Pure Football gameplay mod

Crash To Desktop achronymus. Is popular gaming language. Quite astonished that you didn't knew. Basically, CTD is applied to those types of crashes where the game crashes to desktop (desktop or any other thing you've got in the background obviously) without giving any type of identificating message with the reasons of the crash.
Sorry, but I didn't know! This has never happened to me, luckily.
I love this new Gameplay, more realistic and added to the fatigue of the players, but it happens to me that sometimes the low passes come out very strong and the ball is shot, and also the high passes or crosses come out very high but are short, especially when I want to go out with the archer.
Another thing that also happens to me is that I can't score many goals, but they don't score me either. I have played 16 games in career mode with Milan and I have won 8 and tied 8, scoring only 12 goals and only 3 have been scored. I have tried playing in the world cup, professional or ultimate
 
Sorry, but I didn't know! This has never happened to me, luckily.
I love this new Gameplay, more realistic and added to the fatigue of the players, but it happens to me that sometimes the low passes come out very strong and the ball is shot, and also the high passes or crosses come out very high but are short, especially when I want to go out with the archer.
Another thing that also happens to me is that I can't score many goals, but they don't score me either. I have played 16 games in career mode with Milan and I have won 8 and tied 8, scoring only 12 goals and only 3 have been scored. I have tried playing in the world cup, professional or ultimate
Have in count that the game is designed for 20 min halfs. Still though, if the games end 1-0, that's a good new, cause that's quite the common result in many matches, and even 0-0, specially in low tier teams or defensive league settings, so if that is happening, it's a positive aspect for me.

About the passes, not all the situations are polished, and I still don't know what this things happening, but I am already working on a 2.0 that should already adress some of those things along with even more changes.
 
Have in count that the game is designed for 20 min halfs. Still though, if the games end 1-0, that's a good new, cause that's quite the common result in many matches, and even 0-0, specially in low tier teams or defensive league settings, so if that is happening, it's a positive aspect for me.

About the passes, not all the situations are polished, and I still don't know what this things happening, but I am already working on a 2.0 that should already adress some of those things along with even more changes.
I understand, so maybe it could be because of the playing time per game.
As a career mode I play 5 minute matches per time, and the team I play with is AC Milan.
It seemed strange to me not to lose games and that the rest of the teams do score several goals, even in the standings all the teams have more goals for and against than my team.
 
funny to see the project that I initiated brought to life one way or another. still funny that someone actually ended up using my name, lol.
 
definitely a better gameplay BUT it's so frustrating when CTD occured again and again and again .. ruins all the beautiful experience ..!!! .. yeah even with 1.9.1 and with or without AI & GP rework .. done!
 
definitely a better gameplay BUT it's so frustrating when CTD occured again and again and again .. ruins all the beautiful experience ..!!! .. yeah even with 1.9.1 and with or without AI & GP rework .. done!
I don't have any problems in my new pc so...
 
Ok, happy new year for everyone of you, I have some news to share with all of you guys that have been enjoying my mod. First of all, don't you fear, as I am still working in a new version. Before anything, I should explain why I have remained silent for so much time long (a month since my last message), what's been of me in all this time, and why I haven't uploaded any update since last one on 22 of November.

To start with, last year I've spent 7 months working in a foreign country, and I returned at the beginning of December. After coming I had several issues, then Christmas came, and festivities have been a thing, as you can imagine. Seeing friends and all of this, have not helped creating a rutine for me, and the few time I had left from social interacting, I left it for looking for a new job in my homeplace (so I had not to flee again to other country), working on the mod, or more likely starting building a team with another person (will expand on this topic later in this post), or simply relaxing playing other videogames besides FIFA. There have been also some other issues and worryings that have made me more distracted from here, the evo-web. This has not helped to create a rutine where I can fit modding and community communicantion in a ordered way.

Anyways, thing is I've been looking for people to create a modding team, and good news is I've managed to create a team with another person, and I have a third one (that has actually posted in this very thread) interested into helping aswell, so good news in this sense. But obviously, creating this link to latelly exploit it, has slowed down the modding itself. Now, let's expand and be more concise on this topic, and what we've been aiming for the mod.

I am working with another guy, Spanish like me, so now it is the two of us working in the game, but because is now two of us, the exigency has gone really up, and we are not doing public updates until we are satisfied with the result. The good news is that we have the same focus, and the fact that we share the native language, makes communication much easier.

I am personally working in a new ball physics with the aim of making ball controls and feeling of the game still more realistic, and he's been looking aswell into that, but mostly in understanding to the core the work of FIFA engine, which is quite... twisted, let's say. A lot of trial and error and a lot of testings.

Our main concern, besides the ball physics themselves, is game tempo and the so called "CB Jockey/Jogging" bug, where, with a slower tempo match, CPU controlled centerbacks won't follow any enemy player getting into the area without the ball when the ball is advancing through the wings past the defensive line height, and instead will remain jogging back. While we have made progress with markings, and we've been able to make CB Jockey appear less in a match, we are still not satisfied with the result, and want even a better CB behaviour and mark pursuing in counterattacks, so we are still

I would need, aswell, find how to change minutes per half to 45 instead of 20 (and therefore have 90 minutes match), as the game itself might solve automatically certain issues related to that, based on how long matches are (is a possibility I need to test), and that would be an amazing feature for sure. My suspects is that this can be made through InitFS editing, so if anyone knows anything, it is welcome to help.

Last, but not least, inform you that we are in need of more people to help even further with InitFS investigation and Database editing, so any of you that can do something in that sense, you're welcome to help.

So now, you know what's been of me and why this few interacting with you guys. I hope you can understand all of this and why I have seemed to be unactive this whole month, and not a single update has come in 2 months. I wanted, however, to make you know that I haven't given up on FIFA, and I am still actively working on it. Also, my other teammate has bought EA FC24 (me aswell) so it is very possible that a new update ends up coming for this game aswell (yet I don't like it too much, tbh). Within this month I will have more information to share with you guys, and I hope that we can find some result that we are ok with soon enough as to publish a new update.


Hope you've had some good festivities, and keep kicking it! We see ourselves in the pitch!

Best regards from Hels and the recently created Pure Football Team!
 
Ok, happy new year for everyone of you, I have some news to share with all of you guys that have been enjoying my mod. First of all, don't you fear, as I am still working in a new version. Before anything, I should explain why I have remained silent for so much time long (a month since my last message), what's been of me in all this time, and why I haven't uploaded any update since last one on 22 of November.

To start with, last year I've spent 7 months working in a foreign country, and I returned at the beginning of December. After coming I had several issues, then Christmas came, and festivities have been a thing, as you can imagine. Seeing friends and all of this, have not helped creating a rutine for me, and the few time I had left from social interacting, I left it for looking for a new job in my homeplace (so I had not to flee again to other country), working on the mod, or more likely starting building a team with another person (will expand on this topic later in this post), or simply relaxing playing other videogames besides FIFA. There have been also some other issues and worryings that have made me more distracted from here, the evo-web. This has not helped to create a rutine where I can fit modding and community communicantion in a ordered way.

Anyways, thing is I've been looking for people to create a modding team, and good news is I've managed to create a team with another person, and I have a third one (that has actually posted in this very thread) interested into helping aswell, so good news in this sense. But obviously, creating this link to latelly exploit it, has slowed down the modding itself. Now, let's expand and be more concise on this topic, and what we've been aiming for the mod.

I am working with another guy, Spanish like me, so now it is the two of us working in the game, but because is now two of us, the exigency has gone really up, and we are not doing public updates until we are satisfied with the result. The good news is that we have the same focus, and the fact that we share the native language, makes communication much easier.

I am personally working in a new ball physics with the aim of making ball controls and feeling of the game still more realistic, and he's been looking aswell into that, but mostly in understanding to the core the work of FIFA engine, which is quite... twisted, let's say. A lot of trial and error and a lot of testings.

Our main concern, besides the ball physics themselves, is game tempo and the so called "CB Jockey/Jogging" bug, where, with a slower tempo match, CPU controlled centerbacks won't follow any enemy player getting into the area without the ball when the ball is advancing through the wings past the defensive line height, and instead will remain jogging back. While we have made progress with markings, and we've been able to make CB Jockey appear less in a match, we are still not satisfied with the result, and want even a better CB behaviour and mark pursuing in counterattacks, so we are still

I would need, aswell, find how to change minutes per half to 45 instead of 20 (and therefore have 90 minutes match), as the game itself might solve automatically certain issues related to that, based on how long matches are (is a possibility I need to test), and that would be an amazing feature for sure. My suspects is that this can be made through InitFS editing, so if anyone knows anything, it is welcome to help.

Last, but not least, inform you that we are in need of more people to help even further with InitFS investigation and Database editing, so any of you that can do something in that sense, you're welcome to help.

So now, you know what's been of me and why this few interacting with you guys. I hope you can understand all of this and why I have seemed to be unactive this whole month, and not a single update has come in 2 months. I wanted, however, to make you know that I haven't given up on FIFA, and I am still actively working on it. Also, my other teammate has bought EA FC24 (me aswell) so it is very possible that a new update ends up coming for this game aswell (yet I don't like it too much, tbh). Within this month I will have more information to share with you guys, and I hope that we can find some result that we are ok with soon enough as to publish a new update.


Hope you've had some good festivities, and keep kicking it! We see ourselves in the pitch!

Best regards from Hels and the recently created Pure Football Team!
When is the MOD update released?
 
Maybe your gameplay mod for fifa 22 ?
No, FIFA 22 doesn't have hypermotion and gives too many problems with stamina consumption, so I doubt I will ever release something for it.
When is the MOD update released?
Sadly, not soon. I am taking an hiatus for multiple reasons, but firstly and foremost, because FMT broke my last .fmtproject. Luckily I could save most of the prowess I had made in a .fifamod file but guess what... There's some EBX corrupted. When I tried to past it to a new project, the project was corrupted and I couldn't save it nor export it to a new .fifamod, so I have to find which EBX is corrupted. And I started working so actually, I am not doing so, but my companion is doing it, while I try to find a goddamn way to survive, since I started working in a new work but my back is fucked up and I will have to quit the job by the end of the month, all this meanwhile I have a debt (not to big, thankfully) to pay what is left of my new PC that I bought some months ago.

So as you can see, I have too many fronts open as to worry about the mod. The good news is that, as I told, my companion is working on it, so even though at a slower rate, the mod will keep on going. But expect a couple of months where I won't be as much focused as I used in FIFA.
 
No, FIFA 22 doesn't have hypermotion and gives too many problems with stamina consumption, so I doubt I will ever release something for it.

Sadly, not soon. I am taking an hiatus for multiple reasons, but firstly and foremost, because FMT broke my last .fmtproject. Luckily I could save most of the prowess I had made in a .fifamod file but guess what... There's some EBX corrupted. When I tried to past it to a new project, the project was corrupted and I couldn't save it nor export it to a new .fifamod, so I have to find which EBX is corrupted. And I started working so actually, I am not doing so, but my companion is doing it, while I try to find a goddamn way to survive, since I started working in a new work but my back is fucked up and I will have to quit the job by the end of the month, all this meanwhile I have a debt (not to big, thankfully) to pay what is left of my new PC that I bought some months ago.

So as you can see, I have too many fronts open as to worry about the mod. The good news is that, as I told, my companion is working on it, so even though at a slower rate, the mod will keep on going. But expect a couple of months where I won't be as much focused as I used in FIFA.
No problem bro, we'll have to wait! Get well!
 
HELLO FRIEND! I have a problem and I hope you can help me out. I'm new to this, but when I open MOD MANAGER and SORT OUT THE FILES, in this case "pure football 1.9 and Pure Football fair AI," I play for 5 minutes in the match and the GAME CRASHES. I HAVE VERSION 17.1, not sure why, but from the little I played, the mod seems really good. I need help, thanks buddy.
"When I put 'PURE FOOTBALL AI' the game crashes five minutes into the match."
 
Hello I just want to say that I have been using your mod in combination with other mods and been able to recreate an extremely authentic gameplay, including fixing the issues u had in ur mod, including the down the line and cbs jockeying as well as the choices the AI made.
YOur mod , in combination with another mod and some really freaky sliders (beacuse theyre vastly different than OS ones) have been able to recreate a very fun experience, with the AI being forced to play like real teams, using high amount of crosses and lobs. as well as wing play/corner of box play
the fouling and handballs/penalty/owngoals happen with ratios that remind us how common they are in real life, make the game just as exciting and nervous to play

Thank you very much, ive found something that ill be enjoying until the next official fifa I think because the direction FC24-5 taken is not one good for authenticity due to style and animations. FIFA 23 8_26_2024 9_37_13 AM.pngFIFA 23 8_28_2024 12_55_07 AM.pngFIFA 23 8_31_2024 12_43_23 AM.png
 
Thanks a lot. Could you tell me what did you change in sliders and what other mods did you use? It'd be really interesting. I heard that FC25 is gonna have a "simulation" version but I don't think is gonna actually be very sim. However I might be able to port my mod over FC 25 if the game is still worth it somehow. After all, there's been things in the game quite interesting.

Right now, though, I am more focused in my PES 2021, Ultimate Football Simulator. It's getting really interesting, tbh.
 
Hi guys sorry for delay ive been busy
the attached are the sliders which i have used , only diff might be i don't remember sadly is the width for both teams is around 30 instead of 38
and the diff between length in User and AI is based on how i feel I play, if u play diff where u dont need the team closer, u can prob extend it.

Furthermore, the settings are all on manual(if you want to play on semi, u must increase user error on shots and pass all the way to 80shot and 55pass), including through, with auto clearances. As well as interception assistance and player rotation select
Important, ANALOG SPRINT MUST BE ON,
Game pace and difficulty , have to be on Ultimate, and fast pace
15+ mins half produce the best results \
Player style =Off as well as rules HANDBALL must be on, to recreate frequency of handballs/owngoals/bad back pass A penalty will replace these
The mods used are in this order and name
Innformation Editor Gameplay mod
Pure Football (1.6.1)
Anths_GP v6
Pure Football AI and Gameplay rework (now I think the AI crosses more when this is off but i havent completely made sure)
ALSO THIS DOESNT CTD , EVER DURING GAMEPLAY, IT MIGHT AT START SCREEN/MENU but i have NOT ONCE ON GAMEPLAY
FIFA 23 9_5_2024 1_07_19 AM.pngFIFA 23 9_5_2024 1_07_25 AM.pngFIFA 23 9_5_2024 1_07_45 AM.pngFIFA 23 9_5_2024 1_07_49 AM.png

As I have said these are pretty freaky sliders compared to OS etc, but they ARE BASED ON the AI choices of Pure Football and ANths V6
Maybe u can reduce the CPU length to 60-70 instead , ive noticed this makes it so that they come back and press ur CBS just like irl
See i dont have mod experience/ability so I can't make a file on my own but i was able to find this combination looking at the conflicts
ive noticed that anths'v6 touches a lot of AI choices/attribute settings, that fix some of the issues.
meanwhile not affecting many of Pure Footballs changes to movement/physics etc. The game is both slow and fast depending on what you do and what the AI does, just like in real life. It can be crawly slow, or extreme high level. The AI seems to combine both of these due to the Ultimate setting, otherwise its pretty bland.
 
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Hi guys sorry for delay ive been busy
the attached are the sliders which i have used , only diff might be i don't remember sadly is the width for both teams is around 30 instead of 38
and the diff between length in User and AI is based on how i feel I play, if u play diff where u dont need the team closer, u can prob extend it.

Furthermore, the settings are all on manual(if you want to play on semi, u must increase user error on shots and pass all the way to 80shot and 55pass), including through, with auto clearances. As well as interception assistance and player rotation select
Important, ANALOG SPRINT MUST BE ON,
Game pace and difficulty , have to be on Ultimate, and fast pace
15+ mins half produce the best results \
Player style =Off as well as rules HANDBALL must be on, to recreate frequency of handballs/owngoals/bad back pass A penalty will replace these
The mods used are in this order and name
Innformation Editor Gameplay mod
Pure Football (1.6.1)
Anths_GP v6
Pure Football AI and Gameplay rework (now I think the AI crosses more when this is off but i havent completely made sure)
ALSO THIS DOESNT CTD , EVER DURING GAMEPLAY, IT MIGHT AT START SCREEN/MENU but i have NOT ONCE ON GAMEPLAY
View attachment 300334View attachment 300335View attachment 300336View attachment 300337

As I have said these are pretty freaky sliders compared to OS etc, but they ARE BASED ON the AI choices of Pure Football and ANths V6
Maybe u can reduce the CPU length to 60-70 instead , ive noticed this makes it so that they come back and press ur CBS just like irl
See i dont have mod experience/ability so I can't make a file on my own but i was able to find this combination looking at the conflicts
ive noticed that anths'v6 touches a lot of AI choices/attribute settings, that fix some of the issues.
meanwhile not affecting many of Pure Footballs changes to movement/physics etc. The game is both slow and fast depending on what you do and what the AI does, just like in real life. It can be crawly slow, or extreme high level. The AI seems to combine both of these due to the Ultimate setting, otherwise its pretty bland.
Did you read anything about the order? XD if you're applying mods in that order, you might be playing vanilla game. Now, this is not sure, cause I am not sure if unmodified EBX apply over modified ones, so there's a chance it doesn't happen, but the whole thing would be to put it on top. And what I can tell you for sure is that if unmodified EBX don't apply, then you're playing Anth V6 with a few of my EBX that he didn't applied over. Give a look over the conflicts tab and you will know which mod prevails over the others.
 
Did you read anything about the order? XD if you're applying mods in that order, you might be playing vanilla game. Now, this is not sure, cause I am not sure if unmodified EBX apply over modified ones, so there's a chance it doesn't happen, but the whole thing would be to put it on top. And what I can tell you for sure is that if unmodified EBX don't apply, then you're playing Anth V6 with a few of my EBX that he didn't applied over. Give a look over the conflicts tab and you will know which mod prevails over the others.
Yeah In the conflicts tab , its how i was able to figure out which mods and what order to get what i was looking for. For Example, anths mods seem to affect how the team moves together, and this fixes some issues.
However anths isnt as expansive as ur file changes, so yours still applies the values to many files, which i can FEEL in the game, its why i didnt remove ur mod when using anths, because the ball, the weight of players, the way they interact, and DRIBBLING, esp dribbling which your mod changes completely is kind of slightly nerfed by one or 2 options in anths, but the rest feel much heavier and slower.
If i remove Pure Football, the movement and weight feel light.
INnformation is in the 3rd because neither urs or anths mod affect the push pull animation/values and it seems that INNFormation applies it without conflict and push/pull results in a foul most of the time like IRL
i used another version of pure Football to show how many more changes it applies than anths, i dont run both at the same time, just one.

Also ive been doing more tests, it does seem that the AI chooses to crosses more without Pure Football AI and Gameplay rework.
and the best width is around 35-38 , length 63-69, with height still 80
PASS SPEED still consistent at 12/per ingame minute CREATING passing rate similar to la liga 58% effective game passing rate
ALSO Pure Football 1.9 works sometimes it seems but it can still create a crash
I have some videos i can try to upload

2024-09-05 05_09_03-.png

ALso further comments on gameplay:
Hand ball , this can sometimes go wild and give u 3+ penalties (like in the Fiorentina game below, 3 were penalties, 4 regular goals, i did not change the penalty outcome in that game tho) , well I watch the replay that plays and see how "fair' it was, if it was lets say a very unfair penalty barely touched forearm, or shot while arm next to body, i just switch sides and miss penalty
because otherwise there is maybe 1 or 2 penalties for a whole season. and thats not okay. So we leave it on and play with it.
Furthermore, I test Ai v Ai and player v AI and thats why some values are different
Ive noticed that Ai vAi there will be more mistakes and more shots, beacuse when i play, I tend to dominate possession and play the way My team plays Irl. with crosses and lobs.
So the AI will not shoot as much , but by themselves it can get 30+ as the ss shows
all of these numbers are very accurate to one sided games IRL esp in EPL and La Liga , where 3-6 teams dominate the rest of the league very hard,. u will see htem making 20-30 shots just like they would IRL
 

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Yeah In the conflicts tab , its how i was able to figure out which mods and what order to get what i was looking for. For Example, anths mods seem to affect how the team moves together, and this fixes some issues.
However anths isnt as expansive as ur file changes, so yours still applies the values to many files, which i can FEEL in the game, its why i didnt remove ur mod when using anths, because the ball, the weight of players, the way they interact, and DRIBBLING, esp dribbling which your mod changes completely is kind of slightly nerfed by one or 2 options in anths, but the rest feel much heavier and slower.
If i remove Pure Football, the movement and weight feel light.
INnformation is in the 3rd because neither urs or anths mod affect the push pull animation/values and it seems that INNFormation applies it without conflict and push/pull results in a foul most of the time like IRL
i used another version of pure Football to show how many more changes it applies than anths, i dont run both at the same time, just one.

Also ive been doing more tests, it does seem that the AI chooses to crosses more without Pure Football AI and Gameplay rework.
and the best width is around 35-38 , length 63-69, with height still 80
PASS SPEED still consistent at 12/per ingame minute CREATING passing rate similar to la liga 58% effective game passing rate
ALSO Pure Football 1.9 works sometimes it seems but it can still create a crash
I have some videos i can try to upload
View attachment 300385
If there are EBX that my mod applies and Andth's does not, might be interesting but in general terms, doesn't work like that. Besides, for what I am seeing, untouched EBX seem to apply over the others, I guess. Can't tell since I only see Pure Football in the pics, but I can't tell if it is the base one or the AI rework the ones that are working over them.

Let you know something. Is already, or should be, explained in the first post, and that's why is recommended to read through it carefully, but it might be my fault and have not explained it, so here we go. AI and Gameplay rework, DOES NOT alter the EBX of the game, and therefore, DOES NOT MODIFY GAMEPLAY. Well, this is not fair to say, cause it does, but not in the conventional way of changing, for example, pass speed. More likely, what I do in the AI and Gameplay rework, is change initfs files, that contain values that activate/deactivate certain features, but it does not modify the physics of the game, or how fast players move, etc. More likely, changes certain aspects off the game like activating certain physics mode, using certain parameters or ignore them, etc. But things like... dunno, changing the mass of the ball, the gravity, speed of players, % of accuracy in shooting etc, are done in EBX.

I can't remember which mod had to overwrite the other right now, I think it was Pure Football AI rework had to overwrite the base one since untouched EBX should not overwrite modified ones, but it could be the opposite, and unmodified InitFS files not applying over the already existing one. Try to see if unmodified EBX from AI Gameplay overwrite over other mods, I think it shouldnt, and in that case, AI Gameplay should apply last one and overwrite the rest of the mods as it would only overwrite InitFS and not EBX, but if it does overwrite the other mods EBX, I let you know that AI Gameplay rework uses vanilla EBX mostly.
 
If there are EBX that my mod applies and Andth's does not, might be interesting but in general terms, doesn't work like that. Besides, for what I am seeing, untouched EBX seem to apply over the others, I guess. Can't tell since I only see Pure Football in the pics, but I can't tell if it is the base one or the AI rework the ones that are working over them.

Let you know something. Is already, or should be, explained in the first post, and that's why is recommended to read through it carefully, but it might be my fault and have not explained it, so here we go. AI and Gameplay rework, DOES NOT alter the EBX of the game, and therefore, DOES NOT MODIFY GAMEPLAY. Well, this is not fair to say, cause it does, but not in the conventional way of changing, for example, pass speed. More likely, what I do in the AI and Gameplay rework, is change initfs files, that contain values that activate/deactivate certain features, but it does not modify the physics of the game, or how fast players move, etc. More likely, changes certain aspects off the game like activating certain physics mode, using certain parameters or ignore them, etc. But things like... dunno, changing the mass of the ball, the gravity, speed of players, % of accuracy in shooting etc, are done in EBX.

I can't remember which mod had to overwrite the other right now, I think it was Pure Football AI rework had to overwrite the base one since untouched EBX should not overwrite modified ones, but it could be the opposite, and unmodified InitFS files not applying over the already existing one. Try to see if unmodified EBX from AI Gameplay overwrite over other mods, I think it shouldnt, and in that case, AI Gameplay should apply last one and overwrite the rest of the mods as it would only overwrite InitFS and not EBX, but if it does overwrite the other mods EBX, I let you know that AI Gameplay rework uses vanilla EBX mostly.
Yes there is some EBX that Anths applies, but then there is a ton more that it seems your mod applies
and I do believe this translates to in game because ive tested it (behind anths and pure football in order) with the innformation mod and another mod that chnages push/pull fouls (Danielz) and when i would use that one , it woudl not happen, push pull never caused a player to fall, rather in the other one it would happen almost everytime when the checkmark was on INNFormation for the EBX. Meaning even if 2 other BIG mods (anths and Pure) are above, the ebx that wasnt touched by them , but by Innformation DID APPLY.
SO thats actually how i discovered that maybe i should try combination of mods/sliders because before i didn't really know if a whole applied or canceled out like you say.
And as I said , i can feel the difference in the game. If i remove ur Mod file, the movement and dribbling goes back to being very light and slidey.
The first image is the main EBX that anths changes applies, and the other ones are urs, and urs has more and more on gameplay it seems and movements
 

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Yes there is some EBX that Anths applies, but then there is a ton more that it seems your mod applies
and I do believe this translates to in game because ive tested it (behind anths and pure football in order) with the innformation mod and another mod that chnages push/pull fouls (Danielz) and when i would use that one , it woudl not happen, push pull never caused a player to fall, rather in the other one it would happen almost everytime when the checkmark was on INNFormation for the EBX. Meaning even if 2 other BIG mods (anths and Pure) are above, the ebx that wasnt touched by them , but by Innformation DID APPLY.
SO thats actually how i discovered that maybe i should try combination of mods/sliders because before i didn't really know if a whole applied or canceled out like you say.
And as I said , i can feel the difference in the game. If i remove ur Mod file, the movement and dribbling goes back to being very light and slidey.
The first image is the main EBX that anths changes applies, and the other ones are urs, and urs has more and more on gameplay it seems and movements
One of the things I've tried to work more is to make the movement and dribbling as natural and realistic as possible. Try giving my mod full priority, you will probably get astonished with many things. I feel, however, that Anth worked better positioning on the field, but is also related to player speed so I don't know how they work together. My focus has always been doing a mod that is as close as possible to real life, but is quite difficult, if you ask me.
 
Yes I agree, with urs in full priority the movement and dribbling is even better, but there is many other problems for some reason. For example the pass speeds are not natural, theyre explosive randomly and the players tend to dribble more. Futhermore the CB jockey happens every time there is a lob to the wings.
And a striker will run to the box out of sync with the players and it looks very unnatural. Usually ends in a goal, as you already know.
The players dont press together and the right contain button is not as effective.
Lobs are very fast with very little power etc.
Edge of box shots that dont make sense, as well as back passes when shot is possible.
Otherwise there is usually only one or two slow build crosses from wing play, not just lob. which is not good, in real games 7/10 attacks are slow passing to the high wing/dribble into corner of box, either dribble into box or cross/shoot.
This won't happen much at all.
Furthermore the push/pull never happens where one pulls a player and falls.
When I put anths,a and keep urs all of these go away and the team crosses way more. and adding Innformation in 3rd, makes players fall from pulls. so even if 2 other mods are there it still applies.

So thats why i decided to try combinations with other mods, Ive tried many , danielz, ai motion, random ones etc, all kinds of combos, different ones first diff ones last etc.
and the combo i mentioned is the one that creates the most authentic experience, WITH the sliders I provided, without the sliders the AI still just passes into box through the center and not lob/cross as often, maybe u get 3-5 crosses per whole game both teams combined
and how i discovered that the sliders affect much more than i thought was when trying to fix the cb jockey on Pure Football alone with no other mods.
 
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Yes I agree, with urs in full priority the movement and dribbling is even better, but there is many other problems for some reason. For example the pass speeds are not natural, theyre explosive randomly and the players tend to dribble more. Futhermore the CB jockey happens every time there is a lob to the wings.
And a striker will run to the box out of sync with the players and it looks very unnatural. Usually ends in a goal, as you already know.
The players dont press together and the right contain button is not as effective.
Lobs are very fast with very little power etc.
Edge of box shots that dont make sense, as well as back passes when shot is possible.
Otherwise there is usually only one or two slow build crosses from wing play, not just lob. which is not good, in real games 7/10 attacks are slow passing to the high wing/dribble into corner of box, either dribble into box or cross/shoot.
This won't happen much at all.
Furthermore the push/pull never happens where one pulls a player and falls.
When I put anths,a and keep urs all of these go away and the team crosses way more. and adding Innformation in 3rd, makes players fall from pulls. so even if 2 other mods are there it still applies.

So thats why i decided to try combinations with other mods, Ive tried many , danielz, ai motion, random ones etc, all kinds of combos, different ones first diff ones last etc.
and the combo i mentioned is the one that creates the most authentic experience, WITH the sliders I provided, without the sliders the AI still just passes into box through the center and not lob/cross as often, maybe u get 3-5 crosses per whole game both teams combined
and how i discovered that the sliders affect much more than i thought was when trying to fix the cb jockey on Pure Football alone with no other mods.
I had reworked the pass and supposedly it was better in the last versions, but I can't remember if I ever sent the fix of the pass or not, tbh. Also, CB Jockey was really difficult to solve for me.

Comboing can be nice, but have in mind that EBX do not combine, they overwrite one each other. The whole thing is to combine different GP's and knowing what changes what. But is quite difficult to know that.
 
One more update, i went ahead and did more tests with Pure Football AI and Gameplay rework
at first priority, and yeah for some reason, they dribble more and cross far less idk why.
as You said it might be the physics/numbers that change the choices the ai then makes but not directly affecting the gameplay.
but somehow the crosses go far lower, Ive been testing Athletic v osasuna first game season on career since ive noticed that always produces the best result cuz of the ability to use ultimate diff.
and the last 2 tests with Pure Football AI and Gameplay rework have resulted in about 1/3 the crosses, like below, 80 mins atheltic only had made 2, in the previous one i provided by that time they had made 10 several games in a row.
anyway
final order is attached, also with other mods i use that aren't for gameplay but graphics.
I will test other sliders and if i have postive results ill post again , if not the ones i posted are good enough with the edits in the previous post. 2024-09-05 07_46_10-FIFA Mod Manager - 1.1.8 (7.1.0.0) (FIFA 23).pngFIFA 23 9_5_2024 7_40_42 AM.png
 
I have interesting news. So i read that anths v6 regular update was faulty and was not applying EBX and it might be why it matched so well being it priority with yours.
SO i downloaded the fixed version, put PURE FOOTBALL as pure priority and did some tests. I will say I got some great results
I changed the sliders because your mod is different and on fast pace and higher acceleration/marking it seems that the cb jockey stops faster and the EBX that anths fixed version applies are related to team positioning so that seems to be helping, especially with tracking back in other positions. IM going to keep testing sliders and then update but this seems really good because with full priority the weight of movements and back to chest guarding of ball are much better among other things. FIFA 23 9_11_2024 1_43_10 AM.pngFIFA 23 9_11_2024 1_42_40 AM.pngFIFA 23 9_11_2024 2_40_18 AM.pngFIFA 23 9_11_2024 12_04_47 AM.png

I also did another test that for some reason ss didnt save with real madrid on ultimate 30 shots with 10 crosses, thats pretty good. for real madrid since a lot of it was mbappe and vini dribbling on the corner of box
a lot of the play is wide due to the sliders ill keep testing and post final.

There is still some issues with passing and some slightly awkward things happening when players are fighting for ball sometimes but nothing 2 alarming.
I am using v1.9 of pure football now, 0 crashes so far,it seems its the other file.
last pic is mod order at the moment, again no crashes, and nice HD gameplay im very happy with , i think there is more potential with sliders as ur mod requires more changes from anth priority sliders. cheers.
 

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