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Live VLT Editor Public-Beta
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Live VLT Editor Public-Beta (ProStreet Edition)
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Need for Speed Carbon Downloads
Live VLT Editor Public-Beta
Description
IN-GAME VLT EDITOR (Public Beta)
for Need for Speed Carbon
Edit the game's VLT attribute database WHILE THE GAME IS RUNNING - no
VltEd, no OGVI, no restarts, no alt-tabbing. Press F6, change a value, and watch
the game react in the same frame.
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WHAT IT DOES
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* Live editing of the full AttribSys vault: every class, every
collection, every field - physics, FE/customization values, audio,
gameplay. Changes apply per frame, including front-end cars.
* Full collection tree built from the game's own parent hierarchy,
with search, pinned favorites, and side-by-side comparison of two
collections (Ctrl+click).
* Real curve graphs: torque curves and other arrays are drawn as the
actual spline the game evaluates, in real units (Nm over RPM, not
normalized numbers). Drag points directly in the graph.
* Reference (RefSpec) editing: repoint ClassKey/CollectionKey links
live, e.g. swap a car's engine audio to another car's.
* Enum fields show their real names, unknown hashes resolve through a
116k-entry dictionary; hash tools included for your own names.
* "Save permanently": writes your changed values straight into the
game files (attributes.bin & co.) so they survive a restart - with
an automatic timestamped backup of every touched file, every time.
* .nfsms ModScript export of your session for Attribulator / OGVI /
VltEd workflows (dialect-aware), plus a script runner that applies
update_field lines live in-game.
* Change list dock: everything you touched this session - old value,
new value, written state - with per-row undo and selective writing.
* Quality of life: the tree remembers which branches you had open,
window/layout/skin/scale persist, toolbars wrap instead of clipping,
bottom dock keeps hash tools/changes/scripts/saving out of your way.
* Looks: 9 hand-tuned skins (per-game identity skins, animated
backdrops - flowing magma, the Carbon title-screen X field, pearl
gradient - all deliberately subtle), custom font support (drop TTF/
OTF files into scriptsVltEditorfonts), smooth UI animations.
* While the editor is open, ALL keyboard and mouse input is blocked
from the game - type freely.
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INSTALLATION
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1. You need an ASI loader (e.g. the Ultimate ASI Loader as dinput8.dll)
- most modded installs already have one.
2. Extract the archive into the game folder so you get:
scriptsVltEditor<Game>.asi
scriptsVltEditor (data files + fonts)
3. Start the game, press F6.
Tested on Carbon 1.4 (vanilla and REDUX).
Works alongside common mods (Unlimiter, Extended Customization, ...).
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BETA NOTES
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* "Save permanently" creates backups in GLOBALVltEditorBackups
before every write - if anything ever looks wrong, copy them back.
* Structural edits (rename/duplicate/delete nodes, text fields,
growing arrays beyond their allocated size) live in the session and
export via .nfsms; apply those with Attribulator/VltEd to make them
permanent.
* Some FE values have no visual effect because the game never reads
them again after load (e.g. Carbon ecar RideHeight/Camber) - that is
the game, not the editor.
* This is a public beta: if it crashes, grab VltEditor.log (and
VltEditorCrash.txt if present) from the game folder and report it. You
can reach me on KryZeePlays and NFSMods Discord (vesperaslucifer).
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CREDITS
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Research and tooling built on the shoulders of the VLT community:
Attribulator/VaultLib, VltEd, OGVI and the NFS modding scene's
documentation of the AttribSys format. Dear ImGui for the UI.
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