Improved Career Mode mod

With the update being saves compatible, I still have the same issue unfortunately

Yeah I have seen this issue. I think FC 24 under the hood has a set release clause value that uses the old method or something weird. I recommend to play it sacking off as it's completely broken and no way to fix it.
 
Hey. Wanted to give a bit of feedback. While I do see the idea of slowing down the growth curve, I feel like logically, it doesn't make sense for the training schedules not to affect any of the skill/weak/work rate stuff. Like a defending wingback should improve his defensive work rate.

Or inverted wingers, be it forwards, or backs, should also be capable of improving their weak foot while training. Or have it like a low growth at least. For those skills and up the skill level to 3 arrows when they only use the respective training.
 
Hey. Wanted to give a bit of feedback. While I do see the idea of slowing down the growth curve, I feel like logically, it doesn't make sense for the training schedules not to affect any of the skill/weak/work rate stuff. Like a defending wingback should improve his defensive work rate.

Or inverted wingers, be it forwards, or backs, should also be capable of improving their weak foot while training. Or have it like a low growth at least. For those skills and up the skill level to 3 arrows when they only use the respective training.
The problem is, you cannot change curve per attribute level so anytime you train WB, they will get 5 star weak foot and 5 star work rate in just 2/3 training sessions which can happen in just 2 months. It makes balancing it impossible.
 
Ah, I see. Fair enough. I would probably add in that case, to maybe add some more attributes level up to what you made in modifications. Just so the player can still level some attributes, while training those plans you added.

Say for weak foot, also add ball control, as it would make sense that it would improve as a player practices it.
For Skill Moves, maybe dribbling, as a player would become better at that as well.

For Defensive Workhorse, besides interception, I would also suggest Defensive Positioning, as that would play hand in hand with defensive training (plus maybe balance or strength. (I would imagine player attributes are capped to a degree, so even if you go from low to high), someone who has maybe 50 strength, would probs go max to 60?

For Offensive Workhorse, personally I would go with Offensive Positioning, coupled with maybe acceleration and/or speed + short pass. As players would be training to look for gaps in space, and that seems to make the most sense and look to pass quickly.

Could I also suggest maybe a SetPiece specialist plan? For FK, Long and Short Pass, Long Shot and/or Finishing attributes? Considering the diversity of skills in attributes, even on a standard growth, the differences would still be diverse.

Also maybe if you could, you could dm me about how to modify training plans. I have some ideas, and was thinking maybe I could do a mod that works congruently with yours, for those who would like to have an option?

Sorry for the long text.
 
Ah, I see. Fair enough. I would probably add in that case, to maybe add some more attributes level up to what you made in modifications. Just so the player can still level some attributes, while training those plans you added.

Say for weak foot, also add ball control, as it would make sense that it would improve as a player practices it.
For Skill Moves, maybe dribbling, as a player would become better at that as well.

For Defensive Workhorse, besides interception, I would also suggest Defensive Positioning, as that would play hand in hand with defensive training (plus maybe balance or strength. (I would imagine player attributes are capped to a degree, so even if you go from low to high), someone who has maybe 50 strength, would probs go max to 60?

For Offensive Workhorse, personally I would go with Offensive Positioning, coupled with maybe acceleration and/or speed + short pass. As players would be training to look for gaps in space, and that seems to make the most sense and look to pass quickly.

Could I also suggest maybe a SetPiece specialist plan? For FK, Long and Short Pass, Long Shot and/or Finishing attributes? Considering the diversity of skills in attributes, even on a standard growth, the differences would still be diverse.

Also maybe if you could, you could dm me about how to modify training plans. I have some ideas, and was thinking maybe I could do a mod that works congruently with yours, for those who would like to have an option?

Sorry for the long text.

Yeah I can do that.
 
Should be. Ensure that this mod is at the bottom of all those mods.
Should the mod be below Anth's gameplay mods as well? (I am placing it in between the Disable MotionBlurDof and Stutter Fix Mod and Anth's mods).. Let me know if this is correct.. Thanks!

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The problem is, you cannot change curve per attribute level so anytime you train WB, they will get 5 star weak foot and 5 star work rate in just 2/3 training sessions which can happen in just 2 months. It makes balancing it impossible.

So glad I'm switching to PC for mods like this. I hate the fact you can train players to get 5 star weak foot as it's so unrealistic. It's a shame you can't just slow the rate down but if I had to choose between none at all or fast progression, I would pick none. For example on FM, you can train weak foot, but only to 'reasonable' and it takes a long time.

Also, how many players irl actually improve their weak foot? Not many. Look at Arjen Robben, pretty much exclusively left footed cutting inside. I also remember Ryan Babel was massively one footed, he literally never used his weaker foot.
 
So glad I'm switching to PC for mods like this. I hate the fact you can train players to get 5 star weak foot as it's so unrealistic. It's a shame you can't just slow the rate down but if I had to choose between none at all or fast progression, I would pick none. For example on FM, you can train weak foot, but only to 'reasonable' and it takes a long time.

Also, how many players irl actually improve their weak foot? Not many. Look at Arjen Robben, pretty much exclusively left footed cutting inside. I also remember Ryan Babel was massively one footed, he literally never used his weaker foot.
Don't worry, since i separated weak foot training into a different specific training, I can control how fast weak foot gets developed. I put it very slow for now.
 
Don't worry, since i separated weak foot training into a different specific training, I can control how fast weak foot gets developed. I put it very slow for now.

Nice! I did tell some people on here I was getting a new PC for this game, but delayed it for a few months. I finally went for it, and it arrives tomorrow so I will be able to start adding all these mods 😍

How does this compare to the other career mods like MCK, Danielz, Innformation, FIFER etc?
 
Nice! I did tell some people on here I was getting a new PC for this game, but delayed it for a few months. I finally went for it, and it arrives tomorrow so I will be able to start adding all these mods 😍

How does this compare to the other career mods like MCK, Danielz, Innformation, FIFER etc?

This is very hardcore and punishing. The other career mode mods are aimed for a more casual experience.
 
I find your Mod very good and it's a pity that EA doesn't decide to adjust to reality by benching 12 players so you could better take advantage of the youth. May it be so difficult to make this real update.
 
I find your Mod very good and it's a pity that EA doesn't decide to adjust to reality by benching 12 players so you could better take advantage of the youth. May it be so difficult to make this real update.
When it comes to having more players on the bench only ea can fix that
 
I've got a suggestion man, would it be possible to increase the amount of injuries you have? And increase the variety? It'd be cool is players missed a week from getting the flu, a lot of little muscle knocks that means they miss a game or two? At the moment you can plough through the season with only one or two injuries
 
I've got a suggestion man, would it be possible to increase the amount of injuries you have? And increase the variety? It'd be cool is players missed a week from getting the flu, a lot of little muscle knocks that means they miss a game or two? At the moment you can plough through the season with only one or two injuries
It's funny you say that. Someone else mentioned that there were too many injuries. It really depends on the type of player you have and the energy level and the fitness of the player. I had 6 players injured and even 8 players at a time.
 
I've got a suggestion man, would it be possible to increase the amount of injuries you have? And increase the variety? It'd be cool is players missed a week from getting the flu, a lot of little muscle knocks that means they miss a game or two? At the moment you can plough through the season with only one or two injuries
Adjust your injurie sliders. Believe me, it gives them quite a variety of time off :D
 
It's funny you say that. Someone else mentioned that there were too many injuries. It really depends on the type of player you have and the energy level and the fitness of the player. I had 6 players injured and even 8 players at a time.
Ah - I'm early in the season and have been able to rotate - still if you could add some variety or even training injuries if that code is still lingering around it'd be real cool
 
Ah - I'm early in the season and have been able to rotate - still if you could add some variety or even training injuries if that code is still lingering around it'd be real cool
There are training injuries.
 
Change Log for 1.5:
- Fixed player growth not applying correctly to CPU controlled teams.
- Improved distribution of newly generated players to ensure database quality doesn't get worse over time.
- Updated to TU 11.2
 
Change Log for 1.5:
- Fixed player growth not applying correctly to CPU controlled teams.
- Improved distribution of newly generated players to ensure database quality doesn't get worse over time.
- Updated to TU 11.2
No download link on first post mate?
 
Updated to v1.7.

- New improved attribute model for generated players. They won't start at their peak immediately. So no more regens with 83+ overalls when they are generated. This is in a new season.

Before:
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After:
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- Improved player growth when loaned to another club. It depends how well they are doing on their loaned club and how much match time they are given.

- Updated to TU12.
 

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