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Wow - putting those options to use!!View attachment 270216
This is my setup at the moment, just so you guys can use it perhaps as a guide!
Playing Semi, World Class (I really love Semi passing, the perfect balance between stats and input IMO, and WC seems right for my playing style!)
What about those long balls they kick under pressure?! They always go super wide, into the arms of my keeper. Wish there was more variance.Thanks! I can't really control the CPU GK deciding to clear it as far as I know (I can look into it), but the default pressing option will help the amount of times they feel under pressure, so give that a run.
Can't control where they kick it. The power of it I'll see what I can do, but it's a small compromise for the overall ball freedom. Not worth fixing that one aspect to lose what positively impacts the entire match.What about those long balls they kick under pressure?! They always go super wide, into the arms of my keeper. Wish there was more variance.
I get that. Let them hoof it when the rest plays soooooo good!!Can't control where they kick it. The power of it I'll see what I can do, but it's a small compromise for the overall ball freedom. Not worth fixing that one aspect to lose what positively impacts the entire match.
Hey there!Hey Anth (and all),
Firstly, Anth, your work is top notch, mate. Very grateful that you released an earlier version (12) for free that I and others could play around with.
After making the switch from PES to FIFA around 10 years ago, I've sat within the shadows of my console in envy of the PC gang able to mod with amazing results. This was a huge factor in me taking the plunge a fortnight ago and joining y'all on the higher plain.
But I digress..
I've trawled through the past twenty or so pages here, as well as on numerous other sites each for the past week, seeking some clarification on the order and compatibility of mods (in general I guess?), but I still feel a bit lost on the matter..
I understand that most people's lists will vary depending on their implementation, so if someone here was open to putting their hand up I'd love to shoot through a screenshot of what I'm running at the moment and heed some advice
have you released this ?Starting on some FC24 specific reshade looks!
This is combined with @6ons1 brilliant Esim turfs and LUT with my reshade over the top, but will work even on default turfs.
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You found it on Anth’s Discord channel.have you released this ?
Thanks for the reply mate! Appreciate the info - hopefully I've got it all set up right.Hey there!
In a nutshell and as far as I know, Anth's Add-Ons (options) go below the main mod.
4. Main Mod
3. Add-On
2. Add-On
1. Add-On
It doesn't matter what order the add-ons are in, as long as they are below the main mod.
https://evoweb.uk/threads/anths-eafc24-gameplay-mod.95655/page-50#post-4042926 Take a look
Looking good, Mate! A couraging mod list btw. :-)Thanks for the reply mate! Appreciate the info - hopefully I've got it all set up right.
What squad file do you use at the moment? I'm in a save that I started with the National Team World Cup Patch TU11 file and I'm hoping it won't affect the gameplay.. should be only comps and data affected, no?.
The only other 'big-ish' mods I have installed is MCK's Realism and eSim without the Database installed as I thought it might mess with things : /
*I've attached a SS of my fresh wipe install (hope that's allowed) - any recommendations?
No as long as you don´t mix up 2 gp mods you are fine. Always give high priority for gp mods. Like you did in your load order in MM.I'm hoping it won't affect the gameplay.. should be only comps and data affected, no?.
Why I haven't got the link ? i'm already subscribed to his patreonYou found it on Anth’s Discord channel.
https://discord.gg/TFdVJwJAWhy I haven't got the link ? i'm already subscribed to his patreon
Cheers mate, legend! 😎Looking good, Mate! A couraging mod list btw. :-)
I can clearly see you follow the eSIM mod order recommendation. You can place the realism mod from MCK even on a higher position. But should not really matter because it´s mainly editing LegacyDLC Files which shouldn´t effect your other mods.
PS: Currently I play with a Classic Patch which comes with an Squad File as well as 5 mod parts. I always play with "Vip3ers" up to date Squad File when I am not playing the Classic Patch. On top he added often new Faces which are not in FIFER´s mod, like for new wonderkids a.e. Check his mods out, just type in his name at YouTube. All mods are free from him!!!
PPS: Below my partially mod list. PPPS: @PRO_TOO I try to add more first of all. 😂
yes thank you!
Hey man, welcome aboard!Hey Anth (and all),
Firstly, Anth, your work is top notch, mate. Very grateful that you released an earlier version (12) for free that I and others could play around with.
After making the switch from PES to FIFA around 10 years ago, I've sat within the shadows of my console in envy of the PC gang able to mod with amazing results. This was a huge factor in me taking the plunge a fortnight ago and joining y'all on the higher plain.
But I digress..
I've trawled through the past twenty or so pages here, as well as on numerous other sites each for the past week, seeking some clarification on the order and compatibility of mods (in general I guess?), but I still feel a bit lost on the matter..
I understand that most people's lists will vary depending on their implementation, so if someone here was open to putting their hand up I'd love to shoot through a screenshot of what I'm running at the moment and heed some advice
Thanks for joining man, glad you're enjoying it!Anth, thanks much for your work. Just snagged GP 17 to play with. Loved seeing some errors in passing (interceptions!! WHAT! I haven't seen those in a minute...) and player movement
I'm wondering-- as a fan of fouls, would you be willing to share some of the GP attributes and their effects, so that I could try to build out my own "more fouls" mod? What I want is essentially to see some more potential set piece plays from both teams, so that a dead-ball specialist's skill set isn't nullfied entirely. A few games with 17 normal, and I'm seeing like 1 foul a game (unless maybe I need to clear everything out and do a fresh install....) in the EFL Championship.
What I'm hoping is that you could provide some insight into tweaking player behavior (more likely to hard tackle, more likely to make a mistake leading to a foul), maybe spacing (more congestion, a little less room to move, a little more opportunity to tackle) and ref behavior (more likely to whistle tackles)... I know there's probably a lot. I looked at the GP attribulator in the Live Editor, and I can kinda see there's thresholds I can tweak, but curious what directions I should be moving things in....
Thanks as ever. I'd love to hear your thoughts on fouling.
About that is not your GP to blame.Thanks for joining man, glad you're enjoying it!
Ahhh fouls. It's a really difficult one, unfortunately there's no simple answer. Despite what you might hear, there's a number of reasons as to why fouls don't always just present themselves in the way we might all want.
I won't go into every area, as I'll be writing forever, but a lot has to do with 1v1 and the reason for the overall lack of contact in the game. There's also the fact that the CPU doesn't really ever use the physical button itself. So it really only defends 3 ways - contain (no contact at all), stand tackle and slide tackle. If the CPU used the physical 'button' more it would lead to more potential fouls and overall a lot more contact. It's all there, it just doesn't seem like the CPU ever really uses it. It doesn't shirt pull, it doesn't harass properly. These things would create a lot more battles around the pitch.
As you've suggested, the areas we can influence are the CPU's likelihood to make more tackles - and to do so from positions and angles that would most likely result in more fouls. You can also go into balance, making players more likely to fall over from contact etc etc. Lots of areas interrelate with each other to create some solutions, but none are a perfect storm.
The other area is the rules/referee of course. This can lead to many issues also, as you can introduce fouls for the sake of fouls, but you'll most likely end up with a scenario where clean tackles are given as fouls way too often.
From there, we move into the fact that the tackling button/stat doesn't appear to be varied enough. Overall it is able to steal the ball too perfectly, too often, so that presents issues. There's a possiblity to do something with the DB here that I'm looking into, but what impact this has remains to be seen. I see this more mechanical than stat based, which is why I'd love to see EA introduce some more defensive variety in terms of tackling, physicality etc that are really based on stats going forward.
So all in all - there are things that can be done to help, yet there's so many variables, so many things that will impact - including how you play. If you're a player who likes to draw contact and let the opposition get close to you when you play, then you'll see more fouls. If you pass before they get close to you, then you're going to see way less fouls due to all of the reasons listed above. It's why I say the 'scope' for fouls are greatly increased in my mod. There's far great 'potential' for fouls, especially from behind etc - but it doesn't mean there's going to be a huge bunch of fouls every game. I play matches where I have over 10+ fouls and I also will have matches with 3-4 only.
.....as I said, difficult conversation with no easy answer!!
About that is not your GP to blame.
Standing tackle value is used in the calculation of overall for central defenders, side back, wing back, defensive midfielder and central midfielder, and because of that it will have an high value (close to overall).
So in the game a CM (player with first position CM) with 75 of overall might have minimum 65 in standing tackle, better that a 2nd league CB I'd say.
That's the cause. Sometimes in the game happen that the striker goes to steal the ball and make fouls, that's because they have a low tackle skills.
Lower standing tackle for CM could be a solution, but that will change the overall as well (destroying the balance of career mode), unless you balance the overall raising other attributes used for that role (dribbling, finishing... ).
Yeah, looking into the "attribulator" using the Live Editor, I can see how there are a ton of interrelated possibilities. I have played with it a little but can't figure out how much to swing values to see any particular effects in the game.Thanks for joining man, glad you're enjoying it!
Ahhh fouls. It's a really difficult one, unfortunately there's no simple answer. Despite what you might hear, there's a number of reasons as to why fouls don't always just present themselves in the way we might all want.
I won't go into every area, as I'll be writing forever, but a lot has to do with 1v1 and the reason for the overall lack of contact in the game. There's also the fact that the CPU doesn't really ever use the physical button itself. So it really only defends 3 ways - contain (no contact at all), stand tackle and slide tackle. If the CPU used the physical 'button' more it would lead to more potential fouls and overall a lot more contact. It's all there, it just doesn't seem like the CPU ever really uses it. It doesn't shirt pull, it doesn't harass properly. These things would create a lot more battles around the pitch.
As you've suggested, the areas we can influence are the CPU's likelihood to make more tackles - and to do so from positions and angles that would most likely result in more fouls. You can also go into balance, making players more likely to fall over from contact etc etc. Lots of areas interrelate with each other to create some solutions, but none are a perfect storm.
The other area is the rules/referee of course. This can lead to many issues also, as you can introduce fouls for the sake of fouls, but you'll most likely end up with a scenario where clean tackles are given as fouls way too often.
From there, we move into the fact that the tackling button/stat doesn't appear to be varied enough. Overall it is able to steal the ball too perfectly, too often, so that presents issues. There's a possiblity to do something with the DB here that I'm looking into, but what impact this has remains to be seen. I see this more mechanical than stat based, which is why I'd love to see EA introduce some more defensive variety in terms of tackling, physicality etc that are really based on stats going forward.
So all in all - there are things that can be done to help, yet there's so many variables, so many things that will impact - including how you play. If you're a player who likes to draw contact and let the opposition get close to you when you play, then you'll see more fouls. If you pass before they get close to you, then you're going to see way less fouls due to all of the reasons listed above. It's why I say the 'scope' for fouls are greatly increased in my mod. There's far great 'potential' for fouls, especially from behind etc - but it doesn't mean there's going to be a huge bunch of fouls every game. I play matches where I have over 10+ fouls and I also will have matches with 3-4 only.
.....as I said, difficult conversation with no easy answer!!
Yeah you'll need to play around with the values man. Difficult to say if you're talking from a vanilla experience vs my mod because the angle you approach decisions from changes dramatically depending on where everything else sits.Yeah, looking into the "attribulator" using the Live Editor, I can see how there are a ton of interrelated possibilities. I have played with it a little but can't figure out how much to swing values to see any particular effects in the game.
I agree that tackling seems to be lacking on the CPU side. A while ago, PaulV had a mod where there were incredibly twitchy refs, and many "clean" tackles were fouls-- that was interesting, because at least the dead ball plays became a threat. I think *personally* I want to play with that, to generate a little more trouble for myself and for the opposing team.
I do think I generally try to pass before contact, and I'm not seeing quite enough first-touch error to slow down the game. That's another place to create foul and pressure chances-- sloppy touches that slow down the passing pace, for both teams, which let defenders close into space. That's another thing I'm messing around with somewhere. I do wonder if I need to do a clean install and mod update ... or if I mess with sliders more to craft those errors.
I had the same problem but have not experienced it lately. I haven't made any changes so not sure wtf is going on. Lol!!Hey guys! I had a quick question..
I just tested the "settled ball push" after reinstalling the game and the right stick push is still long in most situations..
I think this particular add-on isn't working for me anymore for some strange reason.
Could anyone confirm this? Thanks a lot and I'm looking forward to Anth's V18 gameplay!
Hey guys! I had a quick question..
I just tested the "settled ball push" after reinstalling the game and the right stick push is still long in most situations..
I think this particular add-on isn't working for me anymore for some strange reason.
Could anyone confirm this? Thanks a lot and I'm looking forward to Anth's V18 gameplay!
That particular option isn't a total change from how it was. Some scenarios it helps, but not all. If everything else is working then don't stress it's not engaged properly.I had the same problem but have not experienced it lately. I haven't made any changes so not sure wtf is going on. Lol!!