Recent activity on NFSAddons
Need for Speed High Stakes Downloads
Yellowstone Park (Virtual Road Fix)
Additional Screenshots
Description
This has been laying around on my hard drive for too long now. Only needed to do some last fixes & improvements like the very sharp left turn after the bear statue where there were some very thin track polygons overlapping and causing corrupt collisions on the right side (cliff guardrail) and making a proper video wall thanks to AJ's files & tutorial. Other than that, i've remade the virtual road (AI lines, speeds, polygon neighbours, etc.)
Much thanks again to all the authors from the tools & files that i've used:
- Jonath's Track Fix Tool (not released)
- T3ED (Denis Auroux, Hoo, Lasse Kärkkäinen aka Nappe1, Vitaly Kootin aka Necromancer, JimDiabolo)
- Tutorial about creating slide & vidwall files (including .xcf templates) (AJ_Lethal)
- Open Office Calc (for calculating the speed files and saving into necessary format for T3ED to reimport again)
If you find any bugs, please leave a comment and let me know!
pete9516
PS: Sometimes, the opponents do crash at certain areas. This is because i've made the AI racing line in a way, that when an opponent drives alone, he's going to use the best possible way. When several opponents drive next to each other, they often switch lanes and try to avoid the other opponents. Then something like this can happen. Also depends on the difficulty and/or if "madland" cheat is used or not.
PPS: In version 1.2 i've tried to mostly fix those locations, though it will now happen instead that some traffic cars might drive those lanes, too. But in my oppinion, this is way better than before. Having way better opponents is far more important than traffic using the right lanes. Though i also dislike it that the traffic now drives in a silly matter sometimes.
Changelog
-
Version 1.2
uploaded October 22, 2025
pete9516 uploaded a new version. The new file is 7.01 MB.
- Complete scenery fix, might not be perfect, but does the job
- Fixed some AI behaviour changing lanes where there's no space to drive anymore (this fix results into traffic sometimes driving offroad)
- Improved night version, also fixed scenery there
- This is most probably the final version, since i can't imagine of anything else to fix -
Version 1.1
uploaded October 8, 2025
pete9516 uploaded a new version. The new file is 6.63 MB.
- Fixed light objects' position of the 2nd house in forward direction. Thanks to EvoX for the headsup -
Initial version
uploaded October 5, 2025
Lunarade,pete9516 uploaded initial version. The original file is 0 B.
Random NFS Addon
Newest Addons
- Unused Ai + PresetRide Re-organisation
- NEED FOR SPEED III HOT PURSUIT PS1 SUPER EDITION
- 2021 BMW M4 Competition Coupe (Addon)
- 2018 Porsche 911 GT2 RS (991.2) (Add-on) (Unlimiter v4 Supported)
- 2003 Volkswagen Golf GTI (Mk4)
- 2012 9FF GT9 VMAX (Addon)
- Nissan GT-R Proto
- Gordon Murray Automotive S1LM
- 2001 Mitsubishi Lancer 2.5 ES
- Uma Musume: Pretty Derby x My Little Pony Decal Pack
Latest Updates
- NFS Carbon: Pursuit Challenges in Career
- 2018 Porsche 911 GT2 RS (991.2) (Add-on) (Unlimiter v4 Supported)
- Fixes Vinyls for Aftrmrkt Replacement Version Cars
- 2013 SRT Viper GTS (ADDON)
- 2006 Dodge Viper GT3 Oreca
- 2013 SRT Viper GTS (ADDON)
- NFS Carbon: Pursuit Challenges in Career
- 2023 Lamborghini Invencible (ModLoader/Addon)
- Fixes Vinyls for Aftrmrkt Replacement Version Cars
- Need for Speed Decal Pack










Visitor Comments
Wow... Thank you sooo much for fixing up all these old tracks. Although I never liked Yellowstone Park very much because of the almost unaltered routing and the missing texture boarders between road and gras and the cut off trees in the background, it is always nice to have some variety in our track selection, that actually works.
PS: All three houses are still completely messed up with open walls and the lit (raytracing) polygon stiking out of the walls. And you can see some messed up trees on your second screenshot...would be nice to have all these reworked tracks fixed visually, too ;)
Yeah there's always the ones who go for the optics and the ones who goes for the more technical stuff. I'm more of a VR fixing guy but i like to do both. But it's always hard to hit that 100%. When i've finished a track technically, i don't take much time to drive 5km/h and check every single corner for beauty. Because this is just what costs much time and is by far not as important as a well functioning track. But if people comment and mention it, i'll take care of it. I've just had a 2nd look at that house with the wrong position of smoke. It looks alright when you pass it at 200+km/h but when you take it under a magnifying glass you'll see that the vertices aren't connected
I get yo point Cooya too. Things you're talking about were still done by Lunarade. We dunno whether he considered his work perfect or not. The thing is, EA themselves made a bunch of serious mistakes hard to ignore. I.e. upside down fur trees in Rocky and Summit. So it depends. All that is a very interesting conversation. One might not notice smth and u do. For instance, you don't like my skies, but I've seen even more psychedelic ones for real... and so on and so 4th. I also doubt we can ever come to smth fairly realistic in the HS case, cause this game is very specific.
For real. I wonder why it has double walls... )) maybe because it's cold in Canada, hehe
Error: You must be logged in to comment on this track.
Not registered yet? Register here. It only takes 30 seconds.
Forget your password? Find it here.