V / Paulv2k4 FC25 Mods | Gameplay | Career | Tools

Yesterday I had tried to remake the mod from scratch in FMT, exporting file by file and then importing them all into the new TU7 mod, but the end result was the same crash after loading the game.
I also have a gameplay mod that a made with FMT. I used the last FMT update and did what was in the changelog said, next opened the mod and export it again and worked fine for me.
 
Guys, just download the latest Version of FMT! It´s updated to TU 7.

https://github.com/FMTDev/FMT.Releases/releases
Cool! When I opened the site yesterday, there was no update. I tried to run the mod I was editing in FMT and it apparently worked when opened through the tool, however, FMM started showing errors with any gameplay or camera mod after I used the updated FMT.

Edit: FMM issue resolved after reinstalling the game.
 
Last edited:
Cool! When I opened the site yesterday, there was no update. I tried to run the mod I was editing in FMT and it apparently worked when opened through the tool, however, FMM started showing errors with any gameplay or camera mod after I used the updated FMT.

Edit: FMM issue resolved after reinstalling the game.
So do you use both Tools to play or FMT to edit and playing in FMM?
PS: I had to repair the Game as well after the TU. But now both Tools are working well again with TU 7.
 
So do you use both Tools to play or FMT to edit and playing in FMM?
PS: I had to repair the Game as well after the TU. But now both Tools are working well again with TU 7.
I edit in FMT and use FMM to apply, a matter of habit for so many years. But I found the application through FMT interesting too when testing the mod update.
 
I like MOD, the speed of the game is the perfect one I'm looking for, but I would like to add a suggestion/improvement (if it is taken into account, of course) the high passes are usually very strange, the ball tends to be very fast, does anyone else care? happens? If it is something common, it could improve that I think, thank you Paul for your work, I love you
 
Hi guys.

Sorry I havent been around. Life is just crazy at the moment.

Looks like EA have been busy trying to break things. Yay.

So here is the list of updates from me:

FMT
FMT Updated to Title Update 8

I am also working on a new Mod Manager for FMT. :)

Gameplay Mod Version 6 Test 4

This gameplay Version is all about changes shooting so that you can score some great low shots. Goal 2 in this video really highlights it!

Video

Mod Manager Download
https://www.mediafire.com/file/4qsxdlu65m9189f/V_Gameplay_Mod_v6.test4.fifamod/file

FMT Download
https://www.mediafire.com/file/s5l077qteh7itxg/V_Gameplay_Mod_v6.test4.fbmod/file

Career Mod Version 3

I have fixed all the issues raised that wouldnt allow people to start or move on their career to the next season. I've also added a few little things like graphics and general Italian league team name changes.

FMT Only Download
https://www.mediafire.com/file/51t5rldutlxubt2/V_Career_Mod_v3.fbmod/file


I like MOD, the speed of the game is the perfect one I'm looking for, but I would like to add a suggestion/improvement (if it is taken into account, of course) the high passes are usually very strange, the ball tends to be very fast, does anyone else care? happens? If it is something common, it could improve that I think, thank you Paul for your work, I love you

It is my aim to fix this before final release of Version 6. Thank you for your kind words and playing the GP mod :)
 
Hi guys.

Sorry I havent been around. Life is just crazy at the moment.

Looks like EA have been busy trying to break things. Yay.

So here is the list of updates from me:

FMT
FMT Updated to Title Update 8

I am also working on a new Mod Manager for FMT. :)

Gameplay Mod Version 6 Test 4

This gameplay Version is all about changes shooting so that you can score some great low shots. Goal 2 in this video really highlights it!

Video

Mod Manager Download
https://www.mediafire.com/file/4qsxdlu65m9189f/V_Gameplay_Mod_v6.test4.fifamod/file

FMT Download
https://www.mediafire.com/file/s5l077qteh7itxg/V_Gameplay_Mod_v6.test4.fbmod/file

Career Mod Version 3

I have fixed all the issues raised that wouldnt allow people to start or move on their career to the next season. I've also added a few little things like graphics and general Italian league team name changes.

FMT Only Download
https://www.mediafire.com/file/51t5rldutlxubt2/V_Career_Mod_v3.fbmod/file




It is my aim to fix this before final release of Version 6. Thank you for your kind words and playing the GP mod :)
Default TU 8 Gameplay is really hard to love, Paul! Seems the slider adjusting is much more useless than ever before. The Ps5 version of TU 8 is even better than the PC Version. Without Mods it´s unplayable for me related to Tu8. Recently I rolled back to TU 1 and the Trial Version of FC 25 which both plays just without GP Mods really better and grounded. Idk why EA thinks they must go far away from something which was actually good. Every year the same strategy. :THINK:

Anyway, thanks for the new Mod releases! Speaking about an new Mod Manager sounds awesome. Did any features list already excist? And what would be the main difference to FMT MM? Or is it too early to ask? :))
 
i m trying all sorts of gameplay mods especially after the horendous TU 8 from ea.are there any particular ingame settings we should use for your gameplay mod?
 
Default TU 8 Gameplay is really hard to love, Paul! Seems the slider adjusting is much more useless than ever before. The Ps5 version of TU 8 is even better than the PC Version. Without Mods it´s unplayable for me related to Tu8. Recently I rolled back to TU 1 and the Trial Version of FC 25 which both plays just without GP Mods really better and grounded. Idk why EA thinks they must go far away from something which was actually good. Every year the same strategy. :THINK:
The beta and 1.0 versions had issues (especially around player roles) but I agree the pacing and general ball physics was much better than now. I don't quite understand the new normal for game developers to be listening to mostly streamers to make such massive changes throughout it's life cycle. Crazy times we live in.

Speaking about an new Mod Manager sounds awesome. Did any features list already excist? And what would be the main difference to FMT MM? Or is it too early to ask? :))
Nothing exciting. However, there are a couple of things that have prompted me to do this:
- My old mod manager was built in to the FMT exe. I have found a lot of people prefer the two Apps be separated. So you develop mods in one and launch the compiled mods in the other. I plan on making this seemless so you can open the Mod Manager for the game via FMT or just by double clicking the new Mod Manager itself.
- My old mod manager has had no upgrades since 2021. It has not really needed it but its code is difficult to read!
- My old mod manager doesn't support cross platform mods. FMT is now used a lot more to compile to PS4 and Switch but it doesn't support loading mods in the mod manager.
- My old mod manager uses WPF and I want to develop some things in Avalonia, which is fast becoming the new WPF. It should be more performant and it can be cross platform (working on Linux), that requires a little more rewriting to core logic though. We will see!

i m trying all sorts of gameplay mods especially after the horendous TU 8 from ea.are there any particular ingame settings we should use for your gameplay mod?
I use default for everything. I find "simulation" breaks the game when using my mod.
 
The beta and 1.0 versions had issues (especially around player roles) but I agree the pacing and general ball physics was much better than now. I don't quite understand the new normal for game developers to be listening to mostly streamers to make such massive changes throughout it's life cycle. Crazy times we live in.


Nothing exciting. However, there are a couple of things that have prompted me to do this:
- My old mod manager was built in to the FMT exe. I have found a lot of people prefer the two Apps be separated. So you develop mods in one and launch the compiled mods in the other. I plan on making this seemless so you can open the Mod Manager for the game via FMT or just by double clicking the new Mod Manager itself.
- My old mod manager has had no upgrades since 2021. It has not really needed it but its code is difficult to read!
- My old mod manager doesn't support cross platform mods. FMT is now used a lot more to compile to PS4 and Switch but it doesn't support loading mods in the mod manager.
- My old mod manager uses WPF and I want to develop some things in Avalonia, which is fast becoming the new WPF. It should be more performant and it can be cross platform (working on Linux), that requires a little more rewriting to core logic though. We will see!


I use default for everything. I find "simulation" breaks the game when using my mod.
Thank you for the brief explanation. I recently run an FIFA 23 FMT Tool and was still able to play with some old FIFA 21 Mods from Somers and your FIFA 21 Gameplay Mods which I stored a long time now on my HDD. Your 21 Gameplay is still a great good choice and I had fun while sitting out the first FC 25 TU 8 launch.
 
@Paul-v Yesterday I played some Matches with your new GP release and also I wanna test the new TU 8 FMT release. I wanna start with reporting now first of all with FMT. In general, Paul, what is the difference between the FC 25 beta PC Version and the default Version? Did the beta have more functions or some experimental stuff running? Sorry if this was explained by you previously, but I didn´t found anything by doing a quick search. Well, I tested both Versions and one thing comes to my attention. I wasn´t able to import both of your mods into the MM section. When I am import a.e. the GP Mod in fbmod Format and after that I import the Career Mod than the second imported fbmod didn´t show up in FMT. I thought to myself what´s now wrong on my Computer? After I relaunched FMT and checked that in the beta the same thing happens to me. When I import your GP Mod in fifamod Format and the Career mod that works for me. Can you give me a hint what´s that causes please?

What was incredible great to see was that you increased the Cache writing speed as well as the compiling the Mods into the Game drastically I would say. FMT was never be that fast. I also import every time some fifamods on top. A Camera Mod works without issues, I had the same height and zoom increasement options as when I play with FET. A TV Logo and a Scoreboard Mod works the as well too.

Gameplay Mod:

I saw and felt it last time after I played Anth´s GP Mod that the TU 8 from EA isn´t somewhat deadend for all Players. Means for you Modders there is always possible to drag something very good out of it and make very good GP Mods. So the same I faced with your latest GP Mod release.
First thing that comes to my mind (positive) that the Ball feels heavier now. This makes the general game really slows down. Especially you have reduced the overpowered speed and movement of the Players and Gameplay as well. The groundpasses are feeling really great. Just more natural like irl. I like the slower GP. Correct me if I am wrong but the general turning speed of the Players are making a fresh impression for me. It´s like they have now a realistic speed when they turn 180 degrees. This meant it decrease their ability other than EA´s default to have suddenly full control over a next pass or cross or shot on goal when they stands with their backs towards the opponent Goal. I saw missed and error passes as well as not so accurate shots on goal when they didn´t stand in a correct position to the ball! Great improvement! Keep that feature please for your final release.

I played for testing porposes on legendary although I better play on World Class. yeah, I was beaten down by the AI for my miss choice. :D
Must test further next time on WC of course. The CPU Accuracy on Legendary was really deadly. A little side note 3 of the 5 goals I must swallow by the CPU wasn´t that hard to save for my Goalie. He let the 3 goals slip through while the shot was only half a meter away from his hands. I know the Goalie abilitys are somewhat else when modding. It´s not only in your mod I saw this. Other GP Mods I see this often as well. But in the next situation the goalie saves a more powerful shot which are 1.5 meter away from their position but he jump onto that shot and making a great save.
 
I'm using the fifer mod and I wanted to start it with the fmt...but as soon as I do the procedure, fc25 starts but closes immediately...I've already tried to repair the game but nothing...
 
How do I notice that this mod works for me?
What settings do I have to do?Or do I don't need to make settings in the game?
 
How do I notice that this mod works for me?
What settings do I have to do?Or do I don't need to make settings in the game?
For the gameplay Mod, Paul usually tweaks the splashscreen so it says something like "PaulV Gameplay" when you load the game. I don't think you need to tweak the game settings at all see differences in game play, but re-skim the thread and see if Paul noted any particular changes

For the career mods-- easiest check is to click start new career. advance as far as the team selection. You'll see vastly reduced transfer budgets.
 
Was trying out v6 test 4 and it blew me away. It had the right amount of physicality, difficulty and patterns of play which resembled real life. My only problem was i couldnt play beyond the first half. Second half was a black screen for me. i was playing on default gameplay settings.
 
Was trying out v6 test 4 and it blew me away. It had the right amount of physicality, difficulty and patterns of play which resembled real life. My only problem was i couldnt play beyond the first half. Second half was a black screen for me. i was playing on default gameplay settings.
TU9?
 
The beta and 1.0 versions had issues (especially around player roles) but I agree the pacing and general ball physics was much better than now. I don't quite understand the new normal for game developers to be listening to mostly streamers to make such massive changes throughout it's life cycle. Crazy times we live in.


Nothing exciting. However, there are a couple of things that have prompted me to do this:
- My old mod manager was built in to the FMT exe. I have found a lot of people prefer the two Apps be separated. So you develop mods in one and launch the compiled mods in the other. I plan on making this seemless so you can open the Mod Manager for the game via FMT or just by double clicking the new Mod Manager itself.
- My old mod manager has had no upgrades since 2021. It has not really needed it but its code is difficult to read!
- My old mod manager doesn't support cross platform mods. FMT is now used a lot more to compile to PS4 and Switch but it doesn't support loading mods in the mod manager.
- My old mod manager uses WPF and I want to develop some things in Avalonia, which is fast becoming the new WPF. It should be more performant and it can be cross platform (working on Linux), that requires a little more rewriting to core logic though. We will see!


I use default for everything. I find "simulation" breaks the game when using my mod.
Bro, is your MOD updated to TU9?
 
Back
Top Bottom