EA Sports FC 25 Gameplay Modding Tutorial Series

Paul-v

Championship
2 October 2013
UK
Swansea City
Hi guys,

For those who aren't subscribed to my YouTube channel. I would like to announce here that I am working on a Gameplay Modding Tutorial series of videos.

I will try and list all of the videos in this thread and first post (subject to forum rules). If anybody has any ideas for subjects you'd like me to cover. Let me know here or via a comment on a YouTube video (which is good for YouTube algorithms so please do so!).

Introduction

Error system (Shooting & Passing)

Movement


Other Tutorials:

How to install FC 25 mods using FMT​


How to delete and block official Gameplay Live Tuning Update​


Off Topic: For all those who passed on their get well wishes. Just an update. Even though I was diagnosed with ME, I am being tested for a lot of other illnesses. It's a long process ahead. Many thanks in any case.
 
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What a wonderful Project @Paul-v
I am pretty sure there are many Guys interested in as well as myself. To find a starting point was always a Problem for me when I thought about doing some little adjustments by myself on top of some GP mods. So thanks for this. I detected more movement on your YT Channel the last days. :))
 
Thank you your videos have helped a lot since I recently got into FC 25 and modding it.

Two things I’m trying to understand are related to adding mods and title updates. For each title update, previous mods don’t work right? We have to wait until the mod is adjusted for the most recent TU?

Also, is there a way to remove an applied mod? So that the game doesn’t crash with a new TU. I just reverified the files in Steam and that worked, but was wondering if there was a different way. I removed mods in fifa mod manager and ran the game but that didn’t work, only reverifying files. Anyway, thanks again 🙏
 
Thank you your videos have helped a lot since I recently got into FC 25 and modding it.
You are very welcome :)

Two things I’m trying to understand are related to adding mods and title updates. For each title update, previous mods don’t work right? We have to wait until the mod is adjusted for the most recent TU?
It depends on what has been modded and what has been officially updated. So with gameplay mods, if EA do a big update to gameplay which adjusts the available settings (i.e. adds one or removes one variable). Then it needs rebuilding.

With FIFA Mod Manager, all Legacy mods break after a title update, even if there are no changes by EA.
With FMT, all Legacy mods will continue to work until there a change to original file, simular to point 1.

Also, is there a way to remove an applied mod? So that the game doesn’t crash with a new TU. I just reverified the files in Steam and that worked, but was wondering if there was a different way. I removed mods in fifa mod manager and ran the game but that didn’t work, only reverifying files. Anyway, thanks again 🙏
Post FC25, I understand FIFER developed a very similar system in FMM to me (FMT) although both do things differently. This is very new and very likely to break after an update. Just the way it is right now. I have had the system in place since FC24 and its worked fine for me. Just lots of people prefer FMM for various other reasons. Hope that helps.

What a wonderful Project @Paul-v
I am pretty sure there are many Guys interested in as well as myself. To find a starting point was always a Problem for me when I thought about doing some little adjustments by myself on top of some GP mods. So thanks for this. I detected more movement on your YT Channel the last days. :))
Sure. Even if it helps 1 person, I feel it will be good to do :) and yeah I am trying something with YT to see if I can gain some knowledge in an area I dont know much about. Video capture, Streaming, Recording and sharing in a different way. As well understanding how difficult it is to gain any kind of following on there. On top of all that my daughter has taken an interest, so I thought it best to teach her by showing her.
 
You are very welcome :)


It depends on what has been modded and what has been officially updated. So with gameplay mods, if EA do a big update to gameplay which adjusts the available settings (i.e. adds one or removes one variable). Then it needs rebuilding.

With FIFA Mod Manager, all Legacy mods break after a title update, even if there are no changes by EA.
With FMT, all Legacy mods will continue to work until there a change to original file, simular to point 1.


Post FC25, I understand FIFER developed a very similar system in FMM to me (FMT) although both do things differently. This is very new and very likely to break after an update. Just the way it is right now. I have had the system in place since FC24 and its worked fine for me. Just lots of people prefer FMM for various other reasons. Hope that helps.


Sure. Even if it helps 1 person, I feel it will be good to do :) and yeah I am trying something with YT to see if I can gain some knowledge in an area I dont know much about. Video capture, Streaming, Recording and sharing in a different way. As well understanding how difficult it is to gain any kind of following on there. On top of all that my daughter has taken an interest, so I thought it best to teach her by showing her.
Thank you for the clarification and info. So if I use FMT, I can apply the serie a license mod for example, and new TU’s won’t break that mod? If I’m understanding correctly
 
Thanks so much for these vids! Your work has been excellent at keeping the game challenging!
I was reading your comment above: "With FMT, all Legacy mods will continue to work until there a change to original file, simular to point 1." --

Does this mean we can continue using the last update of FMT (from last week or so)? And there's no need for me to mess around with the SDK generator console?
I remember you adding that in back for FC24 but never used the feature... The current iteration of FMT just keeps chugging along?

thanks much
 
Personally I love FMT but the problem is that the majority of mods are on FMM.
If tomorrow I find a turf mod and series A license on FMT then I will use it instead of FMM.
 
I really appreciate these tutorials, I've been trying to get into modding FC for a while now, but I've always struggled to make sense of the mountain of info that is present in the files.

Even the simple thing of learning how you go about testing changes (in the practice area) is a huge help!

One thing that might be a really cool thing to see at the end of the series, is a mini-project that uses several tables to achieve something relatively simple. Just as a sort of showcase of how you approach a larger project.
 
Personally I love FMT but the problem is that the majority of mods are on FMM.
If tomorrow I find a turf mod and series A license on FMT then I will use it instead of FMM.
I think you should stick with FMT. It was opensource (but still we know the author directly) and i prefer to check the code of what i install on my pc.
 
YExcellent work friend, I wanted to know if you can make a tutorial on how to add the icons to the career mode to your custom squad.
 
Hey Paul, thank you so much for the videos and the tool. After only a day of modding, I’ve been able to make this playable, get realistic dribbling and remove most of the skating. Now onto AI.

Do you have a guide or any tips on editing AI? What I’m trying to achieve is greater player awareness and engagement. When attacking for instance, my fellow teammates stand around and wave to me. Instead, every player should engage in attack. Teammates should be making strong attacking runs down the wings, players behind the ball should be making support runs, overlaps, underlaps, decoy runs. I see all of these variables in your editor, so I’m hopeful there’s a way to eke out what I’m after. Any advice on what to target to achieve what I’m after?
 
Hey Paul, thank you so much for the videos and the tool. After only a day of modding, I’ve been able to make this playable, get realistic dribbling and remove most of the skating.
No problem. Glad someone is watching them and getting something out of them! :D
Do you have a guide or any tips on editing AI? What I’m trying to achieve is greater player awareness and engagement. When attacking for instance, my fellow teammates stand around and wave to me. Instead, every player should engage in attack. Teammates should be making strong attacking runs down the wings, players behind the ball should be making support runs, overlaps, underlaps, decoy runs. I see all of these variables in your editor, so I’m hopeful there’s a way to eke out what I’m after. Any advice on what to target to achieve what I’m after?
With FC 25 came the complete destruction of AI attacking ability! So, a lot of the old values that were easy to edit to fix it have become defunct.

What you need to do is change the Player Role Instructions found in fifa/attribulator/prematch/pm_tacticalrole/ . These seem to control the AI and what they do more than anything else.

1742715001921.png

The best bet is to reset all of these instructions to 0. Then only add the ones that provide what you want. I have found 10 "Get Forward" really useful to make them attack a lot more. Changing other values within this Ebx can cause crashes, I don't know why yet.

Hope that helps.
 
Thanks Paul. I will check these out. In my experimentation, I increased the value MaxPerceptionForAnotherActor from 0.2 to 0.9 which seemed to help. No idea what that value does, perhaps it was placebo.

One more fundamental question on FMT - are mods cumulative? I have been messing a lot with acceleration, distance to stop/turn, player mass etc to get the weight/momentum of players to be more realistic. I started a new project in FMT to change the AI Instruction values to 10 only like you suggested. This is the only item modified then hit Launch. It seems my previous mods are still persistent (or perhaps I was playing Vanilla and with all this modding, my perception of Vanilla has skewed completely). Are FMT mods persistent? Do I need to clear something out each time I launch via FMT?
 
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