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FC 26 - ULTRA REALISTIC GAMEPLAY MOD Soon

Given the controversy, I need to test more games, but these two games were way better than what I played since launch, no doubt about it.
I mean no disrespect to anyone, but there’s really no controversy, it’s a simple fact. Both myself and Paul have done extensive, unambiguous tests to establish which files work with which group. Anyway, I’ve said my piece trying to help, but I’ll leave it there.
 
Bravo for this gameplay mod I played it and the defenders make mistakes in the penalty area I had penalties almost every match keep it up you are on the right track
Yes, the AI is much more human now — more aggressive at times depending on how the match unfolds!


Thank you for your feedback!
 
First of all.. thank you for your work to the community. I really appreciate.

I only played two games. I played on Legendary, full manual, Dynamic AI and authentic mode (off course) but with my usual but small sliders changes.

I played yesterday and today without the mod.
Yesterday the game was faster than usual. Today it was sluggish, heavier (passes too). Very strange variations in the gameplay. Both on my Newcastle career mode.

The two games with the mod were very different and waaaay better. So smooth but not fast.
I'm not an expert in identifying inertia and physics, but they were different and much better.
I lost to Wrexham (I lost a ton of goals - manual shooting.. you know haha) and tied with Arsenal.

I did a test in competitive mode and indeed we couldn't even move the players.

Given the controversy, I need to test more games, but these two games were way better than what I played since launch, no doubt about it.

Thank you!


Thank you for your feedback!

It’s actually very easy to feel, from the very first passes, that the game is nothing like the original one…

Smooth gameplay, player inertia, ball physics — and since this Beta 4, the AI behaves naturally, commits fouls, positions itself better, and builds its plays intelligently.

I guess we’re all victims of a collective placebo effect here — but in this case, I’ll take it! :APPLAUD:
 
Your work is fantastic! Your latest work, v4 in particular, is near-perfect. Furthermore, the slower the game's tempo, the greater the realism. However, the link to the camera patch is broken. Could you check it? I'd be grateful if you could also make a workaround that would allow us to zoom out even further. For example, if you could move the camera angle slider from 1 to unlimited instead of 1 to 20, and if you could adjust it to values from 1 to -, for example, -10, -20, using the same logic, that would be great. I'd like to request your contribution. Thanks again.:APPLAUD:🥰🙏 @iljuventino
 
Thank you for your feedback!

It’s actually very easy to feel, from the very first passes, that the game is nothing like the original one…

Smooth gameplay, player inertia, ball physics — and since this Beta 4, the AI behaves naturally, commits fouls, positions itself better, and builds its plays intelligently.

I guess we’re all victims of a collective placebo effect here — but in this case, I’ll take it! :APPLAUD:

Since player movement is the easiest change to notice in gameplay, I did a test and copied your values in your Beta 3.2 mod from this file:
"FIFA / ATTRIBULATOR / GAMEPLAY / GROUPS / gp_actor / gp_actor_action_runtime"
to:
"FIFA / ATTRIBULATOR / GAMEPLAY / DATABASES / SIMULATION / GROUPS / gp_actor / gp_actor_action_runtime"

And here is the result of this test, with authentic gameplay on:


Players without the ball don't move with your values in "FIFA / ATTRIBULATOR / GAMEPLAY / GROUPS / gp_actor / gp_actor_action_runtime".
With your mod (without these changes), the same effect is easily visible when you switch off "Authentic Features" toggle.

So yeah, unfortunately, I think Anth and Paul are right here - and I say it as a person who was a victim of placebo effect at first, too.
 
Since player movement is the easiest change to notice in gameplay, I did a test and copied your values in your Beta 3.2 mod from this file:
"FIFA / ATTRIBULATOR / GAMEPLAY / GROUPS / gp_actor / gp_actor_action_runtime"
to:
"FIFA / ATTRIBULATOR / GAMEPLAY / DATABASES / SIMULATION / GROUPS / gp_actor / gp_actor_action_runtime"

And here is the result of this test, with authentic gameplay on:


Players without the ball don't move with your values in "FIFA / ATTRIBULATOR / GAMEPLAY / GROUPS / gp_actor / gp_actor_action_runtime".
With your mod (without these changes), the same effect is easily visible when you switch off "Authentic Features" toggle.

So yeah, unfortunately, I think Anth and Paul are right here - and I say it as a person who was a victim of placebo effect at first, too.

Yes, it’s normal that it doesn’t work if you place the values in the “SIMULATION” folder. I’ve already mentioned that I only work within the following path:
FIFA / ATTRIBULATOR / GAMEPLAY / GROUPS /.


Then, in the in-game gameplay settings, you must select “Custom” with Authentic Mod: Yes, and make sure all Authentic sliders are applied — not the “Authentic Gameplay” option where the sliders are greyed out (unavailable).
 
Yes, it’s normal that it doesn’t work if you place the values in the “SIMULATION” folder. I’ve already mentioned that I only work within the following path:
FIFA / ATTRIBULATOR / GAMEPLAY / GROUPS /.


Then, in the in-game gameplay settings, you must select “Custom” with Authentic Mod: Yes, and make sure all Authentic sliders are applied — not the “Authentic Gameplay” option where the sliders are greyed out (unavailable).

I just changed "FIFA / ATTRIBULATOR / GAMEPLAY / GROUPS / gp_actor / gp_actor_action_runtime" to ALL values "0".
So if your gameplay mod impacted movement, this should mean that the changes I made have to result in players' movement being completely broken now in the game, correct?

But then I ran the game with Custom sliders and Authentic Feature "On" - as you say it should be ran.
And the game looks vanilla:


Do some testing on your end and you should see it for yourself - make drastic changes to values in path you were using so far to see if you can significantly change how the game plays.
 
i have done modding myself and i can confirm ....

FIFA / ATTRIBULATOR / GAMEPLAY / GROUPS = authentic mode off
FIFA / ATTRIBULATOR / GAMEPLAY / DATABASES / SIMULATION / GROUPS = authentic mode on


so unless you are editing under those directory , be aware of which mode you playing on and what changes you making ....
 
i have done modding myself and i can confirm ....

FIFA / ATTRIBULATOR / GAMEPLAY / GROUPS = authentic mode off
FIFA / ATTRIBULATOR / GAMEPLAY / DATABASES / SIMULATION / GROUPS = authentic mode on


so unless you are editing under those directory , be aware of which mode you playing on and what changes you making ....

My question is: are you sure you’re really a modder?


1759658245992.png
 

FC 26 - ULTRA REALISTIC GAMEPLAY MOD V5 BETA TEST 4

OUT NOW !!!!!!!

The main new features

AI — Complete Overhaul (Realistic, Without Making the Game Easier)

Smarter collective positioning (compact lines, logical marking), pressing triggered by real cues (score, zone, final minutes) with natural fatigue to prevent endless “gegenpressing.” More readable buildup: holding play with the back to goal, one-twos, measured ball carrying, cautious through passes in midfield but incisive ones in the final third, and crosses chosen according to the number of players in the box. In defense, more contested duels, believable tackles (with possible fouls), and less “magnetic” marking. Tempo management includes human-like micro-pauses and sudden accelerations when the opportunity opens up. The result: calm build-ups, bursts of intensity, and believable human errors — all without lowering the difficulty.





Ball Physics — Heavier, More Lively

The ball now has more weight and inertia: it slows down more naturally, grips the grass better, and keeps its momentum realistically. Every touch and pass can be felt through the controller — you sense the compression at impact, the roll, and that little resistance before it moves again. The result: more realistic trajectories, consistent bounces, and a satisfying feeling in every short or long pass.



Shooting — In Line with the New Physics

With this heavier ball, shots become more natural and human: fewer full-speed rockets, more power coming from balance and timing. Laced strikes travel sharply, finesse shots keep their curve but require real openings, and floating balls exist without turning into “lasers.” Goalkeepers now parry more often in two stages, second balls stay alive, and when your footing is perfect, the strike truly rewards you — both visually and in feel.




And much more to discover — enjoy it!
I can’t wait to hear your feedback and impressions!



The mod was designed to be played with the AUTHENTIC ACTIVE GAMEPLAY MOD!!

DOWNLOAD

Settings

  • Assistance: Semi
  • Difficulty: Any
  • Authentic Gameplay: Enabled (Set yourself to CUSTOM with Authentic enabled and all Authentic sliders applied)
  • Authentic Gameplay: Enabled (Set yourself to CUSTOM with Authentic enabled and all Authentic sliders applied) What does this mean? Can you send a picture?
 
I appreciate the effort you put in, but unfortunately I'm not seeing any changes. Still feels very vanilla to me. I think FC needs a more in depth level of tweaking for players to see real changes.

Also, I thinking managing people's expectations should be important as well. When I see wording like "This is like watching a real football broadcast on TV" "Ultra realistic gameplay" it sets the bar pretty high for people only to be let down when we see minimal changes or no changes.

This reminds me of another gameplay modder here for PES who's wording draws you in, but the finished product doesn't deliver. You can only play the placebo card so much.
 
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Absolutely no need for this kind of passive aggression. You're free to believe what you want but multiple people are confirming these findings and there's no need to be so angry about it. Do what you want but don't talk down to people.
Delete this topic, it’s no longer relevant.
 
I just posted this in the Anth James thread, i can honestly say its NOT Placebo, I swapped back and forth last night between Authentic default and Iljuventino's v5 Beta 4 and the differences are big for me. I get the feeling EVERYONE is correct to a certain extent though, please all read this:--

(One more thing, its maybe important that ppl notice "Competitive" appears in 2 of the menus, make sure both are turned off.....)

"I spent last night testing this theory. I am a Patreon for your brilliant mods Anth, and also have been on Paul's for a few years ago too.

With Iljuventino's FC 26 mod, and him telling us it works only in Authentic mode, from my tests IS making a big difference to the animation/locomotion/CPU decision making, EVEN THOUGH his changes are apparently being made in the normal group, and not being made in the Simulation group.

I made some mods too for my personal use last year for FC 25, using the Editing tools, learning from what yourself and Paul have done over recent years, such as making the ball bigger or smaller, changing some parameters to affect locomotion etc, but I cannot recall which group I was making the changes in, in fact, of course FC 25 didnt have the separate groups for Authentic/Competitive modes, and so its irrelevant really what I did last year, im just trying to point out I know how the editing works.....I am typing as I am thinking here!!

So it is very interesting to find out that you guys are adamant Iljuventino is changing parameters in the wrong group (and we all know there is no malice, you only want everyone doing mods to be sure that what they are changing is really making a difference and not just "Placebo"), but to get back to my 2nd paragraph above, i am 100% sure after swapping back and forth many times last night, from default FC 26 Authentic mode with no gameplay mod (just using the high broadcast mod to be able to see moves clearly), and the v5 Beta 4 Iljuventino mod, and his mod is making the animations/locomotions clearly much much better, its blatantly clear to see the changes his mod is making.


I do Real Madrid vs Barca mostly. I ask all of you to test this v5 Beta 4 on AI vs AI, and watch closely Vini Jr and Yamal's dribbling movements. TOTALLY DIFFERENT when in default Authentic "erratic" mode, to the v5 Beta 4 modded Authentic mode. CLEAR AS DAY.

I only play by watching AI vs AI btw.

So.......I am now thinking that you must be correct to a certain extent, but possibly FC 26 is coded to take parameters from the "other" group whether you are playing in Authentic or Competitive mode, and therefore certain, or possibly a lot, of the parameters that IlJuventino's mod is making, are taking effect...........but not ALL of them.

If that makes sense???

And so if that is the case, maybe if iljuventino attempts the same parameters he is using to build up to his v5 Beta 4, in the OTHER group, then maybe he will/we will see even better things happening.

His v5 Beta 4 right now is playing out of this world for me."
 
I just posted this in the Anth James thread, i can honestly say its NOT Placebo, I swapped back and forth last night between Authentic default and Iljuventino's v5 Beta 4 and the differences are big for me. I get the feeling EVERYONE is correct to a certain extent though, please all read this:--

(One more thing, its maybe important that ppl notice "Competitive" appears in 2 of the menus, make sure both are turned off.....)

"I spent last night testing this theory. I am a Patreon for your brilliant mods Anth, and also have been on Paul's for a few years ago too.

With Iljuventino's FC 26 mod, and him telling us it works only in Authentic mode, from my tests IS making a big difference to the animation/locomotion/CPU decision making, EVEN THOUGH his changes are apparently being made in the normal group, and not being bade in the Simulation group.

I made some mods too for my personal use last year for FC 25, using the Editing tools, learning from what yourself and Paul have done over recent years, such as making the ball bigger or smaller, changing some parameters to affect locomotion etc, but I cannot recall which group I was making the changes in, in fact, of course FC 25 didnt have the separate groups for Authentic/Competitive modes, and so its irrelevant really what I did last year, im just trying to point out I know how the editing works.

So it is very interesting to find out that you guys are adamant Iljuventino is changing parameters in the wrong group (and we all know there is no malice, you only want everyone doing mods to be sure that what they are changing is really making a difference and not just "Placebo"), but to get back to my 2nd paragraph above, i am 100% sure after swapping back and forth many times last night, from default FC 26 Authentic mode with no gameplay mod (just using the high broadcast mod to be able to see moves clearly), and the v5 Beta 4 Iljuventino mod, and his mod is making the animations/locomotions clearly much much better, its blatantly clear to see the changes his mod is making.

I only play by watching AI vs AI btw.

So.......I am now thinking that you must be correct to a certain extent, but possibly FC 26 is coded to take parameters from the "other" group whether you are playing in Authentic or Competitive mode, and therefore certain, or possibly a lot, of the parameters that IlJuventino's mod is making, are taking effect...........but not ALL of them.

If that makes sense???

And so if that is the case, maybe if iljuventino attempts the same parameters he is using to build up to his v5 Beta 4, in the OTHER group, then maybe he will/we will see even better things happening.

His v5 Beta 4 right now is playing out of this world for me."

Thank you for your message, it really means a lot to me. It seems like most people here are just trying to tear down my work. Many of you do see a huge difference, but apparently, there’s some kind of “mafia” among the gameplay modders, and it seems to bother them that my mod is free.


The moderators talk about “aggression” when I respond, yet people have been attacking my work here for days.
 
Thank you for your message, it really means a lot to me. It seems like most people here are just trying to tear down my work. Many of you do see a huge difference, but apparently, there’s some kind of “mafia” among the gameplay modders, and it seems to bother them that my mod is free.


The moderators talk about “aggression” when I respond, yet people have been attacking my work here for days.
There's no tearing down. I think they are just trying to guide you in the right direction. There is however a level of confusion in which settings we are supposed to be using to see changes.
 
Thank you for your message, it really means a lot to me. It seems like most people here are just trying to tear down my work. Many of you do see a huge difference, but apparently, there’s some kind of “mafia” among the gameplay modders, and it seems to bother them that my mod is free.


The moderators talk about “aggression” when I respond, yet people have been attacking my work here for days.
Just to be clear man, I have absolutely nothing against you or your work. I made a separate thread to try and help make it clear for everyone, as I've seen a few people struggling with this. I didn't mention you by name at all - you entered the conversation and volunteered the method you use and I simply explained what I had found.

I invited you to test the theory as it's a very simple testing process and you can see it for yourself. You told me I was wrong and doubled down on it, instead of testing and proving it yourself. If you do some extreme testing, you will very quickly see where I'm coming from.

I've just replied to @mrobbo156 with this, and it's exactly what I would say to you as well -

I'm definitely open to being wrong about this, as you said, there's no malice behind any of it, I'm just simply reporting what I've found. However, I've done some absolutely irrefutable tests around this for myself - as it's something that is crucial to get right before making my mod. I've made very specific tests regarding movement, physics, positioning etc and there is no doubt at all that those parameters are working in the groups specified.

For example, I've made the ball massive and then tiny for each group, so it's very clear. I then switched between both modes to test for myself.

Another example - I've made movement EXTREME in particular groups, like making players unbelievably slow.

Another example - I've tested positioning values at EXTREMES in various ways.

Another example - I've tested passing speeds at EXTREMES also and every single one of those tests has proved it accurate. It's not an if or a maybe or a I could be wrong about it type thing, its like the ball is HUGE or it's the size of a table tennis ball type thing.

If there is some particular file or method that potentially could make particular files work - possibly, but I need to see some tangible evidence for it to be proved and so far 100% of my testing (and Paul's) points us in one direction.

As I've said, this isn't some 'opinion' of mine, it's a fact I have established through extensive, extreme testing. I had to do this testing for my own mod and I have not had a single instance where the application I've provided has proved inaccurate. However, of course I am open to there being some exceptions to the rules etc - but based on my tests, I'd need to see tangible evidence to satisfy that there's some inaccuracies to it. For me currently, it seems very clear and not at all controversial due to all of the examples I have mentioned. I'm not claiming to know everything, I was simply reporting what I had found.

I'm certainly not out to get you, I was actually trying to help get everyone on the right track.
 
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Yeah man I see some differences in the gameplay when the mod is applied (animations specifically) but i also tried on competitive and i couldn't even move the players, i test Atletico Madrid vs Real Madrid and Cheltenham Town vs Fleetwood Town with my custom sliders set.
I'd like that everybody takes this controversy a little more cientific and less personal, because we all can be wrong, it could be a little placebo (not 100% as i said animations changes) and it could be somebody losing money because juventino did a good yob
I think to resolve this topic the only way is if the author of this mod decides to apply the changes to the other folder where simulation gameplay is suposed to be (i dont know if this is like starting from scratch because im not a modder) or if someone who knows this stuff does an extensive comparative video about inertia, ai, ball movement, player colisions etc... with and without this mod
Sorry for my bad english im not a native speaker


I just posted this in the Anth James thread, i can honestly say its NOT Placebo, I swapped back and forth last night between Authentic default and Iljuventino's v5 Beta 4 and the differences are big for me. I get the feeling EVERYONE is correct to a certain extent though, please all read this:--

(One more thing, its maybe important that ppl notice "Competitive" appears in 2 of the menus, make sure both are turned off.....)

"I spent last night testing this theory. I am a Patreon for your brilliant mods Anth, and also have been on Paul's for a few years ago too.

With Iljuventino's FC 26 mod, and him telling us it works only in Authentic mode, from my tests IS making a big difference to the animation/locomotion/CPU decision making, EVEN THOUGH his changes are apparently being made in the normal group, and not being made in the Simulation group.

I made some mods too for my personal use last year for FC 25, using the Editing tools, learning from what yourself and Paul have done over recent years, such as making the ball bigger or smaller, changing some parameters to affect locomotion etc, but I cannot recall which group I was making the changes in, in fact, of course FC 25 didnt have the separate groups for Authentic/Competitive modes, and so its irrelevant really what I did last year, im just trying to point out I know how the editing works.....I am typing as I am thinking here!!

So it is very interesting to find out that you guys are adamant Iljuventino is changing parameters in the wrong group (and we all know there is no malice, you only want everyone doing mods to be sure that what they are changing is really making a difference and not just "Placebo"), but to get back to my 2nd paragraph above, i am 100% sure after swapping back and forth many times last night, from default FC 26 Authentic mode with no gameplay mod (just using the high broadcast mod to be able to see moves clearly), and the v5 Beta 4 Iljuventino mod, and his mod is making the animations/locomotions clearly much much better, its blatantly clear to see the changes his mod is making.


I do Real Madrid vs Barca mostly. I ask all of you to test this v5 Beta 4 on AI vs AI, and watch closely Vini Jr and Yamal's dribbling movements. TOTALLY DIFFERENT when in default Authentic "erratic" mode, to the v5 Beta 4 modded Authentic mode. CLEAR AS DAY.

I only play by watching AI vs AI btw.

So.......I am now thinking that you must be correct to a certain extent, but possibly FC 26 is coded to take parameters from the "other" group whether you are playing in Authentic or Competitive mode, and therefore certain, or possibly a lot, of the parameters that IlJuventino's mod is making, are taking effect...........but not ALL of them.

If that makes sense???

And so if that is the case, maybe if iljuventino attempts the same parameters he is using to build up to his v5 Beta 4, in the OTHER group, then maybe he will/we will see even better things happening.

His v5 Beta 4 right now is playing out of this world for me."
 
My question is: are you sure you’re really a modder?
bro, it doesnt take a genius to test out and change some files with paul Tools given especially with help of chatGPT. Secondly , i havnt even tested out your mods yet bro , so I have no idea if your mod works vs placebo. But big ups to you, hopefully u can share your knowledge of which files does what, I personally dont believe in monetization of mods but prefer collective efforts to share knowledge on forums like this so we can all fix the game.

Im just stating facts in terms of mod testing i did, i made the ball huge and turned off / on authentic mode and observed those findings .
right now, im testing out how to make the AI create more fouls...

I also would encourage anyone who is interested in modding FC 26 , to go ahead cause its really not hard these days with ChatGPT to explain what does what , you can screenshot it and ask it.

FIFA / ATTRIBULATOR / GAMEPLAY / DATABASES / SIMULATION / GROUPS - for authentic mode gameplay

also is there a way for community to contribute to indicate on their findings on each parameters - like a google doc ,we can create for ppl can edit in their findings ?
 
Yeah man I see some differences in the gameplay when the mod is applied (animations specifically) but i also tried on competitive and i couldn't even move the players
Just to explain…the reason you couldn’t move the players in Competitive gameplay is that this is the group where the changes were made for the mod. This is why. There’s no complex reason around it, it’s been tested. There’s no other reason players don’t move in that mode, as it’s exactly like this in all the tests with ball sizes etc.
 

FC 26 - ULTRA REALISTIC GAMEPLAY MOD V5 BETA TEST 4

OUT NOW !!!!!!!

The main new features

AI — Complete Overhaul (Realistic, Without Making the Game Easier)

Smarter collective positioning (compact lines, logical marking), pressing triggered by real cues (score, zone, final minutes) with natural fatigue to prevent endless “gegenpressing.” More readable buildup: holding play with the back to goal, one-twos, measured ball carrying, cautious through passes in midfield but incisive ones in the final third, and crosses chosen according to the number of players in the box. In defense, more contested duels, believable tackles (with possible fouls), and less “magnetic” marking. Tempo management includes human-like micro-pauses and sudden accelerations when the opportunity opens up. The result: calm build-ups, bursts of intensity, and believable human errors — all without lowering the difficulty.





Ball Physics — Heavier, More Lively

The ball now has more weight and inertia: it slows down more naturally, grips the grass better, and keeps its momentum realistically. Every touch and pass can be felt through the controller — you sense the compression at impact, the roll, and that little resistance before it moves again. The result: more realistic trajectories, consistent bounces, and a satisfying feeling in every short or long pass.



Shooting — In Line with the New Physics

With this heavier ball, shots become more natural and human: fewer full-speed rockets, more power coming from balance and timing. Laced strikes travel sharply, finesse shots keep their curve but require real openings, and floating balls exist without turning into “lasers.” Goalkeepers now parry more often in two stages, second balls stay alive, and when your footing is perfect, the strike truly rewards you — both visually and in feel.




And much more to discover — enjoy it!
I can’t wait to hear your feedback and impressions!



The mod was designed to be played with the AUTHENTIC ACTIVE GAMEPLAY MOD!!

DOWNLOAD

Settings

  • Assistance: Semi
  • Difficulty: Any
  • Authentic Gameplay: Enabled (Set yourself to CUSTOM with Authentic enabled and all Authentic sliders applied)
Excellent work . Kudos for your work and your kind replies. One question , can i put cpu AI to tactical or you think it can interfeer with the core of the mode ?
 
Excellent work . Kudos for your work and your kind replies. One question , can i put cpu AI to tactical or you think it can interfeer with the core of the mode ?
Thanks a lot for the compliment!


I’ve worked with everything set to 50 for the AI TACTICS, so I can’t really say what effect any changes would have. Try it out and let us know — it might help others too ;)
 
Thanks a lot for the compliment!


I’ve worked with everything set to 50 for the AI TACTICS, so I can’t really say what effect any changes would have. Try it out and let us know — it might help others too ;)

Good point, I had it tactic for AI behavior. I'm going to set it to 50 for everything in tonight's session.
 
Broadcast camera link seems to not work! could you check?..... and second question: what order should be your GP should at the top or bottom?
 
Broadcast camera link seems to not work! could you check?..... and second question: what order should be your GP should at the top or bottom?
Yes, it works perfectly. Try re-downloading it from the first page — you might have the version from before the latest EA update. Preferably place the gameplay mod at the very bottom to give it priority — the rest doesn’t matter.
 
Authentic Gameplay: Enabled (Set yourself to CUSTOM with Authentic enabled and all Authentic sliders applied)

(taken from a post earlier in this thread) ;)
 

IMPORTANT NOTICE – FIFA MOD MANAGER & CLARIFICATION

It’s simple:
to avoid any misunderstanding — even though the gameplay was already excellent (some considered it to be close to the vanilla version) — starting today, I’m officially moving my work to the /simulation folder of the game.

END OF THE ISSUE that has caused so much pointless debate.


The release of FIFA Mod Manager is scheduled for tomorrow (Monday).
Once it’s available for everyone, you’ll get during the day the first version of the “ULTRA REALISTIC GAMEPLAY MOD” fully compatible with FIFA Mod Manager.
Yes, you read that right — a NEW VERSION, even though we’re already at V5.
I’ve completely started over from a blank and clean base, but with much more knowledge and experience than before.


I’m currently in the testing phase, and I can assure you the result is already impressive: the ball no longer sticks to the player’s feet, and the simulation feels truly realistic.
It’s also possible that in the previous folder where I was editing values, some parameters were not always applied correctly.
So just imagine now — with this new setup where every single value is fully taken into account — what the final result will be!


My other mods:
  • Real Broadcasting TV
  • Extra LOD Graphics
will also be available for FIFA Mod Manager as soon as it’s released.

My main goal remains the same: to create the most realistic football simulation possible.
And I truly believe that with this new version coming tomorrow, you’ll be pleasantly surprised. Trust me on this.

I also want to take a moment to express my full respect to @Anth James and @Paul-v
They’ve done an incredible amount for FIFA modding over the years.
Despite our differences on some points (which is only human), I have never disrespected them — quite the opposite.

We are all here for the same reason: our shared passion for football games.

Let’s keep pushing forward together to build what big companies no longer seem able to deliver: a true football simulation.
 
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