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The Sims (Windows)/Unused Text/Objects

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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 String Translation Note
3
The Baby is asleep.
!

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 String
0
Couldn't turn the stove on.
1
Couldn't turn the stove off.

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 String Final Equivalent Translation Note
1
I am just not in the mood to study right now.
I'm too depressed to study.
!Study: Computer: Depressed: Dialog: Text

Notes: If a sim’s mood is too low to study on the computer, they will get this message.

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 String
0
I am just a lonely cabinet.

Easel.iff

3-4

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

Dialog prim string set
ID String Final Equivalent Translation Note
3
@Congratulations!
Congratulations!
!Skill: Creativity02: Gain: Dialog: Title
4
Art makes the world go round. $Me has gone up 1 Creativity Skill Point!
What vision, what talent! $Me received one Creativity Skill Point.
!no longer used.Skill: Creativity: Easel: Gain: Dialog: Text

Notes: After developing a creativity skill point from painting at the easel the player will get this message.

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 String Translation Note
0
Could not get to the fridge.
!
1
The fridge is bare.

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 String Translation Note
0
Join me in Hot Tub
!
1
The real get in

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 String Translation Note Context
0
I don't have a surface on which to put the mail so I'll leave it in the mailbox for now.
Mailbox: No Surface01: Dialog: Text

Notes: Appears when Sim attempts to bring in mail from mailbox and there is no available surface to place the mail (mail must be placed on a surface, it cannot be placed on the ground).

mailbox::old get mail
1
$Me
!
2
There is more mail but I have no surface on which to put it! I left it in the mail box.
Mailbox: No Surface02: Dialog: Text

Notes: Appears when Sim attempts to bring in mail from mailbox and there is no available surface to place the mail (mail must be placed on a surface, it cannot be placed on the ground). There is still more mail in the mailbox.

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 String Final Equivalent Translation Note
4
Support Uncle Sim. Entry-level recruits for the armed forces work 9 to 3 and make 250 simoleans a day. Start low, but aim high. Your ultimate mission could be to the moon.
TS1 final job offer.png !

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 String Translation Note
1
Sorry, you can't afford it.
!?

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 String Translation Note Context
48
Research Center:
!chance01
A notable development phase where things like these can be seen in is the Steering Committee Demo (Jun 1998) build.
5
To help scientific research for Health would you be willing to have your fingers bitten by rabid ferrets? This is a worthy cause and you will be paid $42.
50
Salesman:
!?
2
Sucker! You just bought some worthless swamp land. Even the alligators won't live there!
!chance

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 String Final Equivalent Translation Note
6
The Gardener will begin tomorrow.
Thank you, $Me! Someone will come over first thing in the morning.
!NPCgardener phone

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 String Final Equivalent Translation Note
8
Hello, $Me, you're live and on the air! Congratulations you have just won $300 from KSIM radio. Remember that phrase that pays, KSIM means more money!
Hello, $Me, you're live and on the air. Congratulations you have just won $$Local:0 from KSIM radio. Remember the phrase that pays, KSIM means more money!
!chance 02

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 String Translation Note
9
Do you want to invite $Neighbor for a visit?
!phone invite
10
Invite
!phone invite button
11
Just Chat

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 String Final Equivalent Translation Note
12
$Neighbor didn't want to come over.
!phone invite response
13
Sorry, $Neighbor is busy right now and can't come over.
14
$Neighbor already has other plans.
15
$Neighbor says, "Well... I was thinking of watching Family Feud reruns at my place. But sure. Why not?"
$Neighbor says, "I was thinking of watching my plants grow but your place might be more interesting. I'll be over in a bit."
!phone invite response yes
16
$Neighbor says, "I guess that sounds a little better than a kick in the head. Give me a minute."
17
$Neighbor says, "Sure! This place is Dullsville. We can raise a little hell over at your place, no?"
$Neighbor says, "Sure! This place is Dullsville. I'm sure I'll have more fun at your place."
18
$Neighbor says, "I don’t see why not. Unless... nah, never mind. I’ll be right over."
19
$Neighbor says, "Giddy-up. I’ll be right over."
20
$Neighbor says, "I thought you’d never ask."
$Neighbor says, "I thought you'd never ask. I'll be over in a minute."
21
$Neighbor says, "Love to. I’m bored stiff over here."
(A duplicate is used)
22
$Neighbor says, "Any time. Just give me a sec."
23
$Neighbor says, "Would I pass up the chance to savor your aroma? Never. I’ll be there in a minute with my nose all a-sniff."
$Neighbor says, "Would I pass up the chance to spend time with you? Never. I'll be right over."
24
$Neighbor says, "Mi-mi-mi-mi. A-hem. Yewww are the apple of my eye. Oh, save it. I’ll be right over."
25
$Neighbor says, "If you’re thinking what I’m thinking, then of course I’ll come over."
26
$Neighbor says, "OK. Be over in a jiffy."
27
$Neighbor says, "Ugh, no. I have to clean my vacuum."
!phone invite response no
28
$Neighbor says, "No, thanks. I’ve got to feed my llama."
(A duplicate is used)
29
$Neighbor says, "I’d love to, but I’ve got some leftover SPAM I’ve been meaning to eat, so no."
$Neighbor says, "I would really love to but I can't today. Why don't you stop by here?"
30
$Neighbor says, "I would, but I’m expecting the mailman to come sometime today."
$Neighbor says, "I would but I'm expecting the mailcarrier sometime today."
31
$Neighbor says, "Sorry, but I really have to wax my armpits."
32
$Neighbor says, "No can do. I’ve got an appointment with the Avon lady."
$Neighbor says, "No can do. I have much more interesting things to do at home."
33
$Neighbor says, "No, thanks. I’m feeling a little bloated."
34
$Neighbor says, "I have to stay home. My house guest just threw up on the sofa."

39

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

Dialog prim string set
ID String Translation Note
39
You have already hired a Maid.
!NPCmaid phone

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 String Final Equivalent Translation Note
42
Would you like to hire a Maid?
Would you like to hire a daily maid service for $$Local:1 an hour?
!NPCmaid phone

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 String Translation Note
61
OK, I'll be right over.
!
62
I don't want to come over.
63
The person you are calling ($Neighbor) could not be reached because they are at work. 

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 String Translation Note
64
Prank call.
!

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 String Translation Note
140-159
Would you like to spend some money on something random? ($$Local:0). Variation XX.
!Phone: Chance: OpporunityXX [sic] : Dialog: Text

Notes: Phone chance card appear occassionally [sic] when a ringing phone is answered. This one gives the opportunity to invest in something with the potential that it might earn extra money.

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 String Translation Note
0
Can't get to shower.
Dialog prim string set
0
No one in shower
!

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 String Translation Note
0
This house a cheap painting and it must be removed!
!

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 String Translation Note
3
Unused
! unused
5 See "Freddy the Pizza Dude"
20
You already have enough people living in this house!
!move in-reject

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 String Translation Note
12
Do you want to move in with me?
!moving-in
13
No thanks. Your house is too small. We'd be too cramped.
14
No thanks. I'm afraid you'd drive me crazy. Maybe some other time.
15
Sure.

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 String Translation Note
0
Help System:
!Notes:?
1
Sims can start fires when they use a stove and have a low cooking skill.
!CutNotes: Sim has low cooking skill, the lower the skill the higher the chance of fire being caused by cooking on a stove top.
2
Warning: Cook Object is going to burn. Do you want to allow this?
!