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It doesn't happen to me friend very nice gameplay I played legend but for me it's too difficult now I go down to sample it seems like a real game thank you Paul beautiful I noticed that the shots, the strong ones, are not there but almost all of them flat, I make a mistake while you notice a lot the physicality of the players, wow, another thing that in my opinion needs to be fixed is that when the CPU runs and stretches the ball arrives in the goal immediately, too much boost @Paul-vQuick little throwback.
Everything is great but I noticed one big problem.
The defenders no longer sprint or are so slow that they are speared too easily.
I even checked my sprint button to see if there was a problem.
Hi guys,
Hope all is well with you all.
Just to let you know, I am still making the mods and asked Chris to unlock this thread. I want to pass over my thanks to Chris!
Update on illness
My illness and general condition is being monitored heavily and I am learning more every day. It seems my illness was partially misdiagnosed and there is more of a problem with my liver. Now, I wont into too many specifics and its all very vague right now but its something I can possibly keep an eye on and hopefully fix in the longer term OR my health can deteriorate quickly over the next 10 years. Lets be positive and hope its all good and I will be fine.
Gameplay Version 5 (and 5.1) release
Sorry for the wall of text below. I get asked a lot for a full list of changes a lot. So here it is.
Key Features of the V Gameplay Mod for FC 25:
AI
AI will make more mistakes
AI will play more through passes
AI will use the wings and cross more often
AI will dribble more often
AI will take more time to "think"
AI will foul and shirt pull more often
Reduced AI "error" whilst shooting to cope with the changes to shooting for all players
AI Slider Settings
Dynamic / Tactical AI Settings have been significantly changed to bring more variation to the game
Attacking
Dribbling with the ball is noticeably more difficult and slower for lower attribute and slower players
Shooting is noticeably more difficult for lower attribute players depending on the situation
Passing, including short, lobs and through is noticeably more difficult for all levels depending on situation and attribute levels
Crossing is easier for all levels
Shielding the ball is a lot easier to do
First touch and general ball control is much more difficult
Boosts
Removed all Attribute boosts from the game
Defense
Increased the amount of interceptions, especially by AI
Increased the aggression of all players
Increased the amount of blocking by defenders and balanced it so it is the same for AI and player team
The entire team will come back and defend as a Unit with all gaps between lines significantly reduced
The entire team will come back with more urgency after losing the ball
Stand and Slide tackling is now much more difficult dependant on attribute
"Auto tackle" is almost removed from the game
The reaction times of defenders is halfed (therefore faster)
The reaction times of full backs is increased (therefore slower). This creates the scenario for lower attribute fullback always suffering from crosses to the far post.
Goalkeepers
Improved the save deflection of all goalkeepers to stop the goalkeeper saving it into another attacker
Increased the amount of tradjectory read error the Goalkeeper has dependant on ability, leading to more reaction saves and deflected shots off the hand, arms and legs
Improved the goalkeeper save animation to significantly reduce the "fall to ground and spin" animation that is played when a goalkeeper "fails to read" a shot
Goalkeepers ability to catch the ball is significantly more difficult for lower attributes
Physicality
Weight, Size and Strength are significant factors in duals between players, you will find your weak players on the floor more often
Player Understanding
Players are more likely to make a mistake due to lapse of concentration
Players are more likely to misread a pass
Player Speed
Decreased the walking speed of all players to reduce "jittery" gameplay
Decreased the acceleration of all players to reduce "jittery" gameplay
Decreased the top speed of all players dependant on attribute
Increased the gap between fast and slow players
Slowed all animations to be a realistic and balanced to the game speed as I could get them
Player Roles
Attacking Midfield - Playmaker, will assist more when defending
Attacking Midfield - Shadow Striker, will assist more when defending
Defensive Midfielder - Holding, will assist more when attacking
Central Defender - Defend, will assist more when attacking
Central Midfield - Box to Box, will assist more when attacking
Central Midfield - Box to Box, will assist more when defending
False 9 - Build up, will assist more from their position more often
Full back - Defend, will assist more when attacking
Full back - Balanced, will assist more when attacking
Physics
All physics effects have been modified to be slower with hints of realism
Shot speed is heavily modified depending on the part of the body used to strike the ball
Referees
More fouls are likely to be called for smaller collisions
More fouls are likely to be called for shirt pulls and pushes
Other stuff
Custom TV Logo
Custom adboards
Custom splashscreen
Custom bottom loading spinner
Video
Keep an eye on my YouTube and Twitch to see what I am up to. I sometimes Live Stream, please subscribe to both, its FREE to do so and I do releases on Stream.
YouTube channel
https://www.youtube.com/@paulvgameplay88
Twitch channel
Links to mod
FMT - fbmod
https://www.mediafire.com/file/ih4hamndrej5h4d/V_Gameplay_Mod_v5.1.fbmod/file
Mod Manager - fifamod
https://www.mediafire.com/file/i2wcrxmm2tvotdo/V_Gameplay_Mod_v5.1.fifamod/file
What else?
- FMT has seen a good few releases recently. See them here. https://github.com/FMTDev/FMT.Releases
- I do plan on investigating a way for me to port my Career mod to fifamod in the future, however, I need to find ways of making FMT be a better mod manager too. I think that will benefit everyone.![]()
In the sliders section dedicated to AI tactics, do you use "tactical" or "adaptive" settings by any chance (instead of "custom" with all sliders set to 50)?I restarted my career again and made the first match of the pre-season tournament. Same problem, passive defenders who don't follow the attacker....
I quit and this time I kicked off and strangely everything works perfectly.
I'm going to try a new career, I don't understand.
It creates another lot of variables, which depending on where you fall with certain elements of gameplay can be considered good or bad. On one hand it can be great because of the variety, on the other - if you're looking for an aggressive CPU, but the 'dynamic' part decides the CPU should be extremely conservative, then you'll hate it in those moments and probably blame other areas of the gameplay.dynamic AI is a really good thing but maybe thats maybe a thing that break gameplay mods in a way?
why does no modder try to buff lower (ground) shoots?
im guessing you are using the fifamod?dynamic AI is a really good thing but maybe thats maybe a thing that break gameplay mods in a way?
why does no modder try to buff lower (ground) shoots?
there are too many lower shoot goals in real life. but modders don't add in their REALISTIC GAMEPLAY MODS. guys c'mon let's accept that your purpose is making gameplay hard, not make it realistic. if realism is so important for you, you have to buff lower shoots a bit.Lower shot are made by clicking "easy" on shoot button, so if it makes lower shot powerfull then power shots (medium/high powerbar) would be always a banger. Never modded gameplay, but I think that's how the game logic works in that aspect.
Hi guys,
Many thanks for the well wishes. Really appreciated.
I am back again with another gameplay mod test version. Version 6 TEST 1.
After our little discussion about low shots, I said I will see what I can do and Version 6 will target this. This is the first test with some changes. More to come soon.
Video:
Download links:
FIFA Mod Manager - fifamod
FMT - fbmod
totally agree. now its occuring for me on FMT, i have something to work with and try and fix.That crosses at 9:26 and 13:56 (both goals) were a bit weird. Mainly the second one, the ball made an impossible curve from how the player touched the ball.
The goal at 18:10 was nice tho, realistic shot.
Hi guys,
Many thanks for the well wishes. Really appreciated.
I am back again with another gameplay mod test version. Version 6 TEST 1.
After our little discussion about low shots, I said I will see what I can do and Version 6 will target this. This is the first test with some changes. More to come soon.
Video:
Download links:
FIFA Mod Manager - fifamod
FMT - fbmod
Thanks for the tip. I'll take a look. Also by the way, FMT doesn't care if there is legacy files built against a different TU, even if it is a fifamod, it will always work.Hi Paul, sawing your YT Video today. Looks cool with the "Pro Player perspective Mod" when I saw everything correctly you played as a single Player. Recently I tried that Mode too because of that Camera Mod which is available for the public. I can recommend trying the cam mod, it gives you ingame a very awesome perspective for your Pro Player. Great for immersion. Unfortunetly the cam mod is as usual in fifamod Format, but FMT can load it and it should work independent to an TU because the Cam mod didn´t touch the Legacy file structure. Here is the link if you wanna test the cam mod from FIFAInfinity website:
https://dl.fifa-infinity.com/fc-25/dynamicpro-cam/
In a nutshell, yes. I don't like EA's approach to shooting at all. i.e. you press the shot button and it shoots REALLY softly. I prefer the shot height to be controlled by the amount you press the button. So what I have been trying to do is control the height instead of the power, which isn't easy with the way EA design its settings but doable. I also wish EA didnt split all of their EBX for different shots. Its just weird.I am curious about your low shot tweaks. May I can ask was it necessary to increase the shot Power in general to have especially harder low shots or is there an section in FMT Editor where it´s possible to tweak the low shots by not touching the high executed shots? Just curious.![]()
Yes, I did. That was a quick fix for me and anyone who wanted to use and used an older meta XML. I expected an official RDBM 25 to come out to replace it. Has it not happened?Has the RDBM tool that you converted for 25 been de-listed? Live Editor does not let you change things like kit numbers due to the teamkits not being saved in the career file anymore. Was hoping that maybe your RDBM could produce a better result? However, the link is broken in Aranaktu's discord that you had posted.
Thank youAlso, hope you get better mate! Just saw the post.
Nope, lol. Has not been updated since September for the FC24 version. No worries though, I did some digging and found teamkits in the squad file and it worked out everything.Yes, I did. That was a quick fix for me and anyone who wanted to use and used an older meta XML. I expected an official RDBM 25 to come out to replace it. Has it not happened?
I played some Matches yesterday with your latest mod release. The shot Power is really well for my personal impressions. Game Speed is settled down what is like I mentioned and those robotic fast movements with no Physics related to the AI Players are greatly toned down. I played a default EA GP Match before I started playing with your Mod. It´s always really worse to see how overpowered this is and it wouldn´t happend that I play the Game without GP Mods.Thanks for the tip. I'll take a look. Also by the way, FMT doesn't care if there is legacy files built against a different TU, even if it is a fifamod, it will always work.
In a nutshell, yes. I don't like EA's approach to shooting at all. i.e. you press the shot button and it shoots REALLY softly. I prefer the shot height to be controlled by the amount you press the button. So what I have been trying to do is control the height instead of the power, which isn't easy with the way EA design its settings but doable. I also wish EA didnt split all of their EBX for different shots. Its just weird.
Yes, I did. That was a quick fix for me and anyone who wanted to use and used an older meta XML. I expected an official RDBM 25 to come out to replace it. Has it not happened?
Thank you![]()
Thanks for the tip. I'll take a look. Also by the way, FMT doesn't care if there is legacy files built against a different TU, even if it is a fifamod, it will always work.
Good to know, so it also means when I have a TV Logo Mod or a Scoreboard Mod I don´t need to update them or wait for an update of the Modder to continue playing with them on a new TU?Thanks for the tip. I'll take a look. Also by the way, FMT doesn't care if there is legacy files built against a different TU, even if it is a fifamod, it will always work.
Hi guys,
Many thanks for the well wishes. Really appreciated.
I am back again with another gameplay mod test version. Version 6 TEST 1.
After our little discussion about low shots, I said I will see what I can do and Version 6 will target this. This is the first test with some changes. More to come soon.
Video:
Download links:
FIFA Mod Manager - fifamod
FMT - fbmod
Thanks for your very in-depth feedback. It's really appreciated!!! Agree with all your pointsI played some Matches yesterday with your latest mod release. The shot Power is really well for my personal impressions. Game Speed is settled down what is like I mentioned and those robotic fast movements with no Physics related to the AI Players are greatly toned down. I played a default EA GP Match before I started playing with your Mod. It´s always really worse to see how overpowered this is and it wouldn´t happend that I play the Game without GP Mods.
Well, I played a 2x8 Minutes Match with your Mod and with your recommend Settings at World Class difficulty. What was great to see that you have edited that even when I played with Atletico in the Bernabeu vs Real that the great Mbappe didn´t score anytime a goal when he have a good chance in my box. So the shooting errors are in a good state. I lost that Game 0:2 at the end. And Mbappe scores only through a penalty to me. I have some good chances created as well, but Real played like Real and I saw the Ai Players have another ball handling than in my other Game where I played a Match in german 3. League. There were definetly more pass errors by the AI than in my Madrid derby. So the difference between teams are very good to notice.
Ground pass speed was also realistic. What I didn´t understand is that sometimes the ground pass close before it reaches my players feets are seems to slip through like an lil bit too much increased first touch control. The same happend sometimes to Real AI controlled Players as well. I forgot to record that on a short Video, but I will do that later when I play some further Matches. Like I said I have all sliders to 50 like you recommend. And last but not least, the low shots is something what I still must more practice. But they felt definetly harder than in Default GP where they are kinda useless.
Yes thats correct. I've had this in FMT since late FIFA 23 and its been a life saver because I cant be bothered to go looking for other mods or "fix" my own. I guess its (the requirement to update) a godsend for those that sell their mods though because its a forced "update" and probably makes a lot of money hahaGood to know, so it also means when I have a TV Logo Mod or a Scoreboard Mod I don´t need to update them or wait for an update of the Modder to continue playing with them on a new TU?
You can use other mods as well as there is no other Gameplay Mod in your Mod Manager besides the main one you choose. So all Face, Pitch, Scoreboards or Camera Mods are working independent from any Gameplay mod.New to FIFA modding, will this work with other mods?
also, I am seeing where the CPU is constantly retreating and dribbling back towards their goal, really not being aggressive, is that a product of this gameplay or something else?