Last Update - EC 26 GamePlay Mod Version 2

Ec26 GamePlay Mod for FL26 / PES 21

 




Features:
– Flexible and fine-grained settings allow you to create your own gameplay experience. This gameplay and tempo modification will delight everyone.

From Emre Cakir:
– Once in the game, you can adjust the game speed using ec26Tempo.
– I really enjoyed playing with values ​​of 0.30 and 0.40. I recommend it to you too.
– You can also edit the parameters in the Ec26_Profiles.ini file.
– Detailed information about the parameters can be found in the “parametre.info” file.
– Follow me and follow pes-files.ru to stay up-to-date with new mods.

Installation on PES 2021 using:
You must have
PES 2021 Sider 2026 v7.4.1.
1. Place all downloaded files in your sider’s modules folder.
2. Then add the following two lines to the sider.ini file:
lua.module = “ec26Tempo.lua”
lua.module = “ec26.lua”


Download :  https://www.mediafire.com/file/tkc4670s7x5s66o/ec26-GamePlay.rar/filev 


How Use ec26.lua  GamePlay 


  • Open Sider with [ Spacebar ].

  • Press [ NUM 7 ] or [ NUM 9 ] to find the league profile you want to edit (e.g., Premier League, Serie A).

  • Use [ NUM 8 ] and [ NUM 5 ] to scroll down to a specific parameter, like Ball Bounce or Foul Thresh.

  • Press [ NUM 4 ] or [ NUM 6 ] to tweak the numbers exactly how you like them.

  • Hit [ NUM ENTER ] to lock it in. The status will say "SETTINGS SAVED & APPLIED!".

  • Close Sider and enjoy your custom football simulation!


  • Parameters : 

    e1: Foul Sensitivity (Foul Thresh)
    One of the parameters that triggers referee reaction. As the value decreases, the referee becomes more sensitive and blows the whistle more easily. Of course, it doesn’t solely control the referee’s decisions, but it is an important parameter.
    Min: 0.10 | Max: 1.00+

    e2 and e3: Card Probabilities (Yellow / Red)
    With these functions, some of our friends want a red card for every foul. Unfortunately, this is not currently possible, but it can be tweaked. e2 and e3 represent yellow and red cards. As the value decreases, the referee reaches for cards less frequently; as it increases, cards increase. For example, at a value of 500, the ref might not show a card for a tackle from behind. But when the value is 1000, and the red card is at 1000, there is a high probability of a straight red. I customized this based on leagues as well. If you want a lot of cards, use the value 1000.

    e4: Challenge Strength (Tackle Aggression)
    As the value increases, the defense’s tackles become faster and more decisive. The risk of committing fouls also increases.
    Min: 0.50 | Max: 2.50+

    e5: General Fatigue (Stamina Loss)
    Overall fatigue during the match. I added these parameters mostly to force squad rotation, making the career mode more realistic. If it is 2.00 or above, your players will get tired more than usual.
    Min: 0.50 | Max: 2.50+

    e6: Dash Fatigue (Dash Stamina)
    The rate at which you lose energy when sprinting. As the value increases, energy is depleted much faster during dribbling and sprinting.
    Min: 0.50 | Max: 3.00+

    e7: Pass Error
    Determines the general inaccuracy of passes.
    Min: 0.10 | Max: 8.00+

    e8: Shot Error
    Determines the accuracy rate and deviation of shots.
    Min: 0.10 | Max: 5.00+

    e9: Physical Contact
    As the value increases, the physical strength of the player holding the ball also increases. Shoulder-to-shoulder struggles become more frequent and intense. It is one of the parameters that directly affects the referee’s reaction.
    Min: 0.50 | Max: 2.50+

    e10: Shielding Strength
    A parameter connected to physical contact. If you keep e9 high and decrease e10, you will see players throwing themselves to the ground. My advice is to keep these 2 parameters balanced.
    Min: 0.30 | Max: 2.00+

    e11: Dribble Skills
    Min: 0.50 | Max: 2.00+

    e12: Shot Power Bar
    As it increases, the power bar fills up faster when taking a shot.
    Min: 0.50 | Max: 5.00+

    e13: Ball Friction
    As it increases, the ball stops quicker on the grass due to friction. Gives the feeling of a heavy/muddy pitch.
    Min: 0.50 | Max: 2.50+

    e14: GK Reaction (Goalkeeper)
    As it decreases, the goalkeeper reacts slower and makes more mistakes.
    Min: 0.50 | Max: 1.50+

    e15: Player Agility and Inertia
    As it decreases, dribbling becomes quicker and faster; players turn smoothly. As it increases, the player moves heavier during turns.
    Min: 0.80 | Max: 1.30+

    e16: Ball Bounce
    One of the parameters affecting the bounce intensity when the ball hits the ground or players.
    Min: 0.50 | Max: 2.50+

    e17: AI Reaction Time
    As it decreases, the team passes rapidly (like ping-pong). As it increases, the tendency to dribble, hold the ball, or make mistakes increases.
    Min: 0.70 | Max: 1.30+

    e18: Advantage Time
    The amount of time the referee lets the play continue for an advantage before blowing the foul whistle.
    Min: 0.50 | Max: 5.00+

    e19: CPU Pressing Level
    The AI’s pressing intensity off the ball. However, it works directly connected with the team’s own original tactics. (You can push this to extreme limits like 4.00 or 5.00 for aggressive pressing).
    Min: 0.50 | Max: 5.00+

    e20: Defensive Line Height
    Determines how far forward (close to midfield) or backward (deep in the penalty box) the defensive line will stand.
    Min: 0.50 | Max: 2.00+ (Can be pushed higher for extreme high lines).

    e21: Injury Probability
    Triggers the likelihood of entering an injury animation during collisions and fouls.
    Min: 0.01 | Max: 2.00+

    ADV TACTIC: Tackle Accuracy (DfTackleAccuracy)
    This is the only Advanced Tactic kept active to override standard defensive precision. It determines the success rate of players when they stick their foot in to steal the ball.
    Note: Using negative values (e.g., -1.00 or -2.00) will break the engine’s calculation, causing defenders to constantly miss the ball, resulting in brutal fouls, penalties, and chaotic gameplay.


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