CodeWalker/OpenIV researchers: how deep has the Chiliad/UFO asset tracing gone?
I’m doing a technical pass on GTA V mystery-adjacent systems and wanted to ask how far the CodeWalker/OpenIV community has already traced Chiliad, UFOs, FIB interiors, Maze Bank, hidden IPLs/interiors, and related asset/script systems.
I recently backtraced the single-player Beast / Golden Peyote hunt from scripts, and it showed how Rockstar hides these systems across multiple files rather than one obvious “mystery” script.
That chain involves animal_controller.c, vehicle_gen_controller.c, and main_persistent.c, with Golden Peyote gates, The Last One completion, time/weather/day checks, ig_orleans player model checks, global bitfields, clue/body trail progression, directional Beast audio, and final encounter state logic.
So I’m looking for similar technical work around ufo_eye / p_ufo_eye_s, Chiliad UFO model/textures/collision/locators/dummies, FIB-logo UFO asset paths, FIB building interiors/elevators/mission-only triggers, Maze Bank interiors/entry triggers, moon/sun/timecycle/celestial data, hidden IPL/MLO/interior loads near Chiliad, and Space Docker / dune2 audio mapping.
Known script-side UFO anchor: completionpercentage_controller.c sets the UFO unlock state at 100%. ufo.c checks 100% flag + 3 AM + rain/thunder, then enables case 152, REQUEST_IPL(“ufo_eye”), and AZ_SPECIAL_UFO_03.
Space Docker vehicle metadata anchor: dune2 / Space Docker has DefaultHorn 1712071681, hex 0x660C2401, DefaultHornVariation 0.
Has anyone already mapped any of this at the RPF/asset/audio REL level? Especially internal paths for p_ufo_eye_s, UFO collision/drawable differences, FIB/Maze Bank trigger systems, celestial/timecycle data, or the dune2 horn → REL/AWC/sample chain.
Not asking for “mystery solved” claims; just trying to avoid duplicating technical work and see what has already been ruled in/out. Any old threads, paths, CodeWalker project files, or search strategies would help.
Thanks for your time.