Recent activity on NFSAddons
Need for Speed High Stakes Downloads
Bunch of different EXE files / Exen / Delta Patches
Description
BIG credits/thanks to XxJonathXx for finding almost all these adresses, & without him teaching me memory/disassembly editing, these EXEs wouldn't exist in the first place
Also very BIG credits/thanks to rata536 for finding the conditional check for the "switch back into 3rd gear when car speed is too low" problem.
Also i'd like to give credits to all the people who are involved in finding all the necessary adresses for the GST Editor. Why? Because the adresses found for the GST Editor relate very much to the adresses being used to create a race without ghost files. Those people actually did the whole work when it comes to race setup customization
WARNING: The pursuit setup patches are NOT compatible with each other!!
Delta Patches: These are patch files which patches the nfshsgame.exe/nfs4.exe. You need the Delta Patcher in order to make use of the Delta Patches (duh). Rata536 has uploaded it here in the nfs3 tools section AFAIK
3Racers,8Cops,3Traffic:
Works only when not being a cop
Automatic reset #1 and #2 enabled:
Both conditions of automatic reset enabled. #2 is still an unknown condition. #1 resets any car which has crashed. Use this patch after you've applied "Reset Function Removal" if you want the cars to reset after a crash
Automatic Reset #1 enabled:
Everything but automatic reset #1 is disabled, meaning that when you crash your car and land upside down, it is going to be reset. You or the AI can't reset yourself. The only condition to reset any car (except traffic) is if it crashed and triggers the automatic reset. There are 2 automatic resets (conditions), but the 2nd one is unexplored yet
ENHANCED spike strips (no reset after drive over):
This changes the spike strips system in a way it would be like in nfs3 multiplayer races where a cop lays down spike strips and they basically stay forever until the cop retrieves them back into his boot. Additionally in this patch, the spike strips won't reset after a car has driven into the spike strips
ENHANCED spike strips:
This changes the spike strips system in a way it would be like in nfs3 multiplayer races where a cop lays down spike strips and they basically stay forever until the cop retrieves them back into his boot or a racer drives over them
Full traffic in Classic & Timetrap pursuit modes:
8 traffic cars instead of the 2 stock ones in Classic and Timetrap pursuit mode (WARNING: Not compatible with "3Racers,8Cops,3Traffic")
Full traffic in Getaway mode (different adress than Classic & Timetrap):
Adds up to 8 traffic vehicles in Getaway mode instead of originally 3 (WARNING: Might not be compatible with "3Racers,8Cops,3Traffic")
Infinite Tachometer:
Removes "Top Speed" parameter limit from the digital tachometer
Invisible Walls Fix:
Fixes invisible wall crashes when driving uphills at a given angle. Tends not to work on very fast vehicles in combination with very steep uphills. Probably has something to do with the framerate/frametime
Jonath's Traffic Patch (Single Race):
Enables Traffic when Full Grid is selected in Single Race Mode
Low beam instead of high beam at night race start:
0 = Lights off
1 = Low beam
2 = High beam
This patch sets the player's car to use the low beam lights at the start of a night race like it is set for the AI
MADLAND cheat forced:
Forces MADLAND cheat. As far as i'm concerned, you cannot use any other cheats when using this patch. This patch is for people who don't want to cheat/use traffic cars, etc. but instead just want as good as possible AI opponents without having to enter a cheat every single race
Midair & Landing Fix:
Removes speed loss while being midair and landing. Originally a project by Jericho & TsTg. Jonath has improved this code though, retrieving the landing bump animations in a brilliant way. It will be available in his NPC mod which is not released (yet)
No damage checks for traffic (beta):
When traffic gets damaged to a certain amount (40% and 50%), they won't drive anymore, this fixes the traffic vehicles being affected by this. Unfortunately, cop cars use different adresses which are not found yet. Also it's not sure if this patch works all the time, but theoretically with this patch, there shouldn't be any traffic cars which will stop driving when damaged to a certain amount
No difficulty overrides:
Patches from alexstrout which can be found here:
https://github.com/alexstrout/NFS4/blob/master/Tools/Offsets.txt
Reset Function Removal:
Removes reset function of cars completely (hardcore realistic). Unfortunately, there's no plugin that automatically ends the race when the player car is crashed LoL but nonetheless it can be funny sometimes
Annoying Downshift Removal:
Thanks to Rata536, we can now get rid of the annoying downshift into 3rd gear when the car gets too slow. This has always driving me nuts when attacking very sharp corners or colliding with a traffic car, knowing you're in 6th gear and intuitively shifting down into 4th or 3rd like in any other racing game, though, ending up in 2nd or 1st gear due to the annoying automatism EA has put into the manual gear shifting function code. This patch removes that check so you can decide yourself in which gear you wanna drive with
Gear Switch Fix:
Fixes weird physics behaviour when shifting. Specifically talking about shifting from 1st to 2nd or from 2nd to 3rd gear: There is a weird function that adds a burnout while shifting into 2nd or 3rd gear. I felt like removing it because it's so silly on a weak car to have burnouts from 2nd into 3rd gear LoL. Also removed that silly RPM increase while shifting. nfs3 didn't have that, too. My goal is to get the shifting to be like in nfs3 but didn't find all adresses yet. Be aware that you will still get realistic burnouts while shifting depending on car's power/performance.
Gear Switch Fix (Update):
New version of Gear Switch Fix: Now the real culprit 5000E6 (Byte) - BIG Thanks/Credits to Jonath for finding - has been restrained. Now you will have realistic burnouts when shifting into 1st gear from neutral and at the same time getting rid from the unrealistic, silly burnouts from 1st into 2nd and from 2nd into 3rd gear. Be aware that you will still have realistic burnouts from 1st-2nd or from 2nd-3rd if the car has appropriate performance like EA's Mercedes CLK-GTR where the jump from 2nd to 3rd gear efficiency is extremely high
Keep Damage HUD Setting:
This patch NOPs the function that is responsible for turning the damage display to "Off" when you are in the race menu and the assists' damage is set to "Off" which causes the inrace menu to also set the damage HUD setting to "Off" state. It's extremely annoying when you turn damage on again and you start a race and the damage display is just off and you have to always reenable it just because the damage has been turned off before. This patch just gets rid from this problem
All Ordners have TsTg's (VEG's) Memory Patch and Jonath's Traffic Patch applied. If i remember correct, i also applied Jim Diabolo's Night View Distance Patch and Broken Cops at Night Fix as well. But to be sure, check for JimD's Fixes as well since i can't remember it exactly anymore LoL
Also, i can't remember if the nfshsgame.exe's are single cored or not. They are from the Expansion Pack. But there's CPU Priority Saver to change the Affinity. Update: Now you can use any executable you want and simply apply the delta patches. BIG thanks to rata536 for uploading the Delta Patcher here
Used Tools: Jonath's Brain, rata536's Brain, CheatEngine ,HxD and Delta Patcher
Changelog
-
Version 1.5
uploaded April 24, 2025
pete9516 uploaded a new version. The new file is 42.7 MB.
Important update:
New version of Gear Switch Fix: Now the real culprit 5000E6 (Byte) - BIG Thanks/Credits to Jonath for finding - has been restrained. Now you will have realistic burnouts when shifting into 1st gear from neutral and at the same time getting rid from the unrealistic, silly burnouts from 1st into 2nd and from 2nd into 3rd gear. Be aware that you will still have realistic burnouts from 1st-2nd or from 2nd-3rd if the car has appropriate performance like EA's Mercedes CLK-GTR where the jump from 2nd to 3rd gear efficiency is extremely high -
Version 1.4
uploaded April 23, 2025
pete9516 uploaded a new version. The new file is 41.88 MB.
BIG update!!:
Gear Switch Fix:
- Silly RPM increase while shifting has been eliminated.
- Unrealistic and annoying burnout effect while shifting from 1st to 2nd and from 2nd to 3rd gears has been removed. Be aware that you will still get realistic and cool burnout effects when driving a very powerful car. The burnout effects will now depend on the actual car's power/performance which is a big + for me. I hope you will like it, too. Unfortunately, on very weak or sometimes maybe heavy cars (it all depends on the carp.txt), you will sometimes get no burnout effect at all when actually doing a proper burnout. For example EA's Ford XR8: You won't get any burnout with it. But you can get burnout effetcs on slower cars for example, if the specs are matching. I didn't alter the game's physics in any way. I only altered the function that checks when you shift from 1st to 2nd and/or from 2nd to 3rd. Also from N to 1st is affected -
Version 1.3
uploaded October 8, 2024
pete9516 uploaded a new version. The new file is 34.52 MB.
Completely revamped this project. Added Delta Patches, so everyone can create his/her very own nfshsgame.exe. Should also work with VEG's nfs4.exe.
- Added Enhanced Spike Strips
- Added Annoying Downshifting Removal (Thanks to Rata536) -
Version 1.2
uploaded June 3, 2024
pete9516 uploaded a new version. The new file is 24.7 MB.
- All nfs4.exeN now have Jonath's Traffic Patch!! (Thanks to Zalcus20 who found out which bytes have to get changed)
- Added nfs4.exe Variation Ordner 11: Traffic.Patch + Bergauf.Fix + Unlimited.Tachometer + Midair.Fix
- Added nfs4.exe Variation Ordner 12: Traffic.Patch + Bergauf.Fix + Unlimited.Tachometer + Midair.Fix + No.Difficulty.Overrides
- Added nfs4.exe Variation Ordner 13: Traffic.Patch + Bergauf.Fix + Unlimited.Tachometer + Midair.Fix + No.Difficulty.Overrides + MADLAND.Forced -
Version 1.1
uploaded May 13, 2024
pete9516 uploaded a new version. The new file is 16.33 MB.
- Added Tutorial/Documentation Files
- Added nfs4.exe variation Ordner 8: Bergauf.Fix.+.Unlimited.Tachometer
- Added nfs4.exe variation Ordner 9: Bergauf.Fix.+.Unlimited.Tachometer.+.RESET.FUNCTION.REMOVAL
- Added nfs4.exe variation Ordner 10: Bergauf.Fix.+.Unlimited.Tachometer.+.RESET.FUNCTION.REMOVAL.+.Automatischer.Reset.1.und.2.AKTIV -
Initial version
uploaded May 6, 2024
pete9516 uploaded initial version. The original file is 0 B.
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Visitor Comments
Nice set of fixes there. Is it possible you can share what addresses were changed and to what values?
I would like to try some of these without using the other. For example using "reset.Fix" without using all the other fixes.
Also how does unlimited tachometer affect a race? Does it make AI Opponents go faster?
Never knew about about the tachometer issue. Or maybe I never paid much attention to it when maxing out the speed.
I know you included many different versions. That is very much appreciated (not downplaying your hard work). I'm just one of those ''superusers'' who likes to mess around with this sort of stuff. :)
Maybe I can learn more about this disassembly stuff by looking up what addresses you patched. It seems there are many things that can be altered in the exe file. Forgive me for being so curious and thanks for your help.
Excellent work. Been waiting for a long time for some of these fixes. I'm glad you implemented one fix at a time between the versions. I used the Analysis->Data Comparison tool in HxD to figure out which parameters were altered. Dankeschön!
Thanks for the tip. I was able to find the changed addresses that way.
EDIT: Thanks for the update, Pete!
I thought it was a Jurassic Park mod or something
Nice job, I've always consider the tachometer not working to be really annoying.
I'm hoping someone can find an address that automatically shrinks 512x512 textures to 256x256 and disables it, so bigger textures can be used like in NFS3.
Thanks for the update Pete. I like the new variations. Keep up the good work
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