Yep, if you buy them over PSN... thats the only way.
NFSPS Savegames on PS3 are somehow locked, so no hex-editing that.
Anyone tried it with Linux? (got no PS3 myself, so idk if that would work)
Search found 60 matches
- 23 Aug 2008, 18:08
- Forum: Help & Support
- Topic: Can you get hidden Cars on PS3
- Replies: 1
- Views: 1245
- 12 Aug 2008, 15:48
- Forum: Help & Support
- Topic: Finding a save file
- Replies: 2
- Views: 1424
Re: Finding a save file
Why don't you use the Carbon Unlocker? You need it anyhow to use savefiles from others, as they have a specific key inside, which most likely differs from yours. I think thats the problem with jeffareids save file as well. This Carbon Unlocker has an option 'Load any Save', with that it should work ...
- 10 Aug 2008, 03:41
- Forum: Editing
- Topic: NFS Carbon Free Roam Drifting
- Replies: 4
- Views: 8461
Re: NFS Carbon Free Roam Drifting
If I recall correctly, there actually was a trainer which could do that
Ask google
Ask google
- 08 Jul 2008, 03:39
- Forum: Editing
- Topic: Hidden Pro Street Vinyls
- Replies: 61
- Views: 127164
Re: Hidden Pro Street Vinyls
maybe not... some Vinyls are indeed not selectable ingame, and the AI-texture vinyls maybe have stuff on it which isn't even in the game. now i want the standard vinyl codes.. which are selectable from the game itself.. for replacement purpose.. f...like i wanna add a standard vinyl. then find the c...
- 10 Jun 2008, 12:13
- Forum: Editing
- Topic: Hidden Pro Street Vinyls
- Replies: 61
- Views: 127164
Re: Hidden Pro Street Vinyls
I'm still having a problem - whenever I try to race the cars the vinyls disappear and are replaced by the normal ones :/ I guess texmod just replaces a specific Texture, and ProStreet doesn't have a static Texture'slot' assigned for Cars... so, everytime new textures get loaded or you change the ca...
- 09 Jun 2008, 21:44
- Forum: Editing
- Topic: Hidden Pro Street Vinyls
- Replies: 61
- Views: 127164
Re: Hidden Pro Street Vinyls
Hmm, haven't worked with texmod yet, I've used DXAnalyzer to get those Pics. Basically I wrote a tool to put the subsequent Vinyl Codes on a full Garage Savegame, extracted them and threw them together with paint.net... heavy work, but thats another story. The predesigned Textures the AI Cars use ar...
- 08 Jun 2008, 02:23
- Forum: Editing
- Topic: Hidden Pro Street Vinyls
- Replies: 61
- Views: 127164
Re: Hidden Pro Street Vinyls
You're talking about my post somewhere in the Car Codes thread, are you? (http://forum.nfsunlimited.net/viewtopic.php?f=2&t=15413&st=0&sk=t&sd=a&start=300#p326269) Well, i don't know about an easy way to unlock them... but could be possible somehow, because most of them appear as...
- 18 Apr 2008, 03:41
- Forum: Editing
- Topic: NFS ProStreet: Car Codes
- Replies: 384
- Views: 398910
Re: NFS ProStreet: Car Codes
that would be 0B26A9F0 for carcode. although the one ryo is driving has the Default String (AF2DC3C1) in logocode , you can use the 209A8F6B from normal evo. blueprint code is the same for both. knowing that, one could just buy the normal evo and change the carcode later on :wink: edit:ed my list ab...
- 07 Apr 2008, 22:11
- Forum: Editing
- Topic: NFS ProStreet: Car Codes
- Replies: 384
- Views: 398910
Re: NFS ProStreet: Car Codes
Just search for carcode or logocode and you'll find:
http://forum.nfsunlimited.net/viewtopic ... de#p320565
and i thought me was lazy
@Prince
How far did you come with the PS hex-editing guide? Still working on it? Need help?
http://forum.nfsunlimited.net/viewtopic ... de#p320565
and i thought me was lazy
@Prince
How far did you come with the PS hex-editing guide? Still working on it? Need help?
- 15 Mar 2008, 05:25
- Forum: Editing
- Topic: NFS ProStreet: Car Codes
- Replies: 384
- Views: 398910
Re: NFS ProStreet: Car Codes
@baumaxx Sure. 8) Just Copy&Paste the whole Customization Slot (without the first id - dunno about that) or you could just copy a single blueprint or just the vinyls or even the whole garage. Whole Garage is easy - just copy anything from the Car Slots to the End of the File. That way you could ...
- 14 Mar 2008, 00:13
- Forum: Editing
- Topic: Vinyls on the windows
- Replies: 3
- Views: 5078
Re: Vinyls on the windows
Well, half true. The Boss/most AI cars indeed have Unique Texture Vinyls, which aren't modifiable. But, as Decals can be Placed on Windows, Vinyls can be too (with a little hex-editing) :wink: As both Vinyls and Decals use the same Codes, they're interchangeable. The only difference is that Decals h...
- 05 Mar 2008, 16:51
- Forum: Editing
- Topic: NFS PS: Make all cars (189) available
- Replies: 152
- Views: 245035
Re: NFS PS: Make all cars (189) available
Do they really work or is that just another modified exe? With Euro1.1 these majinthings don't work.
Actually you could rename the cheats to anything you want and make them work again, like described in this Thread.
Anything other than the old names, which got locked, will work.
Actually you could rename the cheats to anything you want and make them work again, like described in this Thread.
Anything other than the old names, which got locked, will work.
- 11 Feb 2008, 04:52
- Forum: Editing
- Topic: NFS ProStreet: Car Codes
- Replies: 384
- Views: 398910
Re: NFS ProStreet: Car Codes
umm yeah, with 80 blueprints i meant 80 car customization slots or whatever you may call it. sorry. so 80x3=240 single blueprints. edit: did you know that almost any data after the carlist has a fixed location relative to the carlist? if you take the first pretuned car as base offset, the following ...
- 08 Feb 2008, 17:37
- Forum: Editing
- Topic: NFS ProStreet Gravity & CAM MODs
- Replies: 27
- Views: 24976
Re: NFS ProStreet Gravity MOD
The Value of 9,81m/s² looks like real Earth Gravity.
So if i got this correct, if i change 3B011DC1h (-9,81) to D7A3D0BFh (-1,63) i would get Moon Gravity?
So if i got this correct, if i change 3B011DC1h (-9,81) to D7A3D0BFh (-1,63) i would get Moon Gravity?
- 08 Feb 2008, 04:34
- Forum: Editing
- Topic: NFS ProStreet Gravity & CAM MODs
- Replies: 27
- Views: 24976
Re: NFS ProStreet Gravity MOD
Nice. Could you do that with lower gravity too, like moon gravity?
That would be funny
That would be funny
- 06 Feb 2008, 19:38
- Forum: Editing
- Topic: NFS ProStreet: Car Codes
- Replies: 384
- Views: 398910
Re: NFS ProStreet: Vinyl Codes
these values are actually binary tables 01 = 0001 (car lot) 02 = 0010 (garage) 04 = 0100 (blueprint) 08 = 1000 (bonus) and so on... 09 = 1001 means bits are set for bonus and car lot don't know what combinations would work... maybe if you set a garage car to 03 it will show up in car lot too? so may...
- 03 Feb 2008, 08:29
- Forum: Editing
- Topic: NFS PS: 4WD to RWD mod possible?
- Replies: 1
- Views: 5986
Re: NFS PS: 4WD to RWD mod possible?
I was wondering about that, too. Just changing the mode of an AWD Car to Drift will not work. You can enter drift races with them, but the Score wont go up (damn those people responsible for the driftsystem in ps) Some trainer could switch any car to RWD/AWD/FWD (never tried). But I think this could...
- 29 Jan 2008, 14:59
- Forum: Editing
- Topic: [NFS PS] Unlimited Cars in Garage ??
- Replies: 9
- Views: 11452
Re: [NFS PS] Unlimited Cars in Garage ??
But some want them all (in one savegame)
Maximum number in garage with 'won' cars is 80, that's not nearly unlimited, but enough for all 76 cars
But there may be some issues with cars not showing up in garage after bought or won, when reaching that number.
Maximum number in garage with 'won' cars is 80, that's not nearly unlimited, but enough for all 76 cars
But there may be some issues with cars not showing up in garage after bought or won, when reaching that number.
- 23 Jan 2008, 16:03
- Forum: Editing
- Topic: NFS PS: Make all cars (189) available
- Replies: 152
- Views: 245035
Re: NFS PS: Make all cars (189) available
... then you run it to patch your exe file (don't forget to backup it first) and you will have 4 new codes (replacing 4 old ones) do you still neeed to backup? :roll: i prefer to run the patch on a copy of nfs.exe and keep my nfs.exe original :wink: if i need to buy cars or level4 parts i run the p...
- 05 Jan 2008, 04:15
- Forum: Editing
- Topic: NFS PS: Make all cars (189) available
- Replies: 152
- Views: 245035
Re: NFS PS: Make all cars (76) available (requires v1.1)
Sweet.
Thought only the collectorsed was permanent, as the others got resetted to zero at game start as i tried it, but i did that on the original ones.
Now combined with using other/renamed codes, they don't get resetted.
Very Sweet
Thought only the collectorsed was permanent, as the others got resetted to zero at game start as i tried it, but i did that on the original ones.
Now combined with using other/renamed codes, they don't get resetted.
Very Sweet
- 05 Jan 2008, 02:54
- Forum: Editing
- Topic: NFS PS: Make all cars (189) available
- Replies: 152
- Views: 245035
Re: NFS PS: Make all cars (76) available (requires v1.1)
nice job =D> I hope Albtraum won't mind that I did it Why should I? I even asked for it :wink: lazy as i am: So, if someone could write a tool that changes these bytes... but could you implement a marker that changes the cheat 'active' byte of collectorsed?. As Prince1142003 found out, when changed ...
- 04 Jan 2008, 05:01
- Forum: Editing
- Topic: NFS PS: Make all cars (189) available
- Replies: 152
- Views: 245035
Re: NFS PS: Make all(most) cars available (Game v1.1)
I just tried it and got interesting results. I did it on collectorsed, bonuscarpack1, bonuscarpack2, and unlockallthings. I now have the collectors edition cars, but no bonus cars. seems like the bonus car codes get resetted when launching the game, when changed in executable. But I found another t...
- 03 Jan 2008, 20:13
- Forum: Editing
- Topic: NFS PS: Make all cars (189) available
- Replies: 152
- Views: 245035
Re: NFS PS: Make all(most) cars available (Game v1.1)
I'm still a little confused on what that does. Does it make the codes usable? No, the codes don't get accepted with this. But it does just what entering the codes would do - unlocking the booster cars. It's the byte that changed from 00 to 01 when the codes were entered in v1.0 So it's basically ma...
- 03 Jan 2008, 19:18
- Forum: Editing
- Topic: NFS PS: Make all cars (189) available
- Replies: 152
- Views: 245035
Re: NFS PS: Make all(most) cars available (Game v1.1)
Worked for me, great job! When the game crashes after changing cars_vault.bin: Doublecheck that the file extension is ".bin" If you have file extensions turned off in windows and just name the cars_vault like the one displayed in Global\, it wont work, cause there is no .bin extension disp...
- 30 Dec 2007, 05:33
- Forum: Editing
- Topic: NFS ProStreet: Car Codes
- Replies: 384
- Views: 398910
Re: NFS ProStreet: Car Codes
I'm having some problems with certain vinyls...when I try to change color to the Shelby gt500 original one (the two stripes which cover all the car) the game menu says it's impossible modifying it...so I can keep only default painting...the same thing happens with car producer logos (only available...