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The RDR2 Beta Hunt


KENNYOUT3
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Benefactor69
9 hours ago, KristianD3 said:

Scrap metal

Z64BNEP.png

It's still somewhat possible to obtain the scrap metal object with a trainer. If you spawn Marko Dragic's robot as an NPC and loot it after "killing" it the scrap metal is added to your inventory. I assume the object originally would have been obtainable in a legitimate way from that stranger mission.

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15 hours ago, KristianD3 said:

These were probably all already found, but I'll show them anyway. There's plenty of unused icons:

 

Rotten meat

MVsdf80.png

Scrap metal

Z64BNEP.png

Squirrel tail

kygABVz.png

Reading glasses (cut item request for Strauss)

r9eLFIV.png

Pirate rum (We only have aged pirate rum in game)

eaDHVFZ.png

Lost relic 

fUnNA9U.png

Chicken egg 

6Ai10ob.png

Shaving kit

2YHf2U4.png

Oats bag

Qybbu51.png

Quiver upgrade

LO8yMEF.png

Poison tonic

6Pl4D9L.png

Health serum

8YSLqZm.png

Telegraph

WnVXWi5.png

Riverboat

VGlOdCi.png

Fence building minigame

Haicpxs.png

Plant blip (like rdr1)

v4X5oMf.png

Locked home

J7xTUBe.png

Blacksmith blip

gsSidv6.png

Stall

HTSLJ2C.png

blip_summer_guard (I think summer is name for epilouge)

MHUq4Nv.png

 

It would be cool to take a ferry from Blackwater to Saint Denis.

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RedDeadRus
18 hours ago, KristianD3 said:

These were probably all already found, but I'll show them anyway. There's plenty of unused icons:

 

Rotten meat

MVsdf80.png

Scrap metal

Z64BNEP.png

Squirrel tail

kygABVz.png

Reading glasses (cut item request for Strauss)

r9eLFIV.png

Pirate rum (We only have aged pirate rum in game)

eaDHVFZ.png

Lost relic 

fUnNA9U.png

Chicken egg 

6Ai10ob.png

Shaving kit

2YHf2U4.png

Oats bag

Qybbu51.png

Quiver upgrade

LO8yMEF.png

Poison tonic

6Pl4D9L.png

Health serum

8YSLqZm.png

Telegraph

WnVXWi5.png

Riverboat

VGlOdCi.png

Fence building minigame

Haicpxs.png

Plant blip (like rdr1)

v4X5oMf.png

Locked home

J7xTUBe.png

Blacksmith blip

gsSidv6.png

Stall

HTSLJ2C.png

blip_summer_guard (I think summer is name for epilouge)

MHUq4Nv.png

 

I think I saw the anvil icon in Red Dead Online. By the way, Base Poison is hidden in the game, and I saw a screenshot in which one guy in Red Dead Online displayed taking this tonic to the inventory, although it was not there.image0.png

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18 hours ago, KristianD3 said:

These were probably all already found, but I'll show them anyway. There's plenty of unused icons:

 

Rotten meat

MVsdf80.png

Scrap metal

Z64BNEP.png

Squirrel tail

kygABVz.png

Reading glasses (cut item request for Strauss)

r9eLFIV.png

Pirate rum (We only have aged pirate rum in game)

eaDHVFZ.png

Lost relic 

fUnNA9U.png

Chicken egg 

6Ai10ob.png

Shaving kit

2YHf2U4.png

Oats bag

Qybbu51.png

Quiver upgrade

LO8yMEF.png

Poison tonic

6Pl4D9L.png

Health serum

8YSLqZm.png

Telegraph

WnVXWi5.png

Riverboat

VGlOdCi.png

Fence building minigame

Haicpxs.png

Plant blip (like rdr1)

v4X5oMf.png

Locked home

J7xTUBe.png

Blacksmith blip

gsSidv6.png

Stall

HTSLJ2C.png

blip_summer_guard (I think summer is name for epilouge)

MHUq4Nv.png

 

 

I think Squirrel tail is still in the game. If i remember right, when you dismantle squirrel, it comes alongside squirrel pelt.

 

Blacksmith for what? Repairing broken pirate sword? :D

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4 minutes ago, GroveStGTAV said:

 

I think Squirrel tail is still in the game. If i remember right, when you dismantle squirrel, it comes alongside squirrel pelt.

 

Blacksmith for what? Repairing broken pirate sword? :D

Yes Squirrel tail is in 1.00 at least.

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32 minutes ago, SneakyDeaky said:

Yes Squirrel tail is in 1.00 at least.

In current patch too.

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Cut audio (mostly pertaining to companion activities) that I found in the game files, I'm sure they have all been found before but thought I'd share here. Apologises if this isn't the correct way to post or smth this is the first time I'm using GTA Forums lol.

 

.zip containing it all sorted: https://mega.nz/folder/I9ZSVB6A#9tW9FRisBgx1_aHuvhVbBQ

 

Edit: the most interesting ones are in the John folder, 1899, basically all activities including bank robberies, train robberies, gang hideouts, debts, saloon, gambling in town, fishing etc etc

Edited by GameRoll
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3 hours ago, GameRoll said:

Cut audio (mostly pertaining to companion activities) that I found in the game files, I'm sure they have all been found before but thought I'd share here. Apologises if this isn't the correct way to post or smth this is the first time I'm using GTA Forums lol.

 

.zip containing it all sorted: https://mega.nz/folder/I9ZSVB6A#9tW9FRisBgx1_aHuvhVbBQ

 

Edit: the most interesting ones are in the John folder, 1899, basically all activities including bank robberies, train robberies, gang hideouts, debts, saloon, gambling in town, fishing etc etc

wow nice

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The file 0xE9EFE087.ymt contains names for 7 deleted cutscenes, two of which are from completely removed missions: IND2 (mentioned before) and TRE2;


ind2_int (0xE597CD27, "IND2" intro)
mob2_mcs_2 (0xECA7F379, "Angelo Bronte, a Man of Honor" mid-mission cutscene 2)
mud1_mcs_1 (0xC1EB5812, "Eastward Bound" mid-mission cutscene 1)
mud1_mcs_1_alt (0x28F1F856, "Eastward Bound" mid-mission cutscene 1 alternate version)
rfud2_rsc_1 (0xA83FFCE5, "The New South" random stranger cutscene 1)
rrvrd_rsc_2 (0x5EED5B2E, "Who is Not without Sin" random stranger cutscene 2)
tre2_int (0x1626F497, "TRE2" intro)


Going down the rabbit hole, I found that there are leftover subtitles and speaker/listener files for all deleted cutscenes (except for RFUD2, IND2 and TRE2 lol) and a bunch of assets for IND2 and TRE2 missions, including animations!

 

--MOB2_MCS_2--

Spoiler

This is a cutscene featuring Arthur and John. It's likely that the cutscene had alternate camera angles (like the first mid-mission cutscene) since the subtitles are duplicated.

 

Quote

MOB2_MCS_2_1 = ~z~Come on...
MOB2_MCS_2_2 = ~z~well let's go.
MOB2_MCS_2_3 = ~z~Shhh...
MOB2_MCS_2_4 = ~z~I think I heard someone coming.
MOB2_MCS_2_5 = ~z~I just hope we shot the right fellers.
MOB2_MCS_2_6 = ~z~Let's go.
MOB2_MCS_2_7 = ~z~Shhh...
MOB2_MCS_2_8 = ~z~I think I heard someone coming.
MOB2_MCS_2_9 = ~z~I just hope we shot the right fellers.

 

3970429817.ymt reveals the speakers for these lines, so I marked them with [Character, (speaking) to Character]

 

Quote

[Arthur, to John] Come on...
[Arthur, to no-one] well let's go.
[John, to Arthur] Shhh...
[John, to no-one] I think I heard someone coming.
[Arthur, to John] I just hope we shot the right fellers.
[Arthur, to John] Let's go.
[John, to Arthur] Shhh...
[John, to no-one] I think I heard someone coming.
[Arthur, to John] I just hope we shot the right fellers.

 


--MUD1_MCS_1--

Spoiler

 

It appears that at some point, on the way from Colter before the wheel snaps off the wagon (seems you had to ride all the way to Horshoe Overlook instead of watching a cutscene that skips most of the ride?), Bill got into a fight with someone and Arthur would break up the fight.

 

Quote

MUD1_MCS_1_1 = ~z~Now that's enough, you hear?
MUD1_MCS_1_2 = ~z~I said you hear?
MUD1_MCS_1_3 = ~z~Alright, fine.
MUD1_MCS_1_4 = ~z~So get up...
MUD1_MCS_1_5 = ~z~and get moving...
MUD1_MCS_1_6 = ~z~and you two fools...
MUD1_MCS_1_7 = ~z~shake hands.
MUD1_MCS_1_8 = ~z~Shake hands!
MUD1_MCS_1_9 = ~z~Now this is the end, you hear? The end.
MUD1_MCS_1_10 = ~z~Pair of school girls...

 

3253426194.ymt reveals the speakers for these lines, so I marked them with [Character]. Cutscenes don't always tag "listeners" since they're 'scripted' animations, and not in-game speech where a character would look at another character when speaking, so in this one all "listeners" are undefined.

 

Quote

[Arthur] Now that's enough, you hear?
[Arthur] I said you hear?
[Bill] Alright, fine.
[Arthur] So get up...
[Arthur] and get moving...
[Arthur] and you two fools...
[Arthur] shake hands.
[Arthur] Shake hands!
[Arthur] Now this is the end, you hear? The end.
[Arthur] Pair of school girls...


There's also a cutscene lead-out line (when the game transitions from cutscene to gameplay) for this cutscene spoken by Arthur, and since it's not technically cutscene audio, it still exists. The line is named MUD1_DXAA_01 in MUD1.awc
 

Quote

(plays immediately after the "Pair of school girls..." line from the main cutscene)

MUD1_MCS_1_LO_1 = ~z~I'll kill the lot of you I swear to God...

 


--MUD1_MCS_1_ALT--

Spoiler

Just like above, but an alternate version of the cutscene.

 

Quote

MUD1_MCS1_ALT_1 = ~z~I said stop it you pair of idiots.
MUD1_MCS1_ALT_2 = ~z~Red faced son of a...
MUD1_MCS1_ALT_3 = ~z~Red faced son of a...~n~~m~What is wrong with you two?
MUD1_MCS1_ALT_4 = ~z~What is wrong with you two?
MUD1_MCS1_ALT_5 = ~z~What's your problem Morgan?
MUD1_MCS1_ALT_6 = ~z~I said enough.
MUD1_MCS1_ALT_7 = ~z~Does this look the time for brawling?
MUD1_MCS1_ALT_8 = ~z~Oh you ain't the boss of me, you long stain of sh*t.


You know the drill. 4170591345.ymt
 

Quote

[Arthur] I said stop it you pair of idiots.
[Bill] Red faced son of a...
[Bill] Red faced son of a...~n~~m~What is wrong with you two?
[Arthur] What is wrong with you two?
[Bill] What's your problem Morgan?
[Arthur] I said enough.
[Arthur] Does this look the time for brawling?
[Bill] Oh you ain't the boss of me, you long stain of sh*t.

 


--RRVRD1_RSC2--

Spoiler

A cutscene involving Arthur and Luther ("rrvd_pokerguy"). It's pretty much the same as the beginning of the post-poker cutscene in the final version of the game, just is far shorter and the dialogue is slightly different.

 

It also feels like this mission was originally a random character mission rather than a story mission. These unused subtitles (and the whole intro cutscene) are in rrvrdaud.yldb while the remaining mission dialogue is in rev1aud.yldb. The cutscene name is RRVRD1 (and not RVRD1), just about anything prefixed with R is a random character mission.

 

Quote

RVD1_RSC2_1 = ~z~Aw hell.
RVD1_RSC2_2 = ~z~You're one lucky son of a bitch...
RVD1_RSC2_3 = ~z~you know that?
RVD1_RSC2_4 = ~z~I'm surely a son of a bitch...
RVD1_RSC2_5 = ~z~but lucky...
RVD1_RSC2_6 = ~z~I ain't so sure.
RVD1_RSC2_7 = ~z~Come on, you.
RVD1_RSC2_8 = ~z~Let's get out of here.

 

Since it's the same as in the final version, I don't need to label them, but anyway; 3856211795.ymt

 

 

--RFUD2_RSC_1--
Unfortunately there's nothing to go by, other than the fact "The New South" is codenamed FUD1, and the same mission is using the RFUD2_RSC_2 cutscene. Worth noting it's also a random character mission for some reason.


--IND2--

Spoiler

 

This is the fun part. A pause menu image of the mission was just found by @KristianD3 the other day. Other than the image, there's a bunch of unused animations and Gold challenge strings.

 

Quote

IND2_CHALL_1 = Kill 3 enemies during the train escape
IND2_CHALL_2 = Don't damage the stage coach
IND2_CHALL_3 = Plant all the dynamite before the second patrol arrives


While the cutscene animations are gone, what hasn't been removed are the lead-in and lead-out animations for ALL cutscenes in the mission.


[email protected]@[email protected] animation names

Spoiler

[email protected]@[email protected] animation names

Spoiler

The intro featured Arthur (duh), Abigail, Hosea, and Micah. Who's speaking to who and about what, I got no clue. However, the leadout cutscene also animates the stagecoach "coach2" in some way, so it's possible the gang took a stagecoach somewhere?

 

 

[email protected]@[email protected] animation names

Spoiler

[email protected]@[email protected] animation names

Spoiler

Mid-mission cutscene 1 gives some more context to the mission. You were planting dynamite with Micah. Abigail and Hosea are nowhere to be seen. Given that there's a gold medal objective where you cannot damage the stagecoach, I would assume you have had to take it with Micah to the place where you plant dynamite?

 


[email protected]@[email protected] animation names

Spoiler

callover1_micah
callover2_micah
[email protected]@0_0
[email protected]@0_1
enter_push_micah
exit_push_micah
exit_tocover_micah
idle0_micah
idle1_micah

Mid-mission cutscene 2 is missing while mid-mission cutscene 3 doesn't tell us much about what happened during the mission or in the actual cutscene. But it involved Michah in some way, and I'm guessing the "callover" animations mean you had to go approach him.

 


[email protected]@[email protected] animation names

Spoiler

[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_3
[email protected]@0_4
[email protected]@0_5
[email protected]@0_6
[email protected]@0_7
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_3
[email protected]@0_4
ironmule_all_camera
ironmule_all_coalhopper
ironmule_all_ironmule
ironmule_all_micah
ironmule_all_pietrainstop
ironmule_all_player
leadout_camera
leadout_micah
leadout_player

Leadout for mid-mission cutscene 4. Probably something to do with the train escape.

 


[email protected]@[email protected] animation names

Spoiler

[email protected]@[email protected] animation names

Spoiler

Extro cutscene lead-in and lead-out doen't say much either, sadly.

 

 

The following are the remaining in-game animation dictionaries;


ig_1_wagonexit has some interesting animation names;

Spoiler

The mission had no doubt involved Abigail and Hosea in addition to Arthur and Micah doing the dirty work. They would all walk-and-talk either on the way to their destination, after dismounting from the wagon. However, it's also possible that it was only Arthur and Micah who dismounted while Hosea and Abigail took the wagon elsewhere.

 

 

[email protected]@[email protected]_8_trainescape animation names

Spoiler

arthur_jump
arthur_jump_enter
arthur_jump_loop
arthur_jump_out
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_3
[email protected]@0_4
[email protected]@0_0
[email protected]@0_0
[email protected]@0_1
ironmule_crash
micah_jump
micah_jump_face
train_crash

The train esacpe sequence animations imply that either the train crashed OR Arthur and Micah crashed into a train while getting away.

 


[email protected]@[email protected]_tripskip animation names

Spoiler

@a_c_horse_gang_micah_0
@a_c_horse_kentuckymountainsaddle_bay_0
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_0
[email protected]@0_1
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
ind2_tripskip_arthur
ind2_tripskip_cam
ind2_tripskip_horsearthur
ind2_tripskip_horsemicah
ind2_tripskip_micah
[email protected]@0_0

Finally, trip skip anims are animating Micah's horse and a Kentucky Mountain Saddle (Arthur's?) which now makes it difficult to piece it into the rest of the mission.

 

 

 

Anyway, the way I think the mission went is:
- Abigail, Hosea, Micah, and Arthur have a (goddamn) plan.
- They take a stagecoach to Somewhere, Lemoyne.
- Arthur and Micah dismount the coach. They get on their horses, while Hosea and Abigail drive off.
- Arthur and Micah go to their designated location. Possibly in one of those timeskips where the game respawns the player & NPC's on a horse a few hours later. Best place I could fit the "tripskip" in.
- They take out/avoid guards and guard patrols all while planting dynamite everywhere.
- They have to pull some lever to enter another area.
- Dynamite at that point probably has already been blown up. So at some point Michal calls Arthur over to see something.
- More guards and guard patrols.
- They run off into a tunnel. The tunnel is presumably an old mine with coalhoppers and ironmules everywhere.
- They try to escape on a passing train.
- The train/ironmule crashes, and that's likely what allows them to get away.

 


--TRE2--

Spoiler

It appears that in this mission you had to hunt bounty hunters, on a train. For reference, TRE1 is "Magicians for Sport". I think I get why this was cut.
 

Quote

TRE2_CHALL_1 = Kill the first 4 bounty hunters on the train without alerting them


There's also a few props for the mission train's interior:

  • p_door_tre2_caboose01x
  • p_opensleeper_tre2_bed01
  • p_opensleeper_tre2_curt1x
  • p_opensleeper_tre2_curt2x
  • p_opensleeper_tre2_int
  • p_opensleeper_tre2_pset_low
  • p_opensleeper_tre2_seat01x

You could probably see the mission train if you enabled the pg_veh_tre2_opensleeper01x_med propgroup somehow.


And, just like for IND2, there's a ton of animations

 

[email protected]@[email protected] animation names

Spoiler

The intro lead-in has a lot of characters in it. Since the cutscene has Sean in it, this mission most definitely took place in Chapter 3, between "Magicians for Sport" and "A Short Walk in a Pretty Town".

 

 

[email protected]@[email protected] animation names

Spoiler

Mid-mission cutscene 2 lead-in has Dutch in it. And a pillow. At this point they're probably on the bounty hunter's train.

 

 

[email protected]@[email protected]_wantedposter animation names

Spoiler
  • ask_for_light_p1_arthur
  • ask_for_light_p1_arthur_face
  • ask_for_light_p1_bountyhunter
  • ask_for_light_p1_bountyhunter_face
  • ask_for_light_p1_dutch
  • ask_for_light_p1_dutch_face
  • ask_for_light_p1_p_door_tre2_caboose01x
  • ask_for_light_p2_arthur
  • ask_for_light_p2_arthur_face
  • ask_for_light_p2_bountyhunter
  • ask_for_light_p2_bountyhunter_face
  • ask_for_light_p2_dutch
  • ask_for_light_p2_dutch_face
  • ask_for_light_p2_p_door_tre2_caboose01x
  • ask_for_light_p2_wantedposter
  • ask_for_light_p3_arthur
  • ask_for_light_p3_arthur_face
  • ask_for_light_p3_dutch
  • ask_for_light_p3_dutch_face
  • ask_for_light_p3_p_door_tre2_caboose01x
  • ask_for_light_p4_arthur
  • ask_for_light_p4_arthur_face
  • ask_for_light_p4_bountyhunter
  • ask_for_light_p4_bountyhunter_face
  • ask_for_light_p4_dutch
  • ask_for_light_p4_dutch_face
  • ask_for_light_p4_p_door_tre2_caboose01x
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_3
  • [email protected]@0_4
  • [email protected]@0_5
  • [email protected]@0_6
  • [email protected]@0_7
  • [email protected]@0_8
  • [email protected]@0_9
  • [email protected]@0_10
  • [email protected]@0_11
  • [email protected]@0_12
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  • [email protected]@0_14
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  • [email protected]@0_0
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  • [email protected]@0_2
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_3
  • dlg_beat_it_out_of_him_come_on_caboose
  • dlg_beat_it_out_of_him_come_on_dutch
  • dlg_come_on_he_not_done_yet_caboose
  • dlg_come_on_he_not_done_yet_dutch
  • dlg_dont_let_em_pass_out_on_us_caboose
  • dlg_dont_let_em_pass_out_on_us_dutch
  • dlg_go_on_smack_him_out_of_it_caboose
  • dlg_go_on_smack_him_out_of_it_dutch
  • dlg_hit_em_again_caboose
  • dlg_hit_em_again_dutch
  • dlg_think_he_needs_another_son_caboose
  • dlg_think_he_needs_another_son_dutch
  • dlg_wake_em_up_caboose
  • dlg_wake_em_up_dutch
  • dlg_were_losing_em_arthur_caboose
  • dlg_were_losing_em_arthur_dutch
  • fail_wrestle_hunter_wall_arthur
  • fail_wrestle_hunter_wall_bountyhunter
  • fail_wrestle_hunter_wall_caboose
  • fail_wrestle_hunter_wall_dutch
  • hunter_interigation_bountyhunter
  • hunter_interigation_caboose
  • hunter_interigation_dutch
  • hunter_interigation_p2_bountyhunter
  • hunter_interigation_p2_caboose
  • hunter_interigation_p2_dutch
  • hunter_interigation_p3_bountyhunter
  • hunter_interigation_p3_caboose
  • hunter_interigation_p3_dutch
  • hunter_interigation_p4_bountyhunter
  • hunter_interigation_p4_caboose
  • hunter_interigation_p4_dutch
  • [email protected]@0_0.anim
  • success_wrestle_hunter_wall_arthur
  • success_wrestle_hunter_wall_bountyhunter
  • success_wrestle_hunter_wall_caboose
  • success_wrestle_hunter_wall_p2_arthur
  • success_wrestle_hunter_wall_p2_bountyhunter
  • success_wrestle_hunter_wall_p2_caboose
  • wrestle_hunter_arthur
  • wrestle_hunter_arthur_face
  • wrestle_hunter_bountyhunter
  • wrestle_hunter_caboose
  • wrestle_hunter_p2_arthur
  • wrestle_hunter_p2_bountyhunter
  • wrestle_hunter_p2_caboose
  • wrestle_hunter_wall_arthur
  • wrestle_hunter_wall_bountyhunter
  • wrestle_hunter_wall_caboose

...that's a lot of animations. Anyway, Arthur and Dutch found a bounty poster and then a bounty hunter, which they tried to interrogate by beating the sh*t out of him? It's definitely some extreme interrogation, given the dialogue animations.

 

 

[email protected]@[email protected]_dutch_v_hunter animation names

Spoiler

From the names, it sounds like Dutch and a bounty hunter were wrestling and it was up to Arthur to save Dutch. Either way, someone would go out the window.

 

 

[email protected]@[email protected]_arthurassasinate animation names

Spoiler

Dutch misbehaving aside, nothing says "assasination" more than throwing someone out the window.

 

 

[email protected]@[email protected]_sadcivilian animation names

Spoiler

[email protected]@[email protected]_barhide animation names

Spoiler

The fight against the evil bounty hunters continues into a bar. There's some fancy travellers and the bartender comes from New Bordea-- Saint Denis so either that's where the train was heading or it was a one fancy train.

 

 

Nothing stands out too much in [email protected]@[email protected]_tosshunter other than a dialogue animation named dlg_01_newplan_dutch. Guess something didn't go according to the plan, Arthur.

 

 

[email protected]@[email protected]_arthur_v_hunter animation names

Spoiler
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_3
  • [email protected]@0_4
  • [email protected]@0_5
  • [email protected]@0_6
  • [email protected]@0_7
  • [email protected]@0_8
  • [email protected]@0_9
  • [email protected]@0_10
  • [email protected]@0_11
  • [email protected]@0_12
  • [email protected]@0_13
  • [email protected]@0_0
  • [email protected]@0_1
  • enter_arthur
  • enter_arthur_face
  • enter_cam
  • enter_dutch
  • enter_dutch_face
  • enter_gmm_bounty_hunters_01
  • enter_gmm_bounty_hunters_01^1
  • enter_gmm_bounty_hunters_01^1_face
  • enter_gmm_bounty_hunters_01_face
  • enter_p_door_privatebaggage01x
  • escape_arthur
  • escape_arthur_face
  • escape_cam
  • escape_dutch
  • escape_dutch_face
  • escape_gmm_bounty_hunters_01
  • escape_gmm_bounty_hunters_01^1
  • escape_gmm_bounty_hunters_01^1_face
  • escape_gmm_bounty_hunters_01_face
  • escape_p_door_privatebaggage01x
  • escapeattempt_arthur
  • escapeattempt_arthur_face
  • escapeattempt_cam
  • escapeattempt_dutch
  • escapeattempt_dutch_face
  • escapeattempt_gmm_bounty_hunters_01
  • escapeattempt_gmm_bounty_hunters_01^1
  • escapeattempt_gmm_bounty_hunters_01^1_face
  • escapeattempt_gmm_bounty_hunters_01_face
  • escapeattempt_p_door_privatebaggage01x
  • fail_high_arthur
  • fail_high_arthur_face
  • fail_high_cam
  • fail_high_dutch
  • fail_high_dutch_face
  • fail_high_gmm_bounty_hunters_01
  • fail_high_gmm_bounty_hunters_01^1
  • fail_high_gmm_bounty_hunters_01^1_face
  • fail_high_gmm_bounty_hunters_01_face
  • fail_high_p_door_privatebaggage01x
  • fail_low_arthur
  • fail_low_arthur_face
  • fail_low_cam
  • fail_low_dutch
  • fail_low_dutch_face
  • fail_low_gmm_bounty_hunters_01
  • fail_low_gmm_bounty_hunters_01^1
  • fail_low_gmm_bounty_hunters_01^1_face
  • fail_low_gmm_bounty_hunters_01_face
  • fail_low_p_door_privatebaggage01x
  • [email protected]@0_0
  • [email protected]@0_1

Looks like someone underestimated their enemy and now they try to escape.

 

 

 

So this is how I think the mission played out:
- Trelawny still has a bounty hunter problem. Abigail, Jack, Karen, Lenny, Mary-Beth, Molly, Sean, and Tilly are just background characters in the cutscene. Dutch comes in, and either offers to help or offers his own plan.
- Arthur and Dutch go look for bounty hunters. What's the best place to find them? Bounty posters. They go there and find a bounty hunter.
- They interrogate the bounty hunter who then tells them about more bounty hunters on a train. So they go to the train.
- On the train, Dutch gets ambushed by a bounty hunter. Arthur has to kill the bounty hunter before Dutch dies.
- Arthur and Dutch start assasinating the bounty hunters. They can do it stealthily for at least the first 4 bounty hunters. Eventually they get alerted.
- Fight breaks out, and it gets taken through the train and through a bar. OR, they enter the bar and that causes the bartender to alert everyone. Either way, they couldn't avoid full combat at that point.
- Bounty hunters get tossed around. Typically off the train.
- Dutch comes up with a new plan. They need to get off the train, and to do that they need to stop it.
- They keep making their way through to the front to escape, fighting any bounty hunters that are on the path.
- Train engineer has upgraded his weapon from a shovel to a Pump-Action Shotgun (idle_loop_w_shotgun_pumpaction01) and wants to take revenge for what happened in Ambarino a while back. Joking. But yes, the engineer seems to have been armed.
- Arthur has to kill the engineer. But if Arthur is the goodest boah in the west, Dutch says "I'll do it" (ill_do_it_dutch_face) and shoots the engineer himself.
- At that point got nothing else to speculate on, but I would assume the train stops, Dutch and Arthur escape, and mission passed.

 

 

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RedDeadRus
35 minutes ago, WildBrick142 said:

The file 0xE9EFE087.ymt contains names for 7 deleted cutscenes, two of which are from completely removed missions: IND2 (mentioned before) and TRE2;


ind2_int (0xE597CD27, "IND2" intro)
mob2_mcs_2 (0xECA7F379, "Angelo Bronte, a Man of Honor" mid-mission cutscene 2)
mud1_mcs_1 (0xC1EB5812, "Eastward Bound" mid-mission cutscene 1)
mud1_mcs_1_alt (0x28F1F856, "Eastward Bound" mid-mission cutscene 1 alternate version)
rfud2_rsc_1 (0xA83FFCE5, "The New South" random stranger cutscene 1)
rrvrd_rsc_2 (0x5EED5B2E, "Who is Not without Sin" random stranger cutscene 2)
tre2_int (0x1626F497, "TRE2" intro)


Going down the rabbit hole, I found that there are leftover subtitles and speaker/listener files for all deleted cutscenes (except for RFUD2, IND2 and TRE2 lol) and a bunch of assets for IND2 and TRE2 missions, including animations!

 

--MOB2_MCS_2--

  Reveal hidden contents

This is a cutscene featuring Arthur and John. It's likely that the cutscene had alternate camera angles (like the first mid-mission cutscene) since the subtitles are duplicated.

 

 

3970429817.ymt reveals the speakers for these lines, so I marked them with [Character, (speaking) to Character]

 

 


--MUD1_MCS_1--

  Reveal hidden contents

 

It appears that at some point, on the way from Colter before the wheel snaps off the wagon (seems you had to ride all the way to Horshoe Overlook instead of watching a cutscene that skips most of the ride?), Bill got into a fight with someone and Arthur would break up the fight.

 

 

3253426194.ymt reveals the speakers for these lines, so I marked them with [Character]. Cutscenes don't always tag "listeners" since they're 'scripted' animations, and not in-game speech where a character would look at another character when speaking, so in this one all "listeners" are undefined.

 


There's also a cutscene lead-out line (when the game transitions from cutscene to gameplay) for this cutscene spoken by Arthur, and since it's not technically cutscene audio, it still exists. The line is named MUD1_DXAA_01 in MUD1.awc
 

 


--MUD1_MCS_1_ALT--

  Reveal hidden contents

Just like above, but an alternate version of the cutscene.

 


You know the drill. 4170591345.ymt
 

 


--RRVRD1_RSC2--

  Reveal hidden contents

A cutscene involving Arthur and Luther ("rrvd_pokerguy"). It's pretty much the same as the beginning of the post-poker cutscene in the final version of the game, just is far shorter and the dialogue is slightly different.

 

It also feels like this mission was originally a random character mission rather than a story mission. These unused subtitles (and the whole intro cutscene) are in rrvrdaud.yldb while the remaining mission dialogue is in rev1aud.yldb. The cutscene name is RRVRD1 (and not RVRD1), just about anything prefixed with R is a random character mission.

 

 

Since it's the same as in the final version, I don't need to label them, but anyway; 3856211795.ymt

 

 

--RFUD2_RSC_1--
Unfortunately there's nothing to go by, other than the fact "The New South" is codenamed FUD1, and the same mission is using the RFUD2_RSC_2 cutscene. Worth noting it's also a random character mission for some reason.


--IND2--

  Reveal hidden contents

 

This is the fun part. A pause menu image of the mission was just found by @KristianD3 the other day. Other than the image, there's a bunch of unused animations and Gold challenge strings.

 


While the cutscene animations are gone, what hasn't been removed are the lead-in and lead-out animations for ALL cutscenes in the mission.


[email protected]@[email protected] animation names

  Reveal hidden contents

[email protected]@[email protected] animation names

  Reveal hidden contents

The intro featured Arthur (duh), Abigail, Hosea, and Micah. Who's speaking to who and about what, I got no clue. However, the leadout cutscene also animates the stagecoach "coach2" in some way, so it's possible the gang took a stagecoach somewhere?

 

 

[email protected]@[email protected] animation names

  Reveal hidden contents

[email protected]@[email protected] animation names

  Reveal hidden contents

Mid-mission cutscene 1 gives some more context to the mission. You were planting dynamite with Micah. Abigail and Hosea are nowhere to be seen. Given that there's a gold medal objective where you cannot damage the stagecoach, I would assume you have had to take it with Micah to the place where you plant dynamite?

 


[email protected]@[email protected] animation names

  Reveal hidden contents

callover1_micah
callover2_micah
[email protected]@0_0
[email protected]@0_1
enter_push_micah
exit_push_micah
exit_tocover_micah
idle0_micah
idle1_micah

Mid-mission cutscene 2 is missing while mid-mission cutscene 3 doesn't tell us much about what happened during the mission or in the actual cutscene. But it involved Michah in some way, and I'm guessing the "callover" animations mean you had to go approach him.

 


[email protected]@[email protected] animation names

  Reveal hidden contents

[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_3
[email protected]@0_4
[email protected]@0_5
[email protected]@0_6
[email protected]@0_7
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_3
[email protected]@0_4
ironmule_all_camera
ironmule_all_coalhopper
ironmule_all_ironmule
ironmule_all_micah
ironmule_all_pietrainstop
ironmule_all_player
leadout_camera
leadout_micah
leadout_player

Leadout for mid-mission cutscene 4. Probably something to do with the train escape.

 


[email protected]@[email protected] animation names

  Reveal hidden contents

[email protected]@[email protected] animation names

  Reveal hidden contents

Extro cutscene lead-in and lead-out doen't say much either, sadly.

 

 

The following are the remaining in-game animation dictionaries;


ig_1_wagonexit has some interesting animation names;

  Reveal hidden contents

The mission had no doubt involved Abigail and Hosea in addition to Arthur and Micah doing the dirty work. They would all walk-and-talk either on the way to their destination, after dismounting from the wagon. However, it's also possible that it was only Arthur and Micah who dismounted while Hosea and Abigail took the wagon elsewhere.

 

 

[email protected]@[email protected]_8_trainescape animation names

  Reveal hidden contents

arthur_jump
arthur_jump_enter
arthur_jump_loop
arthur_jump_out
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_3
[email protected]@0_4
[email protected]@0_0
[email protected]@0_0
[email protected]@0_1
ironmule_crash
micah_jump
micah_jump_face
train_crash

The train esacpe sequence animations imply that either the train crashed OR Arthur and Micah crashed into a train while getting away.

 


[email protected]@[email protected]_tripskip animation names

  Reveal hidden contents

@a_c_horse_gang_micah_0
@a_c_horse_kentuckymountainsaddle_bay_0
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_0
[email protected]@0_1
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
ind2_tripskip_arthur
ind2_tripskip_cam
ind2_tripskip_horsearthur
ind2_tripskip_horsemicah
ind2_tripskip_micah
[email protected]@0_0

Finally, trip skip anims are animating Micah's horse and a Kentucky Mountain Saddle (Arthur's?) which now makes it difficult to piece it into the rest of the mission.

 

 

 

Anyway, the way I think the mission went is:
- Abigail, Hosea, Micah, and Arthur have a (goddamn) plan.
- They take a stagecoach to Somewhere, Lemoyne.
- Arthur and Micah dismount the coach. They get on their horses, while Hosea and Abigail drive off.
- Arthur and Micah go to their designated location. Possibly in one of those timeskips where the game respawns the player & NPC's on a horse a few hours later. Best place I could fit the "tripskip" in.
- They take out/avoid guards and guard patrols all while planting dynamite everywhere.
- They have to pull some lever to enter another area.
- Dynamite at that point probably has already been blown up. So at some point Michal calls Arthur over to see something.
- More guards and guard patrols.
- They run off into a tunnel. The tunnel is presumably an old mine with coalhoppers and ironmules everywhere.
- They try to escape on a passing train.
- The train/ironmule crashes, and that's likely what allows them to get away.

 


--TRE2--

  Reveal hidden contents

It appears that in this mission you had to hunt bounty hunters, on a train. For reference, TRE1 is "Magicians for Sport". I think I get why this was cut.
 


There's also a few props for the mission train's interior:

  • p_door_tre2_caboose01x
  • p_opensleeper_tre2_bed01
  • p_opensleeper_tre2_curt1x
  • p_opensleeper_tre2_curt2x
  • p_opensleeper_tre2_int
  • p_opensleeper_tre2_pset_low
  • p_opensleeper_tre2_seat01x

You could probably see the mission train if you enabled the pg_veh_tre2_opensleeper01x_med propgroup somehow.


And, just like for IND2, there's a ton of animations

 

[email protected]@[email protected] animation names

  Reveal hidden contents

The intro lead-in has a lot of characters in it. Since the cutscene has Sean in it, this mission most definitely took place in Chapter 3, between "Magicians for Sport" and "A Short Walk in a Pretty Town".

 

 

[email protected]@[email protected] animation names

  Reveal hidden contents

Mid-mission cutscene 2 lead-in has Dutch in it. And a pillow. At this point they're probably on the bounty hunter's train.

 

 

[email protected]@[email protected]_wantedposter animation names

  Reveal hidden contents
  • ask_for_light_p1_arthur
  • ask_for_light_p1_arthur_face
  • ask_for_light_p1_bountyhunter
  • ask_for_light_p1_bountyhunter_face
  • ask_for_light_p1_dutch
  • ask_for_light_p1_dutch_face
  • ask_for_light_p1_p_door_tre2_caboose01x
  • ask_for_light_p2_arthur
  • ask_for_light_p2_arthur_face
  • ask_for_light_p2_bountyhunter
  • ask_for_light_p2_bountyhunter_face
  • ask_for_light_p2_dutch
  • ask_for_light_p2_dutch_face
  • ask_for_light_p2_p_door_tre2_caboose01x
  • ask_for_light_p2_wantedposter
  • ask_for_light_p3_arthur
  • ask_for_light_p3_arthur_face
  • ask_for_light_p3_dutch
  • ask_for_light_p3_dutch_face
  • ask_for_light_p3_p_door_tre2_caboose01x
  • ask_for_light_p4_arthur
  • ask_for_light_p4_arthur_face
  • ask_for_light_p4_bountyhunter
  • ask_for_light_p4_bountyhunter_face
  • ask_for_light_p4_dutch
  • ask_for_light_p4_dutch_face
  • ask_for_light_p4_p_door_tre2_caboose01x
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_3
  • [email protected]@0_4
  • [email protected]@0_5
  • [email protected]@0_6
  • [email protected]@0_7
  • [email protected]@0_8
  • [email protected]@0_9
  • [email protected]@0_10
  • [email protected]@0_11
  • [email protected]@0_12
  • [email protected]@0_13
  • [email protected]@0_14
  • [email protected]@0_15
  • [email protected]@0_16
  • [email protected]@0_17
  • [email protected]@0_18
  • [email protected]@0_19
  • [email protected]@0_20
  • [email protected]@0_21
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_3
  • dlg_beat_it_out_of_him_come_on_caboose
  • dlg_beat_it_out_of_him_come_on_dutch
  • dlg_come_on_he_not_done_yet_caboose
  • dlg_come_on_he_not_done_yet_dutch
  • dlg_dont_let_em_pass_out_on_us_caboose
  • dlg_dont_let_em_pass_out_on_us_dutch
  • dlg_go_on_smack_him_out_of_it_caboose
  • dlg_go_on_smack_him_out_of_it_dutch
  • dlg_hit_em_again_caboose
  • dlg_hit_em_again_dutch
  • dlg_think_he_needs_another_son_caboose
  • dlg_think_he_needs_another_son_dutch
  • dlg_wake_em_up_caboose
  • dlg_wake_em_up_dutch
  • dlg_were_losing_em_arthur_caboose
  • dlg_were_losing_em_arthur_dutch
  • fail_wrestle_hunter_wall_arthur
  • fail_wrestle_hunter_wall_bountyhunter
  • fail_wrestle_hunter_wall_caboose
  • fail_wrestle_hunter_wall_dutch
  • hunter_interigation_bountyhunter
  • hunter_interigation_caboose
  • hunter_interigation_dutch
  • hunter_interigation_p2_bountyhunter
  • hunter_interigation_p2_caboose
  • hunter_interigation_p2_dutch
  • hunter_interigation_p3_bountyhunter
  • hunter_interigation_p3_caboose
  • hunter_interigation_p3_dutch
  • hunter_interigation_p4_bountyhunter
  • hunter_interigation_p4_caboose
  • hunter_interigation_p4_dutch
  • [email protected]@0_0.anim
  • success_wrestle_hunter_wall_arthur
  • success_wrestle_hunter_wall_bountyhunter
  • success_wrestle_hunter_wall_caboose
  • success_wrestle_hunter_wall_p2_arthur
  • success_wrestle_hunter_wall_p2_bountyhunter
  • success_wrestle_hunter_wall_p2_caboose
  • wrestle_hunter_arthur
  • wrestle_hunter_arthur_face
  • wrestle_hunter_bountyhunter
  • wrestle_hunter_caboose
  • wrestle_hunter_p2_arthur
  • wrestle_hunter_p2_bountyhunter
  • wrestle_hunter_p2_caboose
  • wrestle_hunter_wall_arthur
  • wrestle_hunter_wall_bountyhunter
  • wrestle_hunter_wall_caboose

...that's a lot of animations. Anyway, Arthur and Dutch found a bounty poster and then a bounty hunter, which they tried to interrogate by beating the sh*t out of him? It's definitely some extreme interrogation, given the dialogue animations.

 

 

[email protected]@[email protected]_dutch_v_hunter animation names

  Reveal hidden contents

From the names, it sounds like Dutch and a bounty hunter were wrestling and it was up to Arthur to save Dutch. Either way, someone would go out the window.

 

 

[email protected]@[email protected]_arthurassasinate animation names

  Reveal hidden contents

Dutch misbehaving aside, nothing says "assasination" more than throwing someone out the window.

 

 

[email protected]@[email protected]_sadcivilian animation names

  Reveal hidden contents

[email protected]@[email protected]_barhide animation names

  Reveal hidden contents

The fight against the evil bounty hunters continues into a bar. There's some fancy travellers and the bartender comes from New Bordea-- Saint Denis so either that's where the train was heading or it was a one fancy train.

 

 

Nothing stands out too much in [email protected]@[email protected]_tosshunter other than a dialogue animation named dlg_01_newplan_dutch. Guess something didn't go according to the plan, Arthur.

 

 

[email protected]@[email protected]_arthur_v_hunter animation names

  Reveal hidden contents
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_3
  • [email protected]@0_4
  • [email protected]@0_5
  • [email protected]@0_6
  • [email protected]@0_7
  • [email protected]@0_8
  • [email protected]@0_9
  • [email protected]@0_10
  • [email protected]@0_11
  • [email protected]@0_12
  • [email protected]@0_13
  • [email protected]@0_0
  • [email protected]@0_1
  • enter_arthur
  • enter_arthur_face
  • enter_cam
  • enter_dutch
  • enter_dutch_face
  • enter_gmm_bounty_hunters_01
  • enter_gmm_bounty_hunters_01^1
  • enter_gmm_bounty_hunters_01^1_face
  • enter_gmm_bounty_hunters_01_face
  • enter_p_door_privatebaggage01x
  • escape_arthur
  • escape_arthur_face
  • escape_cam
  • escape_dutch
  • escape_dutch_face
  • escape_gmm_bounty_hunters_01
  • escape_gmm_bounty_hunters_01^1
  • escape_gmm_bounty_hunters_01^1_face
  • escape_gmm_bounty_hunters_01_face
  • escape_p_door_privatebaggage01x
  • escapeattempt_arthur
  • escapeattempt_arthur_face
  • escapeattempt_cam
  • escapeattempt_dutch
  • escapeattempt_dutch_face
  • escapeattempt_gmm_bounty_hunters_01
  • escapeattempt_gmm_bounty_hunters_01^1
  • escapeattempt_gmm_bounty_hunters_01^1_face
  • escapeattempt_gmm_bounty_hunters_01_face
  • escapeattempt_p_door_privatebaggage01x
  • fail_high_arthur
  • fail_high_arthur_face
  • fail_high_cam
  • fail_high_dutch
  • fail_high_dutch_face
  • fail_high_gmm_bounty_hunters_01
  • fail_high_gmm_bounty_hunters_01^1
  • fail_high_gmm_bounty_hunters_01^1_face
  • fail_high_gmm_bounty_hunters_01_face
  • fail_high_p_door_privatebaggage01x
  • fail_low_arthur
  • fail_low_arthur_face
  • fail_low_cam
  • fail_low_dutch
  • fail_low_dutch_face
  • fail_low_gmm_bounty_hunters_01
  • fail_low_gmm_bounty_hunters_01^1
  • fail_low_gmm_bounty_hunters_01^1_face
  • fail_low_gmm_bounty_hunters_01_face
  • fail_low_p_door_privatebaggage01x
  • [email protected]@0_0
  • [email protected]@0_1

Looks like someone underestimated their enemy and now they try to escape.

 

 

 

So this is how I think the mission played out:
- Trelawny still has a bounty hunter problem. Abigail, Jack, Karen, Lenny, Mary-Beth, Molly, Sean, and Tilly are just background characters in the cutscene. Dutch comes in, and either offers to help or offers his own plan.
- Arthur and Dutch go look for bounty hunters. What's the best place to find them? Bounty posters. They go there and find a bounty hunter.
- They interrogate the bounty hunter who then tells them about more bounty hunters on a train. So they go to the train.
- On the train, Dutch gets ambushed by a bounty hunter. Arthur has to kill the bounty hunter before Dutch dies.
- Arthur and Dutch start assasinating the bounty hunters. They can do it stealthily for at least the first 4 bounty hunters. Eventually they get alerted.
- Fight breaks out, and it gets taken through the train and through a bar. OR, they enter the bar and that causes the bartender to alert everyone. Either way, they couldn't avoid full combat at that point.
- Bounty hunters get tossed around. Typically off the train.
- Dutch comes up with a new plan. They need to get off the train, and to do that they need to stop it.
- They keep making their way through to the front to escape, fighting any bounty hunters that are on the path.
- Train engineer has upgraded his weapon from a shovel to a Pump-Action Shotgun (idle_loop_w_shotgun_pumpaction01) and wants to take revenge for what happened in Ambarino a while back. Joking. But yes, the engineer seems to have been armed.
- Arthur has to kill the engineer. But if Arthur is the goodest boah in the west, Dutch says "I'll do it" (ill_do_it_dutch_face) and shoots the engineer himself.
- At that point got nothing else to speculate on, but I would assume the train stops, Dutch and Arthur escape, and mission passed.

 

 

maybe Bill fought with Charles in this scene?

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48 minutes ago, WildBrick142 said:

Anyway, the way I think the mission went is:
- Abigail, Hosea, Micah, and Arthur have a (goddamn) plan.
- They take a stagecoach to Somewhere, Lemoyne.
- Arthur and Micah dismount the coach. They get on their horses, while Hosea and Abigail drive off.
- Arthur and Micah go to their designated location. Possibly in one of those timeskips where the game respawns the player & NPC's on a horse a few hours later. Best place I could fit the "tripskip" in.
- They take out/avoid guards and guard patrols all while planting dynamite everywhere.
- They have to pull some lever to enter another area.
- Dynamite at that point probably has already been blown up. So at some point Michal calls Arthur over to see something.
- More guards and guard patrols.
- They run off into a tunnel. The tunnel is presumably an old mine with coalhoppers and ironmules everywhere.
- They try to escape on a passing train.
- The train/ironmule crashes, and that's likely what allows them to get away.

 

 

Due to this mission involving Hosea and Abigail, I think it would take place before "A Fine Night of Debauchery" = ind3,  And would be a setup for "Banking, the old American art" for the distraction they do (Hosea, Abigail, They also drive a wagon) Blow up something in the distance. 

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Looks like IND2 and TRE2 aren't going to be much of a mystery anymore. Just found that there's files in parseddata.rpf that contain the entire mission flow (basically, objectives/triggers for music events) for both missions lol

 

--IND2--

Spoiler

 industry2.ymt

  <attributeValueStringStore>
    <Item/>
    <Item>IND2_FAIL</Item>
    <Item>IND2_RESTART_1</Item>
    <Item>IND2_SCRIPT_END_STOP</Item>
    <Item>IND2_START</Item>
    <Item>IND2_CART</Item>
    <Item>IND2_RESTART_2</Item>
    <Item>IND2_WALK</Item>
    <Item>IND2_TIMELAPSE</Item>
    <Item>IND2_RESTART_3</Item>
    <Item>IND2_FOLLOW</Item>
    <Item>IND2_RESTART_4</Item>
    <Item>IND2_WATER</Item>
    <Item>IND2_RESTART_5</Item>
    <Item>IND2_RESTART_6</Item>
    <Item>IND2_SMUGGLER</Item>
    <Item>IND2_FIGHT</Item>
    <Item>IND2_MOVE</Item>
    <Item>IND2_FIGHT_WAY_OUT</Item>
    <Item>IND2_RESTART_7</Item>
    <Item>IND2_TUNNEL</Item>
    <Item>IND2_GATE</Item>
    <Item>IND2_RESTART_8</Item>
    <Item>IND2_SWITCH</Item>
    <Item>IND2_THROWS_SWITCH</Item>
    <Item>IND2_RESTART_9</Item>
    <Item>IND2_STOP</Item>
    <Item>IND2_SAFETY_STOP</Item>
    <Item>Drive_Coach</Item>
    <Item>Approach_Docks</Item>
    <Item>wade_under_docks</Item>
    <Item>sneak_in_to_position</Item>
    <Item>Place_Dynamite</Item>
    <Item>place_dynamite_cont</Item>
    <Item>hide_under_docks</Item>
    <Item>set_fuses</Item>
    <Item>kill_witness</Item>
    <Item>escape_explosion</Item>
    <Item>shootout_to_gates</Item>
    <Item>shootout_to_switch</Item>
    <Item>find_the_switch</Item>
    <Item>escape_on_train</Item>
    <Item>prepare_jump</Item>
    <Item>jump_from_train</Item>
    <Item>flee_docks</Item>
  </attributeValueStringStore>

 

 

 

--TRE2--

Spoiler

trelawny2.ymt

  <attributeValueStringStore>
    <Item/>
    <Item>TRE2_FAIL</Item>
    <Item>TRE2_RESTART_1</Item>
    <Item>TRE2_START</Item>
    <Item>TRE2_RESTART_2</Item>
    <Item>TRE2_RESTART_3</Item>
    <Item>TRE2_RESTART_4</Item>
    <Item>TRE2_TRAIN</Item>
    <Item>TRE2_RESTART_5</Item>
    <Item>TRE2_PLAN</Item>
    <Item>TRE2_RESTART_6</Item>
    <Item>TRE2_CLOSER</Item>
    <Item>TRE2_KILL</Item>
    <Item>TRE2_RESTART_7</Item>
    <Item>TRE2_RESTART_8</Item>
    <Item>TRE2_RESTART_9</Item>
    <Item>TRE2_STOP_TRAIN</Item>
    <Item>TRE2_AMBUSH</Item>
    <Item>TRE2_RESTART_10</Item>
    <Item>TRE2_RESTART_11</Item>
    <Item>TRE2_STOP</Item>
    <Item>TRE2_RESTART_12</Item>
    <Item>TRE2_SAFETY_STOP</Item>
    <Item>Mount_Horse</Item>
    <Item>Ride_To_Train</Item>
    <Item>Catch_Train</Item>
    <Item>Interrogation</Item>
    <Item>Distract_Bount_Hunter</Item>
    <Item>advance_up_train</Item>
    <Item>stealth_kill_enemies</Item>
    <Item>stop_train</Item>
    <Item>conductor_killed</Item>
    <Item>enemy_ambush</Item>
    <Item>shootout_lawmen_01</Item>
    <Item>shootout_lawmen_02</Item>
    <Item>escape_train</Item>
    <Item>ride_away</Item>
  </attributeValueStringStore>

 

 

1 hour ago, RedDeadRus said:

maybe Bill fought with Charles in this scene?

could have also been Micah since the two try to fight the moment the gang settles down in Colter

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rollschuh2282
14 hours ago, WildBrick142 said:

Finally, trip skip anims are animating Micah's horse and a Kentucky Mountain Saddle (Arthur's?) which now makes it difficult to piece it into the rest of the mission.

i think this is connected to the decision loop ones.

Quote
  • decisionloop_camera
  • decisionloop_micah
  • decisionloop_micah_face
  • decisionloop_player

i think it was like in that hosea mission in which you could decide if you want to go back to camp with micah or you could stay

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Lemoyne outlaw

can someone explain these new findings to me? i dont understand all the coding and files stuff. is there new audio found? what happened?

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2 hours ago, Lemoyne outlaw said:

can someone explain these new findings to me? i dont understand all the coding and files stuff. is there new audio found? what happened?

It's basically mission objectives/animations from 2 missions that got cut. TRE2 is the Trelawny mission with bounty hunters on a train (which I think Dutch's actor talked about in an interview?) , and then IND2 is a mission about planting dynamite. 

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RedDeadRus
1 hour ago, KristianD3 said:

It's basically mission objectives/animations from 2 missions that got cut. TRE2 is the Trelawny mission with bounty hunters on a train (which I think Dutch's actor talked about in an interview?) , and then IND2 is a mission about planting dynamite. 

Dan Hauser spoke about this cut-out mission in one of his interviews before the game was released. In my memory, he said that they decided to cut this mission out of the game because they found it tedious, even though it initially seemed fun.

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On 6/15/2021 at 3:26 PM, WildBrick142 said:

The file 0xE9EFE087.ymt contains names for 7 deleted cutscenes, two of which are from completely removed missions: IND2 (mentioned before) and TRE2;


ind2_int (0xE597CD27, "IND2" intro)
mob2_mcs_2 (0xECA7F379, "Angelo Bronte, a Man of Honor" mid-mission cutscene 2)
mud1_mcs_1 (0xC1EB5812, "Eastward Bound" mid-mission cutscene 1)
mud1_mcs_1_alt (0x28F1F856, "Eastward Bound" mid-mission cutscene 1 alternate version)
rfud2_rsc_1 (0xA83FFCE5, "The New South" random stranger cutscene 1)
rrvrd_rsc_2 (0x5EED5B2E, "Who is Not without Sin" random stranger cutscene 2)
tre2_int (0x1626F497, "TRE2" intro)


Going down the rabbit hole, I found that there are leftover subtitles and speaker/listener files for all deleted cutscenes (except for RFUD2, IND2 and TRE2 lol) and a bunch of assets for IND2 and TRE2 missions, including animations!

 

--MOB2_MCS_2--

  Hide contents

This is a cutscene featuring Arthur and John. It's likely that the cutscene had alternate camera angles (like the first mid-mission cutscene) since the subtitles are duplicated.

 

 

3970429817.ymt reveals the speakers for these lines, so I marked them with [Character, (speaking) to Character]

 

 


--MUD1_MCS_1--

  Hide contents

 

It appears that at some point, on the way from Colter before the wheel snaps off the wagon (seems you had to ride all the way to Horshoe Overlook instead of watching a cutscene that skips most of the ride?), Bill got into a fight with someone and Arthur would break up the fight.

 

 

3253426194.ymt reveals the speakers for these lines, so I marked them with [Character]. Cutscenes don't always tag "listeners" since they're 'scripted' animations, and not in-game speech where a character would look at another character when speaking, so in this one all "listeners" are undefined.

 


There's also a cutscene lead-out line (when the game transitions from cutscene to gameplay) for this cutscene spoken by Arthur, and since it's not technically cutscene audio, it still exists. The line is named MUD1_DXAA_01 in MUD1.awc
 

 


--MUD1_MCS_1_ALT--

  Hide contents

Just like above, but an alternate version of the cutscene.

 


You know the drill. 4170591345.ymt
 

 


--RRVRD1_RSC2--

  Hide contents

A cutscene involving Arthur and Luther ("rrvd_pokerguy"). It's pretty much the same as the beginning of the post-poker cutscene in the final version of the game, just is far shorter and the dialogue is slightly different.

 

It also feels like this mission was originally a random character mission rather than a story mission. These unused subtitles (and the whole intro cutscene) are in rrvrdaud.yldb while the remaining mission dialogue is in rev1aud.yldb. The cutscene name is RRVRD1 (and not RVRD1), just about anything prefixed with R is a random character mission.

 

 

Since it's the same as in the final version, I don't need to label them, but anyway; 3856211795.ymt

 

 

--RFUD2_RSC_1--
Unfortunately there's nothing to go by, other than the fact "The New South" is codenamed FUD1, and the same mission is using the RFUD2_RSC_2 cutscene. Worth noting it's also a random character mission for some reason.


--IND2--

  Hide contents

 

This is the fun part. A pause menu image of the mission was just found by @KristianD3 the other day. Other than the image, there's a bunch of unused animations and Gold challenge strings.

 


While the cutscene animations are gone, what hasn't been removed are the lead-in and lead-out animations for ALL cutscenes in the mission.


[email protected]@[email protected] animation names

  Reveal hidden contents

[email protected]@[email protected] animation names

  Reveal hidden contents

The intro featured Arthur (duh), Abigail, Hosea, and Micah. Who's speaking to who and about what, I got no clue. However, the leadout cutscene also animates the stagecoach "coach2" in some way, so it's possible the gang took a stagecoach somewhere?

 

 

[email protected]@[email protected] animation names

  Reveal hidden contents

[email protected]@[email protected] animation names

  Reveal hidden contents

Mid-mission cutscene 1 gives some more context to the mission. You were planting dynamite with Micah. Abigail and Hosea are nowhere to be seen. Given that there's a gold medal objective where you cannot damage the stagecoach, I would assume you have had to take it with Micah to the place where you plant dynamite?

 


[email protected]@[email protected] animation names

  Reveal hidden contents

callover1_micah
callover2_micah
[email protected]@0_0
[email protected]@0_1
enter_push_micah
exit_push_micah
exit_tocover_micah
idle0_micah
idle1_micah

Mid-mission cutscene 2 is missing while mid-mission cutscene 3 doesn't tell us much about what happened during the mission or in the actual cutscene. But it involved Michah in some way, and I'm guessing the "callover" animations mean you had to go approach him.

 


[email protected]@[email protected] animation names

  Reveal hidden contents

[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_3
[email protected]@0_4
[email protected]@0_5
[email protected]@0_6
[email protected]@0_7
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_3
[email protected]@0_4
ironmule_all_camera
ironmule_all_coalhopper
ironmule_all_ironmule
ironmule_all_micah
ironmule_all_pietrainstop
ironmule_all_player
leadout_camera
leadout_micah
leadout_player

Leadout for mid-mission cutscene 4. Probably something to do with the train escape.

 


[email protected]@[email protected] animation names

  Reveal hidden contents

[email protected]@[email protected] animation names

  Reveal hidden contents

Extro cutscene lead-in and lead-out doen't say much either, sadly.

 

 

The following are the remaining in-game animation dictionaries;


ig_1_wagonexit has some interesting animation names;

  Reveal hidden contents

The mission had no doubt involved Abigail and Hosea in addition to Arthur and Micah doing the dirty work. They would all walk-and-talk either on the way to their destination, after dismounting from the wagon. However, it's also possible that it was only Arthur and Micah who dismounted while Hosea and Abigail took the wagon elsewhere.

 

 

[email protected]@[email protected]_8_trainescape animation names

  Reveal hidden contents

arthur_jump
arthur_jump_enter
arthur_jump_loop
arthur_jump_out
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_3
[email protected]@0_4
[email protected]@0_0
[email protected]@0_0
[email protected]@0_1
ironmule_crash
micah_jump
micah_jump_face
train_crash

The train esacpe sequence animations imply that either the train crashed OR Arthur and Micah crashed into a train while getting away.

 


[email protected]@[email protected]_tripskip animation names

  Reveal hidden contents

@a_c_horse_gang_micah_0
@a_c_horse_kentuckymountainsaddle_bay_0
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
[email protected]@0_0
[email protected]@0_1
[email protected]@0_0
[email protected]@0_1
[email protected]@0_2
ind2_tripskip_arthur
ind2_tripskip_cam
ind2_tripskip_horsearthur
ind2_tripskip_horsemicah
ind2_tripskip_micah
[email protected]@0_0

Finally, trip skip anims are animating Micah's horse and a Kentucky Mountain Saddle (Arthur's?) which now makes it difficult to piece it into the rest of the mission.

 

 

 

Anyway, the way I think the mission went is:
- Abigail, Hosea, Micah, and Arthur have a (goddamn) plan.
- They take a stagecoach to Somewhere, Lemoyne.
- Arthur and Micah dismount the coach. They get on their horses, while Hosea and Abigail drive off.
- Arthur and Micah go to their designated location. Possibly in one of those timeskips where the game respawns the player & NPC's on a horse a few hours later. Best place I could fit the "tripskip" in.
- They take out/avoid guards and guard patrols all while planting dynamite everywhere.
- They have to pull some lever to enter another area.
- Dynamite at that point probably has already been blown up. So at some point Michal calls Arthur over to see something.
- More guards and guard patrols.
- They run off into a tunnel. The tunnel is presumably an old mine with coalhoppers and ironmules everywhere.
- They try to escape on a passing train.
- The train/ironmule crashes, and that's likely what allows them to get away.

 


--TRE2--

  Reveal hidden contents

It appears that in this mission you had to hunt bounty hunters, on a train. For reference, TRE1 is "Magicians for Sport". I think I get why this was cut.
 


There's also a few props for the mission train's interior:

  • p_door_tre2_caboose01x
  • p_opensleeper_tre2_bed01
  • p_opensleeper_tre2_curt1x
  • p_opensleeper_tre2_curt2x
  • p_opensleeper_tre2_int
  • p_opensleeper_tre2_pset_low
  • p_opensleeper_tre2_seat01x

You could probably see the mission train if you enabled the pg_veh_tre2_opensleeper01x_med propgroup somehow.


And, just like for IND2, there's a ton of animations

 

[email protected]@[email protected] animation names

  Reveal hidden contents

The intro lead-in has a lot of characters in it. Since the cutscene has Sean in it, this mission most definitely took place in Chapter 3, between "Magicians for Sport" and "A Short Walk in a Pretty Town".

 

 

[email protected]@[email protected] animation names

  Reveal hidden contents

Mid-mission cutscene 2 lead-in has Dutch in it. And a pillow. At this point they're probably on the bounty hunter's train.

 

 

[email protected]@[email protected]_wantedposter animation names

  Reveal hidden contents
  • ask_for_light_p1_arthur
  • ask_for_light_p1_arthur_face
  • ask_for_light_p1_bountyhunter
  • ask_for_light_p1_bountyhunter_face
  • ask_for_light_p1_dutch
  • ask_for_light_p1_dutch_face
  • ask_for_light_p1_p_door_tre2_caboose01x
  • ask_for_light_p2_arthur
  • ask_for_light_p2_arthur_face
  • ask_for_light_p2_bountyhunter
  • ask_for_light_p2_bountyhunter_face
  • ask_for_light_p2_dutch
  • ask_for_light_p2_dutch_face
  • ask_for_light_p2_p_door_tre2_caboose01x
  • ask_for_light_p2_wantedposter
  • ask_for_light_p3_arthur
  • ask_for_light_p3_arthur_face
  • ask_for_light_p3_dutch
  • ask_for_light_p3_dutch_face
  • ask_for_light_p3_p_door_tre2_caboose01x
  • ask_for_light_p4_arthur
  • ask_for_light_p4_arthur_face
  • ask_for_light_p4_bountyhunter
  • ask_for_light_p4_bountyhunter_face
  • ask_for_light_p4_dutch
  • ask_for_light_p4_dutch_face
  • ask_for_light_p4_p_door_tre2_caboose01x
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_3
  • [email protected]@0_4
  • [email protected]@0_5
  • [email protected]@0_6
  • [email protected]@0_7
  • [email protected]@0_8
  • [email protected]@0_9
  • [email protected]@0_10
  • [email protected]@0_11
  • [email protected]@0_12
  • [email protected]@0_13
  • [email protected]@0_14
  • [email protected]@0_15
  • [email protected]@0_16
  • [email protected]@0_17
  • [email protected]@0_18
  • [email protected]@0_19
  • [email protected]@0_20
  • [email protected]@0_21
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_3
  • dlg_beat_it_out_of_him_come_on_caboose
  • dlg_beat_it_out_of_him_come_on_dutch
  • dlg_come_on_he_not_done_yet_caboose
  • dlg_come_on_he_not_done_yet_dutch
  • dlg_dont_let_em_pass_out_on_us_caboose
  • dlg_dont_let_em_pass_out_on_us_dutch
  • dlg_go_on_smack_him_out_of_it_caboose
  • dlg_go_on_smack_him_out_of_it_dutch
  • dlg_hit_em_again_caboose
  • dlg_hit_em_again_dutch
  • dlg_think_he_needs_another_son_caboose
  • dlg_think_he_needs_another_son_dutch
  • dlg_wake_em_up_caboose
  • dlg_wake_em_up_dutch
  • dlg_were_losing_em_arthur_caboose
  • dlg_were_losing_em_arthur_dutch
  • fail_wrestle_hunter_wall_arthur
  • fail_wrestle_hunter_wall_bountyhunter
  • fail_wrestle_hunter_wall_caboose
  • fail_wrestle_hunter_wall_dutch
  • hunter_interigation_bountyhunter
  • hunter_interigation_caboose
  • hunter_interigation_dutch
  • hunter_interigation_p2_bountyhunter
  • hunter_interigation_p2_caboose
  • hunter_interigation_p2_dutch
  • hunter_interigation_p3_bountyhunter
  • hunter_interigation_p3_caboose
  • hunter_interigation_p3_dutch
  • hunter_interigation_p4_bountyhunter
  • hunter_interigation_p4_caboose
  • hunter_interigation_p4_dutch
  • [email protected]@0_0.anim
  • success_wrestle_hunter_wall_arthur
  • success_wrestle_hunter_wall_bountyhunter
  • success_wrestle_hunter_wall_caboose
  • success_wrestle_hunter_wall_p2_arthur
  • success_wrestle_hunter_wall_p2_bountyhunter
  • success_wrestle_hunter_wall_p2_caboose
  • wrestle_hunter_arthur
  • wrestle_hunter_arthur_face
  • wrestle_hunter_bountyhunter
  • wrestle_hunter_caboose
  • wrestle_hunter_p2_arthur
  • wrestle_hunter_p2_bountyhunter
  • wrestle_hunter_p2_caboose
  • wrestle_hunter_wall_arthur
  • wrestle_hunter_wall_bountyhunter
  • wrestle_hunter_wall_caboose

...that's a lot of animations. Anyway, Arthur and Dutch found a bounty poster and then a bounty hunter, which they tried to interrogate by beating the sh*t out of him? It's definitely some extreme interrogation, given the dialogue animations.

 

 

[email protected]@[email protected]_dutch_v_hunter animation names

  Reveal hidden contents

From the names, it sounds like Dutch and a bounty hunter were wrestling and it was up to Arthur to save Dutch. Either way, someone would go out the window.

 

 

[email protected]@[email protected]_arthurassasinate animation names

  Reveal hidden contents

Dutch misbehaving aside, nothing says "assasination" more than throwing someone out the window.

 

 

[email protected]@[email protected]_sadcivilian animation names

  Reveal hidden contents

[email protected]@[email protected]_barhide animation names

  Reveal hidden contents

The fight against the evil bounty hunters continues into a bar. There's some fancy travellers and the bartender comes from New Bordea-- Saint Denis so either that's where the train was heading or it was a one fancy train.

 

 

Nothing stands out too much in [email protected]@[email protected]_tosshunter other than a dialogue animation named dlg_01_newplan_dutch. Guess something didn't go according to the plan, Arthur.

 

 

[email protected]@[email protected]_arthur_v_hunter animation names

  Reveal hidden contents
  • [email protected]@0_0
  • [email protected]@0_1
  • [email protected]@0_2
  • [email protected]@0_3
  • [email protected]@0_4
  • [email protected]@0_5
  • [email protected]@0_6
  • [email protected]@0_7
  • [email protected]@0_8
  • [email protected]@0_9
  • [email protected]@0_10
  • [email protected]@0_11
  • [email protected]@0_12
  • [email protected]@0_13
  • [email protected]@0_0
  • [email protected]@0_1
  • enter_arthur
  • enter_arthur_face
  • enter_cam
  • enter_dutch
  • enter_dutch_face
  • enter_gmm_bounty_hunters_01
  • enter_gmm_bounty_hunters_01^1
  • enter_gmm_bounty_hunters_01^1_face
  • enter_gmm_bounty_hunters_01_face
  • enter_p_door_privatebaggage01x
  • escape_arthur
  • escape_arthur_face
  • escape_cam
  • escape_dutch
  • escape_dutch_face
  • escape_gmm_bounty_hunters_01
  • escape_gmm_bounty_hunters_01^1
  • escape_gmm_bounty_hunters_01^1_face
  • escape_gmm_bounty_hunters_01_face
  • escape_p_door_privatebaggage01x
  • escapeattempt_arthur
  • escapeattempt_arthur_face
  • escapeattempt_cam
  • escapeattempt_dutch
  • escapeattempt_dutch_face
  • escapeattempt_gmm_bounty_hunters_01
  • escapeattempt_gmm_bounty_hunters_01^1
  • escapeattempt_gmm_bounty_hunters_01^1_face
  • escapeattempt_gmm_bounty_hunters_01_face
  • escapeattempt_p_door_privatebaggage01x
  • fail_high_arthur
  • fail_high_arthur_face
  • fail_high_cam
  • fail_high_dutch
  • fail_high_dutch_face
  • fail_high_gmm_bounty_hunters_01
  • fail_high_gmm_bounty_hunters_01^1
  • fail_high_gmm_bounty_hunters_01^1_face
  • fail_high_gmm_bounty_hunters_01_face
  • fail_high_p_door_privatebaggage01x
  • fail_low_arthur
  • fail_low_arthur_face
  • fail_low_cam
  • fail_low_dutch
  • fail_low_dutch_face
  • fail_low_gmm_bounty_hunters_01
  • fail_low_gmm_bounty_hunters_01^1
  • fail_low_gmm_bounty_hunters_01^1_face
  • fail_low_gmm_bounty_hunters_01_face
  • fail_low_p_door_privatebaggage01x
  • [email protected]@0_0
  • [email protected]@0_1

Looks like someone underestimated their enemy and now they try to escape.

 

 

 

So this is how I think the mission played out:
- Trelawny still has a bounty hunter problem. Abigail, Jack, Karen, Lenny, Mary-Beth, Molly, Sean, and Tilly are just background characters in the cutscene. Dutch comes in, and either offers to help or offers his own plan.
- Arthur and Dutch go look for bounty hunters. What's the best place to find them? Bounty posters. They go there and find a bounty hunter.
- They interrogate the bounty hunter who then tells them about more bounty hunters on a train. So they go to the train.
- On the train, Dutch gets ambushed by a bounty hunter. Arthur has to kill the bounty hunter before Dutch dies.
- Arthur and Dutch start assasinating the bounty hunters. They can do it stealthily for at least the first 4 bounty hunters. Eventually they get alerted.
- Fight breaks out, and it gets taken through the train and through a bar. OR, they enter the bar and that causes the bartender to alert everyone. Either way, they couldn't avoid full combat at that point.
- Bounty hunters get tossed around. Typically off the train.
- Dutch comes up with a new plan. They need to get off the train, and to do that they need to stop it.
- They keep making their way through to the front to escape, fighting any bounty hunters that are on the path.
- Train engineer has upgraded his weapon from a shovel to a Pump-Action Shotgun (idle_loop_w_shotgun_pumpaction01) and wants to take revenge for what happened in Ambarino a while back. Joking. But yes, the engineer seems to have been armed.
- Arthur has to kill the engineer. But if Arthur is the goodest boah in the west, Dutch says "I'll do it" (ill_do_it_dutch_face) and shoots the engineer himself.
- At that point got nothing else to speculate on, but I would assume the train stops, Dutch and Arthur escape, and mission passed.

 

 

Amazing work here!

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While digging through law.meta in speechcontextrules, i found some more small info pertaining the van horn cut princess mission.

 

It seems after you completed the mission law were meant to comment on it.

 

Screenshot-2.pngScreenshot-4.png

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46 minutes ago, GameRoll said:

While digging through law.meta in speechcontextrules, i found some more small info pertaining the van horn cut princess mission.

 

It seems after you completed the mission law were meant to comment on it.

 

Screenshot-2.pngScreenshot-4.png

it also looks like sadie was meant to be at beechers hope in regular gameplay at somepoint (like charles)

 

unknown.png

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Is there any evidence about Javier's appearance in the Just a Social Call mission in the annesburg? Im asking it because of this picture. If Javier would appear in this mission, his character change would be better.

 

http://oyster.ignimgs.com/mediawiki/apis.ign.com/red-dead-redemption-2/c/c9/Annesburg_A.jpg

Edited by GroveStGTAV
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Beta Jack voice? What is this? It sounds terrible imo.

 

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RedDeadRus
8 minutes ago, KristianD3 said:

Beta Jack voice? What is this? It sounds terrible imo.

 

it seems to me that these are just Ted Sutherland studio recordings, because the voice is still similar. Maybe they originally wanted to make Ted a voice for little Jack as well? (although maybe I'm wrong again).

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28 minutes ago, RedDeadRus said:

it seems to me that these are just Ted Sutherland studio recordings, because the voice is still similar. Maybe they originally wanted to make Ted a voice for little Jack as well? (although maybe I'm wrong again).

this was in my cut audio files, weird af innit lol

 

edit: whoops replied to wrong guy

Edited by GameRoll
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Apologies if this has been mentioned before, but does anyone remember that giant reddit post about cut content for the SP for RDR2?

 

Something that the "leaked" list mentioned that there was a cutscene of Sadie chopping off some dudes dick (I think it was the fat man she murders in the ranch with the knife, apparently he raped her). Alex Mckenna recently confirmed this (vaguely) in a podcast/interview with a group of some of the actors that she had to film that scene. It might warrant some credit to that original reddit post.

 

This is the video:

 

 

I can't remember the exact time frame when she said it though. It was a question to do with filming/cut content.

 

EDIT: It's at 18:46 in the VOD. She talks about it briefly.

Edited by IzzyBlues
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LegitimatePride
2 hours ago, IzzyBlues said:

Apologies if this has been mentioned before, but does anyone remember that giant reddit post about cut content for the SP for RDR2?

 

Something that the "leaked" list mentioned that there was a cutscene of Sadie chopping off some dudes dick (I think it was the fat man she murders in the ranch with the knife, apparently he raped her). Alex Mckenna recently confirmed this (vaguely) in a podcast/interview with a group of some of the actors that she had to film that scene. It might warrant some credit to that original reddit post.

 

This is the video:

(video)

 

I can't remember the exact time frame when she said it though. It was a question to do with filming/cut content.

 

EDIT: It's at 18:46 in the VOD. She talks about it briefly.

That bullsh*t cut content Reddit post claimed that originally in the Prologue it was that Sadie was being raped by the O'Driscolls and that she bited off the junk of one of them, it didn't say that it was in the Epilogue like Alex said. Also, Alex says that the deleted scene she mentions was a different version of a cutscene that's still in the game. So no, that Reddit post doesn't deserve any credit at all for being complete bullsh*t.

Edited by LegitimatePride
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RedDeadRus
5 hours ago, LegitimatePride said:

That bullsh*t cut content Reddit post claimed that originally in the Prologue it was that Sadie was being raped by the O'Driscolls and that she bited off the junk of one of them, it didn't say that it was in the Epilogue like Alex said. Also, Alex says that the deleted scene she mentions was a different version of a cutscene that's still in the game. So no, that Reddit post doesn't deserve any credit at all for being complete bullsh*t.

Is it possible to assume that this was a cut-scene? I'm not even sure if her words are true.

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22 hours ago, GameRoll said:

While digging through law.meta in speechcontextrules, i found some more small info pertaining the van horn cut princess mission.

 

It seems after you completed the mission law were meant to comment on it.

 

Screenshot-2.pngScreenshot-4.png

 

Yup I've found this too and some more in the ps4 files...

 

 

I believe the TSVH stands for "Town Secrets Van Horn"

 

It probably had something to do with the cut van horn sheriff who was also a drunk.

 

There are leftovers for a persistent character called peasant_princess

Edited by pariah87
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  •     <Item key="CS_PRINCESSISABEAU">
          <Type>AggregateDrop</Type>
          <Entries>
            <Item>
              <Name>SLUM_TOWNSFOLK_POOR</Name>
              <Rate value="1.0" />
              <Type>Table</Type>
            </Item>
          </Entries>
        </Item>
        <Item type="CScenarioPointGroup">
          <Name>VAN_PEASANTPRINCESS_CAMP</Name>
          <EnabledByDefault value="true"/>
          <DespawnPropsWhenDisabled value="false"/>
        </Item>
        <Item type="CScenarioPointGroup">
          <Name>VAN_PEASANTPRINCESS_TOWN</Name>
          <EnabledByDefault value="true"/>
          <DespawnPropsWhenDisabled value="false"/>
        </Item>
        <Item type="CScenarioPointGroup">
          <Name>VAN_SHERIFF_LONGDAY</Name>
          <EnabledByDefault value="true"/>
          <DespawnPropsWhenDisabled value="false"/>
        </Item>
        <Item type="CScenarioPointGroup">
          <Name>VAN_SHERIFF_NIGHT</Name>
          <EnabledByDefault value="true"/>
          <DespawnPropsWhenDisabled value="false"/>
        </Item>

     

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Eugene Poole

Hi all. New here. I stumbled across this page after being on an epilogue John bender for the past week. Much to my chagrin, the John we are inhabiting felt off from day 1 waaaay back in November of 2018. Much to my thrill however, the mod community I've been noticing have been displaying some very promising enhancements to this game that have me considering throwing in with the pc crowd if only to play this game the way I've been longing to for a while now. I just now started a ps now runthrough of RDR1 and my god the contrast between it and the sequel is just night and day. The utter leap forward is, even 2 1/2 years later, still astonishing. Which makes the backpedaling on the epilogue mind numbingly bitter. Especially with regards to John's depiction. Rockstar created this monster when they went to the trouble of making all his original assets in the game only to throw them all out at the end of development. The thing is, it's hard to tell (at least as far as I'm concerned) if this was intentional for the sake of post modern deconstruction of legacy like to many franchises were doing, or if they ran out of time, or neither. It's very difficult to tell. All, I know is. Playing as rdr 1 John again makes the divide between his 1911 self and his 1907 self (which is to say his 2010 self and his 2018 self) that much wider. 

 

See, I think, that when rockstar said it was a design choice when everyone was making light of the minutia of his avatar being off, I think they were moreso referencing his face. His face, his visage, is actually what punctuates why he's a different man in this. It's not the vest. It's not the lack of the holster, or the tight pants, or the fact that he looks like an H&M cowboy. It isn't even the scars or the way he walks. It's the scowl. Which is to say, it's his eyes. Which are the soul of the character. Even as aged as rdr 1's graphical fidelity is you are never uncertain about who he is. I'm still amazed at how good the facial expressions are in RDR 1. See all those aesthetic assets could have been in the final game. What we should have gotten. But even if they were, something about him would still feel off (at least to me) and it would be because of the omission of the scowl. And I see why they did it. Obviously due to him not being the same man and the design choice to reinforce that idea. But it could still work if they tweaked it just ever so slightly. As proven by this Bubsy J Wubbus modder, the John Marston Redone mod is closer than anybody has gotten to accurately capturing the spirit of his visage. 

 

All of this said, what I want to know from this thread, this community with regard to restoring John is the following:

 

1. When open iv updates, will it be possible to retexture and reanimate his original assets so that they can be applied as individual items to be equipped, and un-equipped. 

 

2. Can we, despite the fact that Take-Two refuses to port rdr1 to pc, find a way to transcribe the original code related to his 2010 movement animation set and incorporate them into his current form. How much of Arthur will we be able to protract from his model? 

 

3. Is it possible to augment the animation cycles of character movement in this game to allow for "a center of gravity" if you will. The thing that all rockstar characters can do that John and Arthur (or even the horses for that matter) cannot do is turn on a radial axis. 

 

4. If, and only IF, his original animation sets can be incorporated, would it be possible to reallocate the secondary holster on his gun belt, and make it his back holster like in the original game. As unrealistic and video gamey as it is, since I've been revisiting rdr 1, I've actually given some thought to it's omission and I feel like it gives his character a unique quirk. In the same way that Django carries a mini gun in the coffin he hauls around or the hidden weapons built into the baby carriage that Ito Ogami pushes around in lone wolf and cub. 

 

5. Aside from his original aiming stance, would it be possible to reincorporate his rolling animations (forward, back, left, and right) rather than the dive that both he and arthur do. 

 

6. Last and certainly not least, his hair. Will it be possible to render his actual hair AND facial hair at different lengths. 

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