Mafia 2 Unused Interiors

Mafia 2 Unused Interiors 9,5/10 4147 votes

Contents Characters. Characters including, and were removed.

Both and had their appearances changed. Sweet was originally dressed in black and wore a black skully, Big Smoke wore a white jersey and didn't wear a hat, exposing his shaved head.

Mafia 2 Unused Interiors 2017

Despite this, a statue of inside his wears this outfit as an. In the Strategy Guide, is seen in the mission, suggesting that he had a larger role. has a second less-detailed character model. facial model and clothing were similar to the BFYST ped. She appears once in the game using her beta character, during the race in the mission - her only appearance outside of a cutscene. The model and texture can be found in the game files as kendl.txd and kendl.dff. CJ's default outfit originally consisted of a blue hoodie from, blue jeans from and brown boots from.

CJ can be seen wearing this outfit in the Introduction video. originally wore a black bandana and black pants. had a different model such as wearing the same clothes and much fatter. Also, he was supposed to have been the traitor along. However, his part as a traitor was replaced by.

Also, it's said that was the beta name of, who ended up being the traitor alongside., the protagonist of, was meant to return in this entry. However, after dispute with, these plans were subsequently scrapped. beta name was ' MC Strap'. The ' MC' radar icon still on the files. OG Loc's missions are with ' STRAP' in the.GXT files (mission transcript files). 's appearance was slightly different.

He had a different facial look, and he didn't wear glasses in the beta version as it could be observed in a short video seen on the game's official website. Many gang members looked different and wore different clothing. Each city had their own unique motor officers, however, the final version of the game uses the same model for each city. These beta officers still remain in the game files and can be spawned with trainers. In gta3.img there are files for a cut. His model and quotes still exist in the game and can be restored.

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There was originally going to be a female valet. Judging from the low-resolution textures of the valet, she was cut in the early stages of development. An unused black female pedestrian named 'csbfyst' in the cutscene.img file was cut. Judging by her low-quality textures, she was also cut early in development. The character highly resembles the player from the 2003 game Beyond Good & Evil.

There was a psychopath-like pedestrian dressed in a green sleeve jacket and camouflage pants who was cut. His files still exist in the game but it's unknown if this model could be actually re-added into the game. The rich Hispanic woman (marked HFYRI) originally wore black sunglasses and wore a revealing striped dress, which can be seen in pre-release screenshots. An oriental San Fierro woman (marked SOFYRI) originally wore sunglasses as seen in her textures. Originally, the Hispanic with a braid had short hair. A female pedestrian who wore a pink tracksuit and would spawn in Las Venturas (marked VHFYST) was cut. Her textures can be found in the files.

There were many pedestrians cut from the game. Some of them could be seen in some short videos on the game's official website and once existed in version 1. In the game audio files, there was originally going to be a fourth member in the game, but he was cut and his quotes are merged to the second gang member in traditional robes.

Two prostitutes, a white female (marked as cspro1) and a black female (marked as csho) were both cut. Both of them are cutscene-only models. The Hispanic prostitute seen in Los Santos originally had an afro. An elderly prostitute who wore a pink v-cut vest, leopard print shorts, pink heels, and smoked a cigar was cut.

However, she can be found in the files of the game and can be enabled. A Chinese ped with the 'mediatr' model was cut. Both SOMYAP and VWMYAP were cut. They even have leftover voice lines and can be restored via modding.

An unused ped named 'IMYST' has been cut, but related voice lines remain in game files. It is more than likely to be a different version of 'OMOST'. A Persian woman under the name 'IRFYST' was cut.

Interiors

Apart from voice lines, nothing is left over. An unused security guard named BMOSEC was cut. It still exists in the PEDS.IDE file and could be brought back in-game by editing the pedgrp.dat file.Missions.

There are many deleted missions which include, and or missions which were changed with different objectives include, and. In, originally Sweet didn't have a gun, so CJ escorted him out. In, unused text implies that CJ hijacked and used a.

In the, Carl would originally drive to rehab. Also, B Dup was supposed to be killed in the mission, not only his guards. There was going to be a different race in the. would have dialogue during to taunt CJ during the race or during a post-mission phone call. There were.

The textures are still in the game files. In, the members were meant to have different.

Also, was supposed to be killed on the and was supposed to escape on the, but it was changed into the final version. Related audio files can be found in the internal file of the game.

In, would enter the at the same time as and would see her entering the tester, but this was cut. originally drove a black in instead of a white.

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The whole of, (a winter snowy version), was going to appear in the mission to serve as a scenario for a vehicle persecution between and after the gunfire in, but it was cut due to hardware limitations. A portion of it is still present in the game's. Unused sound files exist for when 'CJ101' (Carl's plane) approaches and for when he requests departure from Liberty City in. Also, unused sound files exist from the airport's staff allowing CJ to enter/leave the airport and panicked-sounding staff calling CJ a 'maniac'. All the unused sounds can be heard.

Inside the script lines in the GXT file, there are some odd mission failure reasons, such as ' is dead!' , ' is dead!' , ' is dead!' And ' has been destroyed!'

This suggests that Carl would have to take control of the car and drive the trio to an unknown location to help them escape from the. According to some unused mission failure message, the player would originally control and drive all the way to the pier in. In one of the trailers, CJ is seen threatening with a during. In the final version, he uses a. In, there were originally no civilian cars (, etc.) because they interfered with the two cutscenes related to the introduction of the. According to lines of text in the game files called 'Keepie-Uppy best time', the in GTA VC was originally scheduled to return in the game when it was still in the development.

However, it was cut for unknown reasons. were cut from the PC and mobile versions for unknown reasons.

Related script lines still exist inside the GXT files. An activity that involved cracking safes was cut. A string for the number of safes cracked for the stats and several strings of instructions for the player on how to crack the safe, by rotating a tumbler, is left unused in the game files.

There are also models of a closed safe, an open safe, a tumbler and a pile of money in the game files. According to a pre-release screenshot, there were probably parked on near the dancing party during the mission. Moreover, instead of getting 2,500 points, the player had to score 4,000 points in order to steal the in the original version. Originally the player would've taken control of 's in the, but the idea was cut during the development, with Big Smoke himself being the driver in the final version. Unused text lines related to the mission also imply that Carl would also have dialogues with on the. In Carl would have to drive Smoke back home.

On the way, CJ would've asked Smoke about Tenpenny's visit at the start of the mission, to which Smoke would've replied that he does not know who Tenpenny is. It is speculated that this part was cut because it strongly foreshadows Smoke's betrayal. The part can be seen in.

In the beta version of when chasing the train, CJ would complain that the bike wasn't built to take so much weight, and claimed that people don't call BIG Smoke for nothing, to which he angrily replies that he was born big. Also, another objective would have been to retrieve a package from the dead as seen in. Sound files suggest that in CJ was supposed to enter the by player control instead of a cutscene, as the mission's sound script has a few lines for Big Smoke such as 'CJ, get in!' And 'What took you so long?' . There was originally a involving stopping drug boats entering.

Related script lines still exist inside the GXT files.CityThe beta map of found in the driving school of. The seemed to have a full interior that can be seen from the outside. The change on final version causes a glitch which allows the player to go through the wall. The interior of the doughnut restaurants such as, and were originally accessible (and had signage inside), implying that CJ could eat doughnuts inside the donut shops. in the beta had very few docks and more parks.

The beta map of San Fierro was very detailed and can be seen in. There were cars driving around the car parks and may park there in San Fierro (along the car park). The construction yard near the in had a usable crane.

The crane was added in every version of the game after the PS2 version, though it is still unusable. was called Orange Grove Street. The had a different outline, it had a dock and the ship is missing. was different and had several different land masses, such as a different (which resembled more closely) with more parks and fewer docks. A full beta map of can be found on a wall in the. had two helipads on its roof.

These pads were most likely meant for the and that spawn there in the alpha.