Red Dead Redemption 2
Red Dead Redemption 2 |
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Developer: Rockstar Games This game has unused animations. This game has a prerelease article |
Red Dead Redemption 2 is a retcon-filled prequel to the previous-generation Red Dead Redemption. It covers the Van der Linde gang's desperate attempt for survival, and it has an epilogue where you play as some guy who Rockstar's "attention to detail" couldn't make his model look like John Marston.
This game is another impressive technical achievement in video games, but sadly, with every update its story mode keeps getting more content removed and becomes buggier due to Rockstar's huge neglect of it.
To do: Many things:
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Contents
Sub-Pages
Prerelease Info |
Unused Animations A lip reading expert would be useful to decipher these people's silent mouth movements. |
Unused Audio Tired of listening to Dutch's plans? Here are other things to hear. |
Unused Text This is going to take a while to telegraph... |
Unused Items
Various normally-unobtainable can be spawned in the game using save editors or trainers.
Crows Garlic
A cut herb named Crows Garlic. The player can eat or pick it like the rest of the herbs, however, eating it doesn't give any effect and picking it does not give any provisions in the satchel.
Saltbush
Another cut herb, named Saltbush. Unlike Crows Garlic, it cannot be picked up at all, as the game for some reason thinks the player already has privisions of this plant in the satchel. Just like the previous case, eating it does not give any effect, and performing this action also causes a minor glitch where this herb briefly re-appears on the ground it was picked up from.
Bank Credit Letter
This letter item is given to John in the mid-mission cutscene of "Home of the Gentry?", where he is even seen putting it inside his satchel. But despite that, this document oddly never appears in the player's inventory. The transcription of its text can be found in global.yldb under the ID UI_LETTER_MARSTON_BANK.
Bluewater Marsh Coach Tip (1907)
This note is a variation of the one that is given by Alden in "The Mercies of Knowledge - II", it was meant to be received while playing said mission as John. This, along with unused audio shows that this mission strand was originally meant to also be available in the Epilogue. The text is slightly different from its 1899 counterpart and its transcript is found in global.yldb under the ID UI_COACH_AMB6.
1899 | 1907 (Unused) |
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H. Fischer's Homes Catalogue
It's unknown where precisely this note item would have been received from, but it advertises the catalogue from which John buys Beecher's Hope in the intro cutscene of "The Tool Box", the house image seen here can also be seen on the catalogue during said cutscene. In global.yldb, the ID of the text's transcript is UI_NOTE_BEECHERS.
Letter from Abigail
This letter item is seen and is read in one of the mid-mission cutscenes of "Motherhood", and the player does not receive it in the satchel despite John being shown keeping it for himself.
Letter from Mr. Pearson (1907)
Not to be confused with the same-name non-readable letter that the player temporarily has in "Further Questions of Female Suffrage". The player is supposed to receive this letter item in Beecher's Hope like how it happens after the reunion with Tilly, in one of the conversations when meeting Pearson in Rhodes he says he will send John a letter, but it never actually happens and this is not seen.
Letter to Professor Schliffen
This letter item is obtained by looting any foreman character, but since the foremen are not used in the final game, this letter goes unseen as a result.
Letter to the Governor
This letter item is received from looting the Wapiti Official, but since that character is unused, so is this letter. The transcript of it is located in global.yldb under the ID UI_LETTER_WAPITI_AGENT.
Scarlet Fever Handbill
This handbill item is rather interesting because it's one of the many things that show that Arthur was originally meant to be able to visit New Austin: it's similar to the Cholera Handbill and it's seems like it might've also been handed out by the Armadillo Town Crier, multiple dialogue lines and the 12th buyable newspaper issues confirm that in the game's lore Armadillo had a Scarlet Fever outbreak in 1899 before the Cholera one in 1907.
Unused Textures
Carved text saying "IS IT STRENGTH OR TRUE WEAKNESS?", a scrapped cheat code. It's unknown what was meant to be the effect of this cheat.
Location | Filename | Texture |
---|---|---|
levels_3.rpf\levels\rdr3\props\lev_des\s_lev_des_mission.rpf\s_cheatcode_iisotw+hidr.ytd | s_cheatcode_generic_light_abs_cheatcode_strengthorweak_al |
The texture of an unused photograph that was meant to be given to the player in "The Noblest of Men, and a Woman" and was related to a cut fifth gunslinger mission of said strand, which involved Frank Heck, who still has various mentions in the final game and even his Cigarette Card and comic book. Curiously, the text hints the player to look for Heck in Saint Denis, but other leftovers of the mission indicates the mission was instead going to take place in the Tumbleweed Saloon, so it seems the its location was changed during development.
Here is a transcript of the text in this texture:
-FRANK HECK- FATHER = UNKNOWN LESS NEWSPAPER INK ONCE YOUNGER LATE TEENAGE YEARS UNACCOUNTED FOR OBSTINATE INTERVIEWEE |
Location | Filename | Texture |
---|---|---|
levels_3.rpf\levels\rdr3\props\lev_des\s_set_pieces.rpf\s_pic_gunslingerfrank01x+hidr.ytd | s_pic_gunslingerfrank01x_ab |
Leftover mission markers from Grand Theft Auto V's multiplayer mode Grand Theft Auto Online.
A map blip for a riverboat. Its purpose is unknown, but maybe the Grand Korrigan, which is always marked on the map, was meant to have a purpose in freeroam?
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd | blip_ambient_riverboat | |
textures_0.rpf\textures\ui_textures.rpf\blips.ytd | blip_ambient_riverboat |
A map blip for Fence Building, which, as shown by unused text, was a minigame that got cut.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd | blip_fence_building | |
textures_0.rpf\textures\ui_textures.rpf\blips.ytd | blip_fence_building |
A map blip for dropped plants. In the actual game, plants are not items that can be dropped on the ground.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd | blip_plant | |
textures_0.rpf\textures\ui_textures.rpf\blips.ytd | blip_plant |
The banks around the map were supposed to be marked with this blip because, as shown by unused text, they were supposed to have the purpose to let the player exchange gold for money.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd | blip_proc_bank | |
textures_0.rpf\textures\ui_textures.rpf\blips.ytd | blip_proc_bank |
A map blip for locked houses. There actually are some houses with locked doors that the player can use the Lock Breaker to get past them, but it's unknown if this blip was meant for those places.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd | blip_proc_home_locked | |
textures_0.rpf\textures\ui_textures.rpf\blips.ytd | blip_proc_home_locked |
As also shown by unused text, the blacksmiths around the map were meant to be places where the player could shop at, and they were meant to be marked with this blip.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd | blip_shop_blacksmith | |
textures_0.rpf\textures\ui_textures.rpf\blips.ytd | blip_shop_blacksmith |
A map blip that, has shown by unused text, was meant to mark Saint Denis Market. This implies that the place was meant to have more purposes besides being the location of a Butcher and a Trapper.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd | blip_shop_market_stall | |
textures_0.rpf\textures\ui_textures.rpf\blips.ytd | blip_shop_market_stall |
A map blip meant for the Epilogue chapters and that, as shown by unused text, was related to feeding animals. There are Chores in Beecher's Hope about feeding animals, but this seems to have been a separate activity.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd | blip_summer_feed | |
textures_0.rpf\textures\ui_textures.rpf\blips.ytd | blip_summer_feed |
A map blip for the Epilogue chapters. Its exact purpose is unknown, but unused text labels it as "Ranching".
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd | blip_summer_guard | |
textures_0.rpf\textures\ui_textures.rpf\blips.ytd | blip_summer_guard |
Inventory icon for a cut consumable item: a health serum.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | consumable_health_serum | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | consumable_health_serum |
The inventory icon for the cut Salt Bush herb.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | consumable_herb_saltbush | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | consumable_herb_saltbush |
Inventory icon for a cut consumable item: a poison tonic.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | consumable_poison_tonic | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | consumable_poison_tonic |
Inventory icon for a cut item: brass knuckles.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | kit_brass_knuckles | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | kit_brass_knuckles |
Inventory icon for a cut shaving kit item that was separate from the one found at the player's caravan/homes (which can't be picked up).
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | kit_shaving_kit | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | kit_shaving_kit |
Inventory icon of a a cut item: a chicken egg.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_chicken_egg | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_chicken_egg |
Inventory icon showing one of the Guarma relics of which their models are unused. There are no icons depicting the other three relics, so whether this one was meant to be shared between all of them is unknown.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_lost_relic | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_lost_relic |
Inventory icon for a cut item: regular pirate rum. In the actual game, only Aged Pirate Rum can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_pirate_rum | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_pirate_rum |
Inventory icon for reading glasses, a cut Valuable item that, despite not being in the final game, is still mentioned in the camp ledger as something that gets donated by the Van der Linde gang.
Location | Filename | Texture |
---|---|---|
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_reading_glasses | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_reading_glasses |
Inventory icon for a cut item: rotten meat.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_rotten_meat | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_rotten_meat |
Inventory icon for the Alligator Skin Trinket, a cut trinket.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_alligator_skin | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_alligator_skin |
Inventory icon for the Asteroid Chunk Trinket, a cut trinket of which an unused model (s_asteroidchunktrinket.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_asteroid_chunk | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_asteroid_chunk |
Inventory icon for the Badger Claw trinket, a cut trinket of which an unused model (s_badgerclawtrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_badger_claw | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_badger_claw |
Inventory icon for the Bat Wing Trinket, a cut trinket of which an unused model (s_batwingtrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bat_wing | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bat_wing |
Inventory icon for the Bear Heart Trinket, a cut trinket of which an unused model (s_bearhearttrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bear_heart | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bear_heart |
Inventory icon for the Bobcat Claw Trinket, a cut trinket of which an unused model (s_bobcatclaw01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bobcat_claw | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bobcat_claw |
Inventory icon for the Bull Gator Trinket, a cut trinket of which an unused model (s_bullgatortrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bull_gator | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bull_gator |
Inventory icon for the Bull Horn Trinket, a trinket that can be seen in the actual game but the player is not able to actually get it.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bull_horn | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_bull_horn |
Inventory icon for the Condor Beak Trinket, a cut trinket of which an unused model (s_condorbeaktrinket.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_condor_beak | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_condor_beak |
Inventory icon for the Crane Feather Trinket, a cut trinket of which an unused model (s_cranefeathertrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_crane_feather | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_crane_feather |
Inventory icon for the Deputy Star Trinket, a cut trinket of which an unused model (s_deputystartrinket01x.ydr) can be found. Curiously, this artwork shows a different design than one seen in the aforementioned object, that one is more elaborate and made out of multiple badges (here it's just one).
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_deputy_star | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_deputy_star |
Inventory icon for the Duck Feather Trinket, a cut trinket of which an unused model (s_duckfeather01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_duck_feather | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_duck_feather |
Inventory icon for the Flower Spun Trinket, a cut trinket of which an unused model (s_inv_trinket_flower_spun.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_flower_spun | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_flower_spun |
Inventory icon for the Futuristic Trinket, a cut trinket of which an unused model (s_futuristictrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_futuristic | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_futuristic |
Inventory icon for the Ghost Alligator Trinket, a cut trinket of which an unused model (s_ghostaligatortrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_ghost_alligator | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_ghost_alligator |
Inventory icon for the Giant Boar Trinket, a cut trinket of which an unused model (s_giantboartrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_giant_boar | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_giant_boar |
Inventory icon for the Giant Rabbit Trinket, a cut trinket of which an unused model (s_giantrabbittrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_giant_rabbit | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_giant_rabbit |
Inventory icon for the Gila Monster Tooth Trinket, a cut trinket of which an unused model (s_gilamonstertrinket.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_gilamonster_tooth | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_gilamonster_tooth |
Inventory icon for the Heron Feather Trinket, a cut trinket of which an unused model (s_heronfeathertrinket.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_heron_feather | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_heron_feather |
Inventory icon for the Ornate Gold Trinket, a cut trinket of which an unused model (s_ornategoldtrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_ornate_gold | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_ornate_gold |
Inventory icon for the Oxen Horn Trinket, a cut trinket of which an unused model (s_oxenhorntrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_oxen_horn | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_oxen_horn |
Inventory icon for the Panther Claw Trinket, a cut trinket of which an unused model (s_pantherclawtrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_panther_claw | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_panther_claw |
Inventory icon for the Precious Silver Trinket, a cut trinket.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_precious_silver | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_precious_silver |
Inventory icon for the Rabbit's Foot Trinket, a cut trinket of which an unused model (s_inv_trinket_rabtft01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_rabbits_foot | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_rabbits_foot |
Inventory icon for the Raccoon Claw Trinket, a cut trinket of which an unused model (s_raccoonclaw01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_raccoon_claw | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_raccoon_claw |
Inventory icon for the Squirrel Tooth Trinket, a cut trinket of which an unused model (s_squirreltoothtrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_squirrel_tooth | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_squirrel_tooth |
Inventory icon for the Toad Leg Trinket, a cut trinket of which an unused model (s_toadlegtrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_toad_leg | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_toad_leg |
Inventory icon for the Worn Mayan Trinket, a cut trinket of which an unused model (s_mayantrinket01x.ydr) can be found.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_worn_mayan | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | provision_trinket_worn_mayan |
Inventory icon for a cut upgrade item: a large quiver. As shown in Trailer 2, originally Arthur/John had quivers hanging from them instead of pulling arrows seemingly out of nowhere, and the existance of this indicates that it might have been planned for the player to be able to carry less arrows until this was bought.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd | upgrade_large_quiver | |
textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd | upgrade_large_quiver |
"Compendium Updated" icon for a bobcat, an animal that is present in the first Red Dead Redemption but didn't make it into this game's vast amount of animals.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd | animal_bobcat | |
textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd | animal_bobcat |
"Compendium Updated" icons for two species of shark, a hammerhead one and a tiger shark, both of which were cut. However, their models do appear in the actual game, unseen due to them being present in normally-unreachable parts of Guarma, and they can't be interacted with, so these icons are not seen at all. Selection icons and photo textures for them cannot be found in the files.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd | animal_shark_hammerhead | |
hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd | animal_shark_tiger | |
textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd | animal_shark_hammerhead | |
textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd | animal_shark_tiger |
Pick up icon for a cut item: the Bobcat Claw, which was obviously meant to be received from the cut bobcat animal, as it did in the first Red Dead Redemption.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd | provision_bobcat_claws | |
textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd | provision_bobcat_claws |
Pick up icon for another cut item that was meant to be gotten from the also-cut bobcat animal: the Bobcat Fur.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd | provision_bobcat_fur | |
textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd | provision_bobcat_fur |
A location HUD icon for Tempest Rim, the part of Ambarino that the player is not able to reach by normal means. Even if the players manages to reach that area, this icon does not appear due to it not being programmed in.
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui\ui_hud.rpf\feed_location.ytd | landmark_tempest_rim | |
textures_1.rpf\textures\ui\ui_hud.rpf\feed_location.ytd | landmark_tempest_rim |
A location HUD icon for "Tallulah Jetty", a settlement place that, as it says here, was meant to be in Roanoke Ridge but is nowhere to be found in the final game. This location can be seen marked on an early map that got leaked before the game's release, where it's shown it was planned to be the hideout of an enemy gang, and despite that no longer being the case, there is still a mention of this in the final game by a newspaper with an article labeled "Tallulah Jetty Gang Killed".
Location | Filename | Texture |
---|---|---|
hd_0.rpf\hd\textures\ui\ui_hud.rpf\feed_location.ytd | settlement_tallulah_jetty | |
textures_1.rpf\textures\ui\ui_hud.rpf\feed_location.ytd | settlement_tallulah_jetty |
The Log menu blip for the cut mission of "The Noblest of Men, and a Woman" strand, "FH" obviously standing for Frank Heck (duh). This is the only "RGUN4" blip that did not get deleted from the files.
Location | Filename | Texture |
---|---|---|
textures_1.rpf\textures\ui\ui_hud.rpf\toast_log_blips.ytd | blip_rc_gunslinger_4 |
A different version of the Billy Midnight Photograph item received in "The Noblest of Men, and a Woman". Apart from Midnight's photo itself being different, it also has different text that shows his mission had its plot changed during development: instead of him being on the train and the player going to Rhodes Station to search for him, originally Midnight was running an establishment in Annesburg and the player had to visit him there. Midnight's Saloon, the place that was going to be property of this gunslinger, got renamed and in the final game it's called Mitternachtsbierhalle.
Here is a transcription of this photo's text:
-BILLY MIDNIGHT- THE MAN WHO KILLED RABBIT MATTHEWS OVERNIGHT SENSATION/GAINED NATIONAL OWNER & PROPRIETOR MIDNIGHT'S RECLUSE? |
Location | Filename | Texture |
---|---|---|
textures_1.rpf\textures\ui\ui_itemviewer.rpf\ui_doc_gunslinger3_note.ytd | ui_doc_gunslinger3_note |
The Animals Compendium selection icon for the cut bobcat animal. No photo texture for it can be found in the files.
Location | Filename | Texture |
---|---|---|
textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_animals.ytd | animal_bobcat |
A Weapons Compendium photo for the cannon seen at Fort Wallace during the mission "The King's Son". No selection icon for it can be found in the files.
Location | Filename | Texture |
---|---|---|
textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd | cmpndm_breach_cannon_photo |
Weapons Compendium photo and selection icon for the Electrostatic Detector used in the Stranger mission "A Bright Bouncing Boy - II".
A Weapons Compendium photo for the Gatling Guns found at Fort Mercer during the gang hideout there. No selection icon for it can be found in the files.
Location | Filename | Texture |
---|---|---|
textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd | cmpndm_gatling_gun_photo |
A Weapons Compendium photo for the Maxim Gun that's seen in multiple missions. No selection icon for it can be found in the files.
Location | Filename | Texture |
---|---|---|
textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd | cmpndm_maxim_gun_photo |
Weapons Compendium photo and selection icon for the Moonshine Jug used in the mission "The Fine Joys of Tobacco".
Location | Filename | Texture |
---|---|---|
textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd | cmpndm_moonshine_jug_photo | |
textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd | weapon_moonshinejug |
A Weapons Compendium photo for the cannon that's seen at Cinco Torres during the mission "Hell Hath No Fury". No selection icon for it can be found in the files.
Location | Filename | Texture |
---|---|---|
textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd | cmpndm_revolving_cannon_photo |
A thumbnail for a cut Chapter 4 mission that took place between "The Gilded Cage" (ind1) and "A Fine Night of Debauchery" (ind3) and, as other leftovers show, it involved setting up the bank heist in Saint Denis, with Arthur and Micah helping Hosea and Abigail to test the police response as a way to contribute to the gang's reconnaissance (which is mentioned by Dutch but happens off-screen in the final game). This shows a small glimpse of what the mission looked like, with Arthur being seen planting in one of the pillars of the dock below the Cornwall Freight and Commodities building.
Location | Filename | Texture |
---|---|---|
textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_5.ytd | mission_ind2 |
Note that this is NOT the same thumbnail used for the mission "Archeology for Beginners", that is separate texture located in sp_missions_9.ytd. This is supposed to be the thumbnail for the aforementioned removed "NTV0" mission, but for unknown reasons, instead of showing a screenshot of said mission the texture itself is a duplicate of the thumbnail of "Archeology for Beginners".
Location | Filename | Texture |
---|---|---|
textures_1.rpf\textures\ui\ui_pausemenu.rpf\sp_missions_6.ytd | mission_ntv0 |
A thumbnail for a cut Chapter 5 mission that was meant to be the first one in the Smuggler strand and took place before "Hell Hath No Fury" (smg2). Arthur's actor Roger Clark mentioned in an interview that the mission involved the gang saving Leon Fuentes' niece, which fits this image showing her in a boat alongside Arthur and Bill.
Location | Filename | Texture |
---|---|---|
textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_7.ytd | mission_smg1 |
The thumbnail for the cut Frank Heck mission of "The Noblest of Men, and a Woman" strand. As this image and other leftovers show, the mission took place inside the Tumbleweed saloon.
Location | Filename | Texture |
---|---|---|
textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_16.ytd | mission_rgun4 |
Thumbnails for scrapped item requests. They have placeholder textures that did not get updated to show in-game screenshots like the other requests. Two of these are for item requests that would've been given by Strauss and Trelawny, who don't give item requests in the final game. As previously mentioned, the reading glasses that Strauss would've requested are not an item in the final game. The image for the Susan request seen here is a different one from the one used in the actual game for her seasoning herbs request (mission_irsuse), so whether this was a placeholder of that texture and was for some reason made a separate one or this was for a separate request is unknown.
Regional Differences
The subtitles speaker text string for Agent Milton, located in the global.yldb text file, is completely different in Japanese compared to the rest of the game's languages: instead of having the chracter's last name, the written katakana for some reason spell out Jim (ジム). This name being assigned to him is wrong because, as seen in other parts of the game, this character's actual first name is Andrew. A possible explanation for the name difference is that while translating this string the Japanese localizers may have somehow confused the fake name used by John throughout the Epilogue (Jim Milton) as Agent Milton's name.
american_rel.rpf | brazilian_rel.rpf | chinesesimp_rel.rpf |
---|---|---|
SPEAKER_MILTON = Milton | SPEAKER_MILTON = Milton | SPEAKER_MILTON = 米尔顿 |
chinesetrad_rel.rpf | french_rel.rpf | german_rel.rpf |
SPEAKER_MILTON = 米爾頓 | SPEAKER_MILTON = Milton | SPEAKER_MILTON = Milton |
italian_rel.rpf | japanese_rel.rpf | korean_rel.rpf |
SPEAKER_MILTON = Milton | SPEAKER_MILTON = ジム | SPEAKER_MILTON = 밀튼 |
mexican_rel.rpf | polish_rel.rpf | russian_rel.rpf |
SPEAKER_MILTON = Milton | SPEAKER_MILTON = Milton | SPEAKER_MILTON = Милтон |
spanish_rel.rpf | ||
SPEAKER_MILTON = Milton |
Revisional Differences
To do:
|
Rockstar being Rockstar, those "patches" involve breaking story mode features and removing content post-release. —Arthur Morgan
Notes:
- Versions 1.00 through 1.13 are exclusive to the console releases.
- To play version 1.00 in the physical releases, it's required to uninstall the game, install it again, and avoid downloading the latest patch afterwards.
Lasso Kill Lowering Animal Quality
In the unpatched console releases (1.00), killing animals with a knife after lassoing them drops the quality of pelt/carcass to 1 star. Patches changed this and now killing animals with this method doesn't affect the quality.
Facial Hair Growth System
Originally, all parts of Arthur/John's facial grew evenly, but this mechanic later became broken in an update and now each section of facial hair has a different length during the process of growing.
Newspaper Vendors and "Letter to Ma" Document
In version 1.00, the unattackable newspaper vendeors are not invincible. And while it's not the easiet thing to pull off, it's possible to knock out the one in Valentine by pushing him under the stairs of the gunsmith building, and looting the body gives the player the Document item "Letter to Ma". This item is programmed to be given by any looted newspaper vendor, but there aren't any methods to knock out the ones outside of Valentine.
Ever since 1.02 they became completely invincible and getting them under the stairs gets them teleported out of there, but this was a rather reckless move by the developers as it resulted in the "Letter to Ma" item becoming completely unobtainable by normal means. It's possible to get this Document in the patched console versions or the PC release by using a save editor.
Here is the texture and the text for "Letter to Ma".
Location | Filename | Texture |
---|---|---|
textures_1.rpf\textures\ui\ui_itemviewer.rpf\ | ui_letter_newsboy |
american_rel.rpf | brazilian_rel.rpf | chinesesimp_rel.rpf |
---|---|---|
DOCUMENT_LETTER_NEWSPAPERBOY = Letter to Ma DOCUMENT_LETTER_NEWSPAPERBOY_DESC = An unfinished letter home. UI_LETTER_NEWSBOY = Dear Ma~n~You worry too much. Nothing is going to happen to me out there. I will be perfectly safe and I will probably come back a rich man. You can plan on stopping work. You're going to be a gold miner's mother. This country is so beautiful and the people I've met so far have been real nice. I've got to go. The train is pulling into the station. More later. |
DOCUMENT_LETTER_NEWSPAPERBOY = Carta para a Mãe DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Uma carta inacabada para a família. UI_LETTER_NEWSBOY = Querida mamãe~n~Você se preocupa demais. Nada vai acontecer comigo lá fora. Ficarei perfeitamente seguro e eu provavelmente serei um homem rico quando voltar. Você pode começar a pensar em parar de trabalhar, pois será a mãe de um garimpeiro. Este país é tão bonito e as pessoas que conheci até agora têm sido muito gentis. Eu tenho que ir. O trem está chegando à estação. Escreverei mais quando puder. |
DOCUMENT_LETTER_NEWSPAPERBOY = 写给妈妈的信 DOCUMENT_LETTER_NEWSPAPERBOY_DESC = 一封未完成的家书。 UI_LETTER_NEWSBOY = 亲爱的妈妈~n~您操心过多了。我在那里不会有事的。我会注意安全,将来说不定还能发大财呢。您就可以考虑不用工作了。您将成为一名淘金者的母亲。这个地方非常美丽,到目前为止,我遇到的人都很友善。我得走了。火车快进站了。有机会再说。 |
chinesetrad_rel.rpf | french_rel.rpf | german_rel.rpf |
DOCUMENT_LETTER_NEWSPAPERBOY = 給媽媽的信 DOCUMENT_LETTER_NEWSPAPERBOY_DESC = 未寫完的家書。 UI_LETTER_NEWSBOY = 親愛的媽~n~您想太多了。我在那裡不會出什麼事的。我會很安全,而且再回來時,可能就是個有錢人了。您可以考慮辭職了。我將讓您變成淘金者的母親。這個國家非常美麗,而我至今遇到的人也都很友善。我得走了。火車要進站了。之後再連絡吧。 |
DOCUMENT_LETTER_NEWSPAPERBOY = Lettre à maman DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Lettre inachevée adressée à la famille. UI_LETTER_NEWSBOY = Ma petite maman~n~Tu t'inquiètes trop. Il ne va rien m'arriver de mal. Tout va bien se passer et je deviendrai sans doute très riche. Tu peux déjà te préparer : bientôt, tu ne travailleras plus. Tu seras la mère d'un chercheur d'or. Ce pays est tellement beau et les gens que j'ai rencontrés jusqu'à présent sont très gentils. Je dois y aller. Le train arrive en gare. À plus tard. |
DOCUMENT_LETTER_NEWSPAPERBOY = Brief an Ma DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Ein unvollendeter Brief an die Familie. UI_LETTER_NEWSBOY = Liebe Mama,~n~du machst dir zu viele Sorgen. Mir wird hier draußen schon nichts passieren. Ich bin vollkommen sicher und werde vermutlich als reicher Mann zurückkommen. Du kannst aufhören, zu arbeiten. Du wirst die Mutter eines Goldschürfers sein. Dieses Land ist so wunderschön und die Leute, die ich getroffen habe, sind sehr freundlich. Ich muss zum Ende kommen. Mein Zug fährt in den Bahnhof ein. Mehr später. |
italian_rel.rpf | japanese_rel.rpf | korean_rel.rpf |
DOCUMENT_LETTER_NEWSPAPERBOY = Lettera per mamma DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Una lettera per casa incompleta. UI_LETTER_NEWSBOY = Cara mamma,~n~tu ti preoccupi troppo. Non mi succederà un bel nulla, quaggiù. Sarò perfettamente al sicuro e probabilmente tornerò arricchito. Puoi anzi già pensare di smettere di lavorare. Diventerai la madre di un cercatore d'oro. Questo Paese è meraviglioso e tutta la gente che ho incontrato finora si è rivelata gentilissima. Devo andare. Il treno sta per arrivare in stazione. Ti aggiornerò. |
DOCUMENT_LETTER_NEWSPAPERBOY = 母親宛ての手紙 DOCUMENT_LETTER_NEWSPAPERBOY_DESC = 家に宛てて書いた未完成の手紙。 UI_LETTER_NEWSBOY = 母さん~n~心配し過ぎだよ。ここでの暮らしに、危険なことなんか何もない。安全に過ごして、お金持ちになって帰るよ。そしたら母さんも仕事を辞めていい。採金者の母親になるんだからね。ここは素晴らしい国で、今まで出会った人達もいい人ばかりだ。もう行かなくちゃ。もうすぐ列車が駅に入って来る。また手紙を書くよ。 |
DOCUMENT_LETTER_NEWSPAPERBOY = 엄마에게 쓴 편지 DOCUMENT_LETTER_NEWSPAPERBOY_DESC = 작성이 끝나지 않은 편지입니다. UI_LETTER_NEWSBOY = 엄마에게~n~엄마는 걱정이 너무 많아. 뭐 나쁜 일이 생길 거라고 그래? 무사히 잘 지내다가 부자가 돼서 돌아올게. 일 그만둘 준비나 하고 있어. 자식이 금을 잔뜩 캐는데 일할 필요는 없잖아. 이 나라는 정말 아름답고, 사람들도 다 잘해 줘. 인제 그만 가 봐야겠다. 열차가 들어오고 있거든. 또 편지할게. |
mexican_rel.rpf | polish_rel.rpf | russian_rel.rpf |
DOCUMENT_LETTER_NEWSPAPERBOY = Carta a mamá DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Una carta sin terminar para la familia. UI_LETTER_NEWSBOY = Querida mamá:~n~Te preocupas demasiado. No me va a pasar nada. No correré ningún peligro y es probable que vuelva siendo un hombre rico. Ya puedes pensar en dejar de trabajar, porque vas a ser la madre de un buscador de oro. Este país es muy bonito y la gente que he conocido se ha portado muy bien conmigo. Tengo que dejarte. El tren está entrando en la estación. Luego te escribo. |
DOCUMENT_LETTER_NEWSPAPERBOY = List do domu DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Niedokończony list do domu. UI_LETTER_NEWSBOY = Droga mamo,~n~za bardzo się martwisz. Nic mi się tam nie stanie. Będę zupełnie bezpieczny i zapewne wrócę bogaty. Możesz już planować rzucenie pracy. Będziesz matką poszukiwacza złota. Ta kraina jest tak piękna, a napotykani dotąd ludzie niezwykle mili. Muszę już iść. Pociąg zajeżdża na peron. Więcej napiszę już wkrótce. |
DOCUMENT_LETTER_NEWSPAPERBOY = Письмо маме DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Незаконченное письмо домой. UI_LETTER_NEWSBOY = Дорогая мама!~n~Ты чересчур переживаешь. Со мною здесь ничего не случится. Я в полной безопасности и, вероятно, вернусь богатым человеком. Готовься к новой жизни, в которой тебе не придется работать. Ты станешь матерью золотодобытчика. Эта страна очень красива, а люди, которых я встречаю, исключительно приятные. Мне пора. Поезд уже подъезжает к станции. Подробности напишу в другой раз. |
spanish_rel.rpf | ||
DOCUMENT_LETTER_NEWSPAPERBOY = Carta a mamá DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Una carta inacabada para su familia. UI_LETTER_NEWSBOY = Querida mamá:~n~Te preocupas demasiado. No me va a pasar nada. No correré ningún peligro y es probable que vuelva siendo un hombre rico. Ya puedes pensar en dejar de trabajar, porque vas a ser la madre de un buscador de oro. Este país es muy bonito y la gente que he conocido se ha portado muy bien conmigo. Tengo que dejarte. El tren está entrando en la estación. Luego te escribo. |
Bounty Hunter Kill Lowering Honor
In version 1.00, killing a bounty hunter results in the player losing Honor. Starting from the launch day patch, 1.02, bounty hunters are not a type of character that makes the player lose Honor upon killing.
Player Fall Impact Face Animation
Arthur and John originally had an animation that their face did when hitting the ground after a fall. In a patch that came out later, intentionally or not, this animation got disabled and Arthur/John do not react to falling anymore and instead have their regular expression painted on their face when it happens.
Oddities
"An Honest Mistake" Uncle's John O'Creagh voice
As mentioned by Roger Clark in multiple interviews, initially John O'Creagh was the actor of Uncle but after he passed away during the game's development James McBride was brought to do the rest of the acting. This also resulted in the majority of O'Creagh's performance getting replaced, but not everything was updated and small bits of O'Creagh's voice made it to the final game.
In the mission "An Honest Mistake", Uncle can be heard saying these few lines voiced by John O'Creagh due to the developers seemingly missing them during the process of updating the dialogue to have James McBride's voice.
Filenames | Audio | american_rel.rpf | brazilian_rel.rpf | chinesesimp_rel.rpf |
---|---|---|---|---|
CRN1_BUAB_01 CRN1_ECAA_01 |
CRN1_BRNSHOUT1_2 = ~z~Can't you keep your fat feet still for ten goddamn seconds? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Woah...~sl:0.2:1.7~Let-let-let's hide in here...~sl:0.3~quick. |
CRN1_BRNSHOUT1_2 = ~z~Não consegue ficar quieto por dez malditos segundos? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Oh... ~sl:0.2:1.7~Vamos nos esconder aqui... ~sl:0.3~rápido! |
CRN1_BRNSHOUT1_2 = ~z~你就不能稳住你的猪蹄子别动,就该死的十秒可以吗? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~吁......~sl:0.2:1.7~我们、我们还是躲进去吧......~sl:0.3~快点! | |
chinesetrad_rel.rpf | french_rel.rpf | german_rel.rpf | italian_rel.rpf | japanese_rel.rpf |
CRN1_BRNSHOUT1_2 = ~z~你那雙肥腳不能維持十秒鐘不動嗎? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~哦喔!~sl:0.2:1.7~我......我們就躲在這吧......~sl:0.3~快點! |
CRN1_BRNSHOUT1_2 = ~z~Tu peux pas rester tranquille pendant dix putains de secondes ? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Oh !~sl:0.2:1.7~Là-dedans !~sl:0.3~Vite ! |
CRN1_BRNSHOUT1_2 = ~z~Kannst du nicht mal für elende zehn Sekunden die Füße stillhalten? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Ha!~sl:0.2:1.7~Wir ... Wir sollten uns hier drin verstecken ...~sl:0.3~schnell! |
CRN1_BRNSHOUT1_2 = ~z~Perché non stai mai attento a dove metti i piedi? CRN1_HIDE_1 = ~z~~sl:1.0:1.7~N-nascondiamoci qui,~sl:0.3~svelti. |
CRN1_BRNSHOUT1_2 = ~z~ちょっとぐらい ジッとしてられんのか? お前は CRN1_HIDE_1 = ~z~~sl:0.0:0.8~よし...~sl:0.2:1.7~ここに隠れよう...~sl:0.3~急げ! |
korean_rel.rpf | mexican_rel.rpf | polish_rel.rpf | russian_rel.rpf | spanish_rel.rpf |
CRN1_BRNSHOUT1_2 = ~z~넌 어떻게 그 잠깐도 조용히 못 서있냐? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~워...~sl:0.2:1.7~이, 이 안에 숨자...~sl:0.3~어서! |
CRN1_BRNSHOUT1_2 = ~z~¿No puedes dejar de mover las patas ni diez segundos? CRN1_HIDE_1 = ~z~~sl:1.0:1.7~Vamos a escondernos ahí,~sl:0.3~¡rápido! |
CRN1_BRNSHOUT1_2 = ~z~Możesz przez dziesięć pieprzonych sekund nie przebierać racicami? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~~sl:0.2:1.7~S-schowajmy się tutaj... ~sl:0.3~Szybko! |
CRN1_BRNSHOUT1_2 = ~z~Ты не можешь десять секунд спокойно на месте постоять? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Тпру! ~sl:0.2:1.7~Давайте... давайте тут спрячемся... ~sl:0.3~Скорее! |
CRN1_BRNSHOUT1_2 = ~z~¿No puedes quedarte quieto durante diez malditos segundos? CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Eh...~sl:0.2:1.7~Vamos a escondernos ahí,~sl:0.3~¡rápido! |
Beaver Hollow Flashback FIN1_MCS7 Removed Dialogue
One of the flashback sounds heard in the Epilogue when visiting the former camp location in Beaver Hollow has the audio of the "Red Dead Redemption" cutscene that happens before the camp shootout (FIN1_MCS7), and it's interesting because a part that got removed from the actual cutscene can be heard: in it, Dutch called John "my precious boy", which would've drawn parallel with how Rains Fall previously used that same phrase in the intro cutscene of "My Last Son".
Filename | Audio | Transcript |
---|---|---|
ES_CM_BEAVER_HOLLOW_04 |
John: You left me to die! Dutch: My boy... my precious boy... I didn't have a choice. |
Character "Murmur" Sounds
Some of the Van der Linde gang's members have murmur sounds which are located in audio\sfx\S_VOFX.rpf and are heard in the distance when the player walks around the camps.
JACK_MURMUR.awc
Jack's murmur sounds have a different actor voicing the 1899 version of this character, and he arguably sounds like a more authentic 4 year old than the voice he has in the final game (though whether he is being voiced by an actual child in these sounds is unknown).
Filename | Audio |
---|---|
0x0C3F1FF4 | |
0x0E97E4A4 | |
0x1C2BBFCD | |
0x10D7A926 | |
0x16EA754A | |
0x039D8E3C | |
0x056AD24B |
UNCLE_MURMUR.awc
Uncle's murmur sounds have more of John O'Creagh's performance. Here it can be seen that this actor was potraying the character in a way that was more similar to the grumpy tone of Spider Madison, Uncle's actor in the first Red Dead Redemption, whereas in the final game James McBride gave different and overall more cheerful line delivery for the character.
Filename | Audio |
---|---|
0x00E8E8F9 | |
0x0A1B7B57 | |
0x0DD203AC | |
0x1A021E4A | |
0x1A60DBE7 | |
0x1C5BDFD8 | |
0x1C9EA063 | |
0x02AC6D62 | |
0x03A66F54 | |
0x04CC319D | |
0x06BCB7BD | |
0x09FF7E42 | |
0x12EE1020 | |
0x14BA9184 | |
0x057D321C | |
0x082CF77F | |
0x120A0E57 | |
0x179E965F | |
0x185DDAFF | |
0x01272A58 | |
0x1371CEED | |
0x1681D508 | |
0x1572920C | |
0x11260974 | |
0x15069212 |
Aberdeen Grandmother/Mother Picture
The picture in Aberdeen Pig Farm that the player interacts with to retrieve the money stolen during said location's encounter has a painting of a woman that is referred by Bray and Tammy's dialogue as "Momma". However, the picture's textures have "grandma" in their name, which possibly implies that originally this was meant to be the Aberdeen couple's grandmother.
Location | Filename | Texture |
---|---|---|
levels_3.rpf\levels\rdr3\props\lev_des\s_set_pieces.rpf\s_abe_grandmapic01x+hidr.ytd | s_abe_grandmapic01x_ab2 |
References
The Red Dead series
| |
---|---|
PlayStation 2, Xbox | Red Dead Revolver (Prototype) |
PlayStation 3, PlayStation 4, Xbox 360, Nintendo Switch | Red Dead Redemption |
PlayStation 4, Xbox One, Windows | Red Dead Redemption 2 |
- Pages missing developer references
- Games developed by Rockstar Games
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- Games published by Rockstar Games
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- Games released in 2018
- Games released in October
- Games released on October 26
- Games with unused animations
- Games with unused graphics
- Games with unused models
- Games with unused items
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with regional differences
- Games with revisional differences
- To do
- Red Dead series
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Take-Two Interactive > Games developed by Rockstar Games
Games > Games by platform > PlayStation 4 games
Games > Games by platform > Windows games
Games > Games by platform > Xbox One games
Games > Games by publisher > Games published by Take-Two Interactive > Games published by Rockstar Games
Games > Games by release date > Games released in 2018
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 26
Games > Games by series > Red Dead series