the cutting room mirror

Red Dead Redemption 2

Red Dead Redemption 2 is a retcon-filled prequel to the previous-generation Red Dead Redemption. It covers the Van der Linde gang's desperate attempt for survival, and it has an epilogue where you play as some guy who Rockstar's "attention to detail" couldn't make his model look like John Marston.

This game is yet another impressive technical achievement in video games, but sadly, it had a huge neglect from Rockstar's part as every update made its story mode increasingly more broken and content got removed post-release.

Unused Items#

Various normally-unobtainable items can be spawned in the game using save editors or trainers.

Crows Garlic
A cut herb named Crows Garlic. The player can eat or pick it like the rest of the herbs, however, eating it doesn't give any effect and picking it does not give any provisions in the satchel.
RDR2-CrowsGarlicHerbInGame.png

Saltbush
Another cut herb, named Saltbush. Unlike Crows Garlic, it cannot be picked up at all, as the game for some reason thinks the player already has privisions of this plant in the satchel. Just like the previous case, eating it does not give any effect, and performing this action also causes a minor glitch where this herb briefly re-appears on the ground it was picked up from.
RDR2-SaltbushHerbInGame.png

Bank Credit Letter
This letter item is given to John in the mid-mission cutscene of "Home of the Gentry?", where he is even seen putting it inside his satchel. But despite that, this document oddly never appears in the player's inventory. The transcription of its text can be found in global.yldb under the ID UI_LETTER_MARSTON_BANK.
RDR2-BankCreditLetterDocumentInGame.png

Bluewater Marsh Coach Tip (1907)
This note is a variation of the one that is given by Alden in "The Mercies of Knowledge - II". This, along with unused audio show that this mission strand was originally meant to also be available to be played as John in the Epilogue. The text is slightly different from its 1899 counterpart and its transcript is found in global.yldb under the ID UI_COACH_AMB6.

1899

1907 (Unused)

H. Fischer's Homes Catalogue
It's unknown where precisely this note item would have been received from, but it advertises the catalogue from which John buys Beecher's Hope in the intro cutscene of "The Tool Box", the house image seen here can also be seen on the catalogue during said cutscene. In global.yldb, the ID of the text's transcript is UI_NOTE_BEECHERS.
RDR2-HFischersHomesCatalogueDocumentInGame.png

Letter from Abigail
This letter item is seen and is read in one of the mid-mission cutscenes of "Motherhood", and the player does not receive it in the satchel despite John being shown keeping it for himself.
RDR2-LetterFromAbigailDocumentInGame.png

Letter from Mr. Pearson (1907)
Not to be confused with the same-name non-readable letter that the player temporarily has in "Further Questions of Female Suffrage". The player is supposed to receive this letter item in Beecher's Hope like how it happens after the reunion with Tilly, in one of the conversations when meeting Pearson in Rhodes he says he will send John a letter, but it never actually happens and this is not seen.
RDR2-LetterFromMrPearson1907DocumentInGame.png

Letter to Professor Schliffen
This letter item is obtained by looting any foreman character, but since the foremen are not used in the final game, this letter goes unseen as a result.
RDR2-LetterToProfessorSchliffenDocumentInGame.png

Letter to the Governor
This letter item is received from looting the Wapiti Official, but since that character is unused, so is this letter. The transcript of it is located in global.yldb under the ID UI_LETTER_WAPITI_AGENT.
RDR2-LetterToTheGovernorDocumentInGame.png

Scarlet Fever Handbill
This handbill item is rather interesting because it's one of the many things that show that Arthur was originally meant to be able to visit New Austin: it's similar to the Cholera Handbill and it's seems like it might've also been handed out by the Armadillo Town Crier, multiple dialogue lines and the 12th buyable newspaper issues confirm that in the game's lore Armadillo had a Scarlet Fever outbreak in 1899 before the Cholera one in 1907.
RDR2-ScarletFeverHandbillDocumentInGame.png

Unused Textures#

Carved text saying "IS IT STRENGTH OR TRUE WEAKNESS?", a scrapped cheat code. It's unknown what was meant to be the effect of this cheat.

Location

Filename

Texture

levels_3.rpf\levels\rdr3\props\lev_des\s_lev_des_mission.rpf\s_cheatcode_iisotw+hidr.ytd

s_cheatcode_generic_light_abs_cheatcode_strengthorweak_al

The texture of an unused photograph that was meant to be given to the player in "The Noblest of Men, and a Woman" and was related to a cut fifth gunslinger mission of said strand, which involved Frank Heck, who still has various mentions in the final game and even his Cigarette Card and comic book. Curiously, the text hints the player to look for Heck in Saint Denis, but other leftovers of the mission indicates the mission was instead going to take place in the Tumbleweed Saloon, so it seems the its location was changed during development.

Here is a transcript of the text in this texture:

-FRANK HECK-
'THE ARMADILLO KID'
SHOOTER AT 6, KILLER AT 9
"ALL SMILES 'TIL YOU BEAT HIM AT SNAP,
THEN HE'D SHOOT YOU DEAD"

FATHER = UNKNOWN
MOTHER = WOUNDED AT FAMILY DESPUTE

LESS NEWSPAPER INK ONCE YOUNGER
SHOOTISTS APPEAR ON THE SCENE

LATE TEENAGE YEARS UNACCOUNTED FOR
KNOWN TO FREQUENT CARE ROOMS OF
SAINT DENIS

OBSTINATE INTERVIEWEE
NOTE: DO NOT CALL HIM KID

Location

Filename

Texture

levels_3.rpf\levels\rdr3\props\lev_des\s_set_pieces.rpf\s_pic_gunslingerfrank01x+hidr.ytd

s_pic_gunslingerfrank01x_ab

Leftover mission markers from Grand Theft Auto V's multiplayer mode Grand Theft Auto Online.

Location

Filename

Texture

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

air_race_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

arm_wrestling_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

basejump_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

bike_race_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

capture_the_flag_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

corona_marker

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

corona_point

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

corona_shade

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

custom_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

darts_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

deathmatch_marker_256

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

foot_race_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

gangattack_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

golf_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

land_race_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

last_team_standing_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

off_road_race_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

pilot_school_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

sea_race_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

shooting_range_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

survival_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

teamdeathmatch_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

tennis_icon

textures_0.rpf\textures\script_txds.rpf\mpmissmarkers256.ytd

vehicledeathmatch_icon

A map blip for a riverboat. Its purpose is unknown, but maybe the Grand Korrigan, which is always marked on the map, was meant to have a purpose in freeroam?

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd

blip_ambient_riverboat

textures_0.rpf\textures\ui_textures.rpf\blips.ytd

blip_ambient_riverboat

A map blip for Fence Building, which, as shown by unused text, was a minigame that got cut.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd

blip_fence_building

textures_0.rpf\textures\ui_textures.rpf\blips.ytd

blip_fence_building

A map blip for dropped plants. In the actual game, plants are not items that can be dropped on the ground.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd

blip_plant

textures_0.rpf\textures\ui_textures.rpf\blips.ytd

blip_plant

The banks around the map were supposed to be marked with this blip because, as shown by unused text, they were supposed to have the purpose to let the player exchange gold for money.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd

blip_proc_bank

textures_0.rpf\textures\ui_textures.rpf\blips.ytd

blip_proc_bank

A map blip for locked houses. There actually are some houses with locked doors that the player can use the Lock Breaker to get past them, but it's unknown if this blip was meant for those places.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd

blip_proc_home_locked

textures_0.rpf\textures\ui_textures.rpf\blips.ytd

blip_proc_home_locked

As also shown by unused text, the blacksmiths around the map were meant to be places where the player could shop at, and they were meant to be marked with this blip.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd

blip_shop_blacksmith

textures_0.rpf\textures\ui_textures.rpf\blips.ytd

blip_shop_blacksmith

A map blip that, has shown by unused text, was meant to mark Saint Denis Market. This implies that the place was meant to have more purposes besides being the location of a Butcher and a Trapper.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd

blip_shop_market_stall

textures_0.rpf\textures\ui_textures.rpf\blips.ytd

blip_shop_market_stall

A map blip meant for the Epilogue chapters and that, as shown by unused text, was related to feeding animals. There are Chores in Beecher's Hope about feeding animals, but this seems to have been a separate activity.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd

blip_summer_feed

textures_0.rpf\textures\ui_textures.rpf\blips.ytd

blip_summer_feed

A map blip for the Epilogue chapters. Its exact purpose is unknown, but unused text labels it as "Ranching".

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\blips.ytd

blip_summer_guard

textures_0.rpf\textures\ui_textures.rpf\blips.ytd

blip_summer_guard

Inventory icon for a cut consumable item: a health serum.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

consumable_health_serum

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

consumable_health_serum

The inventory icon for the cut Salt Bush herb.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

consumable_herb_saltbush

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

consumable_herb_saltbush

Inventory icon for a cut consumable item: a poison tonic.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

consumable_poison_tonic

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

consumable_poison_tonic

Inventory icon for a cut item: brass knuckles.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

kit_brass_knuckles

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

kit_brass_knuckles

Inventory icon for a cut shaving kit item that was separate from the one found at the player's caravan/homes (which can't be picked up).

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

kit_shaving_kit

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

kit_shaving_kit

Inventory icon of a a cut item: a chicken egg.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_chicken_egg

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_chicken_egg

Inventory icon showing one of the Guarma relics of which their models are unused. There are no icons depicting the other three relics, so whether this one was meant to be shared between all of them is unknown.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_lost_relic

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_lost_relic

Inventory icon for a cut item: regular pirate rum. In the actual game, only Aged Pirate Rum can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_pirate_rum

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_pirate_rum

Inventory icon for reading glasses, a cut Valuable item that, despite not being in the final game, is still mentioned in the camp ledger as something that gets donated by the Van der Linde gang.

Location

Filename

Texture

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_reading_glasses

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_reading_glasses

Inventory icon for a cut item: rotten meat.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_rotten_meat

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_rotten_meat

Trinkets#

A large number of trinkets were cut from the game, their models and icons can be seen below:
RDR2CutTrinketModels.PNG
Inventory icon for the Alligator Skin Trinket, a cut trinket.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_alligator_skin

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_alligator_skin

Inventory icon for the Asteroid Chunk Trinket, a cut trinket of which an unused model (s_asteroidchunktrinket.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_asteroid_chunk

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_asteroid_chunk

Inventory icon for the Badger Claw trinket, a cut trinket of which an unused model (s_badgerclawtrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_badger_claw

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_badger_claw

Inventory icon for the Bat Wing Trinket, a cut trinket of which an unused model (s_batwingtrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bat_wing

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bat_wing

Inventory icon for the Bear Heart Trinket, a cut trinket of which an unused model (s_bearhearttrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bear_heart

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bear_heart

Inventory icon for the Bobcat Claw Trinket, a cut trinket of which an unused model (s_bobcatclaw01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bobcat_claw

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bobcat_claw

Inventory icon for the Bull Gator Trinket, a cut trinket of which an unused model (s_bullgatortrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bull_gator

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bull_gator

Inventory icon for the Bull Horn Trinket, a trinket that can be seen in the actual game but the player is not able to actually get it.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bull_horn

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_bull_horn

Inventory icon for the Condor Beak Trinket, a cut trinket of which an unused model (s_condorbeaktrinket.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_condor_beak

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_condor_beak

Inventory icon for the Crane Feather Trinket, a cut trinket of which an unused model (s_cranefeathertrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_crane_feather

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_crane_feather

Inventory icon for the Deputy Star Trinket, a cut trinket of which an unused model (s_deputystartrinket01x.ydr) can be found. Curiously, this artwork shows a different design than one seen in the aforementioned object, that one is more elaborate and made out of multiple badges (here it's just one).

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_deputy_star

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_deputy_star

Inventory icon for the Duck Feather Trinket, a cut trinket of which an unused model (s_duckfeather01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_duck_feather

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_duck_feather

Inventory icon for the Flower Spun Trinket, a cut trinket of which an unused model (s_inv_trinket_flower_spun.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_flower_spun

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_flower_spun

Inventory icon for the Futuristic Trinket, a cut trinket of which an unused model (s_futuristictrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_futuristic

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_futuristic

Inventory icon for the Ghost Alligator Trinket, a cut trinket of which an unused model (s_ghostaligatortrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_ghost_alligator

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_ghost_alligator

Inventory icon for the Giant Boar Trinket, a cut trinket of which an unused model (s_giantboartrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_giant_boar

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_giant_boar

Inventory icon for the Giant Rabbit Trinket, a cut trinket of which an unused model (s_giantrabbittrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_giant_rabbit

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_giant_rabbit

Inventory icon for the Gila Monster Tooth Trinket, a cut trinket of which an unused model (s_gilamonstertrinket.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_gilamonster_tooth

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_gilamonster_tooth

Inventory icon for the Heron Feather Trinket, a cut trinket of which an unused model (s_heronfeathertrinket.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_heron_feather

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_heron_feather

Inventory icon for the Ornate Gold Trinket, a cut trinket of which an unused model (s_ornategoldtrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_ornate_gold

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_ornate_gold

Inventory icon for the Oxen Horn Trinket, a cut trinket of which an unused model (s_oxenhorntrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_oxen_horn

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_oxen_horn

Inventory icon for the Panther Claw Trinket, a cut trinket of which an unused model (s_pantherclawtrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_panther_claw

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_panther_claw

Inventory icon for the Precious Silver Trinket, a cut trinket.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_precious_silver

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_precious_silver

Inventory icon for the Rabbit's Foot Trinket, a cut trinket of which an unused model (s_inv_trinket_rabtft01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_rabbits_foot

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_rabbits_foot

Inventory icon for the Raccoon Claw Trinket, a cut trinket of which an unused model (s_raccoonclaw01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_raccoon_claw

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_raccoon_claw

Inventory icon for the Squirrel Tooth Trinket, a cut trinket of which an unused model (s_squirreltoothtrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_squirrel_tooth

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_squirrel_tooth

Inventory icon for the Toad Leg Trinket, a cut trinket of which an unused model (s_toadlegtrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_toad_leg

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_toad_leg

Inventory icon for the Worn Mayan Trinket, a cut trinket of which an unused model (s_mayantrinket01x.ydr) can be found.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_worn_mayan

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

provision_trinket_worn_mayan

Inventory icon for a cut upgrade item: a large quiver. As shown in Trailer 2, originally Arthur/John had quivers hanging from them instead of pulling arrows seemingly out of nowhere, and the existence of this indicates that it might have been planned for the player to be able to carry less arrows until this was bought.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\inventory_items.ytd

upgrade_large_quiver

textures_0.rpf\textures\ui_textures.rpf\inventory_items.ytd

upgrade_large_quiver

"Compendium Updated" icon for a bobcat, an animal that is present in the first Red Dead Redemption but didn't make it into this game's vast amount of animals.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd

animal_bobcat

textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd

animal_bobcat

"Compendium Updated" icons for two species of shark, a hammerhead one and a tiger shark, both of which were cut. However, their models do appear in the actual game, unseen due to them being present in normally-unreachable parts of Guarma, and they can't be interacted with, so these icons are not seen at all. Selection icons and photo textures for them cannot be found in the files.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd

animal_shark_hammerhead

hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd

animal_shark_tiger

textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd

animal_shark_hammerhead

textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd

animal_shark_tiger

Pick up icon for a cut item: the Bobcat Claw, which was obviously meant to be received from the cut bobcat animal, as it did in the first Red Dead Redemption.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd

provision_bobcat_claws

textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd

provision_bobcat_claws

Pick up icon for another cut item that was meant to be gotten from the also-cut bobcat animal: the Bobcat Fur.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui_textures.rpf\satchel_textures.ytd

provision_bobcat_fur

textures_0.rpf\textures\ui_textures.rpf\satchel_textures.ytd

provision_bobcat_fur

A location HUD icon for Tempest Rim, the part of Ambarino that the player is not able to reach by normal means. Even if the players manages to reach that area, this icon does not appear due to it not being programmed in.

Location

Filename

Texture

hd_0.rpf\hd\textures\ui\ui_hud.rpf\feed_location.ytd

landmark_tempest_rim

textures_1.rpf\textures\ui\ui_hud.rpf\feed_location.ytd

landmark_tempest_rim

A location HUD icon for "Tallulah Jetty", a settlement place that, as it says here, was meant to be in Roanoke Ridge but is nowhere to be found in the final game. This location can be seen marked on an early map that got leaked before the game's release, where it's shown it was planned to be the hideout of an enemy gang, and despite that no longer being the case, there is still a mention of this in the final game by a newspaper with an article labeled "Tallulah Jetty Gang Killed".

Location

Filename

Texture

hd_0.rpf\hd\textures\ui\ui_hud.rpf\feed_location.ytd

settlement_tallulah_jetty

textures_1.rpf\textures\ui\ui_hud.rpf\feed_location.ytd

settlement_tallulah_jetty

The Log menu blip for the cut mission of "The Noblest of Men, and a Woman" strand, "FH" obviously standing for Frank Heck (duh). This is the only "RGUN4" blip that did not get deleted from the files.

Location

Filename

Texture

textures_1.rpf\textures\ui\ui_hud.rpf\toast_log_blips.ytd

blip_rc_gunslinger_4

A different version of the Billy Midnight Photograph item received in "The Noblest of Men, and a Woman". Apart from Midnight's photo itself being different, it also has different text that shows his mission had its plot changed during development: instead of him being on the train and the player going to Rhodes Station to search for him, originally Midnight was running an establishment in Annesburg and the player had to visit him there. Midnight's Saloon, the place that was going to be property of this gunslinger, got renamed and in the final game it's called Mitternachtsbierhalle.

Here is a transcription of this photo's text:

-BILLY MIDNIGHT-
(FORMERLY WILHELM SCHNELL)

THE MAN WHO KILLED RABBIT MATTHEWS
LITTLE KNOWN ABT. MIDNIGHT BEF. KILLING
THOUGHT TO HAVE BEEN MATTHEW'S RIFLE
CLEANER & STABLE BOY
OVERNIGHT SENSATION/GAINED NATIONAL
CELEBRITY
SPEAKING TOURS THEN RE-ENACTMENTS
FROM NEW YORK TO SAINT DENIS SAN
FRAN ETC.

OWNER & PROPRIETOR MIDNIGHT'S
SALOON, ANNESBURG

RECLUSE?

Location

Filename

Texture

textures_1.rpf\textures\ui\ui_itemviewer.rpf\ui_doc_gunslinger3_note.ytd

ui_doc_gunslinger3_note

The Animals Compendium selection icon for the cut bobcat animal. No photo texture for it can be found in the files.

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_animals.ytd

animal_bobcat

A Weapons Compendium photo for the cannon seen at Fort Wallace during the mission "The King's Son". No selection icon for it can be found in the files.

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd

cmpndm_breach_cannon_photo

Weapons Compendium photo and selection icon for the Electrostatic Detector used in the Stranger mission "A Bright Bouncing Boy - II".

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd

cmpndm_electrostatic_detector_photo

textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd

weapon_kit_detector

A Weapons Compendium photo for the Gatling Guns found at Fort Mercer during the gang hideout there. No selection icon for it can be found in the files.

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd

cmpndm_gatling_gun_photo

A Weapons Compendium photo for the Maxim Gun that's seen in multiple missions. No selection icon for it can be found in the files.

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd

cmpndm_maxim_gun_photo

Weapons Compendium photo and selection icon for the Moonshine Jug used in the mission "The Fine Joys of Tobacco".

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd

cmpndm_moonshine_jug_photo

textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd

weapon_moonshinejug

A Weapons Compendium photo for the cannon that's seen at Cinco Torres during the mission "Hell Hath No Fury". No selection icon for it can be found in the files.

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/cmpndm_weapons.ytd

cmpndm_revolving_cannon_photo

A thumbnail for a cut Chapter 4 mission that took place between "The Gilded Cage" (ind1) and "A Fine Night of Debauchery" (ind3) and, as other leftovers show, it involved setting up the bank heist in Saint Denis, with Arthur and Micah helping Hosea and Abigail to test the police response as a way to contribute to the gang's reconnaissance (which is mentioned by Dutch but happens off-screen in the final game). This shows a small glimpse of what the mission looked like, with Arthur being seen planting in one of the pillars of the dock below the Cornwall Freight and Commodities building.

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_5.ytd

mission_ind2

Note that this is NOT the same thumbnail used for the mission "Archeology for Beginners", that is separate texture located in sp_missions_9.ytd. This is supposed to be the thumbnail for the aforementioned removed "NTV0" mission, but for unknown reasons, instead of showing a screenshot of said mission the texture itself is a duplicate of the thumbnail of "Archeology for Beginners".

Location

Filename

Texture

textures_1.rpf\textures\ui\ui_pausemenu.rpf\sp_missions_6.ytd

mission_ntv0

A thumbnail for a cut Chapter 5 mission that was meant to be the first one in the Smuggler strand and took place before "Hell Hath No Fury" (smg2). Arthur's actor Roger Clark mentioned in an interview that the mission involved the gang saving Leon Fuentes' niece, which fits this image showing her in a boat alongside Arthur and Bill.

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_7.ytd

mission_smg1

The thumbnail for the cut Frank Heck mission of "The Noblest of Men, and a Woman" strand. As this image and other leftovers show, the mission took place inside the Tumbleweed saloon.

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_16.ytd

mission_rgun4

The old thumbnail for the Herman Zizendorf bounty mission, utilized during development before the mission was cut from the original 2018 release and eventually readded with the PC version and console updates, can be found in textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_21.ytd. The thumbnail used in the actual game is found in update_4.rpf\x64\patch\textures\ui\ui_pausemenu.rpf\sp_missions_tu.ytd, and apart from them clearly showing different parts of the mission it can also be seen that the old thumbnail was taken when the Epilogue still had John's NPC model instead of the player model that can be seen in-game and on the used image.

mission_rbt21 (textures_1.rpf, unused)

mission_rbt21 (update_4.rpf, used)

Thumbnails for scrapped item requests. They have placeholder textures that did not get updated to show in-game screenshots like the other requests. Two of these are for item requests that would've been given by Strauss and Trelawny, who don't give item requests in the final game. As previously mentioned, the reading glasses that Strauss would've requested are not an item in the final game. The image for the Susan request seen here is a different one from the one used in the actual game for her seasoning herbs request (mission_irsuse), so whether this was a placeholder of that texture and was for some reason made a separate one or this was for a separate request is unknown.

Location

Filename

Texture

textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_22.ytd

mission_irstrg

textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_22.ytd

mission_irsuyr

textures_1.rpf/textures/ui/ui_pausemenu.rpf/sp_missions_22.ytd

mission_irtret

Regional Differences#

The subtitles speaker text string for Agent Milton, located in the global.yldb text file, is completely different in Japanese compared to the rest of the game's languages: instead of having the chracter's last name, the written katakana for some reason spell out Jim (ジム). This name being assigned to him is wrong because, as seen in other parts of the game, this character's actual first name is Andrew. A possible explanation for the name difference is that while translating this string the Japanese localizers may have somehow confused the fake name used by John throughout the Epilogue (Jim Milton) as Agent Milton's name.

american_rel.rpf

brazilian_rel.rpf

chinesesimp_rel.rpf

SPEAKER_MILTON = Milton

SPEAKER_MILTON = Milton

SPEAKER_MILTON = 米尔顿

chinesetrad_rel.rpf

french_rel.rpf

german_rel.rpf

SPEAKER_MILTON = 米爾頓

SPEAKER_MILTON = Milton

SPEAKER_MILTON = Milton

italian_rel.rpf

japanese_rel.rpf

korean_rel.rpf

SPEAKER_MILTON = Milton

SPEAKER_MILTON = ジム

SPEAKER_MILTON = 밀튼

mexican_rel.rpf

polish_rel.rpf

russian_rel.rpf

SPEAKER_MILTON = Milton

SPEAKER_MILTON = Milton

SPEAKER_MILTON = Милтон

spanish_rel.rpf

SPEAKER_MILTON = Milton

Revisional Differences#

To do:

  • Document the notorious case of John having a more character-accurate Epilogue model in 1.00
  • If a difference here does not have a version specified, try to find out when said change was made.

Rockstar being Rockstar, those "patches" involve breaking story mode features and removing content post-release. —Arthur Morgan

Notes:

  • Versions 1.00 through 1.13 are exclusive to the console releases.
  • To play version 1.00 in the physical releases, it's required to uninstall the game, install it again, and avoid downloading the latest patch afterwards.

Lasso Kill Lowering Animal Quality#

In the unpatched console releases (1.00), killing animals with a knife after lassoing them drops the quality of pelt/carcass to 1 star. Patches changed this and now killing animals with this method doesn't affect the quality.

Facial Hair Growth System#

Originally, all parts of Arthur/John's facial grew evenly, but this mechanic later became broken in an update and now each section of facial hair has a different length during the process of growing.

Newspaper Vendors and "Letter to Ma" Document#

In version 1.00, the unattackable newspaper vendeors are not invincible. And while it's not the easiet thing to pull off, it's possible to knock out the one in Valentine by pushing him under the stairs of the gunsmith building, and looting the body gives the player the Document item "Letter to Ma". This item is programmed to be given by any looted newspaper vendor, but there aren't any methods to knock out the ones outside of Valentine.

Ever since 1.02 they became completely invincible and getting them under the stairs gets them teleported out of there, but this was a rather reckless move by the developers as it resulted in the "Letter to Ma" item becoming completely unobtainable by normal means. It's possible to get this Document in the patched console versions or the PC release by using a save editor.
RDR2-Ver1.00NewspaperVendorLetterToMa1.png RDR2-Ver1.00NewspaperVendorLetterToMa2.png

Here is the texture and the text for "Letter to Ma".

Location

Filename

Texture

textures_1.rpf\textures\ui\ui_itemviewer.rpf\

ui_letter_newsboy

american_rel.rpf

brazilian_rel.rpf

chinesesimp_rel.rpf

DOCUMENT_LETTER_NEWSPAPERBOY = Letter to Ma

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = An unfinished letter home.

UI_LETTER_NEWSBOY = Dear Ma~n~You worry too much. Nothing is going to happen to me out there. I will be perfectly safe and I will probably come back a rich man. You can plan on stopping work. You're going to be a gold miner's mother. This country is so beautiful and the people I've met so far have been real nice. I've got to go. The train is pulling into the station. More later.

DOCUMENT_LETTER_NEWSPAPERBOY = Carta para a Mãe

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Uma carta inacabada para a família.

UI_LETTER_NEWSBOY = Querida mamãe~n~Você se preocupa demais. Nada vai acontecer comigo lá fora. Ficarei perfeitamente seguro e eu provavelmente serei um homem rico quando voltar. Você pode começar a pensar em parar de trabalhar, pois será a mãe de um garimpeiro. Este país é tão bonito e as pessoas que conheci até agora têm sido muito gentis. Eu tenho que ir. O trem está chegando à estação. Escreverei mais quando puder.

DOCUMENT_LETTER_NEWSPAPERBOY = 写给妈妈的信

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = 一封未完成的家书。

UI_LETTER_NEWSBOY = 亲爱的妈妈~n~您操心过多了。我在那里不会有事的。我会注意安全,将来说不定还能发大财呢。您就可以考虑不用工作了。您将成为一名淘金者的母亲。这个地方非常美丽,到目前为止,我遇到的人都很友善。我得走了。火车快进站了。有机会再说。

chinesetrad_rel.rpf

french_rel.rpf

german_rel.rpf

DOCUMENT_LETTER_NEWSPAPERBOY = 給媽媽的信

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = 未寫完的家書。

UI_LETTER_NEWSBOY = 親愛的媽~n~您想太多了。我在那裡不會出什麼事的。我會很安全,而且再回來時,可能就是個有錢人了。您可以考慮辭職了。我將讓您變成淘金者的母親。這個國家非常美麗,而我至今遇到的人也都很友善。我得走了。火車要進站了。之後再連絡吧。

DOCUMENT_LETTER_NEWSPAPERBOY = Lettre à maman

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Lettre inachevée adressée à la famille.

UI_LETTER_NEWSBOY = Ma petite maman~n~Tu t'inquiètes trop. Il ne va rien m'arriver de mal. Tout va bien se passer et je deviendrai sans doute très riche. Tu peux déjà te préparer : bientôt, tu ne travailleras plus. Tu seras la mère d'un chercheur d'or. Ce pays est tellement beau et les gens que j'ai rencontrés jusqu'à présent sont très gentils. Je dois y aller. Le train arrive en gare. À plus tard.

DOCUMENT_LETTER_NEWSPAPERBOY = Brief an Ma

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Ein unvollendeter Brief an die Familie.

UI_LETTER_NEWSBOY = Liebe Mama,~n~du machst dir zu viele Sorgen. Mir wird hier draußen schon nichts passieren. Ich bin vollkommen sicher und werde vermutlich als reicher Mann zurückkommen. Du kannst aufhören, zu arbeiten. Du wirst die Mutter eines Goldschürfers sein. Dieses Land ist so wunderschön und die Leute, die ich getroffen habe, sind sehr freundlich. Ich muss zum Ende kommen. Mein Zug fährt in den Bahnhof ein. Mehr später.

italian_rel.rpf

japanese_rel.rpf

korean_rel.rpf

DOCUMENT_LETTER_NEWSPAPERBOY = Lettera per mamma

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Una lettera per casa incompleta.

UI_LETTER_NEWSBOY = Cara mamma,~n~tu ti preoccupi troppo. Non mi succederà un bel nulla, quaggiù. Sarò perfettamente al sicuro e probabilmente tornerò arricchito. Puoi anzi già pensare di smettere di lavorare. Diventerai la madre di un cercatore d'oro. Questo Paese è meraviglioso e tutta la gente che ho incontrato finora si è rivelata gentilissima. Devo andare. Il treno sta per arrivare in stazione. Ti aggiornerò.

DOCUMENT_LETTER_NEWSPAPERBOY = 母親宛ての手紙

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = 家に宛てて書いた未完成の手紙。

UI_LETTER_NEWSBOY = 母さん~n~心配し過ぎだよ。ここでの暮らしに、危険なことなんか何もない。安全に過ごして、お金持ちになって帰るよ。そしたら母さんも仕事を辞めていい。採金者の母親になるんだからね。ここは素晴らしい国で、今まで出会った人達もいい人ばかりだ。もう行かなくちゃ。もうすぐ列車が駅に入って来る。また手紙を書くよ。

DOCUMENT_LETTER_NEWSPAPERBOY = 엄마에게 쓴 편지

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = 작성이 끝나지 않은 편지입니다.

UI_LETTER_NEWSBOY = 엄마에게~n~엄마는 걱정이 너무 많아. 뭐 나쁜 일이 생길 거라고 그래? 무사히 잘 지내다가 부자가 돼서 돌아올게. 일 그만둘 준비나 하고 있어. 자식이 금을 잔뜩 캐는데 일할 필요는 없잖아. 이 나라는 정말 아름답고, 사람들도 다 잘해 줘. 인제 그만 가 봐야겠다. 열차가 들어오고 있거든. 또 편지할게.

mexican_rel.rpf

polish_rel.rpf

russian_rel.rpf

DOCUMENT_LETTER_NEWSPAPERBOY = Carta a mamá

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Una carta sin terminar para la familia.

UI_LETTER_NEWSBOY = Querida mamá:~n~Te preocupas demasiado. No me va a pasar nada. No correré ningún peligro y es probable que vuelva siendo un hombre rico. Ya puedes pensar en dejar de trabajar, porque vas a ser la madre de un buscador de oro. Este país es muy bonito y la gente que he conocido se ha portado muy bien conmigo. Tengo que dejarte. El tren está entrando en la estación. Luego te escribo.

DOCUMENT_LETTER_NEWSPAPERBOY = List do domu

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Niedokończony list do domu.

UI_LETTER_NEWSBOY = Droga mamo,~n~za bardzo się martwisz. Nic mi się tam nie stanie. Będę zupełnie bezpieczny i zapewne wrócę bogaty. Możesz już planować rzucenie pracy. Będziesz matką poszukiwacza złota. Ta kraina jest tak piękna, a napotykani dotąd ludzie niezwykle mili. Muszę już iść. Pociąg zajeżdża na peron. Więcej napiszę już wkrótce.

DOCUMENT_LETTER_NEWSPAPERBOY = Письмо маме

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Незаконченное письмо домой.

UI_LETTER_NEWSBOY = Дорогая мама!~n~Ты чересчур переживаешь. Со мною здесь ничего не случится. Я в полной безопасности и, вероятно, вернусь богатым человеком. Готовься к новой жизни, в которой тебе не придется работать. Ты станешь матерью золотодобытчика. Эта страна очень красива, а люди, которых я встречаю, исключительно приятные. Мне пора. Поезд уже подъезжает к станции. Подробности напишу в другой раз.

spanish_rel.rpf

DOCUMENT_LETTER_NEWSPAPERBOY = Carta a mamá

DOCUMENT_LETTER_NEWSPAPERBOY_DESC = Una carta inacabada para su familia.

UI_LETTER_NEWSBOY = Querida mamá:~n~Te preocupas demasiado. No me va a pasar nada. No correré ningún peligro y es probable que vuelva siendo un hombre rico. Ya puedes pensar en dejar de trabajar, porque vas a ser la madre de un buscador de oro. Este país es muy bonito y la gente que he conocido se ha portado muy bien conmigo. Tengo que dejarte. El tren está entrando en la estación. Luego te escribo.

Bounty Hunter Kill Lowering Honor#

In version 1.00, killing a bounty hunter results in the player losing Honor. Starting from the launch day patch, 1.02, bounty hunters are not a type of character that makes the player lose Honor upon killing.

Player Fall Impact Face Animation#

Arthur and John originally had an animation that their face did when hitting the ground after a fall. In a patch that came out later, intentionally or not, this animation got disabled and Arthur/John do not react to falling anymore and instead have their regular expression painted on their face when it happens.

Oddities#

"An Honest Mistake" Uncle's John O'Creagh voice#

As mentioned by Roger Clark in multiple interviews, initially John O'Creagh was the actor of Uncle but after he passed away during the game's development. James McBride was brought to do the rest of the acting. This also resulted in the majority of O'Creagh's performance getting replaced, but not everything was updated and small bits of O'Creagh's voice made it to the final game.

In the mission "An Honest Mistake", Uncle can be heard saying these few lines voiced by John O'Creagh due to the developers seemingly missing them during the process of updating the dialogue to have James McBride's voice.

Filenames

Audio

american_rel.rpf

brazilian_rel.rpf

chinesesimp_rel.rpf

CRN1_BUAB_01

CRN1_ECAA_01

CRN1_BRNSHOUT1_2 = ~z~Can't you keep your fat feet still for ten goddamn seconds?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Woah...~sl:0.2:1.7~Let-let-let's hide in here...~sl:0.3~quick.

CRN1_BRNSHOUT1_2 = ~z~Não consegue ficar quieto por dez malditos segundos?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Oh... ~sl:0.2:1.7~Vamos nos esconder aqui... ~sl:0.3~rápido!

CRN1_BRNSHOUT1_2 = ~z~你就不能稳住你的猪蹄子别动,就该死的十秒可以吗?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~吁......~sl:0.2:1.7~我们、我们还是躲进去吧......~sl:0.3~快点!

chinesetrad_rel.rpf

french_rel.rpf

german_rel.rpf

italian_rel.rpf

japanese_rel.rpf

CRN1_BRNSHOUT1_2 = ~z~你那雙肥腳不能維持十秒鐘不動嗎?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~哦喔!~sl:0.2:1.7~我......我們就躲在這吧......~sl:0.3~快點!

CRN1_BRNSHOUT1_2 = ~z~Tu peux pas rester tranquille pendant dix putains de secondes ?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Oh !~sl:0.2:1.7~Là-dedans !~sl:0.3~Vite !

CRN1_BRNSHOUT1_2 = ~z~Kannst du nicht mal für elende zehn Sekunden die Füße stillhalten?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Ha!~sl:0.2:1.7~Wir ... Wir sollten uns hier drin verstecken ...~sl:0.3~schnell!

CRN1_BRNSHOUT1_2 = ~z~Perché non stai mai attento a dove metti i piedi?

CRN1_HIDE_1 = ~z~~sl:1.0:1.7~N-nascondiamoci qui,~sl:0.3~svelti.

CRN1_BRNSHOUT1_2 = ~z~ちょっとぐらい ジッとしてられんのか? お前は

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~よし...~sl:0.2:1.7~ここに隠れよう...~sl:0.3~急げ!

korean_rel.rpf

mexican_rel.rpf

polish_rel.rpf

russian_rel.rpf

spanish_rel.rpf

CRN1_BRNSHOUT1_2 = ~z~넌 어떻게 그 잠깐도 조용히 못 서있냐?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~워...~sl:0.2:1.7~이, 이 안에 숨자...~sl:0.3~어서!

CRN1_BRNSHOUT1_2 = ~z~¿No puedes dejar de mover las patas ni diez segundos?

CRN1_HIDE_1 = ~z~~sl:1.0:1.7~Vamos a escondernos ahí,~sl:0.3~¡rápido!

CRN1_BRNSHOUT1_2 = ~z~Możesz przez dziesięć pieprzonych sekund nie przebierać racicami?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~~sl:0.2:1.7~S-schowajmy się tutaj... ~sl:0.3~Szybko!

CRN1_BRNSHOUT1_2 = ~z~Ты не можешь десять секунд спокойно на месте постоять?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Тпру! ~sl:0.2:1.7~Давайте... давайте тут спрячемся... ~sl:0.3~Скорее!

CRN1_BRNSHOUT1_2 = ~z~¿No puedes quedarte quieto durante diez malditos segundos?

CRN1_HIDE_1 = ~z~~sl:0.0:0.8~Eh...~sl:0.2:1.7~Vamos a escondernos ahí,~sl:0.3~¡rápido!

Beaver Hollow Flashback FIN1_MCS7 Removed Dialogue#

One of the flashback sounds heard in the Epilogue when visiting the former camp location in Beaver Hollow has the audio of the "Red Dead Redemption" cutscene that happens before the camp shootout (FIN1_MCS7), and it's interesting because a part that got removed from the actual cutscene can be heard: in it, Dutch called John "my precious boy", which would've drawn parallel with how Rains Fall previously used that same phrase in the intro cutscene of "My Last Son".

Filename

Audio

Transcript

ES_CM_BEAVER_HOLLOW_04

John: You left me to die!

Dutch: My boy... my precious boy... I didn't have a choice.

Character "Murmur" Sounds#

Some of the Van der Linde gang's members have murmur sounds which are located in audio\sfx\S_VOFX.rpf and are heard in the distance when the player walks around the camps.

JACK_MURMUR.awc
Jack's murmur sounds have a different actor voicing the 1899 version of this character, and he arguably sounds like a more authentic 4-year-old than the voice he has in the final game (though whether he is being voiced by an actual child in these sounds is unknown).

Filename

Audio

0x0C3F1FF4

0x0E97E4A4

0x1C2BBFCD

0x10D7A926

0x16EA754A

0x039D8E3C

0x056AD24B

UNCLE_MURMUR.awc
Uncle's murmur sounds have more of John O'Creagh's performance. Here it can be seen that this actor was portraying the character in a way that was more similar to the grumpy tone of Spider Madison, Uncle's actor in the first Red Dead Redemption, whereas in the final game James McBride gave a different and overall more cheerful line delivery for the character.

Filename

Audio

0x00E8E8F9

0x0A1B7B57

0x0DD203AC

0x1A021E4A

0x1A60DBE7

0x1C5BDFD8

0x1C9EA063

0x02AC6D62

0x03A66F54

0x04CC319D

0x06BCB7BD

0x09FF7E42

0x12EE1020

0x14BA9184

0x057D321C

0x082CF77F

0x120A0E57

0x179E965F

0x185DDAFF

0x01272A58

0x1371CEED

0x1681D508

0x1572920C

0x11260974

0x15069212

Aberdeen Grandmother/Mother Picture#

The picture in Aberdeen Pig Farm that the player interacts with to retrieve the money stolen during said location's encounter has a painting of a woman that is referred by Bray and Tammy's dialogue as "Momma". However, the picture's textures have "grandma" in their name, which possibly implies that originally this was meant to be the Aberdeen couple's grandmother.

Location

Filename

Texture

levels_3.rpf\levels\rdr3\props\lev_des\s_set_pieces.rpf\s_abe_grandmapic01x+hidr.ytd

s_abe_grandmapic01x_ab2

References#


  1. https://gamefaqs.gamespot.com/pc/274532-red-dead-redemption-2↩︎
  2. 1↩︎
  3. 2↩︎