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The Sims 2 (Windows)

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Title Screen

The Sims 2

Developer: Maxis
Publisher: Electronic Arts
Platform: Windows
Released in JP: September 16, 2004
Released in US: September 14, 2004
Released in EU: September 17, 2004


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
DataIcon.png This game has a data page
BugsIcon.png This game has a bugs page

Hmmm...
To do:
See, this is why server preservation is important.
This game/console's online features are no longer supported.
While this game/console's online features were once accessible, they are (as of January 14, 2013) no longer officially supported and online-exclusive features may be documented as now-unseen content.

The Sims 2 is, as you may have guessed, the sequel to The Sims. And it still sold massively well.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Notes on the game's internal data.
Data
Read about notable bugs and errors in this game.
Bugs

Systems

TS2 story recognition subpage icon.jpg
Story Recognition Mode
It's not a game, it's an AI! And it reads your mind!

Resources

TS2 playin-happyface0 lifo 128x128.png
Unused Textures
All sorts of textures in large numbers! Even Custom Content, too!
TextIcon.png
Unused Text
"Hello, I am MR. MONSTER, your kiddo's Princi-Pal."
TS2-SlumberpartyMem.png
Unused Models
Memories, cut furniture, and other stuff.
TS2 uieffects-headlines-billboardtextures-missingsound0 lifo 256x256.png
Unused Sounds
Sul sul.
TS2 PlaceholderSign.png
Unused Actions
Who knew Sims could do a lot more?
TS2 signclothing-texturenight0 lifo 256x256.png
Development Oversights
Mistakes that were made beneath all that crunch.
TS2 StorytellingImage 6.jpg
Oddities
This memory is a lot more different than I imagined...

Data

TS2 N001 User00192 Thumb.png
Hidden Sim Data
Lost knowledge from beyond the lot...and grave.
ItemsIcon.png
Hidden Create-A-Sim Content
Hairstyles and fashion from another time.
TS2-Firstrepairobject.png
Unused Data

Version Differences

TS2 sims sign0 lifo 128x64 SPCH.png
Regional Differences
A lot less graphical differences...but now with mimes.
TextIcon.png
Revisional Differences
Patches that either fixed the game or broke features.

Debugging Features

Hmmm...
To do:
Get some more images of these features in action.

By pressing Ctrl+⇧ Shift+C to bring up the command console and typing "boolProp testingcheatsenabled true" and pressing ↵ Return will enable several debugging features;

  • By clicking a Sim while holding down ⇧ Shift, a menu pops up with debugging options. These include making Sims grow up instantly (or killing them if they're old), changing their aspiration, and making many Sims either selectable or unselectable. Most objects also have a debugging options, in which they can be reset to their original form or even deleted.
  • Holding ⇧ Shift+N in Create A Family mode will allow the player to access clothing and hairstyles that are normally used, but not for normal sims.

Debug Mode Hotkeys

How to enter Debug mode in The Sims 2:

  1. Navigate to C:\Program Files\EA GAMES\(LATEST EP)\TSData\Res\Config, or the directory where you installed your game.
  2. Open the GlobalProps.xml file in NotePad, EditPad Lite, or your favorite raw text editor. Back up the file first by making a copy of it on your Desktop!
  3. Insert "<AnyBoolean key="testingCheatsEnabled" type="0xcba908e1">true</AnyBoolean>" between the lines with "allowCustomContent" and "animationLOD".
  4. Save the file.
  5. You're done! Please note that testing cheats will be enabled by default every time you start up the game. You can disable it in-game by typing "boolProp testingchestsenabled false" into the cheat console.
  6. The cheat is "off" by default. To turn it on, press Ctrl+⇧ Shift+C, and then type in "allMenus on". To turn it off, type "allMenus off".

List of debug mode hotkeys:

  • Ctrl+O: Brings up "Performance" window used during development that contains toggles for certain performance/graphics options. To apply the settings in the "Performance" window, click "OK" on the left. Window:
  • Ctrl+U: Brings up a window used during development that allows you to manipulate UI elements by moving them around and toggling their visibility. After being moved, UI elements do not remain in place after the game is closed. Window:
  • Ctrl+⇧ Shift+C: Open cheat system input box.
  • Ctrl+⇧ Shift+F: Force crash.
  • Ctrl+⇧ Shift+L: Force reload current lot.
  • Ctrl+⇧ Shift+U: Force reload UI (typically just induces a lag moment).
  • Ctrl+⇧ Shift+S: Shows FPS and (resource) performance counter.
  • Ctrl+⇧ Shift+W: Toggle wireframe objects (but not lot geometry).


(Source: Game guide:Allmenus cheat - The Sims Fandom Wiki, What did you discover today while playing the sims? v2, post №9064 - Mod The Sims, What did you discover today while playing the sims? v2, post №8042 - Mod The Sims, История разработки Симс 2, post №1250 - The Sims Creative Club, simnostalgia.tumblr.com)

Incomplete/Missing Language Localizations

The Sims, while having a large worldwide audience as a whole, is known to be localization-friendly as only text scripts need to be translated into other languages. However, there are various languages that are mentioned in SimPE according to text strings, but did not receive a localization. Among them are:

  • Hindi
  • Arabic
  • Bulgarian
  • Cyrillic
  • Ukrainian
  • Icelandic
  • Romanian
  • Latin
  • Slovak
  • Albanian
  • Turkish
  • Tagalog
  • Vietnamese

This means that the developers planned or at least considered the possibility of translating the game into these languages, but did not complete this process. Many of the used text strings, when set to one of these languages, are earlier versions of them in English, suggesting that translation plans were cut midway through the game's development.

One example of such an incomplete localization is the Cyrillic language section. This section was created not to add Cyrillic, but to test Cyrillic letters during the game's development and localization, such as Russian, where it has an official localization for that language.

However, the cyrillic game font don`t have an Ukrainian alphabet characters, so special fonts and modifications are required for proper text rendering. Some of these characters include:

  • Ґ ґ
  • Є є
  • І і
  • Ї ї


The list of incomplete/missing language localizations was obtained by comparing the list of languages into which the game has been officially translated (the list is pulled from Wikimedia) and the list of language sections in SIMPE program, Package Editor in The Sims 2.[1]


Unused Objects

Hmmm...
To do:
More...
  • Document the test/debug objects.

This section lists unused objects that are programmed in the game, and will not cover mod recreations associated with unused meshes.

Buy/Build Mode

Base Game Cars

Hmmm...
To do:
Further documentation here - https://www.tumblr.com/l-1-z-a/613501606461341696/the-first-results-of-unlocking-cars-from-the-base?_branch_match_id=link-1156705444303996665
  • Get list of all menu items of car.

From some early 2004 prerelease material, vehicles were originally considered for the base game as an Aspiration Reward according to SimPE before they were eventually cut. When restored via mods, the driveway (appearing as a smaller space) and yellow sports car will appear in the catalog.

However, the function is in an incomplete and buggy state; causing an error message, and among the available menu items there is a Go Downtown[2] item. Performing it would show the loading screen image of the Taxi and takes the player into Buy/Build mode of the Community Lot they visit and can only exit without saving[3]

So, as soon as the player selects the “Go Downtown” option, the car is transferred to the portal, where either the school bus is parked, or where the sim “picked up” a taxi if the option “Go to a community lot” was selected in the menu. Sim correctly gets into the car. The return is now also correct: the sim will exit the car with the correct animations, and the game will put the car where its player originally set it. Parking is no longer needed[4].

It remains to figure out why the sim who arrived at the community lot is not displayed, but the Buy Mode is activated.

Cars would eventually be introduced in Nightlife and FreeTime expansion.

Prerelease materials
  • From "Welcome to The Sims 2! Part 23" letter which were posted on April 10, 2004, by Lucy Bradshaw, Sims 2 Executive Producer.[5]
  • Screenshot uploaded on April 28, 2004.
  • E3 2004 Trailer 2, on 0:28.
E3 2004 Trailer 2
  • From chat-session with Maxoids from November 6, 2003[6]. MaxisLuc is Luc Barthelet. He was Maxis Chief LISH during development of game.
sugarbabealison (Nov 6, 2003 6:27:17 PM)
Please Luc Answer This, Will Sims have cars?

MaxisLuc (Nov 6, 2003 6:27:17 PM)
I don't think so, but there is a chance
  • This screenshot of Riverside from December 20-28, 2003. In front of the big white house on this screenshot you can see what looks like a white garage door and a road, the entrance to the garage through that white garage door.
How to unlock?

Use Object Workshop from SIMPE and make the car "visible" in Buy Mode. This was made possible because the car was originally an aspiration reward and was adapted to a Buy Mode like the one in The Sims Castaway Stories.

Demonstration of car behavior in the base game
Hmmm...
To do:
Further documentation here - https://www.tumblr.com/l-1-z-a/613501606461341696/the-first-results-of-unlocking-cars-from-the-base?_branch_match_id=link-1156705444303996665

Version of base game is 1.0.0.932.

(Source: История разработки Симс 2, post №666 - The Sims Creative Club, The first results of unlocking cars from the base game, which should have been buyable in the base game - The Sims 2 Beta Library Tumblr Blog)
Car Types

The list of car types that are available in the base game can be found in the objects.package file in this resource:

Name Type Group Instance
Car Types BCON 0x7F8F4EB6 0x00002000 (8192)

Group 0x7F8F4EB6 is JobDataGlobals group.

Here are the contents of this resource:

Line Value Label
0x0 (0) 0x0000 Hatchback
0x1 (1) 0x0001 Minivan
0x2 (2) 0x0002 Sedan
0x3 (3) 0x0003 HMV
0x4 (4) 0x0004 Sports Car Low
0x5 (5) 0x0005 Sports Car Mid
0x6 (6) 0x0006 Sports Car Super
0x7 (7) 0x0007 Helicopter - Military
0x8 (8) 0x0008 Helicopter - Business
0x9 (9) 0x0009 Bus - School
0xA (10) 0x000A Bus - Team
0xB (11) 0x000B Town Car
0xC (12) 0x000C Limo
0xD (13) 0x000D ***Custom Car***
0xE (14) 0x000E Police Car
0xF (15) 0x000F Van - Swat
0x10 (16) 0x0010 Van - Delivery
0x11 (17) 0x0011 Ambulance

In this list is a mention of custom car (***Custom Car***). Also, there's a mention of SWAT vehicle (Van - Swat). Both names are unused in the base game. For the downloadable custom cars to work properly, you need the Nightlife expansion pack. SWAT vehicle (Van - Swat) is unavailable in game. Law enforcement career uses a police car for all levels of career before Captain Hero level. At this career level, the sim doesn't use a work car to get to work, but takes off like Superman. This is a last level of this career.

(Source: Types of cars which should have been in the base game - The Sims 2 Beta Library Tumblr Blog)

Windmill

Instance File Name Object Name Price Image Description Notes
0x000041A7 Scenario Reward - Windmill Dielectric Electrobreeze Windmill §1,500 TS2 UnusedWindmill.png Save the environment by illuminating your home, and maybe even your mind, with the Electrobreeze Windmill and the harnessed power of the wind. When deployed, it reduces your power bill, enabling you to spend money on rich essentials such as garden gnomes and flamingo decorations. QuixoteGuard protects the unit from rampaging toddlers and confused grandparents. A reward intended to be given out after completing the cut Power Outage scenario in the base game, where it even has a unique animation for spinning. Notoriously, it would not return all the way until the very last release Mansion & Garden Stuff, with a rewritten description and a price of §1,650.

Neighborhood View

Instance File Name Object Name Image Notes
0xF09B86D1 Carousel Carousel TS2OFB UnusedCarousel.png A scrapped, fully-animated neighborhood decoration intended to appear in either Open For Business, Family Fun Stuff, or Pets.

Debug Mode

Placeholder Object

The Sims 2 - Placeholder Object.png

This placeholder object exists in the form taken by several debugging objects when they are spawned in-game. Oddly enough, whilst this placeholder object is not obtainable by normal means, it can be seen on the KidzTube station on a Sim's TV.

Unused Television Cinematics

Hmmm...
To do:
I think this was disabled in an update...?

Inside the Movies/Games folder contains five unused videos intended to show before Sims would play video games on a television or computer. They consist of the 2003 EA Games Logo albeit with "Challenge Everything" being blurred (to accommodate with other languages, despite it still being said), and the ESRB rating screens of Rating Pending, Everyone and Teen. There were no video games that carry the Rating Pending rating at the time of the Sims 2's release.

Additionally, blank.movie is a one-second video of a black screen so it won't be covered.

eagames.movie esrb_rp.movie esrb_e.movie esrb_t.movie

Unused Neighborhood Cinematics

Each of the premade neighborhoods included with the basegame plus subsequent expansions open with a realtime cinematic upon loading. These show off various highlights and interesting features in the neighborhood. These cinematics are associated with the name of the neighborhood, so you could swap the names (I.e. "Pleasantview" to "Strangetown") around to view a cinematic in a neighborhood it was not intended for. However doing so can in most cases cause the camera to clip through the terrain. However there are three cinematics tied to otherwise unused neighborhood names hidden in the game's data that can be seen using the method described above. The three neighborhood names with cinematics are as follows:

  • Sedona
  • Lakeview
  • Europa

The following videos show the Lakeview and Europa cinematics on the sample.sc4 terrain, as there are no terrains available in-game that fit them. While Sedona is shown on Sedona.sc4.

Sedona Lakeview Europa

Unused Memory

In Freetime, there is an unused Memory that would have been for the dummied-out Give Me Youth wish interaction from the Genie, even coming with an unused description and icon.

Icon Memory Name Description
TS2 UnusedBecameYoungAgainMemory.png Became Young Again Through Genie Lamp I thought youth was fleeting before. That magical genie made me young again, though! I'll cherish this extra time I've gained!

Scrapped/Early Scripted Sequences

Lothario Family

In the objects.package of the base game in the Behaviour function resource (BHAV), there is a BHAV Script - Pleasantville - Lothario.

The path to this BHAV:

Found In Name Type Group Instance
Objects/objects.package Script - Pleasantville - Lothario BHAV 0x7F6B4AOE 0x00001005 (4001)

This BHAV contains these instructions:

     0000 : 0118 : 01 : 0027 : FFFC : 14000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x0014)



     0001 : 0002 : 00 : 0009 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0002 : 0024 : 01 : 0028 : FFFC : 00000000000800020000140001050000

[prim 0x0024] Dialog (Text Notification, Strings: Private, Message: "This place is a mess!  Use the phone to hire a maid.", TNS Style: System, Priority: 0x01, timeout: 0x14, TNS ID: Temp 0x0000, icon: none, wait for user: True, block simulation: True.  (Text notification on side of screen - returns unique ID in specified temp. For birthdays, days-Till-Birthday is expected in temp1))



     0003 : 0118 : 01 : 0004 : FFFC : 1E000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x001E)



     0004 : 0002 : 00 : 0005 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0005 : 001F : 00 : 0006 : 0036 : 00000000810A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, person)



     0006 : 0002 : 00 : 0007 : 0005 : 3D00005D0002131A0000000000000000

[prim 0x0002] Expression (Stack Object's person data 0x003D (family number) == Const 0x013A:0x00 ("Service NPCs" Value: 0x7FFF))



     0007 : 0002 : 00 : 0008 : 0005 : 9B0017590002131A0000000000000000

[prim 0x0002] Expression (Stack Object's person data 0x009B (NPC Type) == Const 0x0132:0x17 ("Maid" Value: 0x0013))



     0008 : 0002 : 00 : 000B : FFFC : 000000000005190A0000000000000000

[prim 0x0002] Expression (Local 0x0000 (Maid ID) := Stack Object ID 0x0000)



     0009 : 001F : 00 : 000A : FFFD : 287FAE0D840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0x0DAE7F28)



     000A : 0002 : 00 : 0033 : FFFC : 010000000005190A0000000000000000

[prim 0x0002] Expression (Local 0x0001 (Don ID) := Stack Object ID 0x0000)



     000B : 202E : 01 : 000F : 000C : 1900001901000A00000A000001000000

[semi 0x202E] Event Detect - Personality/Interest Talk (2 args: Person A=Local 0x0000 (Maid ID), Local 0x0001 (Don ID))



     000C : 0118 : 01 : 000B : FFFC : 1E000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x001E)



     000D : 0024 : 01 : 002D : FFFC : 00000000000800000000140000060000

[prim 0x0024] Dialog (Text Notification, Strings: Private, Message: "Having a hard time making small talk with that special someone?  Pick up the phone and visit a Community Lot, where you can buy magazines that open your mind to all new topics of conversation!", TNS Style: Sim, Priority: 0x01, timeout: 0x14, TNS ID: Temp 0x0000, icon: automatic, wait for user: True, block simulation: True.  (Text notification on side of screen - returns unique ID in specified temp. For birthdays, days-Till-Birthday is expected in temp1))



     000E : 0002 : 00 : 000D : FFFC : 0000010000050A190000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Local 0x0001 (Don ID))



     000F : 0002 : 00 : 0010 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0010 : 001F : 00 : 0011 : 000E : 76A86CAC840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0xAC6CA876)



     0011 : 0002 : 00 : 0012 : 0010 : 00000100000201190000000000000000

[prim 0x0002] Expression (Stack Object's attribute 0x0000 ("In Action") == Local 0x0001 (Don ID))



     0012 : 0118 : 01 : 000F : FFFC : 1E000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x001E)



     0013 : 0002 : 00 : 0014 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0014 : 001F : 00 : 0015 : FFFD : F12B104E840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0x4E102BF1)



     0015 : 0002 : 00 : 0016 : FFFC : 020000000005190A0000000000000000

[prim 0x0002] Expression (Local 0x0002 (TelescopeID) := Stack Object ID 0x0000)



     0016 : 0002 : 00 : 0017 : FFFC : 02001900000501070000000000000000

[prim 0x0002] Expression (Stack Object's attribute 0x0002 ("Force Job Chance Card") := Literal 0x0019)



     0017 : 0024 : 01 : 001C : FFFC : 000000000008000200001400010B0000

[prim 0x0024] Dialog (Text Notification, Strings: Private, Message: "Don dresses to impress!  Call a taxi to visit a community lot and shop for food, clothes, and entertainment.", TNS Style: System, Priority: 0x01, timeout: 0x14, TNS ID: Temp 0x0000, icon: none, wait for user: True, block simulation: True.  (Text notification on side of screen - returns unique ID in specified temp. For birthdays, days-Till-Birthday is expected in temp1))



     0018 : 0002 : 00 : 0019 : FFFC : 03000000000519100000000000000000

[prim 0x0002] Expression (Local 0x0003 (HandSlot) := Stack Object's slot 0x0000)



     0019 : 0178 : 01 : 001D : 001A : 1903000A00000A00000A000001000000

[global 0x0178] Verify - Object ID (1 arg: Object ID=Local 0x0003 (HandSlot))



     001A : 0002 : 00 : 001B : FFFC : 03000100000519100000000000000000

[prim 0x0002] Expression (Local 0x0003 (HandSlot) := Stack Object's slot 0x0001)



     001B : 0178 : 01 : 001F : 0036 : 1903000A00000A00000A000001000000

[global 0x0178] Verify - Object ID (1 arg: Object ID=Local 0x0003 (HandSlot))



     001C : 0002 : 00 : 0021 : FFFC : 0000010000050A190000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Local 0x0001 (Don ID))



     001D : 0020 : 00 : 0002 : 001E : 60685CD8030019000000000000000000

[prim 0x0020] Test Object Type (Local 0x0003 (HandSlot), is instance of: GUID 0xD85C6860, checking original (not current) GUID: False, incoming ID is a neighbor ID: False, return GUID selected in Temp 0,1: False)



     001E : 0020 : 00 : 0002 : 001A : FF9F19AC030019000000000000000000

[prim 0x0020] Test Object Type (Local 0x0003 (HandSlot), is instance of: GUID 0xAC199FFF, checking original (not current) GUID: False, incoming ID is a neighbor ID: False, return GUID selected in Temp 0,1: False)



     001F : 0020 : 00 : 0002 : 0020 : 60685CD8030019000000000000000000

[prim 0x0020] Test Object Type (Local 0x0003 (HandSlot), is instance of: GUID 0xD85C6860, checking original (not current) GUID: False, incoming ID is a neighbor ID: False, return GUID selected in Temp 0,1: False)



     0020 : 0020 : 00 : 0002 : 0036 : FF9F19AC030019000000000000000000

[prim 0x0020] Test Object Type (Local 0x0003 (HandSlot), is instance of: GUID 0xAC199FFF, checking original (not current) GUID: False, incoming ID is a neighbor ID: False, return GUID selected in Temp 0,1: False)



     0021 : 027D : 01 : 0028 : 0022 : 1A17590701000A00000A000001000000

[global 0x027D] NPC - Instance of on Lot? (2 args: NPC ID (use #G - NPC Identifiers)=Const 0x0132:0x17 ("Maid" Value: 0x0013), Including Visitors?=Literal 0x0001)



     0022 : 02EC : 01 : 0028 : 0018 : 1A17590A00000A00000A000001000000

[global 0x02EC] Schedule - NPC - Check (1 arg: NPC Type=Const 0x0132:0x17 ("Maid" Value: 0x0013))



     0023 : 0002 : 00 : 0001 : FFFC : 04000000000519070000000000000000

[prim 0x0002] Expression (Local 0x0004 (NinaArrived?) := Literal 0x0000)



     0024 : 2031 : 01 : 0013 : 0013 : 1901000A00000A00000A000001000000

[semi 0x2031] Simulation - Select/Activate Sim (1 arg: SimID=Local 0x0001 (Don ID))



     0025 : 0002 : 00 : 0026 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0026 : 001F : 00 : 002E : 0032 : 5B88AE2D840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0x2DAE885B)



     0027 : 0002 : 00 : 0023 : FFFC : 00000000000519070000000000000000

[prim 0x0002] Expression (Local 0x0000 (Maid ID) := Literal 0x0000)



     0028 : 0002 : 00 : 0036 : FFFC : 00000100000519070000000000000000

[prim 0x0002] Expression (Local 0x0000 (Maid ID) := Literal 0x0001)



     0029 : 0002 : 00 : 002A : FFFC : 0600500000050F070000000000000000

[prim 0x0002] Expression (Stack Object's motive 0x0006 (Comfort) := Literal 0x0050)



     002A : 0002 : 00 : 002B : FFFC : 0800500000050F070000000000000000

[prim 0x0002] Expression (Stack Object's motive 0x0008 (Water / Hygiene) := Literal 0x0050)



     002B : 0002 : 00 : 002C : FFFC : 0F00500000050F070000000000000000

[prim 0x0002] Expression (Stack Object's motive 0x000F (Fun) := Literal 0x0050)



     002C : 0002 : 00 : 0037 : FFFC : 0900500000050F070000000000000000

[prim 0x0002] Expression (Stack Object's motive 0x0009 (Bladder) := Literal 0x0050)



     002D : 0002 : 00 : 0036 : FFFC : 0000E703000519070000000000000000

[prim 0x0002] Expression (Local 0x0000 (Maid ID) := Literal 0x03E7)



     002E : 0002 : 00 : 0029 : 002F : 04000100000219070000000000000000

[prim 0x0002] Expression (Local 0x0004 (NinaArrived?) == Literal 0x0001)



     002F : 0024 : 01 : 0030 : FFFC : 00000000000800000000140001060000

[prim 0x0024] Dialog (Text Notification, Strings: Private, Message: "Having a hard time making small talk with that special someone?  Pick up the phone and visit a Community Lot, where you can buy magazines that open your mind to all new topics of conversation!", TNS Style: System, Priority: 0x01, timeout: 0x14, TNS ID: Temp 0x0000, icon: automatic, wait for user: True, block simulation: True.  (Text notification on side of screen - returns unique ID in specified temp. For birthdays, days-Till-Birthday is expected in temp1))



     0030 : 0002 : 00 : 0029 : FFFC : 04000100000519070000000000000000

[prim 0x0002] Expression (Local 0x0004 (NinaArrived?) := Literal 0x0001)



     0031 : 0002 : 00 : 0036 : 001C : 00000000000019070000000000000000

[prim 0x0002] Expression (Local 0x0000 (Maid ID) > Literal 0x0000)



     0032 : 0002 : 00 : 0035 : 0038 : 04000100000219070000000000000000

[prim 0x0002] Expression (Local 0x0004 (NinaArrived?) == Literal 0x0001)



     0033 : 0301 : 01 : FFFD : 0024 : 19000000000000000000000000000000

[global 0x0301] Death - Is Sim Dead? (NID) (1 arg: Neighbor ID=0x0019)



     0034 : 0002 : 00 : FFFD : 0025 : 00001600000006070000000000000000

[prim 0x0002] Expression (Global 0x0000 (Hour) > Literal 0x0016)



     0035 : 0002 : 00 : FFFD : 0031 : 00000000000019070000000000000000

[prim 0x0002] Expression (Local 0x0000 (Maid ID) > Literal 0x0000)



     0036 : 0118 : 01 : 0034 : FFFC : 1E000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x001E)



     0037 : 0002 : 00 : 0036 : 0031 : 00000000000019070000000000000000

[prim 0x0002] Expression (Local 0x0000 (Maid ID) > Literal 0x0000)



     0038 : 0002 : 00 : 0036 : 0031 : 00000000000019070000000000000000

[prim 0x0002] Expression (Local 0x0000 (Maid ID) > Literal 0x0000)




The script begins by checking whether Nina Caliente has arrived. This check is contained in instruction number 0x23 (35):

     0023 : 0002 : 00 : 0001 : FFFC : 04000000000519070000000000000000

[prim 0x0002] Expression (Local 0x0004 (NinaArrived?) := Literal 0x0000)

A message appears saying that Don Lothario needs to go to the community lot and buy food, clothes, and entertainment. This message is contained in instruction at number 0x17 (23):

[prim 0x0024] Dialog (Text Notification,
  Strings: Private,
  Message: "Don dresses to impress!  Call a taxi to visit a community lot and shop for food,
  clothes,
  and entertainment.",
  TNS Style: System,
  Priority: 0x01,
  timeout: 0x14,
  TNS ID: Temp 0x0000,
  icon: none,
  wait for user: True,
  block simulation: True.  (Text notification on side of screen - returns unique ID in specified temp. For birthdays,
  days-Till-Birthday is expected in temp1))

Message field: "Don dresses to impress! Call a taxi to visit a community lot and shop for food, clothes, and entertainment.".

After this message appears, the presence of the maid at the lot is checked:

     0021 : 027D : 01 : 0028 : 0022 : 1A17590701000A00000A000001000000

[global 0x027D] NPC - Instance of on Lot? (2 args: NPC ID (use #G - NPC Identifiers)=Const 0x0132:0x17 ("Maid" Value: 0x0013), Including Visitors?=Literal 0x0001)

If the maid is not in the lot, the game, after a few more checks, calls the player to call the maid because the house is messy. This message is contained in instruction at number 0x2 (2):

     0002 : 0024 : 01 : 0028 : FFFC : 00000000000800020000140001050000

[prim 0x0024] Dialog (Text Notification, Strings: Private, Message: "This place is a mess!  Use the phone to hire a maid.", TNS Style: System, Priority: 0x01, timeout: 0x14, TNS ID: Temp 0x0000, icon: none, wait for user: True, block simulation: True.  (Text notification on side of screen - returns unique ID in specified temp. For birthdays, days-Till-Birthday is expected in temp1))

Message field: "This place is a mess! Use the phone to hire a maid.".

Then the script, regardless of the results of the numerous checks and expressions in it loops.

If the Personality/Interest Talk with the maid fails, a message appears saying that Don can call a taxi and go to the community lot to buy magazines, which will open up new topics of conversation for him. This message is contained in instruction at number 0xD (13):

[prim 0x0024] Dialog (Text Notification,
  Strings: Private,
  Message: "Having a hard time making small talk with that special someone?  Pick up the phone and visit a Community Lot,
  where you can buy magazines that open your mind to all new topics of conversation!",
  TNS Style: Sim,
  Priority: 0x01,
  timeout: 0x14,
  TNS ID: Temp 0x0000,
  icon: automatic,
  wait for user: True,
  block simulation: True.  (Text notification on side of screen - returns unique ID in specified temp. For birthdays,
  days-Till-Birthday is expected in temp1))

Message field: "Having a hard time making small talk with that special someone? Pick up the phone and visit a Community Lot, where you can buy magazines that open your mind to all new topics of conversation!".

This message is also duplicated in instruction 0x2F (47). Only TNS Style differs: in instruction 0xD (13) its value is "Sim", in instruction 0x2F (47) its value is "System".

Pleasant Family

In the objects.package of the base game in the Behaviour function resource (BHAV), there is a BHAV Script - Pleasantville - Pleasant.

The path to this BHAV:

Found In Name Type Group Instance
Objects/objects.package Script - Pleasantville - Pleasant BHAV 0x7F6B4AOE 0x00001002 (4098)

This BHAV contains these instructions:

     0000 : 0118 : 01 : 0031 : FFFC : 14000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x0014)



     0001 : 0002 : 00 : 0014 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0002 : 0118 : 01 : 0012 : FFFC : 01000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x0001)



     0003 : 0024 : 01 : 0012 : FFFC : 00000000000000020000140000010000

[prim 0x0024] Dialog (message, Strings: Private, Title: [none], Message: "Script Broke for some reason.", Button 1: [none], icon: none, wait for user: True, block simulation: True.  (Display a dialog with a message and yes button.))



     0004 : 001F : 00 : 0006 : FFFD : DE70AEAD840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0xADAE70DE)



     0005 : 0002 : 00 : 0004 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0006 : 0002 : 00 : 0007 : FFFC : 38000900000513070000000000000000

[prim 0x0002] Expression (Stack Object's person data 0x0038 (School Grade) := Literal 0x0009)



     0007 : 0002 : 00 : 0008 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0008 : 001F : 00 : 0009 : FFFD : 00000000810A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, person)



     0009 : 0020 : 00 : 000A : 0008 : 6E71AEED00000A000000000000000000

[prim 0x0020] Test Object Type (Stack Object ID 0x0000, is instance of: GUID 0xEDAE716E, checking original (not current) GUID: False, incoming ID is a neighbor ID: False, return GUID selected in Temp 0,1: False)



     000A : 0002 : 00 : 000D : FFFC : 38000200000513070000000000000000

[prim 0x0002] Expression (Stack Object's person data 0x0038 (School Grade) := Literal 0x0002)



     000B : 0002 : 00 : 0026 : FFFC : 020000000005190A0000000000000000

[prim 0x0002] Expression (Local 0x0002 (MaryID) := Stack Object ID 0x0000)



     000C : 0024 : 01 : 0018 : FFFC : 00000000000800000000140001020000

[prim 0x0024] Dialog (Text Notification, Strings: Private, Message: "$Object's Aspiration is Romance, and he doesn't seem to be getting it.  $Object should try to find some intimacy in their life.", TNS Style: System, Priority: 0x01, timeout: 0x14, TNS ID: Temp 0x0000, icon: automatic, wait for user: True, block simulation: True.  (Text notification on side of screen - returns unique ID in specified temp. For birthdays, days-Till-Birthday is expected in temp1))



     000D : 0002 : 00 : 000E : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     000E : 001F : 00 : 000F : 0002 : 00000000810A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, person)



     000F : 0020 : 00 : 0010 : 000E : 9D6FAEAD00000A000000000000000000

[prim 0x0020] Test Object Type (Stack Object ID 0x0000, is instance of: GUID 0xADAE6F9D, checking original (not current) GUID: False, incoming ID is a neighbor ID: False, return GUID selected in Temp 0,1: False)



     0010 : 0002 : 00 : 0030 : FFFC : 030000000005190A0000000000000000

[prim 0x0002] Expression (Local 0x0003 (DanielID) := Stack Object ID 0x0000)



     0011 : 0002 : 00 : 0005 : FFFC : 00000100000500070000000000000000

[prim 0x0002] Expression (My attribute 0x0000 ("In Action") := Literal 0x0001)



     0012 : 0002 : 00 : FFFD : FFFC : 00000000000500070000000000000000

[prim 0x0002] Expression (My attribute 0x0000 ("In Action") := Literal 0x0000)



     0013 : 0002 : 00 : FFFD : FFFC : 00000000000500070000000000000000

[prim 0x0002] Expression (My attribute 0x0000 ("In Action") := Literal 0x0000)



     0014 : 0002 : 00 : 0015 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0015 : 001F : 00 : 000B : FFFD : 4F70AE2D840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0x2DAE704F)



     0016 : 0070 : 00 : 000C : FFFC : 000A0000E00000DF0600210007080001

[prim 0x0070] Effect Stop/Start (Soft start effect, Target: Stack Object ID 0x0000, default 3/4 height, "uiHeadlineGroup_ScreamRuntime" [Effect:0xE0 (Global)], icon: Literal 0x0008 (Conversation), sheet: "uieffects-headlines-motives-scream-02" [IconTexture:0x01 (Global)], Priority: False, model: default)



     0017 : 0178 : 01 : 001A : 002A : 1902000A00000A00000A000001000000

[global 0x0178] Verify - Object ID (1 arg: Object ID=Local 0x0002 (MaryID))



     0018 : 0002 : 00 : 0017 : FFFC : 0000020000050A190000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Local 0x0002 (MaryID))



     0019 : 0118 : 01 : 0018 : FFFC : 3C000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x003C)



     001A : 0002 : 00 : 0019 : 002A : 1D00FFFF000004070000000000000000

[prim 0x0002] Expression (Stack Object's 0x001D (room) > Literal 0xFFFF)



     001B : 0033 : 00 : 001F : 0034 : 1B131F0003D182CA0C00080000000000

[prim 0x0033] Manage Inventory (Set To Next Token Of GUID, token: GUID 0x0CCA82D1, Category: visible memory, reversed: False, Inventory (singular): Neighbor: Stack Object's person data 0x001F (neighbor id), index: Temp 0x0000)



     001C : 0118 : 01 : 0032 : FFFC : 3C000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x003C)



     001D : 0002 : 00 : 001E : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     001E : 001F : 00 : 002F : 0020 : 7269AE0D840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0x0DAE6972)



     001F : 0118 : 01 : 001D : FFFC : FA000000000000000000000000000000

[global 0x0118] Idle (1 arg: ticks=0x00FA)



     0020 : 002A : 00 : 0021 : 0013 : 7269AE0D060000000000000000000000

[prim 0x002A] Create New Object Instance (GUID 0x0DAE6972, place: out of world (put new object id in Stack Object), Create object normally, fail if tile is non-empty: False, pass Temp 0 to main: False, move in a new Sim: False, copying design mode materials from object in Temp 5: False)



     0021 : 0002 : 00 : 0022 : FFFC : 040000000005190A0000000000000000

[prim 0x0002] Expression (Local 0x0004 (CassID) := Stack Object ID 0x0000)



     0022 : 0002 : 00 : 0023 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0023 : 001F : 00 : 0024 : 0013 : F9BEE681840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0x81E6BEF9)



     0024 : 0002 : 00 : 0025 : FFFC : 000000000005190A0000000000000000

[prim 0x0002] Expression (Local 0x0000 (PortalID) := Stack Object ID 0x0000)



     0025 : 0010 : 00 : 002F : 0013 : 000008001904001900000000DE080000

[prim 0x0010] Find Location For (Local 0x0004 (CassID), relative to Local 0x0000 (PortalID), facing, normal, prefer empty: True, user editable: False, on level ground: False, with empty border: False, begin in front of refobj: False, with line of sight to center: False)



     0026 : 0002 : 00 : 0027 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0027 : 001F : 00 : 0029 : 0011 : E9A23837840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0x3738A2E9)



     0028 : 0002 : 00 : 001B : FFFC : 00000000000508070000000000000000

[prim 0x0002] Expression (Temp 0x0000 := Literal 0x0000)



     0029 : 0002 : 00 : 0011 : FFFC : 07000400000505070000000000000000

[prim 0x0002] Expression (Stack Object's [semi] attribute 0x0007 := Literal 0x0004)



     002A : 0002 : 00 : 002B : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     002B : 001F : 00 : 002C : 0013 : B58867D0840A00000000000000000000

[prim 0x001F] Set to Next (Stack Object ID 0x0000, object of type: GUID 0xD06788B5)



     002C : 0002 : 00 : 002D : FFFC : 05001600000505070000000000000000

[prim 0x0002] Expression (Stack Object's [semi] attribute 0x0005 := Literal 0x0016)



     002D : 0002 : 00 : 002E : FFFC : 04001300000505070000000000000000

[prim 0x0002] Expression (Stack Object's [semi] attribute 0x0004 := Literal 0x0013)



     002E : 0002 : 00 : 0033 : FFFC : 0000020000050A190000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Local 0x0002 (MaryID))



     002F : 0002 : 00 : 0013 : FFFC : 0000000000050A070000000000000000

[prim 0x0002] Expression (Stack Object ID 0x0000 := Literal 0x0000)



     0030 : 2031 : 01 : 0016 : 0016 : 0A00000A00000A00000A000001000000

[semi 0x2031] Simulation - Select/Activate Sim (1 arg: SimID=Stack Object ID 0x0000)



     0031 : 0002 : 00 : 0001 : FFFC : 02000200000500070000000000000000

[prim 0x0002] Expression (My attribute 0x0002 ("Force Job Chance Card") := Literal 0x0002)



     0032 : 014B : 01 : 0028 : 0013 : 1902000A00000A00000A000001000000

[global 0x014B] Verify - Person ID (1 arg: Person ID=Local 0x0002 (MaryID))



     0033 : 0002 : 00 : 0032 : FFFC : 06000000000519070000000000000000

[prim 0x0002] Expression (Local 0x0006 (LoopID) := Literal 0x0000)



     0034 : 0002 : 00 : 001C : 0013 : 0600F401000B19070000000000000000

[prim 0x0002] Expression (Local 0x0006 (LoopID) ++ and < Literal 0x01F4)




The scripts start by displaying this message. This message is contained in instruction at number 0xC (12):

     000C : 0024 : 01 : 0018 : FFFC : 00000000000800000000140001020000

[prim 0x0024] Dialog (Text Notification, Strings: Private, Message: "$Object's Aspiration is Romance, and he doesn't seem to be getting it.  $Object should try to find some intimacy in their life.", TNS Style: System, Priority: 0x01, timeout: 0x14, TNS ID: Temp 0x0000, icon: automatic, wait for user: True, block simulation: True.  (Text notification on side of screen - returns unique ID in specified temp. For birthdays, days-Till-Birthday is expected in temp1))

Message field: "$Object's Aspiration is Romance, and he doesn't seem to be getting it. $Object should try to find some intimacy in their life.".

$Object refers to Daniel Pleasant.

This BHAV also contains a message saying that the script is broken for some reason. This message is contained in instruction at number 0x3 (3):

     0003 : 0024 : 01 : 0012 : FFFC : 00000000000000020000140000010000

[prim 0x0024] Dialog (message, Strings: Private, Title: [none], Message: "Script Broke for some reason.", Button 1: [none], icon: none, wait for user: True, block simulation: True.  (Display a dialog with a message and yes button.))

Message field: "Script Broke for some reason.".


Veronaville - General Script

Evidently a script that Veronaville would have followed during gameplay. Unfortunately the BHAV that governs its functions is completely empty, leaving it a mystery as to what exactly it would have done.

The path to this BHAV:

Found In Name Type Group Instance
Objects/objects.package Script - Veronaville - General Script BHAV 0x7F6B4A0E 0x0000100E (4110)

The contents of this BHAV are empty.

Only for Veronaville exist a BHAV with "General Script" in its name.

(Source: История разработки Симс 2, post №762 - The Sims Creative Club)

Unused Music

The sfx1.package from base game, which is located at the path "TSData\Res\Sound" contain five full unused music tracks. This tracks can be found by extracting the contents of the base game's sfx1.package using SimPE into a folder. The extracted package will consist of 4 folders and one file. The unused music tracks are located in "2026960B - mp3 or xa Sound File" folder. The files in the "2026960B - mp3 or xa Sound File" folder need to be sorted by file size from largest to smallest. The five larger files are these tracks. You can listen to these music tracks below:

"Eeyooma Mana Muki Vop" from The Sims Bustin' Out
This music track is from The Sims Bustin' Out. Its original name is "Eeyooma Mana Muki Vop". The name of the extracted file is "94E6DF8B-0B8AB3CD-FF5B9FA4.mp3". It would appear in Pet Stories, another game using the same engine.

"Nahtreel Jazz" from The Sims Bustin' Out
This music track is from The Sims Bustin' Out. Its original name is "Nahtreel Jazz". The name of the extracted file is "CE84B784-0B8AB3CD-FFA134CC.mp3".

"sbo_bb4" from The Sims Bustin' Out
This music track is from The Sims Bustin' Out. Its original name is "sbo_bb4". The name of the extracted file is "011AB223-0B8AB3CD-FFDC58F1.mp3".

"Sim the Blues" from The Sims: Unleashed
This music track is a shorter edit from The Sims: Unleashed. Its original name is "Sim the Blues". The name of the extracted file is "09731966-0B8AB3CD-FF4E0CB4.mp3".

"SUL_Band2_M" from The Sims: Unleashed
This music track is a shorter edit from The Sims: Unleashed. Its original name is "SUL_Band2_M". The name of the extracted file is "647ABE94-0B8AB3CD-FF1C5809.mp3".


(Source: Found five full songs in base game's sfx1.package. Where do they play on? - Mod The Sims & That One Guy YouTube channel)

Hidden Details

Hmmm...
To do:
Hidden Elder age thumbnails of NPCs. Sub-page this into Unused Sim Data.

Hidden NPC Biographies

Grim Reaper

Unlike other NPC Sims, the Grim Reaper has a hidden biography if he is added to a household via debugging cheats.

Education: BA Human Development, University of Hawaii
Favorite Band: Styx
Short Piers: I like it when you take long walks.

Santa Klaus

Introduced in the Holiday Party Pack or Happy Holiday Stuff, he has a hidden biography.

The Big Man

References