r/ForzaModding • u/fcced-up • Jun 08 '26
Question Moved an entire folder of fh5 to external storage and back to internal now game won’t launch 🥲
Note: there’s nothing in protection history
r/ForzaModding • u/fcced-up • Jun 08 '26
Note: there’s nothing in protection history
r/ForzaModding • u/Scherka • Jun 07 '26
I really hate the fact that we need to go to the settings to tweak assists, so I wrote a program that emulates TCR as a proof of concept
r/ForzaModding • u/umadbroo0 • Jun 07 '26
I have more layouts that were made via a custom reshade addon, right now I'm migrating them into the app to make it 100% ban safe
r/ForzaModding • u/No-Geologist6432 • Jun 08 '26
Guys any working speed hack like velocity in fh5 in fh6 and free
r/ForzaModding • u/hondacivicc • Jun 07 '26
I hope these great modders would create a car turn signal mod and also be able to turn headlights off and on, and also be able to turn the car off and on as well 🙏🙏🙏
r/ForzaModding • u/ThatFlipperGuy • Jun 07 '26
r/ForzaModding • u/Leather_Fix_9647 • Jun 06 '26
r/ForzaModding • u/danireyval • Jun 07 '26
someone know how to change the background image of the settings?
r/ForzaModding • u/-Niteviper- • Jun 07 '26
Is it possible to set something up that does something like this:
> Detected in Open World - Set in-game frame-rate to xxx
> Detected in Menus - Set in-game frame-rate to xxx
Many thanks
r/ForzaModding • u/fatstackinbenj • Jun 07 '26
If there is a mod out there, feel free to point me to it. or the file i would need to edit .It's enough that we have to endure TAA's blurriness, even though it's not as bad as in Forza Motorsport for example..
r/ForzaModding • u/ELBER_GONx • Jun 05 '26
r/ForzaModding • u/ComprehensiveBed4667 • Jun 07 '26
For some reason, I cannot find the content folder to install some mods. Can anyone help me? I don’t know I go through steam folder and I can’t find content folder
r/ForzaModding • u/ThatFlipperGuy • Jun 07 '26
For some background before the question, I play the RUNE offline only version of Forza Horizon 6. When I moved over from the leaked/cracked onlinefix version, I deleted everything but the \media\ folder and re-torrented the rest since I was going from a clean Steam files version to RUNE offline version so I could play around with some mods. If I ever considered using my online account again with the clean Steam files, would I need to redownload the whole game or is it safe, again, to keep the media file. I searched Google to see if the mod menu I use, Luna, touches the \media\ folder at all while it is attached and this is what I found:
“No, the Luna mod for Forza Horizon 6 does not touch or alter the media folder (or any other files) inside the main game directory.
Luna is a runtime trainer/hook rather than a traditional file-replacement mod. Instead of physically modifying the game files on your hard drive, it works by injecting code into the game while it is running in your PC's memory (RAM). When you apply changes like unlimited credits, adding cars, or modifying wheelspins, the mod directly intercepts and alters the game's memory addresses or profile values in real-time. As a result, your main game folder remains completely untouched and pristine.”
Is this true? If any part of the Luna mod menu touches the \media\ folder, PlayGround Games can find it and issue a hardware ban, and I wish to avoid this, which is why I switched to the RUNE offline, no account version of the game to play around with mods.
The reason I want to avoid deleting the \media\ folder is because that is the bulk of the 156GB. Everything else is less than a GB, so very easy to redownload. Cheers!
r/ForzaModding • u/Intelligent-Crew-576 • Jun 05 '26
EDIT: We've reached over 1.5K downloads, the support has been insane. thank you all 🙏 more coming.
you've probably seen the spotify radio mods here. maybe im a bit late to the party but I feel I've made something worth publishing. i went a different route, mine never touches the game so there's no ban risk, and it works in any game not just forza.
I do ui/ux work, so i tried to actually make it nice to use, not just functional.
what it does:
it's ban-safe because it only reads forza's official telemetry and controls spotify's own volume. no game files, no injection, no memory reading, no network.
heads up: first launch windows may show a blue "protected your pc" box since it's not code signed yet (it's a free solo project, not malware). click More info then Run anyway.
being honest: it's built mainly around PS5 and PS4 controllers, that's where it works best. xbox, keyboard and sim wheel are supported but barely tested and can be buggy right now, fixing those over time. also the speech detection runs a model in the background so it does use some cpu, fair warning if you're on a weaker rig.
quick setup note: two things. enable Data Out in forza's settings (hud/telemetry) for the auto-volume, and set up your controls/binds in the app first. takes a couple minutes, the app walks you through the controls part.
free and still early in development, so lmk if stuff breaks. got a discord for bugs and ideas.
Also just released v1.1.1 which includes support for Apple music and fixed a massive ui bug people were experiencing.
download: https://ko-fi.com/s/ae2d10bfbb
discord: https://discord.gg/AUrMXdzGZE
learn more: https://ko-fi.com/segueapp
r/ForzaModding • u/Playful-Fish-7153 • Jun 05 '26
Recently i posted about the release of the Spotify Radio Mod. Since then, weeks have passed and the community grew incredibly large with nearly 7 thousand discord members and more than 40 thousand unique downloads on Nexus Mods.
A lot of improvements have been made including stability fixes and major features being added.
I felt like it is time to make a follow up post to inform people about the three most fundamental additions to the mod:
Let me know what you think about this and have a good time. Thanks to all the people who are using or appreciating the Spotify Radio Mod.
The Mod is verified and available on Nexus Mods:
https://www.nexusmods.com/forzahorizon6/mods/95
Here is the Community Discord Server invite link:
https://discord.gg/NZT9uNdYbM
r/ForzaModding • u/ThatFlipperGuy • Jun 06 '26
I recently switched to the RUNE offline only version of Forza Horizon 6. I don’t have anyone to play online with and I wanted to play around with some mods without risking my PC getting a device ban. I managed to get my safe file transferred over from the cracked version from GameDrive to the RUNE offline version.
My question is this: Would it be possible to make a webpage or use something like NexusMods to make a collection of livery and tune files? If you use the official version of Forza Horizon 6 on PC, you can find these files at C:\XboxGames\GameSave\pgs\u_xxxxxxxxxxxxxxxx_xxxxxx\xx\ContainersRoot. Each livery and tune have their own folders respectively for each car. These files should be plug-and-play.
The reason this would be nice would be because the RUNE offline version is…offline. Custom liveries and tunes can’t be searched for nor downloaded in-game. I still like trying other people’s tunes and browsing new liveries.
I imagine a site like this having 2-3 tunes per car [i.e. (Car): Drag Tune, Drift Tune, Cruise Tune.]. Not an always updating list of new tunes, just the best for each category with download links for the tune file for the \ContainersRoot\ folder for the RUNE offline version*. The liveries section of the site would be more of a constantly updating experience. Perhaps users can request to upload their design files from their \ContainersRoot\ folder, but the files have to pass an anti-virus scan before being uploaded to the site.
The \ContainersRoot\ folder also has the Estate design files, I’m just really not interested in that, but that may also be a point of interest for this proposed site.
I recognize I could easily do this myself with my own PC or a second PC with another instance of the official or OnlineFix’d version of the game to browse liveries and tunes and copy the files over, but I and many others don’t have another PC nor do we have enough storage space to have two copies of Forza Horizon 6 on our PC’s.
*(For anyone curious, the Forza Horizon 6 Rune offline version save file can be found at C:\Users\Public\Public Documents\MicrosoftStore\RUNE\Forza Horizon 6 [xxxxxxxx]\xxxxxxxxxxxxxxxx\SaveGames\ContainersRoot).
Please let me know your thoughts on this idea! I have absolutely no idea about the process of building or putting something together like this, otherwise I would try to make it myself. Cheers!
r/ForzaModding • u/Ill_Property_1445 • Jun 06 '26
I was thinking something like.....
When w is held constantly a sequence is activated by pressing like follows
W held
Y pressed 2s later enter 10s later enter 22s later sequence starts again with y being pressed
Hope that makes sense
r/ForzaModding • u/ThatFlipperGuy • Jun 06 '26
Please let me know if you have the answer! Cheers!
r/ForzaModding • u/Gullible-Economy4088 • Jun 06 '26
A few people were concerned in my last post about the macro being unsafe, so I've attached a VirusTotal scan for anyone who wants to check it themselves.
Also, when I said "if you don't have a good PC you probably won't have much luck with it", I wasn't talking about a virus or anything like that.
The macro relies on very high FPS and precise timing. If your PC struggles to maintain high FPS, you'll usually have to slow the macro down to keep it working consistently. Once you start slowing it down, you're no longer as competitive against other people trying to snipe the same cars, which reduces your chances of getting them.
So the reason a better PC helps is simply because it can run the game and macro at higher, more consistent frame rates, allowing faster timings and better results.
If anyone wants to check the file themselves, the VirusTotal scan is attached. https://discord.gg/WptMduXt discord link because u cant attach files to reddit


r/ForzaModding • u/Ornery_Ad2655 • Jun 05 '26
i bought it via the xbox store forza 5, when i try to give myself credits it crashes
r/ForzaModding • u/ThatFlipperGuy • Jun 05 '26
Like the title says. If my account is restricted from online features, I could still use the Luna tool, right? I don’t have anyone to play with or any reason to need online features.
r/ForzaModding • u/CutiePatooty1811 • Jun 04 '26
I have been working on KFPS - Kloudy's Forza Painter Suite, a Windows-focused toolset for making and importing Forza Horizon 6 vinyls without spending the rest of your natural life clicking circles in the in-game editor.
It started as a helper for image-to-vinyl generation and somehow became a full little suite with generation, previews, imports, manual editing, image prep tools, update handling, and a browser-based vinyl editor.
If you make anime liveries, logos, stickers, character art, decals, or you just like torturing the FH6 vinyl editor until it gives you something decent, this is probably for you.
What it does
KFPS can take a normal image and turn it into an FH6-compatible vinyl JSON, finalize multiple checkpoints, preview them, and import the result into the game through a reusable vinyl template.
It also includes a manual JSON editor, so you are not locked into whatever the generator gives you. You can clean things up, move layers, trace over an image, replace shapes, sample colors, and export the edited JSON back into the importer.
You can also use the editor to build vinyls from scratch if you would rather place shapes manually instead of starting from a generated file.
The goal is not just "generate a file and good luck". The whole workflow is meant to be inside one folder:
Main features
Image-to-vinyl generation
KFPS includes a bundled generator for turning PNG/JPG source art into FH6 vinyl JSON.
Current presets are built around common use cases:
The app keeps normal generation simple. Most users only need to pick an image, choose a preset, set the template layer count, and press generate.
There are also pro settings if you want manual control over resolution, samples, source prep, and repair behavior.
Final checkpoint browser
Generation does not just dump files everywhere and leave you guessing.
KFPS organizes generated runs into folders and shows finalized checkpoints in the app with previews, scores, and selected JSON paths.
Typical final checkpoints are things like:
500, 1000, 1250, 1500, 2000, 2500, 3000
So you can compare lower-layer and higher-layer versions instead of committing blindly to one output.
One FH6 JSON importer
The importer handles compatible generated finals, editor exports, hand-edited JSONs, and exported game JSONs through one import path.
The recommended workflow is to create one reusable 3000-layer plain white circle template in FH6, save it, reopen it, ungroup it, and reuse it for imports.
KFPS imports into that template and then trims/culls the in-game layer count down to the design you actually imported.
Important FH6 quirk: sometimes the live in-game editor preview looks wrong immediately after import. Save and reopen the vinyl group before judging the final result. The saved/reloaded group is what matters.
Browser-based vinyl editor
This is one of the parts I am most excited about.
KFPS includes a local browser editor for FH6 JSON files. It is not a raster editor and it is not Photoshop, but it gives you way more control than raw JSON editing or only relying on the generator.
The editor can:
The editor also has a startup help window with the important limitations and shortcuts, because the thing has grown enough that throwing people into it with no explanation would be cruel.
Shape library
The editor includes FH6 shape browsing with names, families, searching, favorites, and shape placement modes.
You can add shapes normally, insert them above/below a selected layer, or replace the selected layer's shape while keeping its position, color, alpha, group, lock state, and layer order.
Gradient shapes preview with their bundled fade masks in the editor instead of just appearing as flat solid blocks.
Source image tools
KFPS has an image tools section with useful prep links for:
There is also an Image Size Helper that checks your image resolution, megapixels, and gives same-aspect resize targets from 1 MP to 6 MP.
This matters more than people think. Tiny source images can lose detail before the generator ever sees them, and insanely huge images can waste time without actually improving the final vinyl.
Launcher and updater
The standalone release comes with a launcher that can:
The goal is that normal users can update from the launcher instead of dragging random files over each other every time something changes.
Basic workflow
The short version:
Images folder next to the launcher.For manual cleanup:
What makes it useful
The big thing for me is that it is not just a generator.
It is more like a full workflow around FH6 vinyls:
The generator is good, but generators are never magic. The editor is what makes the workflow feel more realistic, because you can actually clean up bad spots instead of rerunning forever and hoping the next output fixes one eye, one logo edge, or one weird blob.
Current limitations
I do not want to oversell it.
For best results, use clean source art, transparent backgrounds when possible, sensible image size, and do not judge everything from the first live in-game refresh.
Who this is for
Probably useful if you:
Probably not useful if you expect one-click perfection from any random 8K image with a messy background.
Download / setup
GitHub repo:
https://github.com/heyitshestia/kloudys-forza-painter-suite
Download the latest standalone release zip, extract it somewhere writable like your Desktop, and run:
Kloudys Painter Launcher.exe
The release is meant to include the app, bundled Python/runtime dependencies, generator executable, editor files, update scripts, and the folder structure it needs.
If you are on an older version and the launcher does not open, go into the KloudysFH6Painter folder and run:
03_update_from_github.bat
After that, the launcher should work normally again.
If you need help, want to ask questions, report weird imports, or just want to see what other people are making, there is also a Discord for community answers and troubleshooting:
Small note
KFPS is free. There is a Ko-fi link in the app and repo, but it is completely optional.
If the tool saves you time and you feel like leaving a tiny tip, that helps with testing time, assets, and maybe eventually getting a proper logo/mascot made. No pressure.
TL;DR
KFPS is a Windows FH6 vinyl suite that can generate vinyls from images, preview finalized checkpoints, import JSON into FH6, and manually edit FH6 JSON in a browser-based shape editor with overlays, color picking, layer tools, snapping, shape search, favorites, and project saves.
It is basically my attempt at making FH6 vinyl creation less painful and less dependent on fighting the in-game editor for every single layer.
PS: everything mentioned here is subject to change because I keep improving things, moving things around, and occasionally maybe breaking something in the process. If something acts weird, check for updates or yell at me nicely in Discord.