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#1
Hi this is a texture mod for PS1 Need For Speed High Stakes for RetroArch to make the game look better, newer, more real and easier on the eyes. This is a skin mod so not 100% vanilla stuff. All main menu and track textures of good quality have not been changed at all.

Download link (click on the down arrow icon):
https://www.dropbox.com/scl/fi/lj9wbmbffiufl7xa7ccdm/SLUS00826_Texture_Mod_V1.1.zip?rlkey=t7csr573ybgxpzzkuge0veshf&st=ghbll0wl&dl=0

Pictures:
https://www.dropbox.com/scl/fo/adblsfrv8paddds9av2mn/ALgROIBsWLCkoxUHDZyUHvA?rlkey=42cyle8dfrlxs89mi4tlg1wd1&st=z3xiyotk&dl=0


How to install NFS and PS1 on RetroArch (these files are not incuded in the zip):
1. Download and install RetroArch on any system you want:
https://www.retroarch.com/
2. Start RetroArch and go to "Load Core" --> Download a Core ---> Sony - PlayStation (Beetle PSX HW)
3. Put your game file NFS 4 (SLUS00826) where you want it and your BIOS files "scph5501.bin" and "scph5502.bin" in the "RetroArch\system" folder


How to install the texture modification for the US version of the game:
1. Make sure your NFS 4 game file is named SLUS00826, else change it to that
2. Unzip the "SLUS00826_Texture_mod_v1.0.zip" file
3. Move the "SLUS00826-texture-replacements" folder to the same location you have the NFS 4 game file "SLUS00826" at
4. Load RetroArch and go to Settings ---> Video ---> Synchronization ---> Vertilal Sync (VSync), and turn it off, else the game will glich and lag
5. (Optimal) Move the "cheat" folder to your RetroArch folder, to make the game look and play better
6. (Optimal) Move the "config" folder to your RetroArch folder, for the best settings
7: (Optimal) This texture mod was made with Complete Edition mod installed, it makes the game a lot better (not made by me):
https://nfsmods.xyz/mod/2811

To get the Fast and the Furious Nissan Skyline skin the cheat "Swap Bonus Corvette to Bonus Skyline" needs to be enabled if Complete Edition modification is installed.

There are 4 new Hot Pursuit chases that can be enabled in the cheat menu, two of them are very hard with no timer, making barricades and spikestip more useful.

If the game is slow or the audio is bad change this option from 4x to 2x or if your device is powerful enough change it to 8x or 16x to make the game look better:
F1/Menu button ---> Core Options---> Video ---> Internal Resolution

On left side traffic maps, the track needs to be mirrored for the dashview to work.

This texture mod works on all versions of the game just change the folder ID, for example "SLES01876-texture-replacements" for the Australian version of the game

This was made by Siggy Wiggy Woo on Steam:
https://steamcommunity.com/profiles/76561197985216934/
#2
Addon Requests / Nissan Silvia S15
Last post by BUddhIST - Today at 11:54 AM
Request for "Nissan Silvia S15" Extended Customization
@LM1992 @vee_tec @RisaDriftR @Viper4K
#3
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by pete9516 - Today at 7:09 AM
Quote from: JimDiabolo on Jan 05, 2026,  8:01 AM@Herms: Thanks, I would have liked to have had a lot of this earlier. But I've only just managed to get it done.
Actually, I wanted to simplify the operation of fshtools. That didn't work out so well. But for T3ED, it was worth dealing with the textures.


@pete9516: Regarding MCO: There isn't really much information available for loading the tracks.
I've already tried it myself. The header is slightly different, I can load the VRoad data, and the track block information is always the same size. But the track block data, i.e. the polygon extra objects, are a problem.
I wish Jonath had more time and WiLL to investigate more of his time in analyzing the .frd file structure. He's a pure genius in doing that. He's already written a functioning track converter from nfs3 to nfs4, but it's still only uncompiled code. But he doesn't have the time
#4
Editing Projects / Re: creating bnk file for audi...
Last post by pete9516 - Today at 7:04 AM
Andriy Svystum (TSF Ukraine) knows how to do that. He and his team have dubbed the whole NFS High Stakes to ukrainian. You will need sx.exe (i don't know the full name of the tool) and a certain step-by-step tutorial. You can create .bnk files with it. You can also extract audio with foobar2000 with a specific plugin, but i think it can't import .wav files back into it.
#5
Editing Projects / Re: Last rides with high stake...
Last post by pete9516 - Today at 6:54 AM
Happy new year all!!
Nice plans for sure
#6
Editing Projects / Re: Last rides with high stake...
Last post by Spectre - Today at 3:19 AM
Happy late New Year to you too Butch. I hope you had a great time.

As for the suggested cars, I'm extremely looking forward for the Marcos GT and XP, some love for that brand is appreciated, but also the Ferrari 512BB, Bora, Proxima and C111.
#7
Editing Projects / Re: Last rides with high stake...
Last post by noise - Today at 3:18 AM
Something for everybody I guess.👍
It gives us a wonderful year for sure.

For me the 512 BB and Bora are the best news. All the best for 2026 Butch.
#8
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 2:38 AM
A wonderful year for everyone. Regarding 2026, the following cars are on my to do list.
For remakes: Maserati Ghibli, Austin Healey 3000, Ferrari 250 GTO.
For new models with dashboards: Maserati Bora, Ferrari 512 BB, Marcos GT (1900 & 3l), Lola Mk6 GT.
For unique models: Peugeot Proxima, Mercedes C111 & CW311/isdera Imperator, Marcos XP mantis, a car that would be perfect for Most Wanted: The Mega Track
 and if they're up for it, the crazy ideas of my X-Files accomplices.
#9
Editing Projects / creating bnk file for audio sh...
Last post by Hommelwomb - Jan 05, 2026, 2:19 PM
Is there any tutorial how to create a bnk file for an audio showcase?


G.L.97 @ https://www.nfsaddons.com/downloads/nfshs/tools/5613/showcase-pack-for-ea-cars.html lists in the readme.txt the tools he used - NFSWizard, Adobe Photoshop, GoldWave, Audacity, PSound - but not the necessary steps.
#10
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by Herms - Jan 05, 2026, 2:01 PM
Quote from: JimDiabolo on Jan 05, 2026,  8:01 AM@Herms: Thanks, I would have liked to have had a lot of this earlier. But I've only just managed to get it done.
Actually, I wanted to simplify the operation of fshtools. That didn't work out so well. But for T3ED, it was worth dealing with the textures.


@pete9516: Regarding MCO: There isn't really much information available for loading the tracks.

I've already tried it myself. The header is slightly different, I can load the VRoad data, and the track block information is always the same size. But the track block data, i.e. the polygon extra objects, are a problem.



I think the MCO interactive extra objects (like the people and animals) with their respective textures are stored in a different location within the game files. They are shared between all the tracks. I can see why that would be a problem.

Another thing I noticed is that certain textures appear to be spread over multiple adjacent polygon faces -something I haven't noticed in NFS4 tracks.