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FIFA 16 Mobile Conversions

Laosiji

Club Supporter
Oh yes! as I didn't remember... it would be the same as traditional fifas, everything is in the languages (eng_us.db / por_br.db ...) Thanks friend, but on the machine I'm on at the moment I can't run as admin, would there be any version of DB Master that was simpler and didn't need an installer, like Laosiji Editor?
db editor can also edit language db
 

sebioL_cdz

Club Supporter
GAME\data\loc locale.big use dbmaster editor
Friend, I was wondering if they had the .xml files of the languages because where I am, I am unavailable to use installation tools (like DBmaster). Unfortunately only on another pc... but I am grateful anyway. Thanks for attention!
 

ramzidz15

Club Supporter
Friend, I was wondering if they had the .xml files of the languages because where I am, I am unavailable to use installation tools (like DBmaster). Unfortunately only on another pc... but I am grateful anyway. Thanks for attention!
any dbmaster editor
 

sebioL_cdz

Club Supporter
any dbmaster editor
Now yes!!! Thank you my big brother. That's enough to accomplish right here.
It even has them all, great materials. Congrats!!

@Laosiji
Strangely, I don't know if it was my impression, but when converting the database to .CSV(excel) format, there is a change in the order of the columns.
In the Players block, the order starts "playerid" and "acceleration" and in the export it generates the beginning as "birthdate" and "playerjointeamdate", it seems to follow some different alphabetical order. Not that this is a problem, I make bulk changes in excel and I'm still getting familiar with the new organization... Lol ... Your work is pretty solid and there don't seem to be any problems between spreadsheet exports/imports. Thanks for all the contribution!
 
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WOLF TATOO

Club Supporter
Now yes!!! Thank you my big brother. That's enough to accomplish right here.
It even has them all, great materials. Congrats!!

@Laosiji
Strangely, I don't know if it was my impression, but when converting the database to .CSV(excel) format, there is a change in the order of the columns.
In the Players block, the order starts "playerid" and "acceleration" and in the export it generates the beginning as "birthdate" and "playerjointeamdate", it seems to follow some different alphabetical order. Not that this is a problem, I make bulk changes in excel and I'm still getting familiar with the new organization... Lol ... Your work is pretty solid and there don't seem to be any problems between spreadsheet exports/imports. Thanks for all the contribution!
Actually there is a problem, check the players attributes and teams formations names and a lot more mutations !
 

sebioL_cdz

Club Supporter
Attribute is something I can't solve. You only need to add (1) to the formation to avoid it being converted by excel
I dont understand, I add "1" where? I noticed that in their own filters tab to search integers, their order ironically already have the same column order as they are in the exports. But okay, as I said, the important thing is not the organization at this moment, but the functionality. thanks!

Other situation... Is it possible to go above the 99 max in a player's attributes by raw .DB data and the effects work? for example, I changed all attributes of a player to 120, in the game the overall and other data have higher values and did not cause a crash, but his speed ratio with another player of Sprintspeed 99, seem the same ... it was not so apparent the addition. Does the reading for the game mechanics always keep 99 for every value above that?
Ps .I'm going to abuse and test 180 for sprintspeed, let's see if he can handle it... lol
 
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WOLF TATOO

Club Supporter
I dont understand, I add "1" where? I noticed that in their own filters tab to search integers, their order ironically already have the same column order as they are in the exports. But okay, as I said, the important thing is not the organization at this moment, but the functionality. thanks!

Other situation... Is it possible to go above the 99 max in a player's attributes by raw .DB data and the effects work? for example, I changed all attributes of a player to 120, in the game the overall and other data have higher values and did not cause a crash, but his speed ratio with another player of Sprintspeed 99, seem the same ... it was not so apparent the addition. Does the reading for the game mechanics always keep 99 for every value above that?
Ps .I'm going to abuse and test 180 for sprintspeed, let's see if he can handle it... lol
About the 120 values, i think its overridden in the .ini files
...also the "fifa settings" table in the db controls attributes but im not sure in which game mode(FUT,CareerMode,FreeRoam...)
 

sebioL_cdz

Club Supporter
About the 120 values, i think its overridden in the .ini files
...also the "fifa settings" table in the db controls attributes but im not sure in which game mode(FUT,CareerMode,FreeRoam...)
Friend, actually... I wasn't talking about changing the strength threshold numerically or proportionally to what is standard, it seems to be what you thought... I was talking about whether it was possible to extrapolate the functional limits of each standard, staying with to a much greater extent than there seems to be a limit number of keys. It's as if 99 were a high standard value, but if you put the speed attribute 150, there will be a new increase, that is, in the game mechanics there is a greater scale for the player to run like Usain Bolt, entedes bro...
 

Laosiji

Club Supporter
Friend, actually... I wasn't talking about changing the strength threshold numerically or proportionally to what is standard, it seems to be what you thought... I was talking about whether it was possible to extrapolate the functional limits of each standard, staying with to a much greater extent than there seems to be a limit number of keys. It's as if 99 were a high standard value, but if you put the speed attribute 150, there will be a new increase, that is, in the game mechanics there is a greater scale for the player to run like Usain Bolt, entedes bro...
Can you find out the problem that the player's attribute value is too high? It should be 0-100 normally
 

WOLF TATOO

Club Supporter
Friend, actually... I wasn't talking about changing the strength threshold numerically or proportionally to what is standard, it seems to be what you thought... I was talking about whether it was possible to extrapolate the functional limits of each standard, staying with to a much greater extent than there seems to be a limit number of keys. It's as if 99 were a high standard value, but if you put the speed attribute 150, there will be a new increase, that is, in the game mechanics there is a greater scale for the player to run like Usain Bolt, entedes bro...
Siii, entiendo hernano!
 

sebioL_cdz

Club Supporter
@Laosiji Actually... i don't think so. The game mechanic increases your points to more than 100. You can put 128 in the Overall and up to 120 in the GER of the players.
That number that I was referring to would be the maximum for modifications in the Database. But inside the game, I don't know why in your .DB the description in the substitution between the players appears the attributes with very high values... I once saw someone talk about this numerical difference that appears in the description inside the game.

I did some tests and I believe that the maximum is 128 and that if you enter the maximum OVR for all attributes, the player will receive significant increases in relation to a player with only 100 points. But any much higher value, such as 160 or 180 that is tested, will break the indexes and the player will have an OVR of approximately 50 points.
On this very site, we found information about FIFA Mobile and maximum OVR, which I now believe makes more sense for 120 to be the maximum score:

Does somebody has a good gameplay file, i wanna test
Bro, this is very relative, there is no "good" gameplay. There are gameplays that are already distributed in MODs by the community with an interesting pattern and that don't differ much. You would need to study every field in the .INI's and other changes to identify exactly what would be "good" gameplay for you. But beware... sometimes small changes can change everything. Play around with Emotion.ini, set values of 3.0 or 4.0 for the Home team and 0.1 to 0.5 for an Away team, and see glaring differences between the two teams...
 
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sebioL_cdz

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?

Can Sub limit be increased by db? And 3rd kit?
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!
 
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