This is a sub-page of The Sims (Windows)/Unused Text.
Unused character dialogue. It is worth noting that the Repo Man seemed to be a favorite NPC to clone when making other Maxis NPCs, leaving his strings as a common leftover in other NPC's files. Amusingly enough, this includes the Grim Reaper introduced in the Livin' Large expansion pack.
PedPortal.iff#
1-7#
Interestingly, players were originally meant to be told that the visiting Sims do not feel like staying at the host's lot by lines of text written from the departing sim's perspective. However, the final game opted for generic pop-up prompts instead, informing players how they should've taken care of guest needs. String 6's developer commentary erroneously reiterates the information about neat rooms fulfilling Social needs, which already appears in string 5.
Dialog prim string set |
|---|
ID |
1 |
2 |
4 |
6 |
7 |
0-3#
In the final game, taking care of the visitors' Energy and Hygiene needs isn't required by the host Sim, and visiting Sims can't use the host's bed or shower anyway. Thus these lines are left without a final counterpart.
Dialog prim string set |
|---|
ID |
0 |
3 |
5-13#
These unused lines suggest that poor conditions in a room (low lighting, general messiness, etc.) would've made guest Sims leave the lot. In the final game, places of low "Room" score do not impact the guest Sims' experience whatsoever.
Dialog prim string set |
|---|
ID |
5 |
13 |
8-10#
Generic lines related to a guest Sim leaving the lot. The latter two suggesting a scheduled revisit (quite weird for a game that doesn't keep track of the current day of the week). The presence of these lines could indicate that a more robust calendar system was planned at one point before being left as a simple day/night cycle.
Dialog prim string set |
|---|
ID |
8 |
9 |
10 |
gardener.iff#
1#
Answering the developer note below: No, it doesn't appear. Perhaps with the intention of avoiding repetitive dialogue, service NPCs in the final game do not greet Sims every single time they arrive at their homes.
Dialog prim string set |
|---|
ID |
1 |
maid.iff#
1#
Again: It doesn't appear. Intended for when the Maid NPC cannot detect any more items that need cleaning, causing her to call it a day. In the final game, she leaves the house as untalkative as she is when she arrives, so it went unused.
Dialog prim string set |
|---|
ID |
1 |
2#
Quite a generic text compared to what actually happens; the Maid sends an angry message to the player and takes one of the Sim's belongings as a financial compensation.
Dialog prim string set |
|---|
ID |
2 |
Freddy the Pizza Dude#
2-5#
Traffic?!, we hear you cry. In the final game, not only does Freddy the Pizza Dude say an entirely different line, but he seemingly makes his way from SimCity to your house on foot.
Dialog prim string set |
|---|
ID |
2 |
Alternate, unused "leaving lot" line for Freddy:
Dialog prim string set |
|---|
ID |
5 |
repairman.iff#
0-2#
Humorous placeholder text! Since the Repairman NPC doesn't speak too much in the final game except over the phone, it's no wonder this string remained as it is. And... what is that Maid line doing there?
Dialog prim string set |
|---|
ID |
0 |
2 |
1#
The line appears to have been intended for the repairman to say before leaving houses, suggesting that he may have interrupted his services if it got too late in the night. However, this behavior isn't reflected in the final product.
Dialog prim string set |
|---|
ID |
1 |
Police Officer#
0-2#
This line references an unused behavior between the police officer and burglar NPCs where they would start a fight as soon as the former arrived at the active household. In the final game, it was changed to a much more straightforward routine where the burglar immediately surrenders himself once the cop encounters him.
Dialog prim string set |
|---|
ID |
8 |
thief.iff#
0-2#
More placeholder lines. In the final game, the Burglar's bad behavior speak volumes about his nature more than his mouth ever does. There's also another leftover Maid line.
Dialog prim string set |
|---|
ID |
0 |
1 |
2 |