The Sims (Windows)/Unused Text/People
This is a sub-page of The Sims (Windows)/Unused Text.
Unused character dialogs. A note regarding NPC's is that the Repo Man seemed to be a favorite NPC to clone other Maxis NPC's from, and his strings are often leftover in other NPC's. Amusingly enough, this includes the Grim Reaper, introduced in Livin' Large expansion pack.
PedPortal.iff
1-7
Interestingly, players were originally meant to know that the visiting Sims do not feel like staying at the host's lot by lines of text written from their own 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 | String | Final Equivalent | Translation Note |
1 | $Me says, "My back’s killing me. I’m going home to get cozy." |
$Object is leaving to get comfortable at home. Don't keep your visitors on their feet the whole time; let them relax a little too |
!Killed?Notes:leaving-neighbor - low comfort need -If a neighbor is unable to attain sufficient comfort this is the notice that the player will see. |
2 | $Me says, "I’m starved. See you later." |
$Object is hungry and is going home. If you want your guests to stay longer, try feeding them. |
!Killed?Notes:leaving-neighbor - low hunger need- Neighbor is unable to satisfy hunger need at a sim’s house and this is the message the player will see. |
4 | $Me says, "Know of any places I could actually use the bathroom? I’ve gotta go." |
$Object is leaving to go to the bathroom. Maybe next time, you should give your guests a minute to themselves. |
!Killed?Notes:leaving-neighbor - low bladder need - If a Neighbor is unable to use the sims facilities this message will pop-up and the neighbors will leave. |
6 | $Me says, "Next time you invite me over, maybe you could pay me a little attention, huh?" |
$Object felt ignored and is going home. It's important to interact with guests. |
!Killed?Notes:leaving-neighbor - low social need - If a sims house room score is too low because of general messiness, poor layout, no light at night or lack of windows the neighbors will give this message and leave. |
7 | $Me says, "No offense, but I’m bored stiff over here. See you later." |
$Object is leaving to do something fun at home. Some guests think it's rude to have fun without being asked; they wait for an invitation from the host. |
!Killed?Notes:leaving-neighbor - low fun need - There was no fun objects or there was no time for the neighbor to use these objects before they decided to leave. |
0-3
Taking care of the visitors' Energy and Hygiene needs isn't sufficiently up to the host Sim, because the NPC's can not use the host's shower or bed, then the fact that the visitors are sleepy and smelly shouldn't be taken as a player negligence, as it isn't.
Dialog prim string set | ||
---|---|---|
ID | String | Translation Note |
0 | $Me says, "I’m wiped out. I’d better get home before I crash." |
!Killed? Neighbor: Leave:
Notes:leaving-neighbor - low energy need If a neighbor stays over without resting they will leave before they collapse. |
3 | $Me says, "Gotta go. I’m smelling a bit ripe." |
!1Killed?Notes:leaving-neighbor - low hygiene need - When a sim has lowered their hygiene at a sims house and they are unable to raise it they will give this message and leave. |
5-13
These unused lines suggest that the poor conditions of a room in the house (low lighting, general messiness...) would've made the guest Sims to leave the lot. In the final build, places of low "Room" score do not impact the guest Sims' experience whatsoever.
Dialog prim string set | ||
---|---|---|
ID | String | Translation Note |
5 | $Me says, "Your place is really not doing it for me. Maybe some other time…" |
!Killed?Notes:leaving-neighbor - low room need - If a sims house room score is too low because of general messiness, poor layout, no light at night or lack of windows the neighbors will give this message and leave. |
13 | I've seen fancier ghettos. Later. |
!KilledNotes:? |
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 quite keep track of the current day of the week). May be remnant of very early builds as, interestingly, the game barely shows a notion of time outside of the day and evening cycles, therefore the concept of weeks is unknown.
Dialog prim string set | ||
---|---|---|
ID | String | Translation Note |
8 | $Me says, "See ya" |
!Killed?Notes:?leaving-neighbor |
9 | $Me says, "I'll be back tomorrow morning." |
!KilledNotes:? |
10 | $Me says, "I'll see you next week." |
gardener.iff
1
Answering the developer note below: No, it doesn't appear. Perhaps with the intention of avoiding repetition fatigue, service NPCs were made at one point not to greet the Sims every single time they arrive at their homes.
Dialog prim string set | ||
---|---|---|
ID | String | Translation Note |
1 | Hi, I'm here to take care of your plants. |
!Service: Gardener: Arrival: Dialog: Text
Notes: does this appear? Appears when Gardener arrives to care for the plants. |
maid.iff
1
Again: It doesn't appear. Intended for when the Maid at work can not detect any more items that need cleaning, causing her to call it a day. In the final game, she leaves the house as taciturn as she is once she arrives, so it went unused.
Dialog prim string set | ||
---|---|---|
ID | String | Translation Note |
1 | "I'm done. So long. Later." |
!Service: Maid: Leaving: Dialog: Text
Notes:!does this appear? Appears when Maid departs from the house. |
2
Quite a generic text compared to what happens in fact: The Maid sends in an angry message to the player and takes one of the Sim's belongings as a financial compensation.
Dialog prim string set | |||
---|---|---|---|
ID | String | Final Equivalent | Translation Note |
2 | You don't have enough money to pay the Maid. |
What do you mean you don’t have enough money to pay me? I’m going to take something you own as payment, you deadbeat. |
!Service: ?Maid: No Payment: Dialog: Text
Notes: does this appear? This dialog is shared by the Maid, Gardener, and Repairman. When a sim has a service person do work for them and there is not enough funds to pay for the service, they will take the first thing they see of value. |
Freddy the Pizza Dude
2-5
Traffic?!, we hear you cry. In the final game, not only Freddy the Pizza Dude says an entirely different line, but he always makes all of his way from SimCity to your house... on foot.
Dialog prim string set | |||
---|---|---|---|
ID | String | Final Equivalent | Translation Note |
2 | Whew! Had a lot of traffic but the pizza's still warm. Love that pizza furniture, don't you? |
Dude! Like I made it all the way from SimCity to your house in less than an hour! |
!Notes:?NPCpizza |
Alternate, unused "leaving lot" line for Freddy:
Dialog prim string set | ||
---|---|---|
ID | String | Translation Note |
5 | Gotta run, have a lot of stops to make. |
!Pizza: |
repairman.iff
0-2
Humorous placeholder text! You won't see the Repairman NPC speaking too much in game except over the phone, then it's no wonder this string remained as it is. And... what is that Maid line doing there?
Dialog prim string set | ||
---|---|---|
ID | String | Translation Note |
0 | "Shiver me timbers. Whatever shall I say in this situation? |
!NPCrepair |
2 | You don't have enough money to pay the Maid. |
NPCrepair |
1
The line appears to have been intended for the repairman to say before leaving houses, further suggesting that he might interrupt his services if it gets too late in the night. However, this behavior isn't quite reflected in the final product.
Dialog prim string set | ||
---|---|---|
ID | String | Translation Note |
1 | "That will be enough for today." |
NPCrepair |
Police Officer
0-2
It actually hints at an unused behavior among the police officer and the burglar NPC where they would start a fight as soon as the former arrived at the active household, when 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 | String | Final Equivalent | Translation Note |
8 | The burglar has been fought! You have been reimbursed by your insurance company for $ $Local:0. |
The burglar has been captured! You receive a $$Local:2 reward for the capture of this wanted criminal. |
!Killed Notes: After the NPCBurglar has been caught the NPCpolice will keep what the thief took as evidence, and deposit into the sims account the depreciated value of the items plus a bonus as a reward that should allow the sim to buy the confiscated items. |
thief.iff
0-2
More placeholder lines. In the final game, the Burglar NPC's bad behaviors speak volumes about his nature more than his mouth ever does. And... what is that Maid line doing there?
Dialog prim string set | ||
---|---|---|
ID | String | Translation Note |
0 | AACK! I don't know what to say this situation! |
!Notes:?NPCburglar |
1 | I am speechless. Words escape me at this surprising moment. | |
2 | You don't have enough money to pay the Maid. |