Paul√ / Paulv2k4 FC26 Gameplay Mod v2.2 / v3 BETA 2 (The fun and realistic mod by a FIFA/FC Veteran)

If I use FMM fc26 on the PC it appears offline, is that normal?
Yes it’s normal. If you were to go online you may be banned even if you don’t play FUT. I got banned last year and they never explained why but I’m assuming that’s what it was. So keep it offline
 
I noticed cpu became more difficult next season . I mt alking about pauls gameplay version which is onthe first page as a download. I can understand completely your logic but for some reason i cant keep a good level in fuma after 2-3 games i m getting worst lol.
Ohh, FUMA will need a much much longer practice curve to be good in it after learning the Games in the past on semi. I have a Buddy which still plays full assisted after 1,5 Decade on his Playstation Consoles. He is laughing at me when I play sometimes FUMA vs him in a friendly. But at the same time I ask him how much real his controlling is when he need only click buttons to score against me without adjusting a single pass or a single shot which leads on assisted into a goal for 90%?
Ok, enough now from controlling likeness, let´s discuss Paul´s Gameplay further. :))
 
I agree to an extent but just discovered that using L1 more when dribbling helps with this too. It acts like a break on the ball

Had the most amazing, life like Liverpool vs Newcastle game just now.

Newcastle had so much personality as the AI. Playing through their lines, scanning, slow methodical transition, basically everything Liverpool do in real life...it was possible, but also necessary.

In a way, one of the best games of football I've had in a long time.

That's true, but I generally avoid close control with L1 because the animation makes me feel nauseous. :RANT: (In all versions of FIFA/EAFC, I find the animation to be somewhat unpolished.)
 
Hello

I've tried out quite a few different gameplays online, and I think this one is the best for me, but there are a couple of things that are a bit confusing to me, as
I don't quite understand why this happens:
1. For some reason, the sliding tackle button behaves very strangely: you can press it as many times as you want when you're close to a player, but it doesn't work, or it only works when the game tells you to. Meanwhile, when you're far from the ball and the player with the ball, you can slide the ball right away.
2. The number of fouls and their somewhat absurd nature: body tackles or clean tackles are 90% fouls. Yes, the fact that fouls have appeared and are pleasing to the eye in the statistics, and in the game itself in general, is an incredible plus, but I suppose they need some work, because as much as their presence in the game is pleasing, a banal play in the body or simply "tough" play with an opponent is an immediate foul.
3. Just as in Project 1, sliding tackles are not realized, so too are "tactical fouls" not realized, which at times is very frustrating and disorienting, since you think you're about to commit a foul, but it doesn't happen and the opponent simply runs on, and your player is stopped.
4. Passing and ball control: it's really cool to see the lack of a magnet between the ball and the player, while we assume that passing the ball to the player 180 degrees is impossible, but in all this, a "sack" often appears when the player passes the ball over his leg backwards relative to his position.

Otherwise, this is an incredibly well-done project, where the difference in class and level of a player and the team as a whole is considered, where there's balance between teams, and where you can confidently take the field against a star player and crush them in every way, but at the same time, having bolstered your squad with your reserves, you can't prevail against them with them.
Thanks for the mod, I really hope it continues to grow. Good luck.
 
Paul, I've been in and out of your patreon and following your mods since at least 2018. Thanks for another year.

I have same observations as guy above. Sliding is strange and the fouls a bit soft.

I do like the more free movement of the ball but I feel like the higher rated players should have a bit more control. The ball feels looser than it should on players with really high ball control. Some of the higher rated teams can appear a tad more sloppy than they might should.

The other thing I noticed, and I don't know how much you can do about this because its a problem in the vanilla, the AI defense really struggles with runs that start horizontal. Like if my striker runs across the top box, there's often a free ball right thru and an easy shot on goal. I try not to abuse it, but would be nice if AI defense was better in that regard.

Like the gameplay this year. First time in a bit I think I'll play a good amount of Career.
 
Hi guys,

Gameplay Mod has been updated to Version 2.0 ( I have also updated Version 1 to 1.1 for those who like that ) . Supporting update 1.1

Full match video:


Changes for Version 2:
- Tweaked fouling so they are no longer given for very soft challenges
- Added error changes to all pass options, including lob, through and cross
- Increased error of shots to reduce high scoring games
- Reduced ability of goalkeepers slightly
- Increased CPU fouling
- Reduced amount of bad first touches by player's with good ball control
- Reduced amount of bad touches whilst dribbling
- Removed known instances of crashing caused by animation changes

Download links:
Frostbite Modding Tool
https://www.mediafire.com/file/nhrhmbv84tf2qoo/FC_26_V_Gameplay_Mod_Version_2.fbmod/file

FIFA Mod Manager
https://www.mediafire.com/file/0s9lxpx5s788g62/FC_26_V_Gameplay_Mod_Version_2.fifamod/file
 
Played a match with 2.1. I know the championship lads are physical but maybe a bit too aggressive on the tackles from behind. game1761791676.png
 
I have already played several matches, I like your gameplay. The only flaw for me is that there are no injuries, unlike in reality. Anyway, well done.
 
Played a match with 2.1. I know the championship lads are physical but maybe a bit too aggressive on the tackles from behind.
I have already played several matches, I like your gameplay. The only flaw for me is that there are no injuries, unlike in reality. Anyway, well done.
Completely agree about the fouls and injuries guys.
 
Hi guys,

The Gameplay Mod has been updated to Version 2.1 ( I have also updated Version 1 to 1.2 for those who like that ) . Supporting update 1.1.2

I am working on v3. Seen in the video below. (video upload in progress)



Changes (so far) for Version 3 BETA:
- More AI fouling
- Increased the differences in speed between players dependant on ability
- Slightly slower animation speed for dribbling
- Changes to AI dribbling decisions to try and stop them trying to dribble out of the defense into the user's player

What is planned for Version 3:
- Speed balancing
- Fixing AI decision making, especially in their own third
- Fouls and referees were reverted to vanilla and its a mess, remake my own foul decision model
- Adding more small and medium injuries to the game

Download links:
Frostbite Modding Tool
https://www.mediafire.com/file/d0x2mdf50kdgk90/FC_26_V_Gameplay_Mod_Version_3_BETA.fbmod/file
FIFA Mod Manager
https://www.mediafire.com/file/hm42yu9j36xsrjo/FC_26_V_Gameplay_Mod_Version_3_BETA.fifamod/file
 
Hey Paul,

First off, I just want to thank you for all the effort you’ve put into this — and for keeping it free.

I wanted to share my two cents: the mod absolutely lives up to the title of the thread — it’s genuinely extremely fun to play.

While it might not be the most realistic or the one that looks most like an actual football match, I’m finding an incredible amount of joy playing it.

If I could suggest one small tweak, I’d say reducing the overall speed or tempo slightly (maybe around 20%) could make it even better. That said, I completely understand this might affect the fluidity — which, ironically, is one of the reasons I love your mod in the first place.

Thanks again for your amazing work and dedication to this community.
 
Hi guys,

Here are the videos that demonstrates my vision for gameplay for FC 26.

Career mode, Middlesbrough versus Watford in Championship (Version 2.0)



Career mode, Middlesbrough versus Man City in Carabao Cup (Version 1.0)



Required Game Settings:
Gameplay Mode
: COMPETITIVE
Authenticity: OFF

Gameplay Sliders:
Whatever you want. I play all 50.

CPU Sliders:
Whatever you want. I play Tactical.

Gameplay mod features:

Movement

  • Dribbling and turning feel slower and less responsive.
  • Sprinting is less explosive and less dominant, encouraging controlled play.
  • Fatigue has a larger effect on players speed in and out of possession.
  • Animations (dribbling, passing, strafe) are slower and smoother.
  • Sprint and acceleration curves were rebuilt for realism and balance and use attributes more.
Passing
  • Significantly increased error chances, dropping passing accuracy from 90%+ to 75%+
  • Significantly increased variance between good and poor passers
  • Larger variance of under pressure error based on attributes
  • Increased error chance on low/medium difficulty passes, for more realistic outcomes
  • Reduced penalty from angled ball speed, allowing better control during extreme-angle (i.e. 180 turn) passes
  • Reduced penalty scaling over distance, improving longer passes so that they are not affected by the other changes
Shooting
  • Increased error chances, dropping shooting accuracy for all players
  • Increased variance between good and poor finishers
  • Larger variance of under pressure shot error based on attributes
  • Increased penalty and difficulty of odd angle shots
  • Increased penalty and difficulty of players shooting whilst running at speed
Tackling
  • Significantly decrease ability to "possession tackle". This is the "tackle" that is in FIFA / FC that allows players to run into another player and magically obtain possession of the ball
  • Significantly decrease Stand Tackling ability, the ability is now much more based on attributes
  • Significantly decrease Slide Tackling ability, the ability is now much more based on attributes
Physics
  • Ball is no longer glued or stuck to player's feet whilst dribbling
  • Ball is now very unlikely to be stopped and controlled by a player if coming at them at speed
Position Changes
  • Fullbacks now move forward twice as often to support the midfield and attack but not as much as wingbacks
  • Defensive midfield (DEFEND) now hold their position more often in attack to act as a pivot
  • Fixing Competitive
    • Midfielders are much more likely to drop back and help out but this is heavily determined by player's attributes
    • Full backs can get caught out by crosses, sometimes being slow to get back and help, this is determined by player's attributes
Referees and Fouls
  • To keep with the current referees of modern football, in this mod, they are very strict on almost all tackles, increasing the amount of fouls given
  • The threshold for giving yellow cards has been increased to balance the amount of fouls given
  • Fouls are now given for players battling each other for aerial balls
  • Fouls are now given for hitting goalkeepers
Fatique
  • Players get tired quicker, especially when running around a lot

Direct Download links:
Version 2.0 (more balanced) -
See change list here

Frostbite Modding Tool

https://www.mediafire.com/file/nhrhmbv84tf2qoo/FC_26_V_Gameplay_Mod_Version_2.fbmod/file

FIFA Mod Manager
https://www.mediafire.com/file/0s9lxpx5s788g62/FC_26_V_Gameplay_Mod_Version_2.fifamod/file

---

Version 1.1 (The strongest changes to first touch, dribbling and fouls)
Frostbite Modding Tool

https://www.mediafire.com/file/im6p86yxdhtrx87/FC_26_V_Gameplay_Mod_Version_1.1.fbmod/file

FIFA Mod Manager
https://www.mediafire.com/file/tbp5yaqteib3zgy/FC_26_V_Gameplay_Mod_Version_1.1.fifamod/file

---

All Gameplay Files (Mediafire folder):
https://www.mediafire.com/folder/tnn7e2hje332c/Gameplay

Hi guys, can you please tell me where is the section in FMT where I can change the player animation during a pass?
 
The problem isn’t the animations. The reason they scurry like rats is a logical/AI decision making issue at the micro level. In real life, football players generally move in straight lines and generally commit to one action. People have called this “inertia” but that’s not exactly it. It’s more about commitment and follow through of action. Within a span of a few seconds, a player will come forward then back then forward, then two steps to the side the forward again then back then 5 very quick steps in a bizarre circle, then two steps forward, seemingly nonsensical. What I suspect is happening is the player’s logic is receiving new inputs and they are adjusting to those but it makes the output alien. Like a control sequence that overshoots then overcorrects and overcorrects in the other direction, instead of a PID controller that uses integrals and derivatives to avoid over/undershooting the desired result.

I suspect even the yo-yo effect of the ball that occasionally occurs when dribbling has the same root cause. There needs to be logical gates of “violates physics” when a certain action is requested. This would fix the unnatural player movements - the animations themselves I think are fine.
 
Hey Paul,

First off, I just want to thank you for all the effort you’ve put into this — and for keeping it free.

I wanted to share my two cents: the mod absolutely lives up to the title of the thread — it’s genuinely extremely fun to play.

While it might not be the most realistic or the one that looks most like an actual football match, I’m finding an incredible amount of joy playing it.

If I could suggest one small tweak, I’d say reducing the overall speed or tempo slightly (maybe around 20%) could make it even better. That said, I completely understand this might affect the fluidity — which, ironically, is one of the reasons I love your mod in the first place.

Thanks again for your amazing work and dedication to this community.
Hi, do you use by any means Live Editor, Mate? What you mention as a suggested small tweak is easily to adjust with Live Editor function "speedhack" under the misc tab when opening the LE after the game is in main menu. Give it a try. It´s the straightest way without going into Gameplay modding with FMT or FET. I use it often when the gamespeed is a bit to high or I feel the need to play around. You can decrease or increase the gamespeed with speedhack in LE.
 
After reading what @sleevel said, I would agree 100%. The game is just too erratic, especially when the players are so... jittery? So I tried to make some changes to see what we can do.

I have a new demonstration video (its low quality for testing the changes) with some changes to try and fix the issue.

What do think of the speed of the game here? Is it better or worse? It certainly introduced a few bugs to iron out but it made for a very difficult match to play!

The changes are:
- Significant decrease in reaction speed, so players are significantly more difficult to control, this affects both the user and the CPU
- Significant decrease in movement of all players in and out of possession
- Decrease in walking speed

I did notice 2 issues at the end of the game:
- The player's defensive positioning got much worse as they tire
- The player's tiredness was awful with almost all of them with 1% energy at minute 90

 
After reading what @sleevel said, I would agree 100%. The game is just too erratic, especially when the players are so... jittery? So I tried to make some changes to see what we can do.

I have a new demonstration video (its low quality for testing the changes) with some changes to try and fix the issue.

What do think of the speed of the game here? Is it better or worse? It certainly introduced a few bugs to iron out but it made for a very difficult match to play!

The changes are:
- Significant decrease in reaction speed, so players are significantly more difficult to control, this affects both the user and the CPU
- Significant decrease in movement of all players in and out of possession
- Decrease in walking speed

I did notice 2 issues at the end of the game:
- The player's defensive positioning got much worse as they tire
- The player's tiredness was awful with almost all of them with 1% energy at minute 90



Hey Paul,

In my opinion, the speed here feels much better. I know the game naturally plays at different speeds depending on team levels (and I usually go with top teams), but comparing this video to the one you uploaded earlier, the pace and tempo look noticeably better — smoother and less jittery overall.

I know I said it in my last post, but thanks again for everything you do.
 
After reading what @sleevel said, I would agree 100%. The game is just too erratic, especially when the players are so... jittery? So I tried to make some changes to see what we can do.

I have a new demonstration video (its low quality for testing the changes) with some changes to try and fix the issue.

What do think of the speed of the game here? Is it better or worse? It certainly introduced a few bugs to iron out but it made for a very difficult match to play!

The changes are:
- Significant decrease in reaction speed, so players are significantly more difficult to control, this affects both the user and the CPU
- Significant decrease in movement of all players in and out of possession
- Decrease in walking speed

I did notice 2 issues at the end of the game:
- The player's defensive positioning got much worse as they tire
- The player's tiredness was awful with almost all of them with 1% energy at minute 90


Player animations and turn arounds are looking less hectic and taken away the "Squirell movements" which are only realistic on little animals like rabbits, squirell´s. I don´t think it should be any slower at this point because it takes than I fear the dynamically aspect of the Game which imo must be left over for your "fun" part, Paul. I really still enjoying your GP because of exact that feature. EA makes the gp too fast and dynamic as well know, but it´s not forbidden to have a part left over what EA decides to release in form of a nice touch of not so realistic. I wanna have fun by playing soccer beside that mostly wished from People which seems is tight spaces, less free pass receivers etc. BECAUSE: Sometimes I wanna score a goal or even 2 and have a tight game vs the AI when the AI can compete me and not drown me into 85% ball possession and scoring 4or 5 goals against me without I have a chance to take part on that Party. :D

PS: You already took care of animation speed and Player movement just from beginning your mod series imo. I can remember that features are take attention to me right from 1.0, though. But I understand that it needs with every TU because EA loves to shake the game speed and the Player speed in their TU´s.
 
@Paul-v thank you for your work and considering my suggestion. Regarding the speed in that video, my opinion is the acceleration seems a bit slow. Some balls that you should have won you didn’t. Often modders will slow down a game to reduce the appearance of undesired effects, like sliding, but in reality, footballers are incredibly quick. The result is players look like they’re running in quicksand.

I wonder if slightly reducing step length, turn speed, and strafe distance while slightly increasing time to stop distance would help.

14:32 in your most recent video has a very prototypical “squirrel” move as @Byronic would say. The ball was underhit and the circular move the player makes, whilst jittering, is what I was referring to.
 
Hey @Paul-v !

I thought I was having fun before, but now with v3 (beta), I'm having a blast! You seriously nailed the speed and tempo this time. It's a bit slower, but players aren't struggling to make runs at all.

Also, the left stick dribbling feels amazing with capable players (like Arda Güler). Best sensation yet!

The only weird thing is the CPU seems to make way more passing errors now in easy situations. Like, a player who's totally open to cross just passes the ball out of bounds instead.

That said, this is a version I'd be more than happy to keep playing and having fun with.
 
I also Paul tried the 3 beta and I enjoyed it but in my opinion a little slower would be perfect I think 10% but leaving the dribbling so nice
 
Played a few matches with the beta and really enjoyed it. A few observations:

(Edit 2) Speed is a touch fast for my personal taste. My suggestion is to reduce stride length and strafe length for runners and the dribbler which should help with sliding and unnatural movements. This hopefully has the knock on effect of slowing overall pace. Increasing player mass may also help.
- Very high number of mis-hits. The opposing team tried to pass the ball back to the keeper under no pressure and just hit it out of bounds. Many times they would hit it to me under no pressure.
- (Edit 2) The energy drain is significant but I’m starting to like it. As @leovidal1982 and @Fifapat point out, it forces you not to hold sprint the whole time - only when necessary.
- The reaction time decrease really helps with the realism. It nails this “commitment to an action” idea.
- (Edit 2) The ball is a little bouncey, especially on hard hit balls and deflections. A real pro can take any ball out of the air at any speed and knock it dead at their feet. A higher ball mass may help?
 
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the best gameplay , no doubt, i love the weight of the ball, the inertia, the energy drain push you to not run whit RT all the time, realy enjoy it...
 
After reading what @sleevel said, I would agree 100%. The game is just too erratic, especially when the players are so... jittery? So I tried to make some changes to see what we can do.

I have a new demonstration video (its low quality for testing the changes) with some changes to try and fix the issue.

What do think of the speed of the game here? Is it better or worse? It certainly introduced a few bugs to iron out but it made for a very difficult match to play!

The changes are:
- Significant decrease in reaction speed, so players are significantly more difficult to control, this affects both the user and the CPU
- Significant decrease in movement of all players in and out of possession
- Decrease in walking speed

I did notice 2 issues at the end of the game:
- The player's defensive positioning got much worse as they tire
- The player's tiredness was awful with almost all of them with 1% energy at minute 90



Paul, the pace of the game is now perfect and realistic! The fouls, even if violent (kill_everyone is the only solution, really), are compensated for by a more "human" referee who doesn't immediately hand out red cards. As for the fatigue that decreases significantly towards the end of the match, well, I think that's also pure realism and pushes the CPU manager to make more substitutions than the three he often does. I eagerly await this update to your gameplay.
But it's already online, right?
 
Wow, wow, wow! I can hardly find words to express the feeling on the pitch! Players feel weighty, the ball- and player physics are so damn spot on!! Bravo!! The rhythm of the match feels very realistic. It's like I never use the sprint button, because i really have to figure out where to play, to find a way through the very tough defense.
I would'nt say it's hard, but almost every game ends 0:0 or 0:1 for my opponent. When I score a goal it's very satisfying, so rewarding. There is nothing I can think of what could be patched...

EXCEPT two things :)

1. The through ball passes feel sometimes quite awkward. In about 50% the player doesn't even plays the ball near the destination I aimed to (I'm playing semi assisted with high precision). Sometimes the through ball goes to a player in my back than to a player who's running in front and would be the best option to receive. Hard to describe, but I never had so much troubles with through balls.

2. The overall game speed. I set the game speed to 0.97 via LE. This suits me very fine. But as I can always adjust this via LE, it's OK.

Keep up the great work! Thank you so much for putting so much joy into the game!!
 
I noticed that despite using full manual controls, I’m noticing more mishits. I’m conflicted cuz on one hand that’s not where I aimed but on the other, in a pressure situation, close defender, off balance, should the ball go with pinpoint accuracy where I’m aiming? Or is a little errant drift a nice touch of realism?
 
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