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Paulv2k4 FIFA18 Career Mod

TheAwesomeGem

Youth Team
http://www117.zippyshare.com/v/EPWEWt9I/file.html
New playergrowth.ini
Much better growth, bus some peaks for young players, like Barco, which grew by two points once.
This could be due to a string that asks how many training seasions must a player recieve before growth and the growth factor, which I set to value 2. So, in the reference period which is:
MONTH_TO_APPLY_GROWTH_1 = 3
MONTH_TO_APPLY_GROWTH_2 = 6
MONTH_TO_APPLY_GROWTH_3 = 10,
set by me, I trained Barco three times in a time period, set by the string
TRAINING_SESSIONS_FOR_MAX_MODIFIER = 3
which results in a double growth set by
TRAINING_MODIFIER_GROWTH = 2
TRAINING_MODIFIER_DECREASE = 1
However, the rest of the players seem to grow fine, except Leroy Sane, which refuses to grow....
There is some tuning to be done.
HuzzUK, what are your issues with frosty editor?
Mod Manager is not reliable at the moment, but the editor does all you need.

Is this directly connected with the ratingcurveable.txt?
 

qasar80

Youth Team
Is this directly connected with the ratingcurveable.txt?
No, I did not touch that yet, I'm trying to learn everything I can from this file alone for growth system before I'm moving forward.
Tweaking a few files at once can be confusing and if something goes wrong it's hard to spot the error. So, one at the time, but this year seems that this one, playergroeth can do the job, it's very sensible and responsive in small steps, just like it needs to be.
 

edelwatz

Club Supporter
What bothered me about playergrowth was the lack of increase of mental attributes and that older players rating decreased too fast. I've fixed that now to a certain extent.

But another problem is the growth of certain attributes in connection with the specific position of the player. For example a CM will grow too much in finishing attribute while his passing or dribbling stats won't grow as much. Many of my players listed as CM's end up with ridiculous high finishing stats. The same can be said about other positions like GK's overpowered growth in GK kicking attribute or CB's with too high stats in ball control and short passing.

So how do we change the growth pattern regarding the specific position of a player? (which file has to be modified)
 

HuzzUK

Club Supporter
http://www117.zippyshare.com/v/EPWEWt9I/file.html
New playergrowth.ini
Much better growth, bus some peaks for young players, like Barco, which grew by two points once.
This could be due to a string that asks how many training seasions must a player recieve before growth and the growth factor, which I set to value 2. So, in the reference period which is:
MONTH_TO_APPLY_GROWTH_1 = 3
MONTH_TO_APPLY_GROWTH_2 = 6
MONTH_TO_APPLY_GROWTH_3 = 10,
set by me, I trained Barco three times in a time period, set by the string
TRAINING_SESSIONS_FOR_MAX_MODIFIER = 3
which results in a double growth set by
TRAINING_MODIFIER_GROWTH = 2
TRAINING_MODIFIER_DECREASE = 1
However, the rest of the players seem to grow fine, except Leroy Sane, which refuses to grow....
There is some tuning to be done.
HuzzUK, what are your issues with frosty editor?
Mod Manager is not reliable at the moment, but the editor does all you need.

I get this error

Object reference not set to an instance of an object.

at FrostySdk.Managers.AssetEntry.get_IsIndirectlyModified()
at FrostyEditor.Controls.FrostyDataExplorer.UpdateTreeView()
at System.Windows.DependencyObject.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.FrameworkElement.OnPropertyChanged(DependencyPropertyChangedEventArgs e)
at System.Windows.DependencyObject.NotifyPropertyChange(DependencyPropertyChangedEventArgs args)
at System.Windows.DependencyObject.UpdateEffectiveValue(EntryIndex entryIndex, DependencyProperty dp, PropertyMetadata metadata, EffectiveValueEntry oldEntry, EffectiveValueEntry& newEntry, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType)
at System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
at System.Windows.DependencyObject.SetValue(DependencyProperty dp, Object value)
at FrostyEditor.MainWindow.<openModMenuItem_Click>d__17.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

I'm assuming this is the same error everyone else who is running Windows 10 64 bit is having. Editor won't launch files.
 

edelwatz

Club Supporter
Uhh... thats in the playergrowth.ini
But in that file I can only change the relation (weight) between mental, technical and physical stats as a whole. But it doesn't distinguish between the specific attributes which is needed to fix this issue.

Or am I missing something?
 

ravezz

Club Supporter
What bothered me about playergrowth was the lack of increase of mental attributes and that older players rating decreased too fast. I've fixed that now to a certain extent.

Care to elaborate on this? Would be great to see the values you changed to get better results with those issues. Thanks!
 

qasar80

Youth Team
in playergrowth you have the curves which are assigned per group of positions.
In each curve you have
SECONDARY_ATTRIBUTES_FACTOR
in which the value must be between 0.1 and 1, meaning that 1 is a growth ratio of 1;1 for the secondaru attributes in report with primary.
Set a low value for this and they will grow little.
See at the beginnnig of the curves
POSITIONS = 4
// RB,LB, RWB, LWB
or
POSITIONS = 6
POSITION_1 = 13
POSITION_2 = 14
POSITION_3 = 15
POSITION_4 = 17
POSITION_5 = 18
POSITION_6 = 19
at the end, meanind the id number for referred to positiond in the curve.
 

edelwatz

Club Supporter
in playergrowth you have the curves which are assigned per group of positions.
In each curve you have
SECONDARY_ATTRIBUTES_FACTOR
in which the value must be between 0.1 and 1, meaning that 1 is a growth ratio of 1;1 for the secondaru attributes in report with primary.
Set a low value for this and they will grow little.
See at the beginnnig of the curves
POSITIONS = 4
// RB,LB, RWB, LWB
or
POSITIONS = 6
POSITION_1 = 13
POSITION_2 = 14
POSITION_3 = 15
POSITION_4 = 17
POSITION_5 = 18
POSITION_6 = 19
at the end, meanind the id number for referred to positiond in the curve.

Thank you I will try that.
But it doesn't explain why RB's and LB's tend to grow too much in heading accuracy or GK's always in kicking stats?
So how does the game decide which stats in particular to grow more than other attributes? Like where are the primary / secondary attributes coded regarding a specific position
Maybe it has to do with the OVR calculation and the weight of certain attributes?
 
Last edited:

edelwatz

Club Supporter
Care to elaborate on this? Would be great to see the values you changed to get better results with those issues. Thanks!

I altered the WEIGHT ratio between physical, mental and technical stats to fix the lack of mental growth. Basically less weight on technical stats and more weight on physical and mental attributes.

Regarding decrease of older players I delayed the regression by setting some values to 0 at a certain age.

Code:
[CURVE_2]
POINTS = 11
CURVE_ATTENUATION_PERCENTAGE = 90
ABOVE_CURVE_MAX_RATIO = 0.3
ABOVE_CURVE_MODIFIER_FOR_MAX_RATIO = 0
ABOVE_CURVE_MIN_RATIO = 0.05
ABOVE_CURVE_MODIFIER_FOR_MIN_RATIO = 1
BELOW_CURVE_MAX_RATIO = 0.3
BELOW_CURVE_MODIFIER_FOR_MAX_RATIO = 1.5
BELOW_CURVE_MIN_RATIO = 0.05
BELOW_CURVE_MODIFIER_FOR_MIN_RATIO = 1
SECONDARY_ATTRIBUTES_FACTOR = 0.4
 
AGE_1 = 16
AGE_2 = 18
AGE_3 = 20
AGE_4 = 23
AGE_5 = 25
AGE_6 = 28
AGE_7 = 30
AGE_8 = 33
AGE_9 = 35
AGE_10 = 36
AGE_11 = 40
RATIO_1 = 0.56
RATIO_2 = 0.72
RATIO_3 = 0.8
RATIO_4 = 0.9
RATIO_5 = 0.95
RATIO_6 = 1
RATIO_7 = 1
RATIO_8 = 0.95
RATIO_9 = 0.88
RATIO_10 = 0.83
RATIO_11 = 0.61
 
WEIGHTS = 14
 
WEIGHT_AGE_1 = 16
WEIGHT_AGE_2 = 17
WEIGHT_AGE_3 = 20
WEIGHT_AGE_4 = 22
WEIGHT_AGE_5 = 23
WEIGHT_AGE_6 = 24
WEIGHT_AGE_7 = 25
WEIGHT_AGE_8 = 27
WEIGHT_AGE_9 = 32
WEIGHT_AGE_10 = 33
WEIGHT_AGE_11 = 34
WEIGHT_AGE_12 = 36
WEIGHT_AGE_13 = 38
WEIGHT_AGE_14 = 40
WEIGHT_MENTAL_1 = 20
WEIGHT_MENTAL_2 = 25
WEIGHT_MENTAL_3 = 30
WEIGHT_MENTAL_4 = 35
WEIGHT_MENTAL_5 = 42
WEIGHT_MENTAL_6 = 43
WEIGHT_MENTAL_7 = 45
WEIGHT_MENTAL_8 = 0
WEIGHT_MENTAL_9 = 0
WEIGHT_MENTAL_10 = 0
WEIGHT_MENTAL_11 = 0
WEIGHT_MENTAL_12 = 0
WEIGHT_MENTAL_13 = 10
WEIGHT_MENTAL_14 = 15  
WEIGHT_PHYSICAL_1 = 25
WEIGHT_PHYSICAL_2 = 30
WEIGHT_PHYSICAL_3 = 40
WEIGHT_PHYSICAL_4 = 35
WEIGHT_PHYSICAL_5 = 25
WEIGHT_PHYSICAL_6 = 15
WEIGHT_PHYSICAL_7 = 10
WEIGHT_PHYSICAL_8 = 0
WEIGHT_PHYSICAL_9 = 0
WEIGHT_PHYSICAL_10 = 0
WEIGHT_PHYSICAL_11 = 0
WEIGHT_PHYSICAL_12 = 0
WEIGHT_PHYSICAL_13 = 60
WEIGHT_PHYSICAL_14 = 50
WEIGHT_SKILL_1 = 55
WEIGHT_SKILL_2 = 45
WEIGHT_SKILL_3 = 30
WEIGHT_SKILL_4 = 30
WEIGHT_SKILL_5 = 33
WEIGHT_SKILL_6 = 42
WEIGHT_SKILL_7 = 45
WEIGHT_SKILL_8 = 0
WEIGHT_SKILL_9 = 0
WEIGHT_SKILL_10 = 0
WEIGHT_SKILL_11 = 0
WEIGHT_SKILL_12 = 0
WEIGHT_SKILL_13 = 30
WEIGHT_SKILL_14 = 35

POSITIONS = 4
// RB,LB, RWB, LWB
POSITION_1 = 2
POSITION_2 = 3
POSITION_3 = 7
POSITION_4 = 8

Here's an example concerning RB,LB, RWB, LWB position.
 

qasar80

Youth Team
Thank you I will try that.
But it doesn't explain why RB's and LB's tend to grow too much in heading accuracy or GK's always in kicking stats?
So how does the game decide which stats in particular to grow more than other attributes? Like where are the primary / secondary attributes coded regarding a specific position
Maybe it has to do with the OVR calculation and the weight of certain attributes?
That's exactly what it is, a primary/secondary code.
Each position has these attributes and you can see them ingame those.
Weight is still s puzzle, but I'm on the way of solving it and yes, it sure has an effect.
 

edelwatz

Club Supporter
That's exactly what it is, a primary/secondary code.
Each position has these attributes and you can see them ingame those.
Weight is still s puzzle, but I'm on the way of solving it and yes, it sure has an effect.
Ok, thanks. How can I see/edit primary/secondary attributes by postition?
 

HuzzUK

Club Supporter
Run the tool as Administrator.

Now get this error -

Object reference not set to an instance of an object.

at FrostySdk.Managers.AssetEntry.get_IsIndirectlyModified()
at FrostySdk.Managers.AssetManager.f0<zrN_N>'JJ\.Lr0p")C~x5a%.MoveNext()
at FrostyEditor.MainWindow.ExportMod(ModSettings modSettings, String filename, Boolean bSilent)
at FrostyEditor.MainWindow.<launchButton_Click>d__13.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

Seems a issue with Windows 10 & Frosty's software
 

bangus

Starting XI
I still can't get any mods to work via Mod Manager or Frosty Editor.

Seems a issue with Windows 10 & Frosty's software
If these tools work for most others, and on Windows 10, then obviously the problem is at your end, and not with the tools or Windows.

-First off, are you playing with a legal copy of the game? You had better be or don't bother posting again.
-Did you update all Microsoft components as required? These tools can't run unless you do.
-Are you trying to run someone else's mod, or create and run your own? Because those are two different issues that need to dealt with separately.
 

bangus

Starting XI
I got error messages on my Windows 7 install until I updated the Microsoft components. Now it works perfectly.

I got error messages on my Windows 10 install when trying to import and launch a mod created on my Windows 7 install. So I re-created the mod in my Windows 10 install, and now it runs perfectly.

The different issues you are having all require different solutions, and others here have no idea why your mods/tools aren't running. At the very least, stop blaming the tools and Windows, and get busy trying different fixes. And if you aren't using a legal copy of the game, that's why it doesn't work for you, so stop asking.
 

AlexSniffles77

Club Supporter
I got error messages on my Windows 7 install until I updated the Microsoft components. Now it works perfectly.

I got error messages on my Windows 10 install when trying to import and launch a mod created on my Windows 7 install. So I re-created the mod in my Windows 10 install, and now it runs perfectly.

The different issues you are having all require different solutions, and others here have no idea why your mods/tools aren't running. At the very least, stop blaming the tools and Windows, and get busy trying different fixes. And if you aren't using a legal copy of the game, that's why it doesn't work for you, so stop asking.


Would you be so kind to tell me which Microsoft components I should install? I can't seem to find the list...

Kind regards
 

AlexSniffles77

Club Supporter
Check Fidel's 1st post in his FIFA 18 Mods thread, he listed them in the frosty tool link.
Still no luck
I installed:
Microsoft .NET Framework 4.6.2
Microsoft DirectX® End-User Runtime
Visual C++ 2017 Redistributable
Microsoft .NET Framework all packs
took ownership of my fifa folder and started it as an admin :/
 


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