the cutting room mirror

Objects

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

Unused strings associated with objects that are not characters.

Baby.iff#

3#

Unused as, once the baby's asleep, all of the pie menu interactions associated with them are inaccessible.

Dialog prim string set

ID

3

Bars.iff#

0-1#

  • The same string ID's can be seen in the file for the stove objects (yet it isn't used in any way), suggesting that the programming of the beverage bars started off as raw duplicates of the stoves' resources.
  • These are some of the few strings that are referenced in the unused global Primitive show string other than dialog, indicating these are extremely early leftovers.

Behavior editor string set

ID

0

1

Computers.iff#

1#

The final line makes it a bit more clear that the child Sims' inertia towards studying is more of a sign that their motives need to be taken care of other than some light demotivation.

Dialog prim string set

ID

1

Counters.iff#

0#

This humorous and cryptic string is seen multiple times in different objects' strings data, most notable the file dedicated to the kitchen counters. If anything, it just proves the bathroom/kitchen counters have been first programmed into the game as raw duplicates of a cabinet object the final build has no remnants of.

Behavior editor string set

ID

0

Easel.iff#

3-4#

Early wording for the string called at the moment a Sim increases their Creativity score:

Dialog prim string set

ID

3

4

Fridges.iff#

0-1#

  • While the game lets you know when objects can not be reached, it's done via icons, not text.
  • These are some of the few strings that are referenced in the unused global Primitive show string other than dialog.

Behavior editor string set

ID

0

1

HotTub.iff#

0-1#

Judging by its string set ID, these most likely were meant to be early/placeholder pie menu items for the hot tub.

MakeMenu prim string set

ID

0

1

MailBox.iff#

0-2#

The strings below describe a situation when Sims grab bills from the mail box, yet struggle to bring them in because the house has no empty surfaces to put them on. The texts, in reality, are referenced in the unused scripting tree for the mail box object old get mail, which is a leftover code for the Get Mail interaction. Sims in the final, instead, are allowed to loosely drop their bills on the floor, in case they can not otherwise detect any free surfaces.

Dialog prim string set

ID

0

1

2

Newspaper.iff#

4#

Quite an unusual ad-like approach for a job offer! The final job opportunities are made out of the same string template, whose key words are way more generically worded, changed to accommodate the offered job.

Dialog prim string set

ID

4

phones.iff#

1#

A generic line intended for when Sims hire a service or order a pizza yet are unable to afford it. The former scenario is impossible to be reproduced as domestic services can be hired regardless of the household's funds.

Dialog prim string set

ID

1

2-50#

At some point in development the phones also signified random calls with...interesting scientific contribution opportunities for some extra cash, or even land purchasing offers — be it an actually scrapped feature or some pure developer's tongue-in-cheekness.

Dialog prim string set

ID

48

5

50

2

6#

A service line specifically written for when a Sim finishes hiring the gardening services. The final game uses a different, more generic ID that suits all the other kinds of services.

Dialog prim string set

ID

6

8#

The early KSIM reward has not dramatically changed over development, except one punctuation change, and the use of Dollar as currency.

Dialog prim string set

ID

8

9-11#

In the base game, Sims could only use phones to invite Sims over. The strings below suggest that dialing the neighbors' home to "Just Chat" was something the developers intended since the base game. This type of interaction took a little while until it became usable in game: first as an official add-on available on the game's website, later as a permanent feature from the Hot Date expansion pack build onward.

Dialog prim string set

ID

9

10

11

12-34#

In the final game, the responses towards one Sim's invitations are always in first-person, except if the neighbor is out at work. Most of the messages suffered a major real-life references purge, as the wording has been neutralized so they could be said by Sims of all tempers.

Dialog prim string set

ID

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

39#

Once the Maid is hired, the phone object's pie menu choice associated with her is disabled.

Dialog prim string set

ID

39

42#

Intended for when Sims call the cleaning services. The only major difference here is that, unlike its final counterpart, it does not specify the service's cost.

Dialog prim string set

ID

42

61-63#

Oddly generic responses to a Sim inviting a neighbor over the phone, notably lacking the humorous touch of their final equivalents.

Dialog prim string set

ID

61

62

63

64#

Possibly a "title" string intended for pop-up windows with prank calls. The final windows only contain an indexed _BMP image, the "dialog" text of the prank, and an "OK" button label.

Dialog prim string set

ID

64

140-159#

Phone.iff has a total of 20 variants of this placeholder text, saying exactly the same message, remnants of a scrapped system based on investing in goods through random offers over the phone (in the final game, random calls immediately reward Sims a certain amount of money). It is unknown how exactly it would affect gameplay.

Dialog prim string set

ID

140-159

ShowerC.iff#

0#

While the game tells you what prevents your Sim from completing their trajectory, it's done via icons, not texts. These potentially are leftovers from a very early build.

Behavior editor string set

ID

0

Dialog prim string set

0

Shutters.iff#

This object contains art and code resources for a scrapped concept for windows shutters.

0#

It is unknown what this elusive text was intended for, as it seems wholly out of context given the object it is associated with.

Dialog prim string set

ID

0

SocialInteractions.iff#

0-20#

20 was originally purposed for when guest Sims are invited to move in houses with over 7 family members. However, in these scenarios, the Move In Sim-to-Sim interaction is always hidden by default, so players shouldn't experience it. It doesn't have translated equivalents.

Dialog prim string set

ID

3

5

20

Social2.iff#

Sims rejecting Move In proposals by odd reasons including one directly associated with the size of the proposer's house. It is somewhat similar to other unused lines where guests leave a house because of its "poor layout", whatever it could possibly mean in practice.

0-20#

Dialog prim string set

ID

12

13

14

15

Stoves.iff#

0-2#

All stoves (even ones introduced in later expansions!) contain strings for a help system related to fires:

Dialog prim string set

ID

0

1

2