This game is receiving new content, by way of Expansion Packs and/or Downloadable Content.

Be aware that any unused content you find may become used in the future. If this does happen, please specify as such!

This page sucks.

If you could make it suck less, that would be awesome.

Specifically: 3 years and we've pretty much gotten nowhere at all, save for a few minor additions. You know this page is bad when even GTAforums has a thread documenting unused content for V and Online, and they're doing a much better job at it than us.

To do:

A handful of next-generation things. Move some of the stuff unused in Last-gen to the respective page.

MORE Unused vehicle modifications, including one for the Clown Van.

Confirm that the unused audio and other stuff from the console version is present. Also document unused online Heist dialogue.

Unused Split Sides Comedy Club and Bahama Mamas West interiors.

Differences from the last-generation releases.

Document the blocked GTA Online Diamond Casino & Resort update in several countries.

Grand Theft Auto V for Windows is a port of the Xbox One/PlayStation 4 version, which in turn was originally ported off of the original. While it now has updated graphics, better-quality sound, extra features, there's still some content that was not restored from the original games during development.

This page covers the next-generation releases, so if not all, but most of the last-generation content should be there.

Unused Graphics

Unused Textures

Test, dummy, scrapped and leftover textures.





Cloud Test Textures

Textures and models exist for a cloud test.

Location: x64b.rpf





Test Pictures & Test Decals

There are three high resolution test pictures and three test decals present in raw format.

Location: common.rpf\data\glass





Unused Dancing Mini-game Textures

There are textures for a cut dancing mini-game. It seemed that it was planned for the Grand Theft Auto Online: After Hours update, but it got cut.

Location: x64a.rpf\textures\level_design_titleupdate\dancingmg.ytd





PLEASE REPLACE PROP Texture

This texture can be found in multiple models.





Do not distribute! Texture

Location: x64a.rpf\textures\graphics_pc.ytd





Unused Leftover Grand Theft Auto IV Textures

There are textures for an early version of car stealing missions for GTA IV.

Location: x64a.rpf\textures\proc_mail.ytd





Unused Assassination Mission Target Images

There are textures for an early version of assassination missions featuring GTA IV peds with an early version of the map in the background.

Location: x64v.rpf\textures\script_txds.rpf\assassinations.ytd

To do:

Confirm if these are actually GTA IV peds and not GTA V peds.





Unused Frogger Vehicle FIB Texture

While a Trevor-vandalised variant of an FIB Frogger livery is used in game, the clean FIB Frogger livery is normally never seen, and the texture goes unused.

Unused texture frogger2_sign_1.png .

What the texture looks like on the vehicle.

Location: x64e.rpf\levels\gta5\vehicles.rpf\frogger2.ytd





Unused Los Santos Male Police Officer Dummy Textures

The Los Santos male police officer texture file contains 3 unused images labelled DUMMY, 2 of which are duplicates.

Location: x64e.rpf\models\cdimages\componentpeds_s_m_y.rpf\s_m_y_cop_01.ytd





Unused Firefighter Dummy Texture

The firefighter texture file contains 1 unused image labelled DUMMY.

Location: x64e.rpf\models\cdimages\componentpeds_s_m_y.rpf\s_m_y_fireman_01.ytd





Unused Data Crack Design

There are a couple of early files for the Data Crack software in one of the GTA Online heist missions. Notably, the unused one has a Windows XP-style look.

Early Final dhcomphi.png and dhmain.png. Location: x64a.rpf\textures\level_design_titleupdate\hackingng.ytd dhcomphi.png and dhmain.png. Location: x64\dlcpacks\mpheist\dlc.rpf\x64\textures\script_txds.rpf\hackingng.ytd





Partially Unused Textures

Some texture images contain unused areas.

Buzzard

Unused LOS SANTOS POLICE Text

buzzard_livery_police.png While some of this texture is used, the LOS SANTOS POLICE text does not appear anywhere on the unarmed Buzzard vehicle. It should be noted that the Buzzard Attack Chopper uses a different texture file, which does not contain any LOS SANTOS POLICE text. It's not confirmed where this text was intended to be mapped to, but judging by the text's one-line layout, perhaps it could have fit nicely along both sides of the helicopter's tail? Also, the prospect of the unarmed Buzzard being labelled as a Los Santos Police unit makes sense, as the unarmed Buzzard can sometimes be seen flying around like an air patrol above the Ballas gang area at Grove Street.

Location: x64e.rpf\levels\gta5\vehicles.rpf\buzzard2.ytd





Fire Truck

Unused LOS SANTOS CITY FIRE DEPARTMENT Text

firetruck_liveries.png While some of this texture is used, the LOS SANTOS CITY FIRE DEPARTMENT text does not appear anywhere on the Fire Truck vehicle. There is no official word on where this unused text was planned to be mapped. However, considering that the Fire Truck in this game bears a strong resemblance (both model and texture wise) to the Fire Truck in Grand Theft Auto IV, which has a unit number on its red roof area, it's possible that this now blank spot on the Grand Theft Auto V variant could have been where the unused text was going to be mapped to. This appears to be the only significant free space on the vehicle where this text could comfortably fit, although where this unused text was ever planned to be used is ultimately unconfirmed.

Location: x64e.rpf\levels\gta5\vehicles.rpf\firetruk+hi.ytd





LSCS Cruiser

Unused Blue & Black Rectangle Items

sheriff1.png While some of this texture is used, the blue and black rectangle items do not appear anywhere on the LSCS Cruiser vehicle. This vehicle's closest relative, the LSPD Cruiser, uses both of these rectangle items on the rear of the vehicle in its own livery textures. It's plausible to suggest that the LSCS Cruiser's textures may have been designed using assets of the LSPD Cruiser's textures as a base, but these items were leftover unused, quite possibly because the LSCS Cruiser appears in and around Blaine County, where LSPD markings wouldn't make sense. (Despite this, however, the Police Riot vehicle with LSPD markings can spawn in both Los Santos and Blaine County at higher wanted levels, and also appears in Blaine County during some missions.)

Location: x64e.rpf\levels\gta5\vehicles.rpf\sheriff.ytd





Police Vehicles

Unused Police Badge

police_new2.png While some of this texture is used on various police vehicles, the police badge is not used on any vehicle. In the last-generation releases of Grand Theft Auto V, the badge was mapped to the hood area of the LSPD Buffalo vehicle. However, in the Windows, Xbox One and PlayStation 4 releases, the badge was removed from the LSPD Buffalo's texture mapping, and its livery was altered to more closely resemble that of the LSPD Cruiser. Due to this, the badge in the texture is left unused.

Location: x64e.rpf\levels\gta5\vehicles.rpf\vehshare.ytd





Unused Horse Hoof Prints

fxdecal_footprints.png fxdecal_footprints_n.png While some of these textures are used for various human foot prints and animal paw/foot prints, the horse hoof prints (top row, 4th from the right) are unused, as horses were cut from the game.

Location: x64a.rpf\textures\fxdecal.ytd





Unused Interiors

Some buildings have closed and static non-functioning doors/entrances that also have unused interiors behind them, which aren't typically accessible without using game modifications.

Additionally, there are some interiors which exist in the game's files but do not load/spawn anywhere in-game.





Unused Paleto Bay Sheriff Station

The Sheriff station in Paleto Bay has an unused interior.

All of the visuals and collision seem to be in place, suggesting that it was ready to use, but for unknown reasons its development/implementation wasn't completed, and was made inaccessible.





Unused Prologue Mission SURVEILLANCE Room

In the building that the player starts in at the beginning of the Prologue mission, there is an inaccessible SURVEILLANCE room.

This room is likely tied to one of the mission's cut objectives, where the player would have to destroy C.C.T.V. evidence. It's probable that this room was made inaccessible when that objective was cut during development.





Unused Sandy Shores Sheriff Station

The Sheriff station in Sandy Shores has an unused interior.

All of the visuals and most of the collision seem to be in place (although the player can get shot through some wall areas from outside of the building), suggesting that it was almost ready to use, but for unknown reasons its development/implementation wasn't completed, and was made inaccessible.





Unused Split Sides West Comedy Club

The Split Sides West Comedy Club in Eclipse Boulevard has an unused interior.

Most of the visuals and quite a bit of the collision seem to be in place (although the walls, doors and curtains have no collision), suggesting that it wasn't too far off from being ready to use, but for unknown reasons its development/implementation wasn't completed, and was made inaccessible.

A notable visual omission is that one end of the bar is missing a side panel.





Unused Stunt Stadium Leftovers

There are remains of an unused stunt stadium in the game's files.





Unused Models

The stadium is quite incomplete, because while it does contain various stunt-related objects, it also lacks basic elements such as walls and a roof. Furthermore, the stadium does not appear to have any associated textures or other graphics, leaving untextured raw models. However, thanks to abilities of the game modification program OpenIV, we can get an idea of what the stadium would look like via colour-coded material types. The materials key shows that the stadium was planned to use 9 different kinds of materials.

Location: x64h.rpf\levels\gta5\interiors\v_int_58.rpf\v_trialstad.ybn

Curiously, the stadium's models file is placed in the same location that contains various models files for Solomon Richards' office. What connections these 2 would have is unknown. A cut mission involving stunts for a movie, perhaps? There are various movie-related props scattered around the Richards Majestic Productions film studio, so it's not entirely out-of-possibility. Ultimately though, the connection is an unconfirmed mystery. The arena was eventually used for the Arena Wars DLC in GTA Online, albeit with a different layout.

Unused Code

Additionally, there are 2 files in the same directory that contain unused code for the stadium, which are also amongst code for Solomon Richards' office.

A notable section of unused code from the v_int_58.ytyp file is Trial_mainroom, suggesting that the stadium may have had more than one room, however only the stadium's sole 1-room models file above can be found in the game's files. What the limbo section refers to is unknown.

<Item type="CMloArchetypeDef"> <lodDist value="100.00000000"/> <flags value="0"/> <specialAttribute value="0"/> <bbMin x="0.00000000" y="0.00000000" z="0.00000000"/> <bbMax x="0.00000000" y="0.00000000" z="0.00000000"/> <bsCentre x="0.00000000" y="0.00000000" z="0.00000000"/> <bsRadius value="0.00000000"/> <hdTextureDist value="5.00000000"/> <name>V_trialstad</name> <textureDictionary/> <clipDictionary/> <drawableDictionary/> <physicsDictionary>V_trialstad</physicsDictionary> <assetType>ASSET_TYPE_ASSETLESS</assetType> <assetName>V_trialstad</assetName> <extensions/> <mloFlags value="0"/> <entities/> <rooms> <Item> <name>limbo</name> <bbMin x="3.40282356122255E38" y="3.40282356122255E38" z="3.40282356122255E38"/> <bbMax x="-3.40282356122255E38" y="-3.40282356122255E38" z="-3.40282356122255E38"/> <blend value="1.00000000"/> <timecycleName/> <secondaryTimecycleName/> <flags value="96"/> <portalCount value="0"/> <floorId value="0"/> <exteriorVisibiltyDepth value="-1"/> <attachedObjects/> </Item> <Item> <name>Trial_mainroom</name> <bbMin x="3.40282356122255E38" y="3.40282356122255E38" z="3.40282356122255E38"/> <bbMax x="-3.40282356122255E38" y="-3.40282356122255E38" z="-3.40282356122255E38"/> <blend value="1.00000000"/> <timecycleName/> <secondaryTimecycleName/> <flags value="96"/> <portalCount value="0"/> <floorId value="0"/> <exteriorVisibiltyDepth value="-1"/> <attachedObjects/> </Item> </rooms> <portals/> <entitySets/> <timeCycleModifiers/> </Item>

Location: x64h.rpf\levels\gta5\interiors\v_int_58.rpf\v_int_58.ytyp

<Item> <Name>V_trialstad</Name> <Bounds> <Item>V_trialstad</Item> </Bounds> </Item>

Location: x64h.rpf\levels\gta5\interiors\v_int_58.rpf\_manifest.ymf





Unused Surgery Room Interior & Exterior

There seemed to have been a surgery room planned for a future DLC. Rumors around that it was likely planned for players to modify their online characters. Only collision data, metadata, and a definition entry file can be found.

What looks to be the entrance of the building.

The interior of the building.

Location: x64h.rpf\levels\gta5\interiors\v_int_75.rpf





Mount Chiliad Hidden Block

Inside the walls of the Mount Chiliad cable car building is a hidden block, which can't be seen by normal means.

In order to see it, the player is required to either glitch through the walls somehow, or use a game modification to pass through the otherwise solid walls.

The block is completely static, has no collision with the player, and doesn't appear to serve any significant purpose. The reason for its existence is unknown.





Unused Clothing

Karen Daniels: Unused Undergarments

There is an unused clothing option for Karen Daniels, with her wearing nothing more than undergarments.

What scenario(s) these clothes were ever going to be used in is unknown.





Unused POLICE Ballistic Shield

There is an unused POLICE ballistic shield object, complete with 1 high and 1 low resolution texture, 1 high quality model and 1 low quality LOD model. It's unknown where exactly in the game this was planned to be used.





Standalone Textures

High resolution texture prop_ballistic_shieldb.png.

Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_cs_ld_police2+hi.ytd

Low resolution texture prop_ballistic_shieldb.png.

Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_cs_ld_police2.ytd





Complete Object

High quality model, using its high resolution texture.

High quality model, using its high resolution texture.

Low quality LOD model, using its low resolution texture.

Low quality LOD model, using its low resolution texture.

High Quality Model Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_ballistic_shield.ydr

Low Quality LOD Model Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_ballistic_shield_lod1.ydr





Unused POLICE Riot Shield

There is an unused POLICE riot shield object, with 2 textures and 1 model. It's unknown where exactly in the game this was planned to be used.





Standalone Textures

Texture prop_riot_shieldprop_riot_shield_a.png .

Texture prop_riot_shield_s.png.

Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_riot_shield+hidr.ytd





Partially Textured Model

Unlike the ballistic shield, the riot shield's textures do not appear to work properly with its model for unknown reasons.

The bolts on its front, and some elements on its back, stay textureless.

Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_riot_shield.ydr





Unused LSPD Interceptor Modifications

The LSPD Interceptor has unused modifications applicable with the help of a trainer. It only lacks options to change the grille, left/right wing, and roof. If forced into Los Santos Customs, the number on top has five options, labelled as liveries.

1st set of parts.

2nd set of parts.

Custom Rear Bumper 1

Custom Rear Bumper 2

Big Bore Exhaust

The LSPD Interceptor fully modified.

Part Name (Set 1) Name (Set 2) Spoiler Low Level Spoiler Mid Level Spoiler Exhaust Big Bore Exhaust N/A Chassis Enhanced Pushbar Enforcer Pushbar Bonnet Ram Air Hood Double Vented Hood

The second exhaust lacks a name. All other police vehicles can be modified with performance, paints, wheels, window tints, and xenon lights, but lack visual parts.





Unused Code

Annihilator: Unused Behaviour & Cut Story Mode Availability

There is significant evidence to show that, during some point in development, the Annihilator vehicle was planned as one of the vehicles to be used during wanted levels, and possibly outside of wanted levels too.

Additionally, the unused Annihilator police scanner audio from the last-generation releases of Grand Theft Auto V strongly suggests that there were plans to have the vehicle be pilotable by the player in Story Mode at some point in development (as the police scanner audio is exclusive to Story Mode).

In the final game, however, the Annihilator isn't normally available outside of GTA Online, and does not spawn in Story Mode without game modifications.





Unused Wanted Levels Code

There is the following section of unused code for wanted levels, where the Annihilator vehicle is listed to be piloted by NOOSE officers:

<Vehicle> <Name>POLICE_HELI_2</Name> <ConditionalVehicleSets> <Item> <ZoneType>VEHICLE_RESPONSE_ARMY_BASE</ZoneType> </Item> <Item> <VehicleModels> <Vehicle>annihilator</Vehicle> </VehicleModels> <PedModels> <Ped>S_M_Y_Swat_01</Ped> </PedModels> </Item> </ConditionalVehicleSets> </Vehicle>

Location: common.rpf\data\dispatch.meta

This code is not referenced anywhere else in the file. As far as air units are concerned, only the POLICE_HELI_1 code (which uses the Police Maverick vehicle) is referenced for WantedLevel3, WantedLevel4 and WantedLevel5, rendering the Annihilator's POLICE_HELI_2 code unused.

By modifying the game to reference the POLICE_HELI_2 code in wanted levels, functionality of the Annihilator pursuing the player can be restored. However, only the DispatchType of DT_PoliceHelicopter (which tells the game to make the helicopter only follow the player) works properly with the Annihilator. Attempting to assign the vehicle to the DispatchType of DT_SwatHelicopter (which tells the game to make the helicopter either follow the player, or hover in place and rappel NOOSE officers down by rope, or land and drop NOOSE officers off) can result in a game crash, indicating that the Annihilator isn't properly set up to handle the rappel or landing functionality used by the Police Maverick.





Unused Driver Code

Because NOOSE officers are never seen piloting the Annihilator in any ambient scenarios either (such as patrolling or chasing other enemies, as sometimes seen with the Police Maverick outside of wanted levels), there is the following Annihilator code that also goes unused:

<drivers> <Item> <driverName>S_M_Y_SWAT_01</driverName> <npcName /> </Item> </drivers>

Location: common.rpf\data\levels\gta5\vehicles.meta





Laser Sights Gun Code Leftovers

In some pre-release screenshots of the Xbox 360/PlayStation 3 versions, some NOOSE officers were shown using laser sight attachments on their guns. However, in the final releases of Grand Theft Auto V on all platforms, laser sights are not available on any guns, as the attachment was cut.

Despite this, there is leftover code referencing laser sights for NOOSE officers' guns in the form of 2 code sections, LOADOUT_SWAT and LOADOUT_SWAT_NO_LASER. These 2 sections of code, aside from their different titles, contain the exact same weapon selections and associated data (albeit with the weapons listed in different orders), and don't contain laser sight attachment code or anything similar.

<Item> <Name>LOADOUT_SWAT_NO_LASER</Name> <Items> <Item type="CLoadOutWeapon"> <WeaponName>WEAPON_UNARMED</WeaponName> <Ammo value="0" /> <Flags /> <ComponentNames /> </Item> <Item type="CLoadOutWeapon"> <WeaponName>WEAPON_PISTOL</WeaponName> <Ammo value="100" /> <Flags>InfiniteAmmo</Flags> <ComponentNames /> </Item> <Item type="CLoadOutWeapon"> <WeaponName>WEAPON_CARBINERIFLE</WeaponName> <Ammo value="100" /> <Flags>EquipThisWeapon InfiniteAmmo</Flags> <ComponentNames /> </Item> </Items> </Item> <Item> <Name>LOADOUT_SWAT</Name> <Items> <Item type="CLoadOutWeapon"> <WeaponName>WEAPON_PISTOL</WeaponName> <Ammo value="100" /> <Flags>InfiniteAmmo</Flags> <ComponentNames /> </Item> <Item type="CLoadOutWeapon"> <WeaponName>WEAPON_CARBINERIFLE</WeaponName> <Ammo value="100" /> <Flags>EquipThisWeapon InfiniteAmmo</Flags> <ComponentNames /> </Item> <Item type="CLoadOutWeapon"> <WeaponName>WEAPON_UNARMED</WeaponName> <Ammo value="0" /> <Flags /> <ComponentNames /> </Item> </Items> </Item>

Location: common.rpf\data\ai\loadouts.meta

In the final game, each spawned NOOSE officer uses one of the 2 code sections. There are no noticeable gameplay differences from different NOOSE officers using both code sections.





Unused Horse Reins Data

While horses were cut during this game's development, it seems like some programming leftovers exist which involve some kind of horse reins data:

<?xml version="1.0" encoding="UTF-8"?> <rage__CReins> <Length value="2.600000" /> <NumSections value="16" /> <UseSoftPinning value="true" /> <AttachData> <Item> <Offset x="0.090000" y="-0.010000" z="0.000000" /> <BoneIndex value="47" /> <VertexIndex value="0" /> <BoneName>FB_R_Lip_Top_000</BoneName> </Item> <Item> <Offset x="0.090000" y="-0.010000" z="0.000000" /> <BoneIndex value="46" /> <VertexIndex value="16" /> <BoneName>FB_L_Lip_Top_000</BoneName> </Item> <Item> <Offset x="0.000000" y="0.300000" z="0.270000" /> <BoneIndex value="69" /> <VertexIndex value="8" /> <BoneName>SKEL_SADDLE</BoneName> </Item> <Item> <Offset x="0.000000" y="0.000000" z="0.000000" /> <BoneIndex value="-1" /> <VertexIndex value="8" /> <BoneName>SKEL_L_Finger12</BoneName> </Item> <Item> <Offset x="0.000000" y="0.000000" z="0.000000" /> <BoneIndex value="-1" /> <VertexIndex value="5" /> <BoneName>SKEL_R_Finger12</BoneName> </Item> <Item> <Offset x="0.000000" y="0.000000" z="0.000000" /> <BoneIndex value="-1" /> <VertexIndex value="11" /> <BoneName>SKEL_L_Finger12</BoneName> </Item> </AttachData> <CollisionData> <Item> <Rotation value="1.570796" /> <CapsuleRadius value="0.190000" /> <CapsuleLen value="0.700000" /> <BoneIndex value="3" /> <BoundIndex value="0" /> <Enabled value="true" /> </Item> <Item> <Rotation value="1.570796" /> <CapsuleRadius value="0.190000" /> <CapsuleLen value="0.700000" /> <BoneIndex value="18" /> <BoundIndex value="1" /> <Enabled value="true" /> </Item> </CollisionData> <BindPos content="vector3_array"> 0.090000 -0.009998 0.000001 0.151238 0.018943 -0.151369 0.244546 0.034387 -0.287584 0.368341 0.035723 -0.398356 0.513327 0.022677 -0.479137 0.670095 -0.003078 -0.531542 0.812484 -0.079070 -0.575660 0.914091 -0.203272 -0.625191 1.002679 -0.332783 -0.667206 0.840093 -0.372081 -0.659192 0.676553 -0.399758 -0.639811 0.517592 -0.368924 -0.600509 0.380975 -0.300626 -0.533345 0.257677 -0.240662 -0.439301 0.155451 -0.191224 -0.318072 0.079960 -0.157535 -0.174083 0.032945 -0.141895 -0.019365 </BindPos> <BindPos2 content="vector3_array"> 0.089999 -0.009999 0.000000 -0.006580 0.057225 0.045599 0.170723 0.058302 -0.011300 0.384888 0.012380 -0.019959 0.588997 -0.040183 -0.019326 0.747840 -0.164738 -0.031522 0.821197 -0.308289 -0.055834 0.887898 -0.331670 -0.202843 0.943074 -0.390380 -0.343977 0.812586 -0.446249 -0.265010 0.734454 -0.473539 -0.124287 0.502915 -0.434041 -0.106650 0.329494 -0.339500 -0.084938 0.177418 -0.263676 -0.064579 0.026423 -0.188236 -0.037402 -0.106489 -0.114130 0.025433 0.032945 -0.141893 -0.019367 </BindPos2> <SoftPinRadiuses content="float_array"> 0.010000 0.100000 0.500000 0.500000 0.500000 0.500000 0.500000 0.500000 0.500000 0.500000 0.500000 0.500000 0.500000 0.500000 0.500000 0.100000 0.010000 </SoftPinRadiuses> </rage__CReins>

Location: common.rpf\data\cloth\horsereins.xml





Unused Audio

Unused Horse Dialogue

Michael, Franklin and Trevor each have 2 audio files (titled VEHICLE_COLLIDE_HORSE_01 and VEHICLE_COLLIDE_HORSE_02) containing unused dialogue related to them hitting a horse with a vehicle.

Because horses were cut during development, these dialogues are never heard in game.

VEHICLE_COLLIDE_HORSE_01 VEHICLE_COLLIDE_HORSE_02 Michael

Michael

Franklin

Franklin

Trevor

Trevor



Michael Speech Location: x64\audio\sfx\S_MISC.rpf\michael_3_normal.awc

Franklin Speech Location: x64\audio\sfx\S_MISC.rpf\franklin_3_normal.awc

Trevor Speech Location: x64\audio\sfx\S_MISC.rpf\trevor_3_normal.awc





Unused The Sharmoota Job Horse Sounds

There are horse sounds leftover from The Sharmoota Job, a cut heist.

0x03B84148



0x010C3BE1



0x12CA9F5E



0x1601A5DB



Location: x64\audio\sfx\STREAMED_AMBIENCE.rpf\sharmoota_horse.awc





Internal File Name Discrepancies

Different Radio Station Names

Most radio packages have names generally referring to a genre of music. Two packages have different names, likely referring to the fact the radio station names underwent changes throughout development.

Internal File Names Final In-game Names Radio_15_MOWTOWN.rpf The Lowdown 91.1 Radio_16_SILVERLAKE.rpf Radio Mirror Park





Police Scanner Grand Theft Auto IV References

There are 2 police scanner speech files curiously titled 01_0_gtaiv_legacy_support.awc and 01_0_gtaiv_legacy_support_small.awc, implying that these files had something to do with Rockstar Games transitioning development from Grand Theft Auto IV to Grand Theft Auto V.

The audio in these files is of the police scanner speech used in Grand Theft Auto V.

Location: x64\audio\sfx\POLICE_SCANNER.rpf





Platform Differences

Vehicle Differences

Aside from the expected and less-notable graphical improvements of the game jumping to more powerful platforms, certain vehicles underwent design changes during this time, some more significant than others.





Different Albany Alpha Designs

In the Xbox 360 and PlayStation 3 releases, the Albany Alpha has no reverse lights. These were later added in the Windows, Xbox One and PlayStation 4 releases.

Xbox 360 & PlayStation 3 Windows, Xbox One & PlayStation 4 Screenshot Credit: Bluesboyjr Image Source: https://www.grandtheftwiki.com/File:Alpha-GTAV-rear.jpg Overall Source: https://www.grandtheftwiki.com/Alpha Screenshot Credit: Monkeypolice188 Image Source: https://gta.fandom.com/wiki/File:Alpha-GTAV-RearQuarter.jpg Overall Source: https://gta.fandom.com/wiki/Alpha





Different LSPD Buffalo Designs

In the Xbox 360 and PlayStation 3 releases, the LSPD Buffalo has a matte material look, and uses a livery which is very similar to that of the LSPD Interceptor, but with additional POLICE text and police badge on the hood.

In the Windows, Xbox One and PlayStation 4 releases, the LSPD Buffalo was changed to have a glossy material look, use a livery which is very similar to that of the LSPD Cruiser (apart from the POLICE text, which was retained), and no longer feature the police badge. Additionally, a front bumper was added.

Xbox 360 & PlayStation 3 Windows, Xbox One & PlayStation 4 Screenshot Credit: Switch101 Image Source: https://gta.fandom.com/wiki/File:PoliceCruiser-GTAV-Front-Buffalo.png Screenshot Credit: Monkeypolice188 Image Source: https://gta.fandom.com/wiki/File:PoliceCruiser2-GTAV-front.png

Overall Source: https://gta.fandom.com/wiki/Police_Buffalo



