ðJoin and download now: https://www.patreon.com/c/anthjames_gameplayoverhaul
â ïžEDIT: 06/01/26: V4 was originally released for #TU1.3.0. It has since been made compatible to work with EAâs latest #TU1.4.0. There are also some very impactful NEW options added exclusively into the #TU1.4.0 Full Gameplay Package version (over 50+).
These include:
ð¹Advanced Passing System - Extremely Reduced
ð¹Advanced Passing System ISOLATIONS (multiple options around this)
ð¹Slightly Lenient Referee Option
ð¹Positioning Alternative - Tight Marking in Box (plus many combinations using this) ðAn ANSWER to EA's possible defensive reduction!ð
You will find details on these new #TU1.4.0 options throughout the document.
Ok, back to the original V4 release documentâŠ
-------
ð V4 is here â and itâs the LARGEST single month update I have EVER made!!!
The standalone sees several significant upgrades, there are 10 ALL NEW standalones and PRESETS are introduced for the first time in my FC26 mod.
â A quick note if youâre new around hereâŠ
Each version builds on the previous, so if youâre new to the mod and you want to catch up on whatâs been included in the mod so far, be sure to read the âCURRENT FEATURES OVERVIEWð¥â PDF for an overview.
For a full breakdown, you can catch up on the previous versions âDetailsâ PDFs inside the download.
V4 STANDALONE:
The Advanced Passing System takes gameplay to an entirely new level of realism.
The laser-guided feel is gone â passing now has true character. Every pass feels more varied and organic.
This system adds a significant layer of depth to the gameplay experience.
The Advanced Passing System has been designed to create more natural mistakes that scale heavily and intelligently with:
The type of pass
The context of the pass
Player attributes
If youâre playing with a team of low technical players for example, donât expect to be able to tiki-taka your way through to goal.
Passing outcomes are influenced by a wide range of contextual factors, including:
ð¹ Pass type
ð¹ Passing ability
ð¹ Balance
ð¹ Momentum
ð¹ Player pressure
ð¹ Speed
ð¹ Height
ð¹ Body positioning
Who is making the pass, what that pass is â and how they make it matters more than ever.
â ïž NOTE ON PLAYER ABILITIES:
The Advanced Passing System is heavily scaled by player attributes, but it still introduces a meaningful increase in passing variation for all players.
Without this baseline impact, even highly rated players wouldnât be affected in the way the system is designed to achieve and it would flatten the overall experience.
If you find the system frustrating for whatever reason, please refer to the below optionsâŠ
Pass completion percentages now align more closely with real-world statistics, but realism is never forced at the expense of playability.
The priority is always how the game plays.
Not every imperfect pass needs to miss its target entirely to affect gameplay.
Slightly off passes can now:
ð¹ Slow the tempo naturally
ð¹ Disrupt movement patterns
ð¹ Require better awareness and control
ð¹ Force players to adjust their first touch
(FULL GAMEPLAY PACKAGE)
Players using the Full Gameplay Package can extensively customise how the Advanced Passing System behaves:
â
Advanced Passing System â OFF
Disables the system entirely for a more traditional FC26 passing experience (identical to V3).
â
Advanced Passing System - Extremely Reduced (*NEW in #TU1.4.0)
This is a major reduction from even the Significantly Reduced version, with substantially fewer errors and a much more forgiving overall feel. The Advanced Passing mechanics are still active, but their influence is minimal, making this the closest experience to having the system OFF without fully disabling it.
This option is ideal for players who want near-default reliability - particularly useful for very short halves, fast-paced matches, or those who prefer consistency over variation, while still retaining a hint of the systemâs underlying logic.
â
Advanced Passing System â Reduced
A toned-down version of the system, making passing more forgiving than the V4 standalone.
â
Advanced Passing System â Significantly Reduced
A heavily softened version of the system. The mechanics remain in place, but their impact is greatly reduced for a much more forgiving experience.
This is a great option for those who play with shorter halves but still want to feel some of the impact of the system.
â
Advanced Passing System â Slightly Increased
A subtle increase in the Advanced Passing System intensity, with the main difference being enhancing ground pass character.
â
Advanced Passing System â Increased
A more demanding version of the system, with greater impact across passing â including crossing.
Great for longer halves.
â
Advanced Passing System â Increased Contrast
Identical to the V4 standalone, but with additional contrast between highly rated players and average/low-rated players.
Highly rated players will execute difficult passes more consistently, creating a clearer skill gap.
â ïž NOTE: The standard V4 system already scales with attributes. This option simply adds extra contrast.
â
Slightly Increased + Increased Contrast
â
Significantly Reduced + Increased Contrast
ðïž ISOLATIONS: Pass Type Control (NEW IN #TU1.4.0)
The following options are ISOLATIONS, designed to let you turn OFF or Extremely Reduce the Advanced Passing System for specific pass types only, while leaving the rest of the system fully active.
â
Advanced Passing System - Extremely Reduced - Ground Passes Only
â
Advanced Passing System - Extremely Reduced - Lob Passes Only
â
Advanced Passing System - Extremely Reduced - Through Balls Only
â
Advanced Passing System - OFF - Ground Passes Only
â
Advanced Passing System - OFF - Lob Passes Only
â
Advanced Passing System - OFF - Through Balls Only
These options are ideal if you like the Advanced Passing System, but feel that one particular pass type is too inconsistent for your preference (or you want to mix and match).
ð¹ïžExample:
If you enjoy the Advanced Passing System overall, but find through balls too unreliable, you can use: âAdvanced Passing System OFF - Through Balls Onlyâ option. This disables the system only for through balls, while ground passes and lob passes continue to use the Advanced Passing System as normal. These specific options allow you to refine your passing system more than ever.
â ïž NOTE: If you are already using Advanced Passing System OFF or Advanced Passing System - Extremely Reduced then ð you do NOT need these isolations.
These ISOLATIONS are ONLY required if you want to target and adjust individual pass types, while keeping the rest of the Advanced Passing System active.
â
Reduced Passing Errors Option*
Designed for players who want to actively simplify and reduce passing errors entirely.
â IMPORTANT:
If you enable the Reduced Passing Errors Option, you cannot use any Advanced Passing System options. These settings are mutually exclusive.
â
EXTRA SLOW
â
FAST
â
BONUS: REGULAR EXTRA
â
BONUS: DRIBBLE ALTERNATIVES (FULL GAMEPLAY PACKAGE)
For those who love ultra-calm, deliberate gameplay, EXTRA SLOW is finally here.
Designed to be the most composed and controlled of all available standalones, emphasising patience, structure, and realism.
FAST is still a highly balanced and fully playable all-in-one experience.
Movement remains refined and controlled, avoiding the erratic, âjankyâ feel of Competitive gameplay while maintaining fluidity.
An enhanced extension of REGULAR, designed to increase differentiation in player speed and movement while maintaining balance.
(FULL GAMEPLAY PACKAGE)
If you prefer the dribbling feel from V3 and earlier versions, use the DRIBBLE ALTERNATIVE versions to re-capture this.
The ball stays slightly closer to the player for a more familiar left-stick feel.
â
More dip and character
â
Varied and rewarding shooting
â
Improved ball trajectories
â
Less floaty long passing
ð¡ Full Gameplay Package users can select prior and alternative ball physics.
An all-new referee increases fouls being called.
STRICT referee option available in the Full Gameplay Package.
â ïž Fouls remain one of the most complex systems and will continue to be refined.
Left-stick dribbling and ball separation have been refined:
â
More varied interactions
â
More organic movement
â
Smoother controlled sprinting
DRIBBLE ALTERNATIVE standalones are available for every version.
Outcomes are far less predictable:
â
More loose balls
â
Goal-mouth scrambles
â
Organic, unscripted situations
â
Attackers win headers more consistently
â
Defenders no longer clear perfectly every time
New goalkeeper behaviour delivers:
â
Fewer superhuman saves
â
More believable reactions
Multiple goalkeeper options included in the Full Gameplay Package.
OVER 300+ OPTIONS
ðPositioning Alternative - Tight Marking in Box (NEW since #TU1.4.0): On January 6th, 2026 EA released Title Update 1.4.0. This update included a change to the AI defending which allows for âlooserâ marking in the box. This particular positioning alternative RE-ACTIVATES something inside the gameplay files called âTight Marking in Box Enabledâ. You will find this particular option, plus many combinations featuring this option inside the âPositioning Alternativesâ folder.
ð Increased Manual Passing Fluidity Option
This option is designed for anyone who finds manual passing to be a little sluggish and unresponsive in FC.
Using this option increases the responsiveness and overall manual passing fluidity.
There is a variant for each passing speed, so be sure to use the option to match your standalone (or chosen isolation)!
ð Increased Ball Freedom Option
This creates additional separation between the player and the ball, resulting in a much more âchaoticâ gameplay experience where thereâs a true fight to get the ball under control.
This option combined with the Strict Referee option also leads to many more fouls being called.
ð Injuries Option
Increases the chances of injuries occurring.
ð Reduced Fatigue Option
This is for those who find fatigue has too big of an impact on gameplay.
Use this if you want to significantly reduce fatigue.
ð Shooting Errors â Short Halves Option
This option REDUCES shot errors for highly rated players and just slightly INCREASES errors for average to lower rated players.
This is a great option if you're playing with shorter halves and want to feel strong players being lethal â whilst still experiencing some additional errors from average to lower rated players than you will see in default FC26.
To be clear, you can use this option even in longer rated halves if you like the experience it brings!
ð Neutral Pitch Conditions Option
Use this option if you want muddy, wet and snowy pitch conditions to have the same FEEL as playing in regular conditions.
This is a great option for those who donât like the gameplay impact those different conditions have and want a more uniformed experience.
ð Default FC26 Player Morale and Team Chemistry Option
An optional add-on for those using my âCareer Mode Gameplay Stability Test Optionâ.
If you are using that option but want to use DEFAULT FC26 player morale and team chemistry values, then use this option WITH it.
Please ensure that THIS option is given PRIORITY though or it wonât work!
ð Increased Field Friction Option
For those wanting the field to feel a little more 'grounded'.
The ball will bobble more and the players can potentially feel a little more 'stable'.
ð Aggressive Defender Step Up Option
Defenders step forward more assertively, engaging opponents earlier.
This creates more active defensive pressure without making the shape too unstable.
Note:
This is different to direct pressing values â it impacts general defensive behaviour in a more subtle way (eg, when deciding to retreat or step up for example).
ð Strict Referee Option
For those looking for a more strict referee.
Fouls are called quite softly using this option, sometimes based on minimal contact.
ð Default FC26 Referee Option
For those wanting to revert back to the default FC26 referee.
ð Reduced Passing Errors Option
This option is for players who want to actively simplify and reduce passing errors entirely.
It is designed for those who not only want the Advanced Passing System turned off, but who also want to move in the opposite direction â toward a cleaner, more assisted passing experience.
â IMPORTANT:
If you enable the Reduced Passing Errors Option, you cannot use any Advanced Passing System options.
These settings are mutually exclusive and will cancel each other out.
ð Advanced Passing System OFF
Disables the system entirely for a more traditional FC26 passing experience (identical to V3).
ð Advanced Passing System â Increased
An overall more demanding version of the system, with greater impact across passing â including crossing.
ð Advanced Passing System â Increased Contrast
Identical to the V4 standalone system, but with additional contrast between highly rated players and average/low-rated players.
Highly rated players will execute difficult passes more consistently, creating a clearer skill gap.
â ïž NOTE:
The standard V4 system already scales with attributes.
This option simply adds extra contrast for those who want an even more pronounced difference.
ð Advanced Passing System â Reduced
A toned-down version of the system, making passing more forgiving than the V4 standalone.
ð Advanced Passing System â Significantly Reduced
A heavily softened version of the system.
The mechanics remain in place, but their impact is greatly reduced for a much more forgiving experience.
ð Advanced Passing System â Significantly Reduced + Increased Contrast
ð Advanced Passing System â Slightly Increased
A subtle increase in the Advanced Passing System intensity, with the main difference being enhancing ground pass character.
ð Advanced Passing System â Slightly Increased + Increased Contrast
Combines the slightly increased system with enhanced player-rating contrast.
ð Aggressive Line Behaviour Option
If you want ALL teams to behave with an 'aggressive' defensive line mentality, then use this option.
Obviously this will take away from some team differentiation, but if you like the closing down and aggressive nature of the defensive teams, then this option allows you to have this ALL the time and not just based on a tactical setup.
ð Deep Line Behaviour Option
If you want ALL teams to behave more passively, with a deep defensive line mentality, then use this option.
Obviously this will take away from some team differentiation, but if you like the style of gameplay this provides, then this option allows you to have this all the time.
ð High Line Aggression Option
In your tactics, if you set your defensive line to HIGH, everything from this point and above will give you the aggressive defensive line mentality.
If you would like the closing down and aggressive nature of the defensive teams with a high line and above, then this option allows you to see this behaviour more frequently.
ð No Deep Line Option
If you want ALL teams to not have the possibility of adopting a DEEP DEFENSIVE LINE, then use this option.
Despite what it may say in the team management screen, teams who have a DEEP DEFENSIVE LINE will instead adopt the BALANCED line behaviours.
ð FC IQ â WM Wide Support and WM Winger Balanced â Stay Wide Option (Experimental)
A slight reworking on these particular roles with the goal of keeping them WIDE in attack.
ð Physicality Option (Experimental)
The physicality element of FC26 is quite different to FC25.
It's something I'm actively exploring, but for a number of reasons it's quite challenging and complex.
Please don't expect too much from it at this stage â but give it a run and if you're interested please let me know how you find it.
ð Wider CB (On Ball) Options
⢠Mild
⢠Moderate
⢠Strong
Use this option if you want to increase the CB width when ON THE BALL.
ð More Blocks Option (V3)
If you liked the way blocks were in V3, then use this option to bring those exact values back.
ð More Difficult Headers Option (V3)
If you liked the way headers were in V3, then use this option to bring those exact values back.
ð More Powerful Clearance Option (V3)
If you liked the way clearances were in V3, then use this option to bring those exact values back.
ð Goalkeeper â Humanised Option (UPDATED)
Updated for V4 to ensure even more human behaviour and more long shooting possibilities.
ð Goalkeeper â Humanised Option V2
An even more extreme version of the Updated Humanised Goalkeeper Option.
ð Goalkeeper Option â Stronger (V3)
For those who preferred V3 goalkeeper behaviour.
ð Goalkeeper Option â Much Stronger
ð Ball Physics Alternative
A slightly experimental alternative ball physics option with additional character.
ð Ball Physics Alternative â Size Variants
⢠Larger Ball
⢠Smaller Ball
⢠Slightly Smaller Ball
⢠Much Smaller Ball
ð Ball Physics Alternative (V3)
Includes all extras associated with the V3 ball physics.
ð PLUS MANY MORE!!!
V4 sees the introduction of PRESETS into my FC26 mod.
For those unfamiliar, PRESETS are a cluster of options that I have assembled together to help LEAN you into a particular gameplay style.
Remember, itâs just ONE interpretation of how you can do something â itâs not the only way.
Key considerations:
â
You still need to select a standalone version
â
Inside each preset you will find a READ ME .txt file. Be sure to read it so you can see a breakdown of the included options.
â
You can add to or adjust the preset â just remember to give any additional options PRIORITY over the preset in your mod manager.
â
If itâs not for you, simply remove the preset â no need to stress about it!
â
These presets will continue to grow over time.
V4 FEATURES TWO PRESETS:
ð SHORT HALVES PRESET
The Short Halves Preset is quite self-explanatory.
It is designed for those who primarily play with shorter halves and are after a more attacking gameplay experience.
ð SCRAPPY PRESET
The Scrappy Preset is designed for those who like a more rugged, chaotic experience.
There are more fouls, lots of loose contested duels, and you're often fighting to get the ball under control.
Here is a list of everything you will currently receive in each of my Patreon tiers.
This will continue to grow and expand significantly as the mod progresses.
AIO Standalone Versions:
ð§ V4 Fast
ð§ V4 Regular
ð§ V4 Slow
ð§ V4 Extra Slow
ð§ V4 BONUS: Fluid Flow
ð§ V4 BONUS: Slow Flow
ð§ V4 BONUS: Regular Extra
AIO Standalone Versions:
ð§ V4 Fast
ð§ V4 Regular
ð§ V4 Slow
ð§ V4 Extra Slow
ð§ V4 BONUS: Fluid Flow
ð§ V4 BONUS: Slow Flow
ð§ V4 BONUS: Regular Extra
ð§ V4 Fast (Dribble Alternative)
ð§ V4 Regular (Dribble Alternative)
ð§ V4 Slow (Dribble Alternative)
ð§ V4 Extra Slow (Dribble Alternative)
ð§ V4 BONUS: Fluid Flow (Dribble Alternative)
ð§ V4 BONUS: Slow Flow (Dribble Alternative)
ð§ V4 BONUS: Regular Extra (Dribble Alternative)
Older Versions:
ðŠ V3 Regular
ðŠ V3 Slow
ðŠ V3 Fluid Flow
ðŠ V3 Slow Flow
ðŠ V2 Regular
ðŠ V2 Slow
ðŠ V2 Fluid Flow
ðŠ V2 Slow Flow
ðŠ V1.01 Regular
ðŠ V1.01 Slow
Presets:
ðš Short Halves Preset
ðš Scrappy Preset
Options:
ð© Advanced Passing System - Increased
ð© Advanced Passing System - Increased Contrast
ð© Advanced Passing System - Slightly Increased
ð© Advanced Passing System - Slightly Increased + Increased Contrast
ð© Advanced Passing System OFF
ð©Advanced Passing System OFF - Ground Passes Only
ð©Advanced Passing System OFF - Through Balls Only
ð©Advanced Passing System OFF - Lob Passes Only
ð© Advanced Passing System - Extremely Reduced
ð©Advanced Passing System - Extremely Reduced - Ground Passes Only
ð©Advanced Passing System - Extremely Reduced - Through Balls Only
ð©Advanced Passing System - Extremely Reduced - Lob Passes Only
ð© Advanced Passing System - Reduced
ð© Advanced Passing System - Significantly Reduced
ð© Advanced Passing System - Significantly Reduced + Increased Contrast
ð© Aggressive Defender Step Up Option
ð© Alternative Attack Option
ð© Attacking Reaction Times - Increased
ð© Attacking Reaction Times - Strongly Increased
ð© Attacking Runs Option - Extremely Increased
ð© Attacking Runs Option - Greatly Increased
ð© Attacking Runs Option - Increased
ð© Attacking Runs Option - Reduced
ð© Attacking Runs Option - Significantly Increased
ð© Attacking Runs Option - Slightly Increased
ð© Attacking Runs Option - Slightly Reduced
ð© Attacking Runs Option - Strongly Increased
ð© Attacking Runs Option - Strongly Reduced
ð© Attacking Runs Option - Ultimately Increased
ð© Authentic Mode - Enable Option
ð© Ball Physics Alternative
ð© Ball Physics Alternative - Larger Ball Option
ð© Ball Physics Alternative - Much Smaller Ball Option
ð© Ball Physics Alternative - Slightly Smaller Ball Option
ð© Ball Physics Alternative - Smaller Ball Option
ð© Ball Physics Alternative (V3) - Bonus Option
ð© Ball Physics Alternative (V3) - Heavier Flight - Larger Ball Option
ð© Ball Physics Alternative (V3) - Heavier Flight - Much Smaller Ball Option
ð© Ball Physics Alternative (V3) - Heavier Flight - Slightly Smaller Ball Option
ð© Ball Physics Alternative (V3) - Heavier Flight - Smaller Ball Option
ð© Ball Physics Alternative (V3) - Heavier Flight Option
ð© Ball Physics Alternative (V3) - More Curve and Dip Option
ð© Ball Physics Alternative (V3) - Slightly More Curve and Dip Option
ð© Ball Physics - Increased Roll Option
ð© Ball Physics - Larger Ball Option
ð© Ball Physics - More Curve and Dip Option
ð© Ball Physics - Much Smaller Ball Option
ð© Ball Physics - Reduced Roll Option - Strong
ð© Ball Physics - Reduced Roll Option - Subtle
ð© Ball Physics - Slightly More Curve and Dip Option
ð© Ball Physics - Slightly Smaller Ball Option
ð© Ball Physics - Smaller Ball Option
ð© ð¥Career Mode Gameplay Stability Test Option
ð© Compact Lines Option - Strong
ð© Compact Lines Option - Subtle
ð© Contain - More Intense Option
ð© Contain - Very Intense Option
ð© Default FC26 Authentic Mode Movement Option
ð© Default FC26 Player Morale and Team Chemistry Option
ð© Default FC26 Goalkeeper Option
ð© Default FC26 Shooting Behaviour Option
ð© Default Splashscreen Option
ð© 'Dynamic Positioning' Option
ð© Easier Tackling Option
ð© Early Trigger Running Option
ð© FC IQ - CBs 'Defend' - Conservative Option
ð© FC IQ - CB Ball Playing Aggressive + CB Wideback Aggressive - Attacking
ð© FC IQ - Deeplying Playmaker - Come Short Restored
ð© FC IQ - Everyone Defends Option
ð© FC IQ - Everyone Defends Option (Updated)
ð© FC IQ - FB 'Defend' - Conservative Option
ð© FC IQ - FB Defend - More Defensive
ð© FC IQ - Falseback Balanced - Attack
ð© FC IQ - WM Wide Support and WM Winger Balanced - Stay Wide Option
ð© Goalkeeper - Default FC26 Option
ð© Goalkeeper - Stronger Option (V3)
ð© Goalkeeper - Much Stronger Option
ð© Goalkeeper - Humanised Option (Updated)
ð© Goalkeeper - Humanised Option V2
ð© Huge Ball Test Option
ð© Increased Attacking Aggression Option
ð© Increased Defensive Reactions Option
ð© Increased Defensive Reactions Option - Strong
ð© Increased Dribble Aggression Option
ð© Increased Dribble Separation Option
ð© Increased Elite Defender Option
ð© Increased Elite Defender Option - Strong
ð© Increased Marking Intensity + Increased Defensive Reactions Option
ð© Increased Marking Intensity + Increased Defensive Reactions Option - Strong
ð© Increased Marking Intensity + Increased Elite Defender Option
ð© Increased Marking Intensity + Increased Elite Defender Option - Strong
ð© Increased Marking Intensity Option
ð© Increased Trap Errors Option
ð© Increased Attacking Width Option + Wider CB (On Ball) - Mild
ð© Increased Attacking Width Option + Wider CB (On Ball) - Moderate
ð© Increased Attacking Width Option + Wider CB (On Ball) - Strong
ð© Increased Ball Freedom Option
ð© Increased Field Friction Option
ð© Increased Manual Passing Fluidity Option - Extra Slow
ð© Increased Manual Passing Fluidity Option - Regular
ð© Increased Manual Passing Fluidity Option - Slightly Faster
ð© Increased Manual Passing Fluidity Option - Slightly Slower
ð© Increased Manual Passing Fluidity Option - Slow
ð© Injuries Option
ð© Jockey - Faster Option
ð© Jockey - Much Faster Option
ð© Jockey - Much Slower Option
ð© Jockey - Slightly Faster Option
ð© Jockey - Slower Option
ð© Kick-off Option - Authentic Mode
ð© Looser Marking Near Goal Option
ð© More Blocks Option (V3)
ð© More Difficult Headers Option (V3)
ð© More Powerful Clearance Option (V3)
ð© Neutral Pitch Conditions + Increased Field Friction Option
ð© Neutral Pitch Conditions Option
ð© No AutoTackle Option
ð© Open Lines Option - Strong
ð© Open Lines Option - Subtle
ð© Open Lines Option - Very Subtle
ð© PA - Ball Side Subtle
ð© PA - Ball Side Subtle (More Pressing)
ð© PA - Ball Side Subtle + Compact Moderate
ð© PA - Ball Side Subtle + Compact Moderate (MP)
ð© PA - Ball Side Subtle + Higher Line Hold
ð© PA - Ball Side Subtle + Higher Line Hold (MP)
ð© PA - Compact Moderate
ð© PA - Compact Moderate (MP)
ð© PA - Compact Moderate + BSS + HLH
ð© PA - Compact Moderate + BSS + HLH (MP)
ð© PA - Compact Moderate + Higher Line Hold
ð© PA - Compact Moderate + Higher Line Hold (MP)
ð© PA - Default FC26
ð© PA - Expression
ð© PA - Expression (MP)
ð© PA - Expression #2
ð© PA - Expression #2 (MP)
ð© PA - Higher Line Hold
ð© PA - Higher Line Hold (MP)
ð© PA - More Pressing
ð© PA - Narrow
ð© PA - Narrow (MP)
ð© PA - Narrow + Ball Side Subtle
ð© PA - Narrow + Ball Side Subtle (MP)
ð© PA - OG
ð© PA - OG (MP)
ð© PA - OG + Ball Side Subtle
ð© PA - OG + Ball Side Subtle (MP)
ð© PA - OG + Higher Line Hold
ð© PA - OG + Higher Line Hold (MP)
ð© PA - OG + BSS + Higher Line Hold
ð© PA - OG + BSS + Higher Line Hold (MP)
ð© PA - OG + NDL + BSS
ð© PA - OG + NDL + BSS (MP)
ð© PA - Space
ð© PA - Space (MP)
ð© PA - Space + Ball Side Subtle
ð© PA - Space + Ball Side Subtle (MP)
ð© PA - Space + Ball Side Subtle + HLH
ð© PA - Space + Ball Side Subtle + HLH (MP)
ð© PA - Space + Narrow Defensive Line
ð© PA - Space + Narrow Defensive Line (MP)
ð© PA - Tight Marking in Box
ð© PA - Tight Marking in Box (MP)
ð© PA - Wider Defensive Line
ð© PA - Wider Defensive Line (MP)
ð© PA - Wider Defensive Line + Ball Side Subtle
ð© PA - Wider Defensive Line + Ball Side Subtle (MP)
ð© PA - Wider Defensive Line + Ball Side Subtle + Higher Line Hold
ð© PA - Wider Defensive Line + Ball Side Subtle + Higher Line Hold (MP)
ð© ð Many more of the above combinations (as Iâve certainly missed some)
ð© Pass Speed Isolation Option - Extra Slow
ð© Pass Speed Isolation Option - Regular
ð© Pass Speed Isolation Option - Slow
ð© Pass Speed Option - Slightly Faster
ð© Pass Speed Option - Slightly Slower
ð© Pass Speed Option - Slower
ð© Physicality Option (Experimental)
ð© Reduced Attacking Width Option
ð© Reduced Defensive Width Option
ð© Reduced Defensive Reactions Option
ð© Reduced Defensive Width Option
ð© Reduced Shot Speed Option
ð© Reduced Shot Speed Option - Strong
ð© Reduced Shot Speed Option - Subtle
ð© Reduced Trap Errors Option - Strong
ð© Reduced Trap Errors Option - Subtle
ð© Reduced Fatigue Option
ð© Reduced Passing Errors Option
ð© Referee Option - Strict
ð©Referee Option - Slightly Lenient
ð© Referee Option - Default FC26
ð© Settled Attack Option
ð© Shooting Errors - Default FC26 Option
ð© Shooting Errors Option
ð© Shooting Errors - Short Halves Option
ð© Slower Pass Tempo Option (UPDATED)
ð© Slower Pass Tempo Option - Strong (UPDATED)
ð© Tighter Marking Near Goal Option
ð© Wider CB (On Ball) Option - Mild
ð© Wider CB (On Ball) Option - Moderate
ð© Wider CB (On Ball) Option - Strong
ð© Plus many more!!!
â
Step-by-step guides
â
Clear instructions
â
Express Notes & Considerations
â
Explanations for every option
ð¥ IF YOU DONâT READ THE INFORMATION, YOU WILL BE LOST!!!
ð Please donât select your options based purely on the name â this is one of the biggest mistakes I see people making.
There are thorough âRead Meâ files in EVERY folder.
These explain the impact of each option.
Realism is subjective.
There is no single âbestâ setup â only what feels right for you.
â
Fully compatible with FIFERâs Realism Mod
ðµ Compatible with any mod that doesnât use gameplay
I want to sincerely thank you all for the incredible support this year.
Wishing you a safe, happy, and relaxing holiday break!
â Anth
ðJoin and download now: https://www.patreon.com/c/anthjames_gameplayoverhaul