View Full Version : Add-on cars now possible

08-25-2011, 01:34 AM
Great news! Not only have the folks over at No Grip Racing have been working on a community patch, but entirely by chance one of the coders they have has - by working to solve another problem - figured out how to add new vehicles.

Full discussion here ( (post #246 is the important one).

08-25-2011, 02:15 AM

08-25-2011, 03:05 AM
awesome, though I'm still hoping HP2010 addons will be possible too sometime

08-25-2011, 03:24 AM
This is indeed great news.

08-25-2011, 03:37 AM
ive seen four car addons in the Shift 2 Showroom here

09-02-2011, 01:23 AM
Mikeman, by add-on I mean complete stand-alones, not replacement models.

It's not perfect yet, but they have got the cars working on track now. More details here ( Post #74 gives a fair bit of detail, as does #102.

SLZ Roadstar
09-02-2011, 03:16 AM
Thats great news.

Oliver Oresic
09-03-2011, 12:49 AM
Nice, I hope soon will be for undercover and hp2010

09-03-2011, 07:13 AM
Great news, lets hope people actually take interest in the game and mod cars here instead of Shift 1(because Shift 1 already has modding methods found out etc.)

At least there's a possibility that some of cars we wanted in the game will finally appear in it.

09-08-2011, 04:04 AM
This might sound like great news, but it sucks because of a simple reason: the way it was done. Since the -loose function was deactivated in the executable, I thought people would search for alternative ways to implement addon cars, but they insisted on this -loose crap... I definitely loved playing with the addon cars from the DLC in Shift 1, but I was very frustrated at the huge loading times caused by the game being run unpacked. In Shift 2 I believe it will be worse, since there are more files and more detail. Definitely a turn off for me... Unpacking the game might make things easier for the modders, but it only detracts from the fun when you play the game and can't jump into action as quickly as possible because the game is taking too long to read all the mess of unpacked files.

09-16-2011, 02:52 PM
One step at a time.

The truth is, it would have been hell to try and mod the cars in without being able to run loose. The amount of work in packing/injecting the files umpteen dozen times to get a car working would have limited the number of people prepared to work on modding.

SMS say it's possible to pack/inject new stand-alone cars, so I give it another few months until someone tries something that seems stupid that works, as seemed to happen in this case. For that matter, something may well slip out from C.A.R.S. development to clue the team in...

09-16-2011, 03:14 PM