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The Walking Dead (Windows)/400 Days

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This is a sub-page of The Walking Dead (Windows).

This page houses all of the unused dialogue, models, etc. from Telltale's The Walking Dead's DLC episode, 400 Days.

Hmmm...
To do:
  • Nate, Dee, Leland, Stephanie, Wyatt and Clive each have unused lines.
  • Stephanie has unused line variants for her appearance in Bonnie's story.
  • The argument on the prison bus goes mostly unheard and also contains some unused lines.
  • A good source of information.

Unused Dialogue

Retakes, alternate outcomes for speech options, repurposed lines and completely removed segments.

Vince's Story

Wyatt's Story

Russell's Story

Roadside

At one point, Russell was able to look at the sun at the start of his story, as indicated by this leftover interaction option. Sun

His reactions still remain in text form, but the related audio was deleted.

Speaker Subtitles
Russell It's getting late.
Russell Gotta find some place safe for when it gets dark.

In the story, if Russell decides to ask Nate "Will you take me to Statesboro? I'm tryin' to get to my gran's house.", he oddly doesn't respond at all, before skipping to his next line of dialogue. It seems that Nate was instead meant to respond with this line.

Speaker Subtitles File
Nate Uh, fuck, yeah, why not. Might get there the long way.

If Russell at first declines getting into the car, Nate will have a comment on the approaching walkers, though he was meant to have two more.

Speaker Subtitles File
Nate Betcha want that ride now, right?
Nate Last chance....

Gil's Pitstop

This line does get used in the final game, but based on its location in the files, it would've been said when Nate grabs his gun back from Russell, instead the line gets repurposed should Russell pull the gun on Nate during the shootout.

Speaker Subtitles File
Nate Gimme that.

Two lines of Nate apologizing to Walt. The first line is more sincere-sounding, and would've been likely used in the case Russell said he's done. The second sounds more forced, and was likely prompted by Russell asking him if he's serious.

Speaker Subtitles File
Nate Fine. Gramps, I'm sorry about your old lady.
Nate Fine. Gramps, I'm sorry about your old lady.

One of the script notes for Jean reads "screaming, your husband was just shot in the head", although Walt gets shot in the chest in the final game. Either the note is just to set the general tone for the actress, or this was changed at some point in development. The former is more likely.

Bonnie's Story

Shel's Story

The dev note attached to these subtitles in the file env_truckstopch5_english.landb notes this line as "alt". However, it is never used as Roman instead explicitly states that "medicine" was taken, rather than the more broad "supplies".

Speaker Subtitles File
Roman Last time we couldn't catch 'em, and they got away with more supplies than we could afford to lose.

After the attack on the pitstop group, Shel would be called over by Roman to deal with a situation. Roman would be standing by a truck along with Clive, and while you going there, you could speak to Joyce and Boyd (if he was still alive at this point). Nearing Roman and Clive would result in the latter leaving and you being forced into a short story scene. However, it seems that originally, you weren't meant to be forced into dialogue at all, and instead Clive and Roman would be talking to each other. In the final game, Clive and Roman are completely silent before you arrive. It appears that Clive and Roman could've had multiple conversations before being spoken to. These have been split up in blocks here for readability. The audio files also don't have any related subtitles, so those have been made from scratch.

Speaker Transcript File
Clive Where did she think she was going?
Roman I don't know. We don't have a choice.
Clive I know. I'm just worried about Joyce.
Clive She's a tough lady, but I still worry about her.
Roman Joyce understands.
Speaker Transcript File
Clive How's she taking it?
Clive I can't believe she did this to us.
Roman Doesn't matter.
Clive Should I check on her?
Roman No. Just let her be.
Speaker Transcript File
Clive So, what now?
Roman You know what we gotta do. I've already told Shel to come talk to me.
Roman She don't know yet.
Clive Becca doesn't know either, then?
Roman Nope.
Speaker Transcript File
Clive How much longer is this gonna be?
Roman Not long. Shel's on her way.
Clive I just wanna be done with this.
Speaker Transcript File
Clive How long were you two traveling together?
Roman I don't wanna talk about it.
Clive She was a bartender, right? In the place your band played?
Roman What'd I just say?
Clive Sorry.

Based on the interaction below, it seems you were also meant to be able to attempt speaking with Clive, though he would only refer you to Roman.

Speaker Transcript File
Shel Clive, what's going on?
Clive Talk to Roman.

Tavia's Story

Unused Models & Textures

Becca's Clothes

Textures for an alternate younger model for Becca. The name sk55_beccach1_body indicates that Becca was meant to use this chapter 1 of the DLC, which would be Vince's story. Becca and Shel still appear in Vince's story, but they appear identical to their appearances in Shel's story. Shel doesn't have similar textures.

Texture
WalkingDead sk55 beccach1 body.png

Tavia Board Selection

It seems that Tavia once had her own picture attached to the notice board, which players could've then selected. In the final version, the player gains control of Tavia after completing all other stories.

Photograph Name
WalkingDead obj photosurvivortavia.png WalkingDead obj selectionboardphotosigntavia text.png

Wounded Tavia

As hinted by the selection remnants above, Tavia once had her own mini-story. In this story, she would've fallen and broken her back. The other 400 Days survivors would then perform a surgery on her, which would result in these stitches.

Texture
WalkingDead sk55 tavia bodystitched.png

Model and Texture Oddities

  • Internally, Danny (from Vince's story) is always referred to as Dan. This might've been done to differentiate his textures from Season One's Danny, who's still present in the files.
  • Roberto, the Portuguese-speaking intruder from Shel's story, is internally known as Robert instead. This name is also used for him in the game's credits.
  • In her textures, model, and animations, Stephanie (also from Shel's story) is always referred to as Annie.
    • There is also a character that's known as Annie, who was intended to have a bigger role but only makes a very brief cameo in Vince's story, whose model and textures bear the name Stephanie.

Photograph Oddities

File Name Texture Notes
Obj pileselectionboardb.png Obj pileselectionboardb.png During the epilogue, when the protagonists decide to burn their pictures in the campfire, the earlier version of Wyatt's picture can be seen, as it's the top one. In this version, Wyatt's face is a bit different, and he's wearing a baseball cap. This version can also be seen in concept art for the DLC.
Obj photosurvivor1.png Obj photosurvivor1.png This is one of the random pictures hanging on the notice board from which you select your characters. It seems to use an unknown character's concept art, as they appear to be in an A-pose, and is drawn in much more detail compared to the other photographs.
Obj photosurvivor3.png Obj photosurvivor3.png Another one of the random pictures hanging on the notice board, this photograph actually reuses The Stranger's concept art, but has a beard scribbled on it. Sneaky.

Shel's Story Texture Variants

Although these textures aren't unused, you might never even notice them. For some reason, Roman, Shel, and Becca all have ever so slightly differing textures for the two parts of Shel's story.

Becca's main texture is actually only used in the second part of Shel's story, where she's only seen in the RV. In all her other appearances (Vince's story, the first part of Shel's, and the epilogue) she uses her chapter 5 texture.

Main Texture Chapter 5 Texture
Sk55 becca body.png Sk55 beccach5 body.png

Roman gets a white shirt for his initial appearance, and a red shirt in the second part of the story. Neat.

Main Texture "Alt Shirt" Texture
WalkingDead sk54 roman body.png Sk54 roman bodyaltshirt.png

Shel actually gets three different outfits! However, their filenames don't line up with where they're used, similar to Becca's. Shel's main texture only gets used during chapter 2 of her story, while her chapter 2 texture gets used as her main body texture. Her epilogue texture does get used during that, but also for her cameo appearance in Vince's story. The latter two textures are also just variants of each other.

Main Texture Chapter 5 Act 2 Texture Chapter 6/Epilogue Texture
Sk55 shel body.png Sk55 shelch5act2 body.png Sk55 shelch6 body.png

Reused Models and Textures

This DLC continues the Telltale tradition of (sometimes) stealthily repurposing content from past episodes (or games, in the case of later releases).

Prison Guards

The prison guards in Vince's story have almost identical textures, both being derived from the body texture of the Atlanta Cop from episode 1. Both uniforms are now colored blue, feature a blue tie and a gold bar (which are clearly pasted over the existing texture), have redrawn collars and also get a new badge added to the chest. They also differ slightly in that Bennett's tie has a white splotch and a white sheen to it, as well as lighter and less pronounced shoulder pads in comparison to Clyde.

Atlanta Cop Bennett Clyde
WalkingDead sk54 copwd body.png WalkingDead sk54 bennett body.png WalkingDead sk54 clyde body.png

Clyde's face texture is derived from Boyd's. The texture of his skin and hair were made darker, and Clyde gets a mustache rather than a beard, but the texture is otherwise identical.

Boyd Clyde
WalkingDead sk54 boyd face.png WalkingDead sk54 clyde face.png

Although the recycling is less obvious than with Clyde, Bennett's face texture is derived from Mark. This is most visible when looking at the identical eyes, ears, nose, and mouth.

Mark Bennett
WalkingDead sk54 mark face NEW.png WalkingDead sk54 bennett face.png

Prisoners

Seeing as most of the people encountered in Vince's story are prisoners, it makes sense that they would wear similar prison jumpsuits. What makes less sense is that the base texture for all these jumpsuits is actually derived from Hershel's body texture from episode 1. Also, besides the different prison numbers, all of the jumpsuits have very minor differences. Basically all jumpsuits have ever so slightly different texturework on their collars. Vince's jumpsuit has the most differences, however, as it lacks the square on the arm where Hershel's patch is, has a lot less thick outlines, a different and higher shirt collar, different textures above the shoes, and the number on his jumpsuit is, for some reason, a lot smaller than the others, as well as tilted at an angle.

Hershel Danny #34789 Jerry #34256 Justin #34698 Marcus #35589 Vince #34601
WalkingDead sk54 hershel body.png WalkingDead sk54 dan body.png WalkingDead sk54 jerry body.png WalkingDead sk54 justin body.png WalkingDead sk54 marcus body.png WalkingDead sk54 vince body.png

Jerry's face texture is derived from officer Andre Mitchell's, the character optionally encountered in episode 1. Jerry's face texture was made slightly darker, his hair texture is different, he's given a beard, his eyebrows are slightly redrawn, and more wrinkles and details are added in his face, but the eyes, ears, mouth, and forehead wrinkles are consistent between the two textures.

Mitchell Jerry
WalkingDead sk54 mitchell face.png WalkingDead sk54 jerry face.png

Marcus' face texture is based on Lee's, only having darker skin, a lighter beard, and a shaved head.

Lee Marcus
WalkingDead sk54 lee head.png WalkingDead sk54 marcus head.png

Vince's face texture is derived from Glenn's, featuring a fuller beard, a slightly different complexion, and more details in his face.

Glenn Vince
WalkingDead sk54 glenn face.png WalkingDead sk54 vince head.png

Justin's face texture is also derived from Mark's, featuring the same eyes, ears, nose, mouth, and even forehead wrinkles and almost identical eyebrows.

Mark Justin
WalkingDead sk54 mark face NEW.png WalkingDead sk54 justin face.png

Danny's face texture appears to be a mix between Mark's and Leland's (see below). It features Mark's eyes, mouth, ears, hands, and even quite a bit of his beard texture, but then also Leland's goatee and hair texture (the latter of which is derived from elsewhere as well.)

Mark Leland Danny
WalkingDead sk54 mark face NEW.png WalkingDead sk54 leland head.png WalkingDead sk54 dan head.png

Cancer Survivors

The survivors from Vernon's group in Season One's appear during Shel's story. They saw very little alteration in between appearances, as their face textures have remained identical and their body textures have gotten ever so slightly recolored.

Boyd's brown pants got made gray and got some additional stripes. His shoes remained identical, and his top went from green to a yellow-green mix, with the white stripes on his arms getting replaced by a singular thick gray one, and his chest would also get a similar stripe added.

Season One 400 Days
WalkingDead sk54 boyd body2.png WalkingDead sk54 boyd body106.png

Clive's gray sweater would get replaced by a much simpler-looking green one with a white trim. His gray pants became brown, the inverse of Boyd's.

Season One 400 Days
WalkingDead sk54 clive body2.png WalkingDead sk54 clive body106.png

Joyce's shoes changed from brown to gray, her pants became more bluish, and her sweater was made a bit darker. It also gained a design saying "NAPLES" alongside a palm tree. This design seems to have been applied quite shoddily, as the original detail texture was just drawn over, which results in this particular area having a lot less detail than elsewhere on the body. Also, the original coloration of her sweater can still be seen underneath.

Season One 400 Days
WalkingDead sk55 joyce body2.png WalkingDead sk55 joyce body106.png

Roman

Roman's face texture is copied from Mark's, although now without the hair and with some different details on the neck and forehead.

Mark Roman
WalkingDead sk54 mark face NEW.png WalkingDead sk54 roman face.png

Roman's jacket texture is derived from Lee's episode 2 appearance, although with a new "Plastic Toys" design seemingly stitched onto the back, a plain tee rather than a shirt and tee, and Lee's fur collar has been painted over to appear like a regular jacket's.

Lee Roman
WalkingDead sk54 lee bodyjacket.png WalkingDead sk54 roman body.png

Roberto

Roberto is another person whose face texture is derived from Mark's. Besides the injuries and darker skin tone, Roberto has some different details in his neck and doesn't have any facial hair.

Mark Roberto
WalkingDead sk54 mark face NEW.png WalkingDead sk54 robert head.png

Stephanie

Stephanie's head texture is based on Carley's, with only very minor tweaks being done to her eyes and eyebrows. The coloration of her lips and face also saw some minor alterations.

Carley Stephanie
Sk55 carley face.png Sk55 annie head.png

Bonnie

Bonnie's body texture in her story is Carley's from episode 3. This seems like a change made late in development, as concept art depicts Bonnie with a completely different jacket.

Carley Bonnie
WalkingDead sk55 carley103 body.png WalkingDead sk55 bonnie body.png

Meanwhile, Bonnie's body texture in the epilogue is actually Lilly's from episode 1.

Lily Bonnie
WalkingDead sk55 lilly body.png WalkingDead sk55 bonniech6 body.png

Dee

Dee's body texture is derived from Katjaa's jacket design from episode 2 onwards. The pants went from blue to gray and now feature more detailed pockets. The jacket's coloration became pink with a fur collar, and now features an "MK" design on the back. A bit of Katjaa's original hair texture can still be seen in the top right of the texture.

Katjaa Dee
WalkingDead sk55 katjaajacket body.png WalkingDead sk55 dee body.png

Leland

Leland's face texture is derived from David Parker, the teacher found in the bear trap in episode 2. While the same mouth, ears, eyes, and eyebrows can be seen, Leland's face has much more details, as well as slightly different hair.

David Leland
WalkingDead sk54 david face.png WalkingDead sk54 leland head.png

Leland's body texture is also derived from David, at least the jacket is. His pants are instead taken from Lee, while his shoes are from elsewhere.

David Lee Leland
WalkingDead sk54 david body.png WalkingDead sk54 lee leg.png WalkingDead sk54 leland body.png

Eddie

Eddie's face texture is similarly derived from David. The most obvious difference being his beanie and dark hair, but he also has a slightly fuller beard, slightly different eyebrows, and a darker skin tone. His forehead details, and even the details in his neck are the same as David's, however.

David Eddie
WalkingDead sk54 david face.png WalkingDead sk54 eddie face.png

His body texture is a recolor of Glenn's jacket and shirt, but his pants and shoes are instead taken from Lee.

Glenn Lee Eddie
WalkingDead sk54 glenn body.png WalkingDead sk54 lee leg.png WalkingDead sk54 eddie body.png

Russell

Russell's face texture is derived from Omid's, as can be seen by the nose, mouth, ears, and eyes.

Omid Russell
WalkingDead sk54 omid face.png WalkingDead sk54 russell head.png

Similarly, Russell's body texture is heavily based on Omid's, featuring lighter colors, a cleaner look, and no California design.

Omid Russell
WalkingDead sk54 omid bodynobandage.png WalkingDead sk54 russell body.png

Nate

Nate is yet another male from this DLC whose face texture is derived from Mark's.

Mark Nate
WalkingDead sk54 mark face NEW.png WalkingDead sk54 nate face.png

As is to be expected, Nate's cap is a simple recolor of Kenny's.

Kenny Nate
WalkingDead sk54 kenny caphair.png WalkingDead sk54 nate cap.png

On the other hand, Nate's body texture is derived from one of the nameless bandits encountered during the motel attack in episode 3. For some reason, this bandit had a unique denim jacket design (partially based on Shawn's body texture). In combination with this jacket, Nate also reuses Lee's pants and shoes. Both the jacket and the pants have just been made slightly darker.

Bandit D Lee Nate
WalkingDead sk54 banditd body.png WalkingDead sk54 lee leg.png WalkingDead sk54 nate body.png

Jean

Jean, the elderly woman encountered by Russell and Nate, has her face texture derived from Katjaa. Some tweaks have been made to give the texture a more elderly look. Due to the wound seen below, her hands are also covered in blood.

Katjaa Jean
WalkingDead sk55 katjaa103 face.png WalkingDead sk55 jean head.png

Her body texture is also derived from Katjaa's episode 1 appearance. Her pants are blue instead of brown and feature a bit of blood droplets due to her torso wound. Her top is blue instead of yellow and features a different floral pattern, and her shoes are white instead of brown. Jean does have different hair, although it was clearly just pasted over Katjaa's texture.

Katjaa Jean
WalkingDead sk55 katjaa body.png WalkingDead sk55 jean body.png

Tavia

Tavia uses a darkened version of Brenda's face texture, altering the eyebrows, some of the detail around the eyes, and removing some of the details from the chin and neck area.

Brenda Tavia
WalkingDead sk55 brenda head.png WalkingDead sk55 tavia head.png

Her body texture is similarly derived from Brenda's, featuring darker pants, shoes, a more yellowed shirt, and the addition of the vest. Brenda's auburn hair is also still present in Tavia's texture.

Brenda Tavia
WalkingDead sk55 brenda body.png WalkingDead sk55 tavia body.png