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So for the interest of balance and fairness. FIFA Editor Tool released an alpha version on Patreon. You need to pay £8.50 ($10?) to access this version.
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9,46 euro ? not even deadSo for the interest of balance and fairness. FIFA Editor Tool released an alpha version on Patreon. You need to pay £8.50 ($10?) to access this version.
On the 1st page, there's a few to choose from.Hello, any camera mod for the TU3
The person who spends hours of his free time to deliver a product charges what he wants, that is not discussed9,46 euro ? not even dead
but it's not a job it's a hobby, it doesn't pay taxesThe person who spends hours of his free time to deliver a product charges what he wants, that is not discussed
but it's not a job it's a hobby, it doesn't pay taxes
The worse thing is they always come thru with any amount of cost for those "Products". Because they exactly know everyone(close to) will pay. Last year the FET early access costs was 5€. This year the double? And I am sure if next year the Tool costs 20 bucks it will still be a cracker in the paid charts. For a game that is produced by an other company it´s a great income for having nothing participated for the development of the game.New era. I am 41 years old. Twenty-five years ago and the following 12 years the modding scene was a different paradigm. It was a time when the passion for the game, the enjoyment of editing and the community's appreciation of the publishers was enough.
The best editors of that era are still recognized today.
I don't judge that someone gets paid for his work, his time and dedication, but obviously everything has changed.
There are people who ask for collaboration for work that is really worthwhile and there are other people who pretend to charge for things that IMO are a joke. It can be a long conversation and this is not the thread to continue.
How do you cap mate? By driver, so Nvidia settings?!I know you are familiar with the in game settings and you are FIFA Veteran. For the sake of clarity and for my own curiousity (haha): What changes for you when you in game set the rendering setting lower, the crowd lower, the grass rendering lower?? Nothing changes? I know from many Users that since FIFA 23 they have similiar Issue with cutscene lag. I had my fights too with FIFA 23. I am playing on a usual 4k TV. I must cap my fps at 60, otherwise my Rig don´t render the gameplay fluid. I enable also vsync. That gives me a constant 60 fps on my screen. Although my GPU would go higher but uncapped I have stutter.
Ok, many playing on Monitors where you can set the Hz count higher than 60. At the beginning of FIFA 23 I could play with my former Monitor set to 165 Hz. It´s not a safe thing with FC 24. Even Guys with a RTX 4090 are having lag Problems by try to run FC 24.
Anyway I keep my eyes open for a possible eSIM mod like the last years. Or when initFS File editing is possible we speak again.
You can watch this Patreon Page from eSIM if you wanna take a look what´s coming or if you are interested in this is the free download link for FIFA 23 eSIM mod. The mod Pack contains a Performance Mod for HD and one for Ultra HD. If you already know the Page than just forgot the link. ;-)
https://www.patreon.com/posts/fifa-23-esim-mod-74032924
How do you cap mate? By driver, so Nvidia settings?!
afterburner isn’t showing stats so I’m not sure if its capping at all. I use it for everything else. Maybe I should try capping that one game via AMS Adrenalin, driver side.
Oh, this is taking a whole other route I think. 😂In my case, Live Editor to bypass anticheat and cap with afterburner. The cap by nvidia driver panel works different than afterburner.
Oh, this is taking a whole other route I think. 😂
I only used fmt to start the modded game. Never used the editor.
anyway… that’s not my major challenge atm. I just need to get that dribbling part working proper with the modded game. It would probaly lead to me buying the full version, as the mod is super promising.
I get that.Just for add more confussion to the mix. In my case 60hz 100hz 120hz 144hz, in all the cases the game changue A LOT, yes of course a bit in response and flow, but it change a lot in the animations, the transtions between turn and move, depend what hz the game run the frames in animations like it has a desync and feels and look bad. Stuff like that never happend to me in FIFA23 (same hardware).
I get that.
60fps fixed should be the goal here for us all; as fair as I got it.
Modders, let us know if that’s the case.
I have cutscenes running wild between 42 and 60. gameplay is fine at 60 locked. Fifa23 had the cutscenes go down to 30 for me. It’s a mess ever since somehow for me. But hey, gameplay first, eh?!
You can cap by in game settings, Mate! Either via v-sync which is fine for me and you have the option in game to set at 60. In the meantime I have also set the cutscenes in game to constant 30. Was to annoying when I set it on 60, because it drops too much the frame rate like you mentioned by yourself.How do you cap mate? By driver, so Nvidia settings?!
afterburner isn’t showing stats so I’m not sure if its capping at all. I use it for everything else. Maybe I should try capping that one game via AMS Adrenalin, driver side.
tried every possible setting ingame, trust me.You can cap by in game settings, Mate! Either via v-sync which is fine for me and you have the option in game to set at 60. In the meantime I have also set the cutscenes in game to constant 30. Was to annoying when I set it on 60, because it drops too much the frame rate like you mentioned by yourself.
Mate, do yourself a favour and just install free Version of Live Editor. Just launch the LE before your FMT with mod/mods and you have the Overlay back from Afterburner. It didn´t hurt your game and you not either.
If you wanna have support for Adrenalin software to set for a specific game cap to 60 let me know. I will do then some Screenshots for you. But if you know it how to do you can try this a s well.
This one is also a option. You set the framerate limit to 60. You know it, right?
ok, thank you very much for your cnt, I'll tryOn the 1st page, there's a few to choose from.
I imagine if it's like last year, the camera mods should work regardless of what TU of FC you're on as they don't really get affected by EA's updates.
thanks, One question Paul, I tried to load the switch version by copying the exe, apart from the texture problem, I can only see the same files as the PC version and it seems to me that they should be different, is this normal?Hi guys.
I am looking for some testers for latest changes to FMT. I am trying to move away from using Cache to compile mods. Problem is I think it takes longer to compile because of this change. Although, it might be better for some users?
Anyway, Latest Pre-Release is here for you to test it out.
https://github.com/paulov-t/FrostbiteModdingTool/releases/tag/FMT-24.0.8692.42544
Summary of Changes:
Thanks for all your support.
- Add -dataPath ModData to Game Execution logic
- Stop EADesktop from closing when applying -dataPath ModData
- [FC24 Only] Trying out a new Compiler that doesn't require a Cache to run. This may take longer to run as its finding stuff dynamically. (Work in Progress)
- [PS4] Added ability to load some more PS4 textures in the Editor (Work in Progress)
1. If you have FC24 PC version installed FMT automatically uses that. (I need to make a change to cater for this)thanks, One question Paul, I tried to load the switch version by copying the exe, apart from the texture problem, I can only see the same files as the PC version and it seems to me that they should be different, is this normal?
I'm not an expert either, but I suppose that there should be differences between the switch and PC versions, and I have also seen on YouTube that, for example, the switch version has the La Liga entrances and I have not been able to find those files (archway, pedestal, etc. )1. If you have FC24 PC version installed FMT automatically uses that. (I need to make a change to cater for this)
2. Why would the files be different? What EA do is use the exact same files but turn things on/off or increase/decrease LOD/fidelity depending on system. The only big difference is how textures are handled. (I am no expert as to why this is the case)
I have never personally used FIFA Editor Tool so it's not a big loss for me. Personally, I never had problems with FMT and I find editing in FMT much easier.So for the interest of balance and fairness. FIFA Editor Tool released an alpha version on Patreon. You need to pay £8.50 ($10?) to access this version.
Thank you, how do I open that one tho?Thanks. I'll have that fixed ASAP. (thank goodness for the Pre-Release feature XD)
Edit:
Fixed
https://github.com/paulov-t/FrostbiteModdingTool/releases/tag/FMT-24.0.8693.31841
Same. I'm comfortable with what FMT doesI have never personally used FIFA Editor Tool so it's not a big loss for me. Personally, I never had problems with FMT and I find editing in FMT much easier.
Have you tried opening the program as administrator?Hi Paul thanks for the update, when i select ea fc 24 on the fmt launcher this error shows up:
View attachment 242380
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\hugod\OneDrive\Documentos\EA FC Mods\FMT\Debugging\SharedTypeDescriptors.ebx.dat'.
at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options)
at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.Strategies.FileStreamHelpers.ChooseStrategyCore(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize, Nullable`1 unixCreateMode)
at System.IO.FileStream..ctor(String path, FileMode mode)
at FrostySdk.IO.EbxSharedTypeDescriptorV2..ctor(String name, Boolean patch, Boolean instantRead, Boolean viaReflection)
at FrostySdk.IO.EbxSharedTypeDescriptorV2..ctor(String name, Boolean patch)
at System.RuntimeMethodHandle.InvokeMethod(Object target, Void** arguments, Signature sig, Boolean isConstructor)
at System.Reflection.ConstructorInvoker.Invoke(Object obj, IntPtr* args, BindingFlags invokeAttr)
--- End of inner exception stack trace ---
at System.Reflection.ConstructorInvoker.Invoke(Object obj, IntPtr* args, BindingFlags invokeAttr)
at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture)
at System.Activator.CreateInstance(Type type, Object[] args)
at FrostySdk.Managers.AssetManager.LoadTypeByName(String className, Object[] args)
at FrostySdk.IO.EbxSharedTypeDescriptors.LoadSharedTypeDescriptors()
at FrostySdk.FileSystem.Initialize(Byte[] key, Boolean patched)
at FrostySdk.FileSystem..ctor(String inBasePath)
at v2k4FIFAModdingCL.GameInstanceSingleton.InitializeSingleton(String& filePath, Boolean& loadCache, ILogger& logger, Boolean& loadSDK)
at FrostbiteModdingUI.Windows.FindGameEXEWindow.InitializeOfSelectedGame(String filePath)
at FrostbiteModdingUI.Windows.FindGameEXEWindow.OnContentRendered(EventArgs e)
at System.Windows.Window.<>c.<PostContentRendered>b__204_0(Object arg)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.DispatcherOperation.InvokeImpl()
at MS.Internal.CulturePreservingExecutionContext.CallbackWrapper(Object obj)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at MS.Internal.CulturePreservingExecutionContext.Run(CulturePreservingExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Threading.DispatcherOperation.Invoke()
at System.Windows.Threading.Dispatcher.ProcessQueue()
at System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Window.ShowHelper(Object booleanBox)
at System.Windows.Window.Show()
at System.Windows.Window.ShowDialog()
at FMT.MainWindow.OpenGame(Profile profile)
at FMT.MainWindow.Tile_Click(Object sender, RoutedEventArgs e)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.Controls.Primitives.ButtonBase.OnClick()
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButtonEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
at System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
at MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
at MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
at System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
at System.Windows.Application.RunDispatcher(Object ignore)
at System.Windows.Application.RunInternal(Window window)
at FMT.App.Main()
I always do! It seems Paul released a fix but i don't understand how to open it!Have you tried opening the program as administrator?