It’s another year of modding from me and many others of the community.
Introduction
For those who dont know me.
I am a family man, with a wife and 2 children. I am a full time programmer and a Swansea City FC season ticket holder for over 25 years.
I am one of the oldest modders that still exists in the FIFA/FC community. I started modding FIFA in 2008/2009 and very well known in the “old community” for gameplay and career mods that actually work, well balanced and dont need any fancy words to sell themselves.
I dont ask for money, I dont sell anything, donations should be a choice, not forced.
In 2019, I started the project to replace Frosty Toolsuite called FMT. It’s now the only tool that can modify Frostbite Engine games on almost all platforms and still to be beaten in terms of creating gameplay mods due to its far superior 1-to-1 EBX generation.
I have also created famous mods, tools and frameworks for other games including Escape from Tarkov, Grand Theft Auto, Red Dead Redemption & Skyrim.
However, as I get older my time to do things is getting shorter. I am starting to find other things more interesting and enjoy my family time more and more. You will find I will come and go but will always try to keep things updated for those that use that my mods. I will always show my love for this community.
Donate: https://ko-fi.com/paulovt
Gameplay
Summary: All my gameplay mods over the years are designed to be challenging, ensure attributes mean something, realistic combined with entertainment. I try to design FIFA/FC in a way I think would appeal to all users and would be better than vanilla.
Attributes mean Everything: My mods have always been about “attributes mean everything” and this one is the same. Each attribute will make a major difference to how the player is able to play.
Animations: Significantly reduced the amount of arcade elements and smoothed out all the animations to be as realistic as possible.
Movement: Realistic Movement Speed whilst maintaining a difference between fast and slow players.
AI Defense: Aggressive AI that will shirt pull, foul, be desruptive to your game. Whilst on the other hand can use their tactics to drop back when neccessary.
Realistic AI Offense: AI will vary their attacks, sticking to their tactics, take long shots, make crosses, play short passes or long passes. They will use a strong centre forward if they have one or wingers, or quick short passes.
Strength: Significant difference between strong and weak players. You can use a strong and tall team as viable tactic. It’s not all about fast and quick passes.
Fouls: Fouls are much more likely to be called for all challenges. Be careful and time your challenges wisely!
Tika-Taka: Short quick passes can only be played by the very best of players. Otherwise, the game is much more controlled, varied and less end-to-end.
Fatigue: Stamina and fatique is of huge importance in football, so it does in this mod. Manage your Career mode team carefully and monitor fatigue throughout your games otherwise your players will start to make mistakes in positioning and ability to do the simple stuff.
Game-Flow: Game flow and AI team tactics change throughout the game. Don’t think just because you are winning the first half, that the second half will be just as easy. The AI will work out a way to nullify and get past you.
First touch errors: First touch errors have been significantly increased to be much more realistic.
Lapse of Concentration: All players of all abilities can have a lapse of concentration and not keep their eye on the ball. This is worse for poor players.
IQ: All IQ player roles have been reworked to be more impactful
Gameplay Version 5 (and 5.1) Release
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
You need Frostbite Modding Tool or FIFA Manager Mode to run this mod.