IFF — 10 December 1999 14:10

Type

SPR#

(Source: LUCPIX)

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.

(Source: LUCPIX)

Personality Traits

Behavior.IFF — 10 December 1999 14:10

ID

STR#232 - personality ads

5

6

(Source: LUCPIX)

Skills

ID

String

Comment

Context

Snapshot

Behavior.IFF — 10 December 1999 14:10

STR#232 - personality ads

13

Cleaning Skill

style="background:#FFFFBF;color:#4D4D4D |

  • According to design documents of the game, this skill would determine how well and quickly Sims would do home chores. The "Cleaning" skill was eventually scrapped in development, possibly in the name of the "Sloppy"/"Neat" personality traits: they determine the Sims' affinity to everything cleaning. The franchise witnessed the actual implementation of a "Cleaning" skill four years after the original game's release, in the second installment.

Early 1999

development documents give a shy hint of one original benefit of the Cleaning skill: Sims would clean fish tanks more efficiently.]]NPC's as maid.IFF have maxed Cleaning skills.

early 1999 pre-release.

17

Gardening Skill

style="background:#FFFFBF;color:#4D4D4D |

  • It seems evident that gardening was originally intended to play a more substantial role in the game. In the final product, however, the mechanics have been drastically reduced to simple watering and replanting interactions, requiring no specific skills.

"If I'm good at Gardening, I will say an unknown vox line as I Look At my flowers outside."development ideas that weren't, the Gardening, Art and Music skills once played a bigger part in gameplay.]]

18

Music Skill

style="background:#FFFFBF;color:#4D4D4D|

  • While it's possible for final Sims to develop musical talents, all the artsy faculties a Sim can improve were, sometime in development, condensed into a single "Creativity" skill.

20

Literacy Skill

colspan="2" style="background:#FFFFBF;color:#4D4D4D|

  • Leftover from the Steering Committee demo or even earlier builds. It's unclear how it would influence gameplay and the Sims' behavior. Nothing in-game checks it.

early 1998 pre-release.

#Object Types for C&SM

16779

Clean Skill

style="background:#FFFFBF;color:#4D4D4D| Early "Cleaning" skill flag.

#Object Types for C&SM

16781

Social Skill

style="background:#FFFFBF;color:#4D4D4D|Early "Charisma" skill flag.

16781

Music Skill

rowspan="2" style="background:#FFFFBF;color:#4D4D4D|Early "Creativity" skill flags.

16783

Art Skill

16783

Literacy Skill

style="background:#FFFFBF;color:#4D4D4D|Unused "Literacy" skill flag.

16785

Physical Skill

style="background:#FFFFBF;color:#4D4D4D|Early "Body" skill flag.

16783

Work Skill

style="background:#FFFFBF;color:#4D4D4D|Unused "Work" skill flag.

(Source: LUCPIX)

Motive

Stress#

ID

Tree

Comment

Context

Snapshot

'''Global.IFF

267

SetStress

style="background:#FFFFBF;color:#4D4D4D|

  • Script:global::SetStress
  • Comment: It's the basic script for a scrapped "Stress" motive, where its score is ranged from -100 to 100. While no objects in the final version actively use this motive, a remnant of its functionality persists within the unused "stereos::tweak station inc" tree script. Here, a reference to the motive's ID (labeled "12 - unused") hints at a mechanic where dancing to music could have alleviated stress. Notably, builds dating back to 1997 actively utilized the "Stress" motive.

global:SetStressA loose reference of "Stress" (as the unused flag), at stereos::tweak station inc

late 1997/early 1998 pre-release.

]]Unused Animations)]]

(Source: LUCPIX)

Other Cases#

(Source: LUCPIX)

Personal Styles

ID

String

Comment

Context

Behavior.IFF — 10 December 1999 14:10

STR#210 - Personal Styles

0

Natural

rowspan="6" style="background:#FFFFBF;color:#4D4D4D|

  • String ids labeling six "personal styles"; it is believed that they are remnants of an early system that designated the personality of the Sims and the aesthetic of home objects. In being this early, none of the final object scripts in the game ever check or modify them, rendering them entirely irrelevant to the game all around. The last time these were used during development is unknown.
  • A "personal style" is referenced in the early, unused code "stereos::get enjoyment level". It is notably similar to the homonym code observed in TV objects, except TVs (correctly) check the Sim's personality traits to determine whether or not they enjoy a given TV channel. In Stereos' case, it hints that Sims were originally prone to like radio stations based on their personal styles.
  • Curiously, thanks to the "init" function of the character template file that the playable Sims are all based on (TemplatePerson.iff), Sims are universally assigned to the "Trailer Park" style (value 5) in their private data. Conversely, most NPCs, such as maids, burglars, and repo men, bear the "Romantic" style (value 1). Again, since the tree data in the game's objects does not contain any code that checks the character's personal styles value for a given purpose, it does not influence gameplay.

NPC's as the Burglar have "Romantic" personal style.get enjoyment level is an old code that sets the radio stations' likability based on the (also unused) personal styles.

1

Romantic

2

Dramatic

3

Classical

4

Eclectic

5

Trailer Park

(Source: LUCPIX)

Social Interactions

Hello - Unused#

It's an unused interaction that does not contain sufficient tree data to even cause an action, in case a player commands a character to access it via modding. 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#

Watch on YouTubeChild Sims have a full set of voice lines for both receiving and giving compliments (the same applies to the adults), despite how neither the Complimenting interaction is available to them, nor can be detected adequate animations for this routine.

Play for Adults#

TS1_adulttag.png

The running animation 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.

(Source: Blayer98)

Bones *Anim Test#

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.

(Source: Blayer98)

Burglar/Police Officer#

Unused push fight tree for cops.
  • 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 and Attack 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.

(Source: LUCPIX)

Gardener#

"Show Dialog" primitive with the unused greeting string. Unused Gardener greeting line. 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.

(Source: LUCPIX)

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.

(Source: Blayer98)

Footnotes

References