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FIFA 16 Mobile Conversions

Laosiji

Club Supporter
I am not able to change the faces of some players. I put my .RX3's in the folders faces, hair, hairlod and heads as it was normally done in Data/Sceneassets, but for the ID of some certain players, there are no changes in the faces, I don't know if it has to do with the new Database of Laosiji or if there is some incompatibility with the player.lua that I use. Does anyone know what that would be?


I always said that adding possibilities for more alternative Kits would be the icing on the cake for FIFA's mobiles. There was a frustrating attempt in Fifa 14, but I insist... if they succeed, I would suggest that they put up to 5 additional kits and even alternative kits for goalkeepers, it would be a luxury to make it possible!
Player table, set headclasscode to 0
 

WOLF TATOO

Club Supporter
Bro league logos disappear many times when i copy paste some files in your mod, any fix?
This is too vague of a question, how am i supposed to answer that ?!
Anyways, not all LeagueLogos/countries flags from fifa 23 are included in my VoltaSport v2.0 mod, i only added the ones supoorted in original fifa16
 

Kirabo

Club Supporter
This is too vague of a question, how am i supposed to answer that ?!
Anyways, not all LeagueLogos/countries flags from fifa 23 are included in my VoltaSport v2.0 mod, i only added the ones supoorted in original fifa16
Is it possible to increase the frequency of flair shots and flair passes in the game for example rabona crosses and heel shots, bicycle kick?
 

sebioL_cdz

Club Supporter
Is it possible to increase the frequency of flair shots and flair passes in the game for example rabona crosses and heel shots, bicycle kick?
Gameplay changes via .INI's may be able to do all of this. But I find it difficult for you to find the specific codes and be satisfied.
But after Laosiji managed to make the Editor available, I believe that everything you need is possible to change only through the Database, modifying the attributes per player.
I see that since the olds Fifa PC, any change in a specific attribute makes the player more adaptable to a game style, I didn't test it much, but in Mobile it can happen the same.
Some attributes seem not only to deal with accuracy or chance of hits. Correct me if I'm wrong, but attributes also increase how often the player will perform that stat's action.
Example:
Volleys, above 80 can force your attacker to try to receive crosses shooting from the air and not from the ground.
Longshots and shot-power with levels above 70, you will often have players trying to shoot from outside the penalty area.
Crossing at 90 will force the player to create more plays through crosses and not so much by passing passes.
On the other hand... Team attributes such as cccrossing, ccpassing, ccshooting, look attractive and very suggestive, but honestly, I don't see much change in the overall gameplay of a team.
 

sebioL_cdz

Club Supporter
A curiosity I had while testing the gameplay... It could just be my impression, but matches between Teams that have "rivalteam" with each other, seems to make the game less "stolen" for the CPUAI, in addition to having more difficulties in scoring goals , in most games the shots go wide, on the crossbar or on the goalkeeper, regardless of the quality of the striker. I never noticed this, but matches between rivals seem to have a more playable regardless of difficulty level or its quality, that greatly influences a game. Games between different teams, the score is always more elastic and the goal becomes easy.

ps.: Note for those interested: Actually I was wrong, the rivalry status does not interfere between the teams or if there are influences, it is almost insignificant. What was causing this disparity between the teams' level was the international reputation, it continued to touch the emotional beacons between the clubs and it was just that that really changed the pace of play and the difference between the teams. I reached so much volatility that I even reversed the difficulties, playing with weak teams became more competitive than big teams. lol
where do i find that
In the "players" table, in the Laosiji DB Editor, learn to modify within it and you will have 70% of everything in your hands.
Is your gameplay ready?
My gameplay is made for the last level (World Class) and for 6 minutes per each 45 of time, being highly based on the emotions of the players, which even with maximum levels, maintains a non-accelerated game pace, but providing the creation of good goal opportunities for both teams, without much appeal or absurd goals for the last CPUAI level. So, it's a very quirky style and out of what you're used to. For you to have an idea, if I play Home or Away, only by field command, I need to change my gameplay files, definitely, it must not be compatible with your tastes, that's for sure.
 
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RAiN

Club Supporter
A curiosity I had while testing the gameplay... It could just be my impression, but matches between Teams that have "rivalteam" with each other, seems to make the game less "stolen" for the CPUAI, in addition to having more difficulties in scoring goals , in most games the shots go wide, on the crossbar or on the goalkeeper, regardless of the quality of the striker. I never noticed this, but matches between rivals seem to have a more playable regardless of difficulty level or its quality, that greatly influences a game.

In the "players" table, in the Laosiji DB Editor, learn to modify within it and you will have 70% of everything in your hands. Games between different teams, the score is always more elastic and the goal becomes easy.
any code to make cpu very difficult ?
this is not working on me:

CPUAI_USE_DIFFICULTY = 1

CPUAI/HOME_DIFFICULTY = 9
CPUAI/AWAY_DIFFICULTY = 9

DIFFICULTY = 9
HOME_DIFFICULTY = 9
AWAY_DIFFICULTY = 9

HOME_OFFENSE_DIFFICULTY = 99
AWAY_OFFENSE_DIFFICULTY = 99
HOME_DEFENSE_DIFFICULTY = 99
AWAY_DEFENSE_DIFFICULTY = 99

CPUAI_DEFENSE_DIFFICULTY = 5
CPUAI_OFFENSE_DIFFICULTY = 5

CPUAI_HOME_DIFFICULTY = 9
CPUAI_AWAY_DIFFICULTY = 9
 

weird_chap

Club Supporter
A curiosity I had while testing the gameplay... It could just be my impression, but matches between Teams that have "rivalteam" with each other, seems to make the game less "stolen" for the CPUAI, in addition to having more difficulties in scoring goals , in most games the shots go wide, on the crossbar or on the goalkeeper, regardless of the quality of the striker. I never noticed this, but matches between rivals seem to have a more playable regardless of difficulty level or its quality, that greatly influences a game.

In the "players" table, in the Laosiji DB Editor, learn to modify within it and you will have 70% of everything in your hands. Games between different teams, the score is always more elastic and the goal becomes easy.
Is your gameplay ready?
 

Laosiji

Club Supporter
Gameplay changes via .INI's may be able to do all of this. But I find it difficult for you to find the specific codes and be satisfied.
But after Laosiji managed to make the Editor available, I believe that everything you need is possible to change only through the Database, modifying the attributes per player.
I see that since the olds Fifa PC, any change in a specific attribute makes the player more adaptable to a game style, I didn't test it much, but in Mobile it can happen the same.
Some attributes seem not only to deal with accuracy or chance of hits. Correct me if I'm wrong, but attributes also increase how often the player will perform that stat's action.
Example:
Volleys, above 80 can force your attacker to try to receive crosses shooting from the air and not from the ground.
Longshots and shot-power with levels above 70, you will often have players trying to shoot from outside the penalty area.
Crossing at 90 will force the player to create more plays through crosses and not so much by passing passes.
On the other hand... Team attributes such as cccrossing, ccpassing, ccshooting, look attractive and very suggestive, but honestly, I don't see much change in the overall gameplay of a team.
What do cccrossing and ccshooting represent, related to tactics?
 

weird_chap

Club Supporter
Guys can there be an option for us to shoot bounce shots and airy shots by our choice in the gameplay
 
Last edited:

sebioL_cdz

Club Supporter
qualquer codigo para fazer cpu muito dificil?
isso não está funcionando comigo:
CPUAI_DEFENSE_DIFFICULTY = 5
CPUAI_OFFENSE_DIFFICULTY = 5
Very strange, these codes theoretically favor a game with a very strong CPU. Test larger values in your emotion.ini for HOME and AWAY, try changing CPUAI_DEFENSE_DIFFICULTY/ CPUAI_OFFENSE_DIFFICULTY to "9".
Make sure there isn't too much code modifying your INI's, sometimes there are other openings that overlap your entries.
What do cccrossing and ccshooting represent, related to tactics?
In theory that's right, it relates to the styles of play and the organization of each team, from what I understand historically in FIFA, these attributes should indicate the most habituals characteristics during the match, that is, the frequency in which your team create more crosses, exchange more passes, whether they are longer or shorter, risk more kicks, build faster attacking plays, advance or retreat more in defense.
But I never noticed such significant effects, maybe testing minimum values from 1 to 5 or maximum 90 to 99, we can see some real impact. Players' individual values always seem to exert more influence than all of that.
 

weird_chap

Club Supporter
Like i use some gameplay files where the shots get bounced on the ground before reaching the net and in some files the shots directly reach net without bouncing, can there be an option to have our choice while shooting
 

sebioL_cdz

Club Supporter
Some time ago, I remember that I had played a MOD in which the goalkeeper Neuer played with Turtleneck like Fifa 23, after I installed another one, everything changed, I don't know if it has to do with the new database used (Laosiji) or if it would be some specific 3D file for be indicated by some JerseyCode, but I've looked in all the data in the "Players" table and I don't find this option to increase the size of the collar. Does anyone know how to insert this type of turtleneck back into his uniform again??
1679669357141.png

Like i use some gameplay files where the shots get bounced on the ground before reaching the net and in some files the shots directly reach net without bouncing, can there be an option to have our choice while shooting
I never looked for modifications to it. I believe this has to do with effects and the physicality of the ball. Look for modification data where there is heiht, power, position, velocity (IG_SHOTANGLE, IG_SHOTELEVATION, IG_SPINPOWER...). Compare the .INI files between the MODs you've played for this location: "Ball Physics" and use the one you like best.
 


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