AGT ULTIMATE ALL IN ONE FC 26 v10.5 (updated to the latest TU 14 July)
Hello everyone! Nothing has changed — I’ve just updated the mod to make it compatible with the latest game update since i still developing the new version.
As for the new version, I'm planning to release it the day after tomorrow. I just need to test it a bit further to make sure everything goes well.
Guys, if you want to subscribe to any of my products, please do so through the Patreon website and not the Patreon app on iOS or Android. Apple charges a high service fee on mobile, making the price more expensive than if you subscribe directly through the website using a browser.
⚠️ IMPORTANT — READ BEFORE USING v10.5
If this is your first time using my mod, please start a new career. But if you have already been using my mod (v8 to this newer version) in your save file, you don’t need to start a new career — you can continue playing normally.
NEVER PLAY YOUR SAVE FILE WITHOUT THE MOD.
Comments (5)
there is a bug in the mod in which in the middle of the season when I am simulating for some reason it tries to skip the whole season and the game freezes
Seems like a bug where any change I make to my team sheet or my tactics just doesn't take. Not sure how to fix.
Hey there, That's actually a bug in the original game rather than an issue with the mod. To get your tactical changes to save properly and use them, here's what you need to do: Go directly into the main Team Sheets menu. Make your tactical edits there. Select the team sheet you want to use and set it as Active. Trying to switch team sheets through the quick Team Management screen in squad main menu won't work, setting it as active inside the main Team Sheets menu is the only way to fix it right now.
Hi. I would like to point out a bug. So I scout players a lot. And one of the scout reports gave me a player with 219-99 potential, another had like 12-131 potential or smth like that, and some had 74-74 potential but i checked live editor they actually had 79 potential so the range isn't right, same goes for the 200+ potential ones. Idk if I'm the only once facing it, but just letting you know I didn't use any mod other than only this one. So there shouldn't be any mod specific conflicts
Hey there! Yeah, I've been actively trying to fix this. It's actually a known bug that has been around since the first version. I think it happens because, in my mod, player potential isn't based on age or anything like that, it's entirely based on performance. For some reason, the game engine reads that data weirdly. If the game still applied standard age-based potential on top of my performance system, high-potential players would grow way too fast. That's why I disabled the default potential system for everyone, as I want growth to be driven entirely by how they perform. But you're right, visually it doesn't look good. I will keep trying to find a fix for it. thanks for letting me know.
