User Date
Brand60August 31, 2026
C i P H E RAugust 31, 2026

Need for Speed Pro Street Downloads

Live VLT Editor Public-Beta (ProStreet Edition)

Live VLT Editor Public-Beta (ProStreet Edition)
AuthorSenseMods
Added On August 31, 2026
Views 441
Downloads 52
Version Pro Street
File Size 1.8 MB
Favorited 2 times
Average Rating
10/10 - 1 votes
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Description

IN-GAME VLT EDITOR (Public Beta)

for Need for Speed ProStreet


Edit the game's VLT attribute database WHILE THE GAME IS RUNNING - no

VltEd, no restarts, no alt-tabbing. Press F6, change a value, and watch

the car react in the same frame.


Deep Dive: https://youtu.be/ZfdnoZK3iUw


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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.

[ProStreet] Insert and delete curve points by double-clicking;

stored spline derivatives are maintained automatically.

* 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) and ProStreet 1.1.

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.


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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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