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I used ChatGPT to develop a Gameplay Mod and what I achieved is amazing! - Give it a try (Updated to TU17)

amartingil

League 1
Joined
20 September 2016
I've never been much into AI until this year, when I started using it for learning purposes. After being impressed by what ChatGPT is capable of, I decided to see if it could help me dive into EAFC modding and better understand how the parameters and values inside the gameplay files work.

I should say that I already had modding experience, so I wasn't starting from scratch, but AI has allowed me to go thousands of times deeper. I won’t go into much detail for now, just watch the videos and give it a try.

I just wanted to share this because I believe there’s a lot of frustration nowadays with the state of football games, and the results here are so good that everyone should be able to enjoy them.





The modifications I’ve made so far reflect my vision of how the game should feel:
  • Realistic ball physics, with real-time energy transfer and less reliance on scripted patterns.
  • Realistic body movement, with noticeable inertia and weight shifts.
  • Dribbling that respects physics, where the ball naturally separates from the carrier.
  • Defensive shape that functions as a unit.
  • Intelligent AI in defense, that predicts rather than reacts, stays active, and aggressively presses for the ball.
  • PES 5/6 vibe
Mod changes log:

Ball physics:
  • Reduced ball grip to make it less sticked to players/pitch ground.
  • Increased energy transfer in ball contacts to make first touch passes/shots be affected by the incoming ball speed and trayectory.
  • Reduced ball physics overreliance on scripted patterns to make ball movement more natural and unpredictable.
Player movement:
  • Smoothed animation transitions between running states so players progress naturaly from idle to walk to jog to sprint
  • Increased turning and stopping time so players require more steps to do this actions providing a more grounded feeling.
  • Smoothed acceleration curve so players explode from idle more realisticly.
  • Decreased momentum carryover when running/sprinting so players feel more weigthy.
  • Sightly reduced top speed limit so players have more balanced running battles, this allows CPU defenders to have a chance to jostle/tackle when dribbled and reduces overall game pace.
  • Reduced sprint boost effect of Playstyles so sprint speed is mainly impacted by attributes.
Dribbling:
  • Increased time between touches for all dribbling modalityes (strafe, jog and sprint).
  • Increased time required to chain a new action like turn, pass or shooting to allow smother animation transition and less jittery movment.
  • Increased turning times to all turning angles.
  • Reduced jog dribbling speed increment at high attribute levels to make top notch dribblers feel less floaty and overpowered.
  • Reduced boost impact of playstyles making dribbling and shielding ability mainly based in attributes.
  • Disabled animation speed boost for playstyles to remove unrealistic movement speed caused by them.
  • Tweacked threshold for analog sprint, to allow more sharp control of touch length depending on button pressure.
Player size:
  • Decreased player scale by a 20% to make pitch dimensions and player size ratio more realistic, generating more spaces around the pitch.
Defensive shape:
  • Reduced distance between player to allow more compact defensive shape, making it more difficult to breack through and team defending feeling more like a unit.
  • Promoted and overall more robust positional behaviour increasing diffiulty to create chances.
  • Players allowed to be more prone to go out of is zone to defend, giving priority to stop attacking menace instead of sticking to position.
  • Increased offensive players comittment, allowing more players behing the ball, and puting pressure to defenive line and cdm's.
  • Increased predictive beahviour threshold, now defenders instead of reading actions, try to anticipate, providing a greater humanlike behaviour.
  • Increased teamate collaboration which promotes more 2vs1 in defense, specialy in the wings.
  • Enhanced active team pressure, reducing 1vs1 feeling.
  • Defenders more active and comitted in the last third and inside the box, reducing
  • Positional/marking mistakes can happen due to opposition possession/passing ability, fatigue and/or defensive level attribute, providing humalike errors.
Defensive CPU behaviour:
"Incoming"

CPU dribbling:
"Incoming"


Mods files updated to Title Update 17:
Gameplay fifamod files:
https://www.mediafire.com/file/00jyoqk2qc1hdi4/Cpu_dribbling_logic_%28TU17%29.fifamod/file (Modifies Cpu dribbling decision making)
https://www.mediafire.com/file/kqe8vau9d993vvx/Defensive_Positioning_%2B_CPU_behaviour_%28TU17%29.fifamod/file (Changes team shape during defensive phases - modifies Cpu defensive decision making)
https://www.mediafire.com/file/cho8ha5j84oafsy/Ball_physics_%2B_Dribbling_%28TU17%29.fifamod/file (Changes ball physics, player's movement with and without the ball)

https://www.mediafire.com/file/5e4arq0hznq9vt3/Players_downscaled_%2B_Shorter_shorts_%28TU17%29.fifamod/file (Downscales player size)

Graphics fifamod files:
https://www.mediafire.com/file/v383j6k1bezw1sj/Color_Grading_%28TU17%29.fifamod/file (Changes color grading in gameplay)
https://www.mediafire.com/file/f5qp6kyoa5lfuhi/Undershorts_disabled_%2B_Retro_shorts_%28TU17%29.fifamod/file (disables undershorts + adds retro shorts)

The mod is divided into separate fifamod modules for development purposes. To experience the full effect, all gameplay-related files must be used, including the player downscale fifamod file.






Using the downscale introduces a visual issue: players appear tiny in many cinematics. This is the price to pay. However, if you prioritize gameplay over everything else, I’m sure you’ll be able to overlook this flaw.
 
Last edited:
IT looks good tu16?

can you update to latest version?

The gameplay files should work for TU16, as there are no changes in the legacy files.
When you apply then in Fifa Mod Manager simply ignore the incompatibility message.

However, if EA has done any changes after TU14.1 in files that are not part of the mod, the gameplay feeling might differ sightly.

Unfortunately, I'm away holiday for a week tomorrow, so I won't be able to update anything till then. Nevertheless, you should give it a try.

The setup I developed the mod for is:
Simulation mode disabled (all sliders at 50)
Weather disabled
Wind disabled
Cpu custom (all sliders at 50)

All semiassisted.
Analog sprint activated.
Contextual dribbling disabled
 
This looks like an interesting gameplay!
I'm not too much into AI either, but for these type of gameplay and algorithms, it does have it uses. It does look like the gameplay is improved and more realistic! Will give it a try when an updated version comes out! :)
 
@amartingil I really like the GP bro!!! very enjoyable!!!
for feedback, sometimes the long passes are like rockets.
Also could be awesome make the GKs aggresive to go out from the box
 
I don’t have time to go into full detail now, but I’ll share a more in-depth explanation of the tweaks and process when possible.
I would like to get a in depth explanation. Maybe to a later point of time. I often heard Modders here and there using AI for creating amazing mods for many Games around. I have no clue how AI can help, so yeah would be pretty interesting you do some day an enlightning report. :D

Well. it´s of course worth a try and I am curious what you and ChatGPT have created. :-)
The not updated Mod to TU 16 can be for some reason change some things with your mod. I´ll play first on tu 16 and after that I maybe downgrade to TU 14.1. Easy enough through the FC downgrade Tool.
 
I would like to get a in depth explanation. Maybe to a later point of time. I often heard Modders here and there using AI for creating amazing mods for many Games around. I have no clue how AI can help, so yeah would be pretty interesting you do some day an enlightning report. :D

Well. it´s of course worth a try and I am curious what you and ChatGPT have created. :-)
The not updated Mod to TU 16 can be for some reason change some things with your mod. I´ll play first on tu 16 and after that I maybe downgrade to TU 14.1. Easy enough through the FC downgrade Tool.
What I've done, basically, is upload gameplay-related files to ChatGPT and ask it to analyze their content. Each of these files contains key names whose functions you can only guess by tweaking and testing their impact. Doing this manually is a never-ending task. With AI, however, you can reach conclusions thousands of times faster, as it can guide you in a precise (though not perfect and often flawed) way. It can tell you the potential impact of changing a value, an array, or a curve, and even suggest specific tweaks aligned with your vision of gameplay.

For example, I uploaded the file that controls ball control parameters after extracting it with FET, and asked it which entries affect frequency of touches, touch length, and turning time, etc. Then, I asked for suggestions to make dribbling feel more realistic and weighty. AI provided a list of modifications, which I applied and tested. I then gave ChatGPT feedback on the actual effects of its recommendations and repeated this cycle, fine-tuning things further each time. Throughout, I remained critical and used my own judgment to determine the final outcome.
 
What I've done, basically, is upload gameplay-related files to ChatGPT and ask it to analyze their content. Each of these files contains key names whose functions you can only guess by tweaking and testing their impact. Doing this manually is a never-ending task. With AI, however, you can reach conclusions thousands of times faster, as it can guide you in a precise (though not perfect and often flawed) way. It can tell you the potential impact of changing a value, an array, or a curve, and even suggest specific tweaks aligned with your vision of gameplay.

For example, I uploaded the file that controls ball control parameters after extracting it with FET, and asked it which entries affect frequency of touches, touch length, and turning time, etc. Then, I asked for suggestions to make dribbling feel more realistic and weighty. AI provided a list of modifications, which I applied and tested. I then gave ChatGPT feedback on the actual effects of its recommendations and repeated this cycle, fine-tuning things further each time. Throughout, I remained critical and used my own judgment to determine the final outcome.
Cool stuff! Thanks for taking the time to explain the AI part in depth.
 
Updated to Title Update 17





Its feels scary good, the gameplay its exactly what i developed for TU14.1 after the update, just had to revert some passing boosts Ea implementented in TU16. I hope the TU17 update encourages more people to give t a go.
 
tips for mod sequence in fifa mod manager and settings on simulation and slides

Settings:
  • All simulation sliders at 50.
  • Weather disabled.
  • Wind effects disabled.
  • All passing setting in semi.
  • Shot in precision.
  • Contextual dribbling disabled.
  • Analog sprint enabled.

Files order:
  1. Defensive positioning + CPU behaviour
  2. Cpu dribbling
  3. Color grading
  4. Undershorts disabled + retro shorts
  5. Players downscaled
  6. Ball physics + Dribbling
 
Hi everyone,


I’ve been using ChatGPT to help me dig deeper into FIFA 23 camera mods, and I’ve already learned a lot. One thing I’m still struggling with is finding which parameter (or script) actually controls the moment when the camera switches back to the normal broadcast camera right after you release the shot button during a free kick.


Right now, even if I modify transition times and other parameters in gameplay_setpiece_cam_settings, it seems the camera stays locked on the taker for too long after the kick, and only goes back to broadcast once the ball is touched again by a second player.


I’d like to know if anyone has ever found the attribute or code that forces the camera to instantly return to broadcast the second the shot is taken, so the transition feels more like a live TV cut.


Any hint or file reference would be hugely appreciated.


Thanks in advance, and also thanks to Evo-Web for all the resources you share.
 
Updated to Title Update 17





Its feels scary good, the gameplay its exactly what i developed for TU14.1 after the update, just had to revert some passing boosts Ea implementented in TU16. I hope the TU17 update encourages more people to give t a go.

Great Work bro!!
 
Mod changes log:

Ball physics:
  • Reduced ball grip to make it less sticked to players/pitch ground.
  • Increased energy transfer in ball contacts to make first touch passes/shots be affected by the incoming ball speed and trayectory.
  • Reduced ball physics overreliance on scripted patterns to make ball movement more natural and unpredictable.
Player movement:
  • Smoothed animation transitions between running states so players progress naturaly from idle to walk to jog to sprint
  • Increased turning and stopping time so players require more steps to do this actions providing a more grounded feeling.
  • Smoothed acceleration curve so players explode from idle more realisticly.
  • Decreased momentum carryover when running/sprinting so players feel more weigthy.
  • Sightly reduced top speed limit so players have more balanced running battles, this allows CPU defenders to have a chance to jostle/tackle when dribbled and reduces overall game pace.
  • Reduced sprint boost effect of Playstyles so sprint speed is mainly impacted by attributes.
Dribbling:
  • Increased time between touches for all dribbling modalityes (strafe, jog and sprint).
  • Increased time required to chain a new action like turn, pass or shooting to allow smother animation transition and less jittery movment.
  • Increased turning times to all turning angles.
  • Reduced jog dribbling speed increment at high attribute levels to make top notch dribblers feel less floaty and overpowered.
  • Reduced boost impact of playstyles making dribbling and shielding ability mainly based in attributes.
  • Disabled animation speed boost for playstyles to remove unrealistic movement speed caused by them.
  • Tweacked threshold for analog sprint, to allow more sharp control of touch length depending on button pressure.
Player size:
  • Decreased player scale by a 20% to make pitch dimensions and player size ratio more realistic, generating more spaces around the pitch.
Defensive shape:
  • Reduced distance between player to allow more compact defensive shape, making it more difficult to breack through and team defending feeling more like a unit.
  • Promoted and overall more robust positional behaviour increasing diffiulty to create chances.
  • Players allowed to be more prone to go out of is zone to defend, giving priority to stop attacking menace instead of sticking to position.
  • Increased offensive players comittment, allowing more players behing the ball, and puting pressure to defenive line and cdm's.
  • Increased predictive beahviour threshold, now defenders instead of reading actions, try to anticipate, providing a greater humanlike behaviour.
  • Increased teamate collaboration which promotes more 2vs1 in defense, specialy in the wings.
  • Enhanced active team pressure, reducing 1vs1 feeling.
  • Defenders more active and comitted in the last third and inside the box, reducing
  • Positional/marking mistakes can happen due to opposition possession/passing ability, fatigue and/or defensive level attribute, providing humalike errors.
Defensive CPU behaviour:
"Incoming"

CPU dribbling:
"Incoming"
 
This is really interesting stuff and sparked something inside me to possibly add some AI to future versions of FMT. It might bring more people to the modding scene for sure. Thanks for sharing.
 
I have been amazed with the gameplay, it is very well done, continue and thanks for the update, the truth is that movements, including something in physics have changed... greetings from spain.
 
This is really interesting stuff and sparked something inside me to possibly add some AI to future versions of FMT. It might bring more people to the modding scene for sure. Thanks for sharing.
It's a honor to see your interest @Paul-v , none of this will be possible without your work and Fifer's🙏
As far as I know, AI gets feed from internet content, so I'm sure that an important part of its knowledge comes from the insight you've been sharing all over the years 😉

Regarding EAFC25, I'm genuinely amazed by how good the core game is once you strip away the clutter and tune it toward a more old-school realistic vibe approach. At the same time, it's frustrating that EA intentionally casualizes it to the point of breaking what could otherwise be an excellent football experience. At this stage, I’m pretty sure there’s no alternative, if we want to truly enjoy the game now and going forward, we’ll have to get our hands dirty and tweak it ourselves.
 
This is really interesting stuff and sparked something inside me to possibly add some AI to future versions of FMT. It might bring more people to the modding scene for sure. Thanks for sharing.
It's a honor to see your interest @Paul-v , none of this will be possible without your work and Fifer's🙏
As far as I know, AI gets feed from internet content, so I'm sure that an important part of its knowledge comes from the insight you've been sharing all over the years 😉

Regarding EAFC25, I'm genuinely amazed by how good the core game is once you strip away the clutter and tune it toward a more old-school realistic vibe approach. At the same time, it's frustrating that EA intentionally casualizes it to the point of breaking what could otherwise be an excellent football experience. At this stage, I’m pretty sure there’s no alternative, if we want to truly enjoy the game now and going forward, we’ll have to get our hands dirty and tweak it ourselves.
I think both of you should work together, I've seen very interesting stuff in both your mods. I like the emphasis that Paul makes on more slowed down dribbling and general timing overall, but also, the agility found in amartingil is interesting. However I feel it is way too agile, so I am editing the mod to have playback animations reproduce at max 1 speed. After all, speed of 1, is the "realistic speed" taking as realistic, as I understand it, the speed at which they were taken from real life and put into the game. I don't know if any of the "playback" values in actor movement runtime makes reference to some system to speed up an animation at cost of precision, if there's some system like that it could be interesting to dive a bit into it, but until we know a bit more on the matter, I'll see how the game plays with them at 1. Did the same for almost every action, at the end, we want a much calm gameplay. Will post with the results.
 
I think both of you should work together, I've seen very interesting stuff in both your mods. I like the emphasis that Paul makes on more slowed down dribbling and general timing overall, but also, the agility found in amartingil is interesting. However I feel it is way too agile, so I am editing the mod to have playback animations reproduce at max 1 speed. After all, speed of 1, is the "realistic speed" taking as realistic, as I understand it, the speed at which they were taken from real life and put into the game. I don't know if any of the "playback" values in actor movement runtime makes reference to some system to speed up an animation at cost of precision, if there's some system like that it could be interesting to dive a bit into it, but until we know a bit more on the matter, I'll see how the game plays with them at 1. Did the same for almost every action, at the end, we want a much calm gameplay. Will post with the results.
I'm more than happy to share my knowledge with Paul, as I'm also eager to learn from him. However, a development collaboration is unlikely, not only because we both have limited schedules, but also because he probably has his own gameplay vision, just as I have mine. That said, I believe having different perspectives only enriches the gameplay modding scene.

With regards to animation playback speed, I significantly reduced the boost triggered by PlayStyles. However, based on my experience tweaking it for standard actions, lowering the speed too much makes player control feel sluggish, which is why I started exploring other workarounds.
To be fair, my vision for gameplay isn’t hardcore realism. I’m more inspired by the feel of PES 5/6, where there was a realistic vibe, but the game remained highly playable. I especially loved how dribbling felt both weighty and responsive at the same time. I still think the ideal speed will be what you get when you play 4-3.5 stars teams.

Regarding to agility, one mechanic from that Konami games I tried to replicate is how the ball carrier behaved when you released the directional input: they would take small steps near the ball without touching it. Then, if you pressed a direction again, the next touch would be sharp and immediate. On the other hand, if you tried to change direction while the ball was far ahead, you had to wait until the player reached it again. Ball control was all about timing and I think you can now get a similar feeling with my mod.
 
I'm more than happy to share my knowledge with Paul, as I'm also eager to learn from him. However, a development collaboration is unlikely, not only because we both have limited schedules, but also because he probably has his own gameplay vision, just as I have mine. That said, I believe having different perspectives only enriches the gameplay modding scene.

With regards to animation playback speed, I significantly reduced the boost triggered by PlayStyles. However, based on my experience tweaking it for standard actions, lowering the speed too much makes player control feel sluggish, which is why I started exploring other workarounds.
To be fair, my vision for gameplay isn’t hardcore realism. I’m more inspired by the feel of PES 5/6, where there was a realistic vibe, but the game remained highly playable. I especially loved how dribbling felt both weighty and responsive at the same time. I still think the ideal speed will be what you get when you play 4-3.5 stars teams.

Regarding to agility, one mechanic from that Konami games I tried to replicate is how the ball carrier behaved when you released the directional input: they would take small steps near the ball without touching it. Then, if you pressed a direction again, the next touch would be sharp and immediate. On the other hand, if you tried to change direction while the ball was far ahead, you had to wait until the player reached it again. Ball control was all about timing and I think you can now get a similar feeling with my mod.
Yeah, I appreciated a lot your work. Essentially, what I've tried to do, and might try to do more if I find motivation enough to keep digging the files, is trying to mantain that agility in dribbling, but with a bit more of weight into it, and not so fast. Gotta look properly at it.

Any case, I do want something that is full simulation, and specially, in terms of pressure, help to the man with the ball, and defensive behaviour, which is one of the worst things in EA games, positioning. Don't get me wrong, you already did a lot of good work in that sense, but I think it can be improved even more.
 
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