Anth James
International
- 22 September 2017
Some gameplay footage from the latest mod. Download link in the description. Camera is GFX Mod.
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I enjoyed the gameplay a lot! thanks mateGuys, I won't say too much about it, but give this a try! For me, easily the most sim experience I've had with FIFA 20 to this point. As I always say, it isn't perfect, it will continue to be improved as we learn more about the editor and files, but give it a go and see what you think.
Project files included as well as a slightly adjusted OS V3 sliders, settings to use/locale.ini lines to add in. I would describe it as much more solid than the last few attempts. I'm finding it positionally to be better (possibly some big fixes in there), lots of midfield and hard to break teams down. It's nowhere near as 'slidey' as the last piece of **** I uploaded the other day and pass error is subtle but there.
Sim gameplay mod 1.0 -
https://mega.nz/file/dQNyVQyZ#wzFA-SixiZ54k1JhLm14mS5H-KgQ86Yy5JYvIMNpU5U
Some gameplay footage from the latest mod. Download link in the description. Camera is GFX Mod.
Glad to hear you're enjoying this one! I'm pretty happy with how it's come together. If you want to look at the low angle passing, you could set the Pass Quality Vs Angle Scalar (or something to that effect, it's in the kickpass gp files) back to default values. I actually don't mind it, but see if that works for you.I have tested this for just one game yesterday, and it IS the real deal so far... As I have mentioned here, I wasn't convinced by previous tests, but this one ticks almost all boxes: physics, speed, build-up... the overall feel is pretty solid!
Hopefully constructive feedback: "Almost" because I'm still not happy with fouls and pressing (which I'm working on on my own), and because some pass errors feel a bit "unnatural": low angle passes are often really under-hit. I think those kind of passes should lack a bit of power/speed and be less accurate, instead of being accurate but really really short. I'm not sure if I worded this in an understandable way...
On a final note, I can't stress enough the importance of the Acceleration slider: you have it at 50-51 (and speed at 48-52), which probably helps with fouls and aggressiveness, because you are giving a a physical advantage to the CPU, and that's correct. But I really encourage you all to try lower acceleration values, like 47-48: you will see player animations never seen otherwise, and a much more "think before doing" feel for the cpu or "caught by surprise and trying to catch up" feel for you sometimes. Also, the "slidey" feeling of the players when controlling the ball disappears... which is a great plus.
Make sure you still give the advantage to the CPU: slowing the game down, numbs them down, to the point where their pass error values in Frosty should be adjusted...
PS: GFX... Doesn't the guy have his own Gameplay Mod? I'm sure he is following this thread VERY clo$ely....
I strongly recommend 6ons1's FREE Turfs and Camera Mods instead. You can find examples and download links in the videos below. The guys who made them are even helping testing the gamplay mods here in this very same thread:
and
Gameplay is great! Dude, but do you know which parameter is responsible for 360 dribble moves? Just want to decrease it, i like when player moving a little bit slowerSome gameplay footage from the latest mod. Download link in the description. Camera is GFX Mod.
Gameplay is great! Dude, but do you know which parameter is responsible for 360 dribble moves? Just want to decrease it, i like when player moving a little bit slower
Thanks, I will tryTry with sliders first: Acceleration at 48, First Touch Control at 100. And see if you notice the difference.
There are some values to decrease CPU flare skills, but never really needed to touch them...
Thanks man! I think you might find something in gp_actor and then gp_actor_movement, but I'm not 100% sure on the dribble moves.Gameplay is great! Dude, but do you know which parameter is responsible for 360 dribble moves? Just want to decrease it, i like when player moving a little bit slower
Try with sliders first: Acceleration at 48, First Touch Control at 100. And see if you notice the difference.
There are some values to decrease CPU flare skills, but never really needed to touch them...
Hope you like it! You need frosty editor and then open it in there and ‘export to mod’.@Anth James finally I'll try FIFA 20 again thanks to your work. A stupid question: how can I implement the project files in the Mod Manger?
@Anth James finally I'll try FIFA 20 again thanks to your work. A stupid question: how can I implement the project files in the Mod Manger?
Hope you like it! You need frosty editor and then open it in there and ‘export to mod’.
I sat for hours trying to set up dribbling in the game, in locale.ini and in frosty editor, but it can be done in the game itself, with sliders. God damn. I just did't know that the first touch slider works like this. Thank you very much)))
This is fantastic.Guys, I won't say too much about it, but give this a try! For me, easily the most sim experience I've had with FIFA 20 to this point. As I always say, it isn't perfect, it will continue to be improved as we learn more about the editor and files, but give it a go and see what you think.
Project files included as well as a slightly adjusted OS V3 sliders, settings to use/locale.ini lines to add in. I would describe it as much more solid than the last few attempts. I'm finding it positionally to be better (possibly some big fixes in there), lots of midfield and hard to break teams down. It's nowhere near as 'slidey' as the last piece of **** I uploaded the other day and pass error is subtle but there.
Sim gameplay mod 1.0 -
https://mega.nz/file/dQNyVQyZ#wzFA-SixiZ54k1JhLm14mS5H-KgQ86Yy5JYvIMNpU5U
Definitely looked at all 3 - defensive awareness has been a huge thing on this thread!I stopped playing fifa 20 some months ago due to frustration basically with 1. Horrible defender awareness, 2. Lack of fouls, 3. Nerfed headers on goal making crossing futile. Have you guys been able to fix any of these? I might install fifa 20 again if so
Great to hear Chris!This is fantastic.
My best experience on FIFA 20 by a million miles. Best mod I've played so far. As others have said, the differences between teams is what I like most.
I'd achieved something similar before by widening the difference in player speed via Frosty Editor (changing the "normal" speed sprint min and max values), but it resulted in really silly scores (Arsenal beating Bournemouth 8-0 and the like), because the faster team could so easily outsprint the other. I couldn't get the balance right.
Out of interest, have you altered these values at all? I'm just thinking, if not, a tweak to these might help widen the difficulty gap between good and bad teams even further (which I love, personally).
But yeah - it's fantastic. Great pace (on normal), build-up is required. Great work.
My only issues are probably not going to be solved very easily...
#1: The lack of fouls (without just turning super-aggression on and making it go crazy)
#2: The pass accuracy stats are still super high at the end of games (for the user and AI - maybe semi passing would help here)
#3: The AI does crazy things a little too often, like passing the ball (or walking the ball) out of play
#4: The AI is so conservative in its attacking that, sometimes, they will create a clear shooting opportunity and pass to a teammate in a worse position instead
But before this mod, I would have been able to list a HELL of a lot more gameplay issues... So bravo, big-time!
Definitely looked at all 3 - defensive awareness has been a huge thing on this thread!
Fouls are a bit of a mixed bag. I find I have more than default with the mods, (sometimes up to 10 a game, other games will be your usual 1 or 2) - but they can definitely be improved more still. Headers - yes. This was something that bugged me too and you should find them easier. If you watch the gameplay video I posted yesterday I scored a header around the 30 min mark of the match I think. If you try it and there's still not enough, I can point you in the direction of how to adjust them more. Defensive awareness has been a massive one for all involved on here. Lots of little fixes and a couple of big ones in there with regards to this. Give it a go and see how you like it, but I'm confident there's much more awareness now.
This has 100% made FIFA 20 playable, and enjoyable, for me.Guys, I won't say too much about it, but give this a try! For me, easily the most sim experience I've had with FIFA 20 to this point. As I always say, it isn't perfect, it will continue to be improved as we learn more about the editor and files, but give it a go and see what you think.
Project files included as well as a slightly adjusted OS V3 sliders, settings to use/locale.ini lines to add in. I would describe it as much more solid than the last few attempts. I'm finding it positionally to be better (possibly some big fixes in there), lots of midfield and hard to break teams down. It's nowhere near as 'slidey' as the last piece of **** I uploaded the other day and pass error is subtle but there.
Sim gameplay mod 1.0 -
https://mega.nz/file/dQNyVQyZ#wzFA-SixiZ54k1JhLm14mS5H-KgQ86Yy5JYvIMNpU5U
I just updated the link on the original post as I just miscalculated like variable 5 or something in one of the behaviours. If you do re-download, it's just Part 1 of the mod and you probably won't even notice the difference. I just noticed I had the wrong number in there and it was bugging me. It's very minor so probably don't need to even bother.
Also, I might have a tiny update in the next day or so just to increase defensive awareness a touch more. I just want to get the right values before I post. Some of the 'Look At Behaviours' really impact the awareness and I think a slight improvement will improve things further.
For sure. It's pretty much what we were talking about the other day. So I could be wrong, but I'm pretty confident the gp_playerbehavior and then lookatbehavior is impacting the awareness of the players looking for targets to mark (or for the ball etc). I think 'LookAroundIntervalRelaxed and Urgent is impacting how often they scan for danger. I think 'relaxed' is when they're essentially 'switched off'. By lowering those values they become aware more of what is going on around them because they keep checking. If the intervals are too big (as they are on default) they just sit there essentially and let players run off them.Would you mind telling us a bit more on this?
For sure. It's pretty much what we were talking about the other day. So I could be wrong, but I'm pretty confident the gp_playerbehavior and then lookatbehavior is impacting the awareness of the players looking for targets to mark (or for the ball etc). I think 'LookAroundIntervalRelaxed and Urgent is impacting how often they scan for danger. I think 'relaxed' is when they're essentially 'switched off'. By lowering those values they become aware more of what is going on around them because they keep checking. If the intervals are too big (as they are on default) they just sit there essentially and let players run off them.
What I think is happening as a general concept too is the game is designed for only 1 player to be marking someone. So as soon as the AI recognises that their target has switched to a different player they will stop marking them and look for someone else (or just sit there - again like default). MinTimeElapsedSinceLookatTargetChange is also something which helps a lot and makes up part of the balance, as it allows the AI to search more quickly for a new target. If this is too low though I think it can make them jump from target to target and abandon their man.
If you have them too aware of the ball then they aren't aware of targets too, so it's just finding the right balance with it all. The balance is getting them aware, but not to over commit to targets blindly and leave too many gaps around them.
No worries. Yeah I’m feeling much better about the prospect of 21 knowing we can correct (or at least improve) lots of the issues. Hopefully we can discover more too.Thank you for taking the time to break this through!
Your analysis of the marking design is spot on (bold part) and you have put it in extremely well.
It is nice to know we can do something with those lookatbehavior variables. It something that really annoyed me, how they switch off when their man is not their man anymore. I can't wait to give the relax and others variables a try.
This has 100% made FIFA 20 playable, and enjoyable, for me.
Just playing with the Worldwide Football mod (which adds a Road to Euro 2020 mode) - and look at what Harry Kane got away with!!!
I use the sliders that @Anth James recommends seeing as Nonoloko's patch isn't gameplay-related! (Although I tweak them slightly for shorter halves, e.g. run frequency to 35.)I have that mod too, very well done!
Did you use any sliders? I couldn't find the ones suggested by Nonoloko himself...
I use the sliders that @Anth James recommends seeing as Nonoloko's patch isn't gameplay-related! (Although I tweak them slightly for shorter halves, e.g. run frequency to 35.)
I'm not actually, that clip is on normal (and funnily enough, it felt a little fast to me)!Thanks, Nonoloko uses super-slow sliders, and your video seemed to show the same general speed feel...
Since Anthony uses close to default speed/acceleration sliders, I was a bit surprised to see that... I guess you are playing on Gameplay Speed: Slow?
I'm not actually, that clip is on normal (and funnily enough, it felt a little fast to me)!
I swear there are bugs in the game that affect speed all the time.Wow... then I guess it's video rendering making it look slower than it actually is... I mean, look at that nice curled slow cross...