资源介绍:

由国外网友FIFER整合分享的FIFA21 真实化补丁,这次更新的是v1.0,支持最新的12号官方更新档

这是一个非常好用而且完整的大补,包含了脸型(修正263名球员脸型、847名球员新脸型、修正7名球员纹身、164新球员新纹身、17名裁判新脸型、44名教练新脸型、修正8名教练脸型、精美随机脸型替换默认随机)、图形、游戏AI优化、经理人脸型、球鞋和手套(118双新鞋、改进33双、25双新手套、1个新配件)、视角补丁、新菜单美化、裁判员脸型、重新脸型生成、草皮补丁、概念球衣、经理人全套服装、记分牌、主题菜单补丁,背景包、电视TVlogo、一般性补丁。支持经理模式。

使用方法:
1、下载解压缩
2、使用FIFA Mod Manager工具1.0.5.5【点击进入下载《《《将文件导入到游戏中即可。

打补丁名单使用教程【点击进入下载《《《
常见问题盘点及橘子平台的问题的解决方法【点击进入下载《《《


注意1:本压缩是7z压缩格式,分成了多个压缩件,必须全部下载完成后,点001才能解开压缩件
注意2:如果解压出现错误,可能是下载中出现了文件损坏 ,压缩卷损坏很大几率是下载过程中出现的错误 ,所以只需要重下在下载这个错误的压缩卷。 


更多的新闻资讯、游戏补丁请关注绿茵吧:FIFA21专区

FIFA系列资源推送交流群:【251587336】


视频教程:


脸型和纹身应用到当前游戏(如何使用LUA脚本!):



巴萨球员脸型变化:


利物浦球员脸型变化:


 

具体内容:
AI 球队选择
- Stamina now plays slightly less of a role in determining fitness
- More realistic weight distribution of factors for AI team selection, it's much more reliant on overall and match importance
- There is no more player career bias, so a virtual pro won't play games just because he's a virtual pro
- Randomness now plays a slightly bigger role in AI team selection to  replicate the real life randomness of lineups
- Form now plays a bigger role in AI team selection
- The AI will now rotate a lot more through the season, especially in low importance games, and will give young players more chances

变化
- Unlocked the following features (when eligible) for Create/Edit player on the main menu, player and manager careers, and tournaments: Traits Editor, Edit all stats, Edit and preview face, Edit all personal info (name, nationality, birthdate, etc), increased maximum and minimum height and weight, edit animations, unlocked all celebrations and gloves, edit positions, no name character limit
- Unlocked some manager outfits, gender, and no name character limits for Creating/Editing a manager in manager career mode

董事会和解雇
- Decreased the amount of games lost in a row to be considered a losing streak
- The first board check now occurs earlier
- The subsequent board checks now occur more often
- Added realistic competition performance scores, increased scores for over-achieving, scores are now harsher for failing in competitions, having a good domestic cup run can now save your job if you fail in other areas
- Manager rating threshold for being sacked is now higher
- Added realistic end of season email rating values, you will no longer be told you're doing great if you have a below-average manager rating
- Your previous season performance now affects your current season rating for longer
- When taking over a new team, the rating is now influenced by the rating before the switch for much shorter.
- Regional success now weighs more, and non-competition areas weigh less
- Decreased threshold for above-average manager rating class
- Decreased threshold for on target manager rating class

数据库:
- Added relevant content for added UCL/UEL teams
- Unlocked all boots
- Unlocked all balls
- Unlocked all GK gloves
- Unlocked all manager outfits
- Updated collars, kit fonts, kit number and name colours for the kits we changed in the graphics mod

财务:
- Wage budgets are much smaller to match the transfer budget decrease
- Clubs now make less money from tickets to bring the revenue to a more lifelike amount
- Increased ticket price league modifiers for the EFL Championship, EFL League One, and EFL League Two
- Match importance now matters more for ticket sales
- Redesigned shirt price and revenue to use real data
- Prices are now much more dependent on whatever team the league is in
- Goalkeepers now sell fewer jerseys
- Used real-life prices per league to calculate realistic modifiers for each league, Switzerland has the highest shirt prices, whereas Turkey has the cheapest
- Adjusted the values so the number of shirts and shirt revenue match up in a more realistic manner
- Teams now make much less from jersey sales as most of the money goes to the manufacturer (based on real data)
- Stadium maintenance now costs more based on real data
- Stadium maintenance costs are now much more dependent on capacity and attendance (based on real data)
- Travel costs distances are now much less for short trips, and much more for longer trips (based on real data)
- Match importance matters much less with regards to travel costs
- Youth facilities cost much more (based on real data)
- The youth development objective importance also weighs a lot more in the cost

Form:
- All matches now weigh the same for user team form calculation
- Increased neutral form threshold
- Decreased good form threshold
- For good form, forwards need to score more, midfielders and defenders need to score less than in default FIFA
- For good form, forwards need to assist less, midfielders and defenders need to assist more than in default FIFA
- For good form, defenders and goalkeepers need more clean sheets than in default FIFA
- Increased the goal threshold for bad form for forwads
- Decreased the assist threshold for bad form for forwards and midfielders, increased for defenders
- Increased the clean sheet threshold for bad form for defenders and goalkeepers
- Decreased man of the match threshold for bad form for all positions

常规设置:
- The overall threshold for a player injury making the news is now lower
- Updated currency conversions to real life
- Realistic fitness recovery, it now takes longer to recover from playing a game, normally 3-4 days to fully recover
- Increased amount of time to showcase image news item
- Added realistic awards system, no more random players will win, as overall, winning the champions league, getting 1st or 2nd top scorer or assister and winning the league now have more of an impact
- Added realistic league modifiers for awards
- Away games are now harder
- Derbies are now more aggressive
- Ideal captain age is now older
- Youth max-age for stories is now higher
- Increased attribute boosts for captains
- Increased attribute boosts for good form
- Increased attribute boosts for good team morale
- Increased attribute decrease for bad team morale
- Increased attribute boosts for good player morale
- Increased attribute decrease for bad player morale
- The manager is now more likely to accept your request after asking many times

GTN 球探:
- Scouting is now easier for players in the user team's league
- The general reveal data per report is now lower
- There is a bigger difference between different star scouts, a 5 star scout will now be much quicker than a 1 star scout
- Decreased the threshold for the amount of players assigned to a scout before the reports start slowing down for lower star scouts
- Added realistic area scouting speed values per star scout
- Lower star area scouts discover fewer players and higher star area scouts discover more
- The variance of attributes is now greater for lower star scouts and more accurate for higher star scouts
- Decreased auto reveal level for transfer listed players
- Reduced minimum reveal level to approach player to buy
- Reduced reveal level to show wage
- Reduced reveal level to show value
- Increased time period where player is considered to be recently signed to a team
- Made the minimum tier for which a player is considered fringe more realistic
- Increased auto reveal level for area scouted players
- Decreased expiration time on data for fully scouted players
- Increased expiration time on data for area scouted players
- Increased expiration time of data on player-specific scouted players
- Increased overall threshold to be considered a famous player
- Increased minimum green attributes threshold to be considered a famous player
- Increased minimum international reputation threshold to be considered a famous player

国际比赛:
- You're more likely to get a national team job offer from your manager's nationality
- Injuries are now slightly more likely
- Increased the age cutoff
- Added more national team rivalries
- Added realistic stadium assignment for national team tournaments

工作机会:
- Job offers now take longer to expire
- Increased minimum team overall threshold for you to only be poached at the start of the season
- Decreased percentage of the season that is considered the start
- Adjusted percentage of the season that is considered the end in relation to above
- Random job offers are now sent more often
- The game now looks at more leagues for available jobs
- The game now browses the league above for available jobs more often
- The game now makes more attempts to find an available job
- Decreased max overall increase when looking for a better job
- Increased manager wages

语言字符串:
- Added real names for all unlicensed teams and competitions
- Updated relevant strings for added teams
- Added multiple mod specific strings

重要比赛:
- Increased rival and derby match importance
- Pre-season games are now of very low importance
- Increased importance values and importance thresholds
- Added realistic league importance thresholds throughout the season, early and mid-late games are of high importance, mid season is medium importance, and late in the season is crucial
- Added realistic cup importance values, derbies are more important, finals are crucial, but other rounds are less important

士气:
- Made morale class thresholds more realistic
- Improved realism for team performance ratios by temperament: calm players are focused on long term goals, whereas hot-tempered players will focus on short term goals and last few games
- Morale is much more dependent on results
- Added realistic playing time values, you will now need to rotate more to keep your players happy, bench players will still expect minutes here and there, but reserves will be happy with a few games a season, and it's all dependent on match importance
- Improved specific minutes expectation for each role
- Increased tired energy threshold
- Decreased low important match importance threshold
- Wage is now more important to a player than contract length morale wise
- Made happiness ratio more realistic for team centered players, which now rely on team and player performances more rather than contract

其他:
- Added the ability to play CPU vs CPU in career mode
- Updated various bootflow graphics
- Removed background GFX images
- Increased volume of various misc celebration sounds

球员合同:
- Decreased the min squad size for auto renew
- Decreased the max percentage of possible player releases for the AI
- Added realistic scores for releasing players, so for the players that will be released, they are now more likely to be older players
- Top players are now more likely to have their contracts renewed
- Area and excess players are now more likely to be given shorter than desired contracts

球员成长:
- Player growth/decline is now applied every month
- Stopped overgrowth from happening
- Player growth/decline variates slightly more now
- Form has a bigger impact on player growth/decline
- Increased the match time threshold for the max bonus
- Decreased the bonus
- Decreased player growth when injured
- Increased player decline when injured
- Training will not slow down player growth as much as before
- Increased the number of training sessions needed before it starts to reduce growth/decline
- Reduced the slow on growth when a player is above the curve by a lot
- There is no longer a boost on growth when the player is below the curve
- Added realistic player growth and decline for every position based on real data
- Added realistic player growth and decline attributes for every position based on real data
- Heavily reduced mental decline for all players, it's mainly physical for all players, technical ratio increasing each year, but in a way where you will still find very talented technical and mental players at 35-38, but who will have lost it a bit physically
- All growth is more stable, there are no more huge random growth spurts/drop-offs without really good form, or other factors
- GKs now grow slower when young, and peak younger, at 29-30 (instead of 31-35)
- Fullbacks and wingbacks now develop faster when young, peaking at 28-29 (instead of 28-33)
- Centerbacks develop faster when young, peaking at around 29-31 (instead of 30-33)
- CDMs now grow quicker when young, peaking at 28-30 (instead of 29-33)
- CMs and CAMs now grow quicker when young, peaking at 28-31 (instead of 28-33)
- Wingers now grow quicker when young, peaking at 28-30 (instead of 27-32)
- Strikers and Centre-Forwards now grow quicker when young, peaking at 29-31 (instead of 28-32)
- Goals matter more in relation to dynamic potential
- Reduced the mid-season transfer boost for dynamic potential
- All leagues have the same effect of dynamic potential
- Heavily reduced dynamic potential, it's almost impossible to get players to absurd overalls like 97, 98, 99, etc, but you can still take a 80 potential player to say 90, or even more, but it will require many seasons with very good form, rather than a couple with average form
- Adjusted XP gains of competitions, you get less in pre-season
- Adjusted league rankings for XP
- The league you play in no longer influences the XP gain
- Redesigned values for player growth/decline on your team, it's much closer to real life, the declines are much slower, and players can continue to grow mentally even when declining physically and/or technically

球员退役:
- GKs can now retire slightly earlier
- Added realistic values for the overall ratings at each age a player is too good to retire at, as they are now generally lower
- Added realistic retirement values for all positions based on real data
- GKs now play for much longer, up to age 45, but most will retire at 36-38
- Fullbacks and wingbacks now generally play longer, with most retiring around 35-37
- Centerbacks now play longer, with most retiring around 36-38
- Wingers now generally play slightly longer but have a bigger chance of retiring around 35
- Midfielders now play longer, normally retiring around 35-38
- Attackers now generally play longer, normally retiring around 35-38

球员身价:
- Improved realism of player values algorithm based on real data
- Player values are now generally higher
- Young players now generally have higher values
- Old players now generally have lower values
- Potential has a bigger effect on player values
- Team prestige has a bigger effect on player values
- International reputation has a bigger effect on player values

球员工资:
- Redesigned the algorithm of player wages based on real data
- Player wages are generally lower
- Increased wages for younger players
- The wage system is now heavily based on what league the player is in, more than twice as much as before
- Added realistic league modifiers based on real data

季前赛:
- Heavily decreased pre-season tournament prize money

新闻发布会和球员对话:
- Heavily decreased morale impacts of press conferences and player conversations, because in real life one press conference answer won't make the team 50% happier

免责条款:
- Younger players are more likely to have release clauses and older players are less likely generally than in default FIFA
- Low and high prestige clubs player's are more likely to have releases clauses
- The system now revolves around whatever league the player is in much more, based on real data
- Almost all players in La Liga and La Liga 2 now have a release clause
- Higher potential players are now much more likely to have a release clause
- Added realistic modifiers for release clause values for each league based on real data

模拟:
- Increased max free kick distance to trigger free kick popup when simulating
- More goals are now scored
- Teams now have more shots
- Increased the max amount of cards that can be given in a sim game
- Vastly increased the chance of having a yellow card in a game based on real data, now almost every game will have at least one
- Adjusted other values so that not too many subsequent cards are given, but still many more than default FIFA, on average 2-3 a match
- Decreased chance of red cards
- A player no longer needs to be playing badly to be subbed
- More subs are now made, almost always 2-3 a match for each team
- Increased balance of sub positions so attackers and midfielders and still more likely to be subbed than defenders, but the gap is much smaller
- The maximum numbers of possible injuries in a game is higher
- Many more injuries now occur in games, but they are less severe
- Generally decreased the minimum energy drops for injuries
- Stamina now plays a smaller role in the amount of energy lost in a game
- Much more energy is lost during a game
- GKs are less immune to losing energy during a game and now will always lose some, though mostly it's just 5% or so
- Simulation is much more realistic, weighs much more on team rating, home advantage, energy and much less on randomness, competition, and match importance
- Because of this, the number of points picked up in a season is more accurate throughout the table to replicate the modern game
- The minimum difference between the two teams before the randomness factor is applied is smaller
- More incidents can now happen in a game
- Decreased the minimum amount of players before injuries are less likely to happen
- Redesigned attribute weights for scoring and assisting goals based on real data
- More attributes have an influence on scoring, and it's been made to be as realistic as possible, so for instance, heading has a 14% weight, because 14% of goals are headers, long shots have an 13% influence because 13% of goals are long shots, etc, but many new factors matter like ball control, positioning, composure, dribbling, shot power, volleys, free kicks, etc
- The same has been done to assists, crossing has a 2% influence because 2% of goals are crosses, etc, and more attributes factor in like free kicks, long passing, etc
- Changed the values for the attribute influences of carding, strength now weighs in, position is more important, so are tackling attributes
- Changed the attribute factors on injuries, position, agility (inverse), reactions (inverse), strength, and energy are more important
- Changed the attribute factors on penalties, added composure as a factor, and balanced the influences
- More goals can now be scored in extra time
- There is now a bigger chance of a goal(s) being scored in extra time when it's the last 5 minutes
- There is now a general bigger chance for goal(s) to be scored in extra time
- Slightly increased the percentage of goals that have an assist (based on real data)

训练:
- Redesigned the growth role training plans; the attributes each one modifies are much more like Football Manager
- Training a player to play another position now takes much longer, and takes many months, sometimes close to a year, instead of a few weeks (based on real data)
- Improved realism of energy and sharpness increases/decreases of rest and recovery days to match Football Manager
- Training is now a slower process and takes longer for players to develop via it in manager and player careers
- Grades now have a bigger impact on training
- The training level also has more of an impact
- Made the training bands more realistic, training has less of an effect on older players
- Training injuries can now occur

转会预算:
- Transfer budgets are generally much lower, but higher in some specific cases

转会与谈判:
- The AI can now stall for longer, to replicate real-life where deals take a lot of time
- The AI as a buyer is much more difficult to negotiate with, and will try to counter more offers if it's not what they want
- Increased the realism and fairness of AI exchange offers, they are higher now, so you won't run into instances where the AI wants 20 million and a 10 million player for their 50 million player
- The AI now seeks to put in future fee clauses when selling a player much more often
- Modified potential/age percentages for future fees; the AI seller can still add in a future fee clause for a player even if they are at their potential or old, but it's much more likely one is added for high potential/young players
- Added realistic values for wage splits depending on team overalls when loaning in/out players
- Decreased the wiggle room percentage
- The AI doesn't retract loan offers so soon
- The AI can now counter more during loan negotiations
- The AI takes more time before retracting transfer offers
- User buying negotiations take longer to expire
- Increased the max role over expectation the AI player you are negotiating with would accept
- Increased the max role over expectation the AI player you are negotiating with would consider too high
- Increased the release clause score
- Increased free-agent score
- Increased transfer-listed score
- Increased loan-listed score
- Increased stay in country score
- Increased score for the highest star level teams
- Added realistic values for player nationality to country scores based on real data. English players now rarely leave England, more players move to China, etc, all using real data from the transfer market, transfer history and current situations
- Added realistic values for team and league ranks, players are more attracted to top leagues and teams
- Players are more likely to move if their contract is short
- Players are happier with a 3-year contract
- Players are more intrigued with a 1 year loan deal and less with a 2-year loan deal
- Players are less likely to move if they have only been at their current club for a year
- Players are more likely to move if they are being offered more playtime than their current club and vice versa
- Players are more likely to move if the club that wants to sign them has their primary preferred position in their lineup and vice versa
- The virtual pro in player career now gets many more transfer offers, especially if they are transfer listed
- The AI as a seller is much more challenging to negotiate with, and will try to counter more offers if it's not what they want
- The AI can now transfer list many more players
- Increased the chance of a news article being made when a tier 2 player is added to the shortlist by the user
- Added realistic league ratings for transfers to represent modern day football
- You have more time to respond to transfer offers
- There are many more transfers and loans that happen to mimic real life, most teams sign 2-6 players
- Added realistic league buckets
- Increased the top-up amount the buyer might add to the offer if other teams have made better offers
- For the "Improve Squad" transfer type, overall matters much more, so does potential and position, whereas age matters less
- For the "Next Big Thing" transfer type, potential matters more, so does age, and whether the player is a free agent or transfer listed. On the other hand, whereas position and overall matter less
- For loans, overall and position matter more, and potential and age matter less
- Increased the number of players the AI shortlists for transfers/loans
- Increased the max loan age
- Broadened the Improve Squad overall threshold
- Improved threshold bonuses for team overalls, so that mid-table teams won't be able to sign players way above their team overall
- Increased minimum loan overall threshold
- Decreased minimum overall threshold for Next Big Thing players
- Decreased minimum potential threshold for Next Big Thing players to replicate the scenarios where teams will sign young players who don't develop as hoped
- Decreased maximum potential threshold for Next Big Thing players so for example, a championship team can't sign a 90 potential player
- Greatly increased chance of transfer activity for transfer listed players
- Many more teams are searched to find a suitable option
- There are more attempts to find a suitable team
- Decreased the overall difference per attempt to account for more attempts
- Added realistic fallback positions, they make much more sense than before
- Increased overall scores, teams want to sign higher overall players more often
- The shorter a contract the more a team will want to sign that player
- If the player's preferred position matches up with the team's, the team will be more likely to buy
- Increased the primary goalkeeper weight and decreased the secondary goalkeeper weight

Youth scouting:
- Changed scout level class brackets to be more accurate
- It now costs more to sack a scout
- The scout hiring pool now only updates about once a season to replicate real-life where you can't just sign anyone
- Scouts and scouting missions now cost much more to mirror real life, where a good youth academy requires significant investment
- The youth player age range is now 14-18 instead of 15-17
- Finding good players is now much harder to replicate real life, where you don't find a Mbappe each month. It's very dependent on scout rating. Most players will be quite low potential, but you will normally find a few gems a season if you have very good scouts
- Added realistic workrate chances for each position, it's much more realistic and you will run into fewer centerbacks with low defensive workrates, and fewer strikers with strikers with low attacking workrate
- Improved player class to positions assignment, the positions are more diverse generally, but also more accurate, so when scouting for Defensive Minded players, you will be more likley to get CBs, CDMs, RBs, etc
- Potential estimates in the youth academy are now slightly less exact
- Increased max potential display value
- Realistic weak foot and skill moves for youth academy players, and are generally much higher, and is based on position, attacking players generally have much higher skill moves
- Star player class assignment is more balanced
- Redesigned algorithm for youth player heights and weights, based on real data, using never before seen methods. It's based on player classes, and is incredibly accurate. Generally, the height and weight limits have been increased
- Youth players now have many more traits, and the assignment is more diverse and realistic
- The difference between star scouts is now greater
- Worse scouts will find fewer players than before, and better scouts now find more than before
- Better scouts now have a bigger chance to find the exact player class requested than in default FIFA
- Worse star scouts now unlock fewer attributes, and better star scouts unlock more, than in default FIFA
- Improved unlock attribute assignment for GKs, more GK stats and fewer physical stats are unlocked
- Increased the minimum months in youth squad before they can quit
- Increased the max attributes that can be unlocked in the youth squad
- Increased realism of alternate player types for each player type, you are more likely to get the exact one, but the backups make more sense
- Added realistic primary attributes for each player type, which include more relevant attributes. The chances of you finding a 90 rated striker with 73 finishing, or a 87 rated centerback with 60 marking, is much smaller, almost zero

球鞋和手套MOD:
- 118 New Boots
- 33 Boot Updates (quality improvements)
- 25 New GK Gloves
- 1 New "Gripper Socks" Accessory

视角MOD:
- Added realistic broadcast camera

Expanded National Team Experience mod and Squad File
- Added 48 new national teams
- Full Euros with qualifiers
- Full Copa America
- Full World Cup
- Full UEFA Qualifiers for World Cup
- Full and added CONCACAF Qualifiers for World Cup
- Full and added Asian Qualifiers for World Cup
- Full and added African Qualifiers for World Cup
- Full Asian cup

脸型更新MOD:
- Added 263 Face Updates (improvement of existing EA faces)
- Added 7 Tattoo Updates (improvement of existing EA tattoos)

游戏性MOD
- The AI is much more aggressive
- The AI tackles more
- The AI takes more long shots
- The AI makes more long passes
- The game is slower
- Passes are much slower
- Changed spin and curve of many different types of passes, crosses and shots to be as realistic as possible
- Traits have a bigger impact on gameplay
- The AI wall now jumps for almost every freekick
- There are more push/pull situations
- The AI defense is better, smarter, and the marking is tighter
- It's harder to dribble past players
- Increased tackle range
- Changed distances, heights and speeds of many different types of passes to be as realistic of possible
- The AI attempts more skill moves
- Passes and shots are harder under pressure
- Increased chances of special animations
- Decreased fatigue modifiers for pressure and ball overloading tactics
- Players are smarter
- More runs are made
- Increased delay on offsides
- More added time
- Referees call slightly more fouls
- Hundreds of smaller tweaks

图形MOD:
- 6 Badge Updates
- 5 New Balls
- 8 New Kit Numbers
- 49 Adboard Updates
- 745 Banner Updates
- 1006 Flag Updates
- 1 Tifo Update
- 43 Tournament Texture Updates
- 24 New Trophies
- 2 Trophy Updates
- 26 Kit Updates (fixes for kits missing sponsors, changed shorts/socks colours, etc)
- 464 New Kits (Juventus, Roma, unlicensed teams, real GK kits, national teams, added teams, etc)
- 2 Pedestal Updates
- 13 New Animated Adboards
- 15 Adsponsor Updates
- 103 Crest Updates (added teams, national teams, logo updates)
- 54 Competition Logo Updates (unlicensed competitions, added competitions)
- 21 Trophy Minipic Updates

经理人脸型MOD:
- 8 Manager Face Updates
- Assigned 8 Manager Faces that are already in FIFA (but hidden)
- 44 New Manager Faces

新脸型MOD:
- 847 New Faces
- 4 Face Updates (require a new ID because of how the hair files work)
- 5 Face Assignment (already in the game just not assigned to player, faces added in updates, etc)

新菜单MOD:
- Added many new features to manager career such as club transfers, view other team sheets, legacy table, and more
- Added many new features to player career such as club transfers, player search, legacy table, and more
- The game now autosaves when exiting out of the calendar

裁判员脸型:
- Added 17 Referee Faces

随机脸型MOD:
- Replaced all generic default FIFA Regen/Youth Academy Minifaces with beautifully designed custom ones

纹身MOD:
- Added 164 New Tattoos

草皮MOD:
- Updated Grass Textures to be more detailed and lifelike
- Updated LUT to be more green and realistic

阵容文件:
- Added content for added teams
- Ball Assignment
- Club World Cup Competition Colors
- Competition Kits changes for edited kits
- Realistic ratings for 11 teams

其他添加:
- 553 Optional Background Addon Mods
- 125 Optional Fantasy Kits Addon Mods
- 48 Optional Manager Outfit Addon Mods
- 147 Optional Face Addon Mods
- 6 Optional 4th Kit Addon Mods
- 44 Optional 4th New National Teams Away Kits Addon Mods
- Unemployed Manager Faces Addon Mod with 7 faces
- Half Sleeves Addon Mod
- No Crowd Addon Mod
- Prime, Mid, and Baby Icon Squad Files
- 31 Optional Scoreboard Addon Mods
- Camp Nou Replica Addon
- 54 Optional TV Logo Addon Mods
(责任编辑:远平)