Talk:Big Boss

Where can I find this sim in the game files? What is the name of the game file? Prah 17:26, February 2, 2012 (UTC)
 * I'm not sure, but it's said that it can only be found in the game strings, and the idea was scrapped before the release of the game. I myself have never heard of him other than this, so I still doubt its existence.  Nikel  Talk  08:52, February 3, 2012 (UTC)

Did you guys check objects.package with SimPE?
 * Duh. There are so many things that can be seen there. When I do check it, I only check the icons in there.  Nikel  Talk  13:03, February 3, 2012 (UTC)

I found a ton of dialogue strings related to the scenario. Note: "Bread-and-butter" is a term that refers to one's livelihood eg job.
 * Big Boss is hungry. A good host always makes sure that guests are fed—especially when one of those guests is the host's bread-and-butter.
 * Big Boss isn't pleased. How would (Sim) like going to a party and then being ignored? (Sim) should maybe go make some small talk.
 * Big Boss is very pleased with (Sim)'s operation here. (Sim) got a cash bonus of (Bonus). Nice work!
 * Big Boss had a great time tonight, and it paid off—(Sim) got a cash bonus of (Bonus) at work. Good job!
 * Big Boss did not have a very enjoyable evening. Things might get a little bumpy for (Sim) at work.
 * (Sim) has arrived for dinner. Good luck.
 * (Sim) enjoyed getting a tour of your house!

According to the last two dialogue strings, the Big Boss could have been a type of NPC generated by the game, like the headmasters or maids. The images used in this article seem to imply that the Big Boss is a special type of NPC, like the Grim Reaper or Mrs. Crumplebottom, which leads me to believe that the images aren't of the Big Boss (although they are real, I've seen them in the objects package plenty of times). What do you guys think? —Random Ranaun (Talk to me! ) 03:47, February 10, 2012 (UTC) Yes it sounds like "Big Boss" is the boss of the sims at work. Prah 13:38, February 10, 2012 (UTC)
 * That's intriguing, I think, RR! The scenario does sound like party and headmaster combined. IMO, it's safe to assume that the thumbnails belong to the Big Boss. The Big Boss might be supposed to respond when Sims call for sick, but in the game, it will generate new townies instead.  Nikel  Talk  08:41, February 10, 2012 (UTC)

This is really interesting. Where are the files for big boss? How can I access them?

Thanks :)
 * You can find the images by opening the objects.package in your game files by using SimPE. However, this is not recommended. I don't know where the dialog strings from, though.  Nikel  Talk  13:58, April 25, 2012 (UTC)

I believe that the provided portrait image is incorrect. The image is indeed assigned to the Boss, but is not displayed while playing. The portrait is regenerated and depicts a casually dressed person in a random outfit.

The Boss NPC (type 3) actually makes appearances in the game. His portrait can be seen on dialog boxes relating to job, such as quitting or taking a sick day from work, triggered by a phone call. The game will create a Boss when one of those dialogs is called and not enough Bosses exist. At least in some expansion packs, tested in FreeTime by me, a Boss may appear on community lots as a walkby.

A peculiarity with the Boss NPC is that his assumed gender is the opposite of his physical model. A seemingly male boss would speak with female voice, and act female whenever the specific persondata field is checked, such as at urinals.

The related strings are indeed contained in objects.package, and it is correct that he had a headmaster-like scenario code.

To browse objects.package you need to look at the relevant OBJd, note its 32-bit group number, which begins with 7F, then go to either strings STR# or code BHAV and sort by group number. It is not dangerous as long as you don't save the package.

-- J7n (talk) 23:52, January 8, 2013 (UTC) 212.142.84.209


 * Big Boss feature is somehow "disabled" when using phonehack mod by Pescado. He described it in his mod "Calling in sick no longer generates a useless NPC to clog your data files." I really never thought that it was an actual NPC, not a randomly generated townie. Do they behave like common townies (can be interacted and married)?  Nikel  Talk  –  Vote!  13:38, January 9, 2013 (UTC)


 * They behave like a normal sociable NPCs, aside from the wrong voice. I tried talking to them, telling a joke, admiring, etc. I have not tried moving them into households, but that should be possible because the Boss switches to PersonGlobals Main whenever he is not "on the job". -- J7n (talk) 15:51, January 9, 2013 (UTC) 212.142.84.209
 * Would that mean they have turned into regular townies, or they would be back to their role as NPCs? When my Sim calls in sick again, will the boss be the same Sims or the game generates another ones again?  Nikel  Talk  –  Vote!  16:14, January 9, 2013 (UTC)


 * The change is temporary while the sim is visiting, just as with other NPCs. When a person is created, he looks if he's supposed to be "on the job" (set by the caller in the sim's memory) and then fulfils his function, otherwise he acts like a normal person; then he eventually leaves the lot and can be created again. They remain NPCs forever, but the game stops searching for them if they get moved or married into homes. There is no function, except maybe with LUA, to transform a sim from NPC to a person or back, which is why some behavior sticks to married NPCs (Slobs continue to act indecent, for example). -- J7n (talk) 17:28, January 9, 2013 (UTC)


 * I tried calling up a Boss in a fresh Pleasantview neighborhood. But I couldn't progress far enough to start the scenario. Here are some screenshots (1 MB files) showing how indignifying the Boss looks in the game.
 * Daniel Pleasant asking for a day off from a Boss
 * The Boss spawned as a visitor by me
 * The Boss spawned as a visitor by me, on his way to watch TV
 * Daniel Pleasant asking for a day off from a Second Boss after reloading the game
 * The Second Boss has been created; normal NPC count is three per role
 * The Second Boss created in world, showing his random name
 * The Second Boss' helicopter landing and causing distress to Rod Humble
 * I couldn't get the scenario to start because the boss wouldn't snap into the chopper. He waits until the hour is 17 before arriving to visit. The payphone is my debug object for creating people. When the Boss comes as a walkby, he follows the same rules as a Dining Cheff, Pizza Delivery Person, etc. The chance for one of three bosses to randomly spawn is very low, because the chance for any NPC was somehwnere around 1 in 6 already.
 * -- J7n (talk) 09:35, January 10, 2013 (UTC) 212.142.84.209
 * This is intriguing, though I have a lot of questions. (Say, I thought teens can't have the chemistry-related interactions toward adults?) But mainly, how could you activate the Boss scenario? I'm pretty sure since you know all these technical stuff, you modified the in-game code yourself somehow to get it working. So the scenario simply could not be initiated?  Nikel  Talk  –  Vote!  16:01, January 10, 2013 (UTC)
 * I have a few mods loaded, neither of which enhance nor hide the Boss character (to spawn people, advance time, delete people, which was needed as I went along). One of them also enables teen chemistry, and is hard to separate from other fx for manipulating people. I was going to take a picture of the Boss greeting a family member (labeled "victim" by the developers), to show how the scenario would look like if it was enabled, but I was unable to do so.


 * To activate the scenario I spawned the Boss (which would be done by a phone call or a controller if it existed), set its person type to NPC, attribute 0x2A and attribute holding the job owner / employee (victim). The NPC should now act out the scenario. But it needed more data. Finding out where the function breaks requires stepping through it and reloading the entire game many times, which I can't do now without a computer with a sheer amount of memory.


 * The article should mention where the boss can be seen in an unmodified game (calling for a sick day and community lots), its outfit, and its gender issue. The fact that the scenario was intentionally removed, without being certain about the reason why, can be proven by it being labeled a "killed" scenario. Also the Boss himself wasn't removed.


 * I tested the gender again. And this time only female NPCs got male gender. As can be seen in 'Function - Init' of the Boss, its gender gets switched. But I'm unsure of the meaning of body strings id, which may have changed in a later expansion pack, and can no longer be used to read the sex. Please test the gender in your game and update accordingly.


 * -- J7n (talk) 18:34, January 10, 2013 (UTC) 212.142.84.209
 * I'll try to sum up the information you've provided here (not soon, but eventually, I hope). I'll also try to generate one in my game (eventually too). I'm pretty sure the outfit issue is just because the game doesn't specifically assign them with special outfit, or maybe there's some other reasons.  Nikel  Talk  –  Vote!  14:25, January 13, 2013 (UTC)
 * Don't bother. I spoke nonsense. Leaving it visible, since there were replies. -- J7n (talk) 21:44, January 13, 2013 (UTC)

Since somebody figured out how to start the scenario, I've been trying it too. I haven't had any luck so far, but I at least found out he seems to be complete. I know this since I compared his file list with the Headmaster and they seem to match quite nicely. He has 39 files in his template, and one of them contains the code that loads his scenario into the game. If I figure out how to do this, I'll update on here. Also I'm on ModTheSims.Info  Frogz2007 (talk) 01:21, October 18, 2013 (UTC)