The Sims 2 (Windows)/Unused Data
This is a sub-page of The Sims 2 (Windows).
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Contents
Scrapped Aspirations
Power
Power is a scrapped Aspiration that remains in the game files in an incomplete state. It can be loaded into the game through the use of testing and debugging objects, specifically the "Sim Modder". However it does not have an icon shown on the user interface, and it borrows text from the Romance Aspiration for the Aspiration Meter descriptors. Any sim that ages up will be be left with a bad memory of growing up regardless of how high their aspiration meter is. Upon death their tombstone is always the standard stone, again regardless of how high their aspiration meter is. This is unlike any other aspiration in the game, as a high aspiration meter will reward the sim with a positive memory of growing up or a fancy grave upon death. It is also present as the set Aspiration on some premade deceased sims, primarily ones in Veronaville, as well as some "universal" NPCs, such as the Grim Reaper and the Hula Zombie. It is worth noting that any premade sim with the Power Aspiration was not intended to be played with by the player like a normal sim would.
The Aspiration was apparently scrapped almost immediately after it was implemented late in development, because it "started getting into politics."[1] according to one developer who spoke about it briefly on Twitter. Its strings would be replaced by the Grow Up Aspiration, due to hidden data from pre-made dead Sims Hamlet Dane, Sr., Judith Dottore, Julius Caesar, Momentilla Bramble, and Stephano Arlecchino using it.
Craft
Craft is another scrapped Aspiration, but unlike Power, it is completely non-functional in-game. The idea may have been reworked for the console versions of the game as the Creativity Aspiration.
Mention of this aspiration can be found in the objects. package file from the base game, in the Object Data resource (OBJD), which is called "Aspiration - Unused ( was Craft)".
The path to the resource:
Found In | Name | Type | Group | Instance |
---|---|---|---|---|
objects.package | Aspiration - Unused ( was Craft ) | OBJD | 0x7F6DC016 | 0x000041A7 (16807) |
There is also mention of this aspiration in the list of strings in the Catalog Description resource (CTSS).
The path to the resource:
Found In | Name | Type | Group | Instance |
---|---|---|---|---|
objects.package | Catalog Description | CTSS | 0x7F6DC016 | 0x000007D0 (2000) |
Interestingly the unused strings were translated into Russian, although the meaning was apparently lost on the translators:
String number | English String | Russian String | English Translation |
---|---|---|---|
0x0000 (0) | Craft Aspiration | Злодейство | Villainy |
0x0001 (1) | Want to be crafty, eh? | Что, хочешь стать злодеем? | What, you want to be a villain? |
Scrapped Scenarios
Power Outage
This page or section has one or more broken YouTube links. Please find an archived version of the video(s) or a suitable replacement. Specifically: Second video is no longer available. |
To do: Research more. |
The game left mentions of a Power Outage scenario. Most, if not all, electronic items would be disabled with no actions available for the remainder of the scenario with the exception of the stereo, fridge and bathroom items. In objects.package file exists 2 Behaviour functions (BHAV):
Power Outage - Get Time
Found In | Name | Type | Group |
---|---|---|---|
Objects/objects.package | Power Outage - Get Time | BHAV | 0x7FF37E31 |
Power Outage - Main Loop
Found In | Name | Type | Group |
---|---|---|---|
Objects/objects.package | Power Outage - Main Loop | BHAV | 0x7FF37E31 |
In the second video it can be noticed that the messages that relate to this scenario have been translated in the Russian version of the game. Automatic English subtitles for video are available.
Engagement
To do: Research more. |
The game left a mentions of Engagement scenario. In objects.package file exist Behaviour function (BHAV):
Engagement - Get Time
Found In | Name | Type | Group |
---|---|---|---|
Objects/objects.package | Engagement - Get Time | BHAV | 0x7FF37E31 |
Grandchild
To do: Research more. |
The game left a mentions of Grandchild scenario. In objects.package file exist 3 Behaviour functions (BHAV):
Grandchild - Main Loop
Found In | Name | Type | Group |
---|---|---|---|
Objects/objects.package | Grandchild - Main Loop | BHAV | 0x7FF37E31 |
Grandchild - Get Time
Found In | Name | Type | Group |
---|---|---|---|
Objects/objects.package | Grandchild - Get Time | BHAV | 0x7FF37E31 |
Grandchild - Has No Children?
Found In | Name | Type | Group |
---|---|---|---|
Objects/objects.package | Grandchild - Has No Children? | BHAV | 0x7FF37E31 |
Removed Radio Stations
Several references can be found for Bluegrass, Classical and Jazz radio stations that do not appear in the base game. There are community lot wall speakers for Bluegrass and Jazz in Objects/Objects.package, except that the Bluegrass one is assigned to R&B and the Jazz one was assigned to Pop, suggesting that they were replaced during development.
The Jazz station would be added to the University expansion, while the Classical station would appear in Nightlife. Strangely, there is no wall speaker for the Jazz station.
Scrapped Localizations
In SimPE, there are multiple duplicated English strings in the Hebrew and UK English language, suggesting they were going to get localizations.
Both of them, especially Hebrew, have early development leftovers from an earlier script as covered in another Sub-Page.
Base Game Weather
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This page or section has one or more broken YouTube links. Please find an archived version of the video(s) or a suitable replacement. |
Weather was originally planned to be included in the base game, but was scrapped due to technical issues. Re-enabling the feature would cause bugs, despite everything being near-complete. There are also unused animations for Sims reacting to rain, which can be found with Paul's Reaction Tester. A related Power Outage scenario would have also been used for the feature. Weather would eventually return in the Seasons expansion pack.
Hospital Births
Hospital births were also going to be in the game, but only some code remains of it. This idea was somewhat reintroduced in The Sims 3, and fully implemented in The Sims 4: Get To Work.
Bug Zapper
A lighting definition for a bug zapper object can be found in \TSData\Res\Lights\objects\bugZapper.txt. It creates light with a deep blue hue.
#overrides adjusted 4/12/03 SWK (tuned with lighting.txt rev #30) lightAttribOverride bugZapper intensity 0.6 lightAttribOverride bugZapper color (.2, .54, 1.0) lightAttribOverride bugZapper falloffRate 0.5 lightAttribOverride bugZapper diffusionSourceIntensity 0.6 lightAttribOverride bugZapper diffusionSourceColor (0.3, .54, 1.0) lightAttribOverride bugZapper diffusionSourceMin (-.5, -.5) lightAttribOverride bugZapper diffusionSourceMax (.5, .5) lightAttribOverride bugZapper diffusionSourceFalloff 1.5 lightAttribOverride bugZapper diffusionSourceWallIntensityScale 1 lightAttribOverride bugZapper diffusionSourceFloorIntensityScale 1.0 lightAttribOverride bugZapper diffusionSourceIsDirectional 0 lightAttribOverride bugZapper diffusionSourceDirectionalFalloff 1
No such object appears in the game, though a bug zapper appears in The Sims: Bustin' Out and electrocutes Sims who touch it.
Unused Death Type
In objects.package, the Behaviour Constant (BCON) resource Death Type
lists the valid types of death recognised by the game. Entries 0-9 are base game death types, 10 is added with University, 11 and 12 are added with Nightlife, 13 with Open for Business, 14-16 with Seasons, and 17 with Apartment Life (although blank, it represents Death By Murphy Bed).
0 Death By Hunger 1 Death By Electrocution 2 Death By Drowning 3 Death By Fire 4 Death By Old Age 5 Death By Sickness 6 Death By Flies 7 Death By Fright 8 Death By Satelite 9 Death by Cinematic 10 Death By SimMars Fly Trap 11 Death By Coffin Scare 12 Death By Sunlight 13 Death By Rally Forth 14 Death By Wishing Well 15 Death By Hail Bludgeoning 16 Death By Lightning 17
Entry 9, Death by Cinematic
is a type not used in the game, nor does it have assigned RGBA color values in the BCON resource Ghost Colors
to set an appearance for ghosts of this type