eFootball 2027 UCL Theme Mod by eFootball.cz v1.3 – scoreboard, TV graphics & full UI overhaul

eFootball 2027 UCL Theme Mod by eFootball.cz

eFootball 2027 UEFA Champions League theme by eFootball.cz

Scoreboard, TV graphics and a complete UI overhaul for eFootball 6.1.0 (PC / Steam) – v1.2

A cosmetic theme that rebuilds the in-match broadcast graphics in a European-night style: deep blue panels, white star ball, light crest tiles, and a matching replay wipe. The menus are left alone – only what you see during a match changes.

What's new in v1.3

Pick what you want
The theme is split into a core (match graphics) and optional add-ons – install only the parts you like. See "What's in the zip" below.

Match graphics
  • New scoreboard position, measured on the real UCL broadcast: 72 px from the left and 50 px from the top of the screen (1080p) – closer to the corner than before.
  • New TV logo position: top right, its top edge level with the top of the scoreboard, so both sit on one line as on TV.
  • TV logos are optional – UEFA.tv, TV360, ESPN, Paramount+, BBC, TNT Sports, or none.
  • Player name plates – smaller box, bigger crest drawn over the plate.
  • Stats screen without crests at the sides; scorers of both teams fit next to the centre score.
  • Competition emblems (eFootball Championship, Club Event…) in navy and white.

Menus & start-up
  • Lighter logo tiles in the league / team pickers, so dark logos stay visible.
  • Konami screen on a dark stadium picture with the UCL lights.
  • Title screen with a small signature.

Stadium (add-on)
  • UCL LED row around the pitch – glowing lines running on from board to board, the star ball with "UEFA CHAMPIONS LEAGUE".
  • PS5 & Heineken boards by the goals, long third-row strip.
  • Kick-off & goal projection – white star ball, "GOAL !!!" in the Champions typeface.
  • eFootball Stadium – bench roofs with the star ball, entrance carpet wording, new previews in the stadium editor.
  • UCL choreo – buy the "Messi & Yamal '27" choreo (100 coins) in the in-game Store › Customisables, then pick it in Stadium editor › Customise › Stadium Choreo: number-10 tifo, T-carpet, flags and stands in UCL colours, white centre-circle sheet with the black star ball. Only this set can be themed – the free default set takes its carpet colours from the teams' kits.

Purple ball (add-on) – the default match ball becomes the purple Champions League ball.

What's new in v1.2
Menus – full UI overhaul
  • New menu background – dark blue with the star ball, small stars and arcs instead of Konami's moving shapes. The ball drifts in on every screen change.
  • Buttons and panels in the theme's blues – main menu tiles (Match, My Team, Contracts…), list rows, side panels, info boxes, tab bars, game plan side buttons, footer buttons and the "Done" button.
  • Cleaner text colours – yellow headlines and numbers are white, small grey texts are lighter, pink outlines are blue.
  • Pause screen – star-ball panel, white score, team names in capitals in the Champions typeface.
  • Pre-match line-up table in the theme's colours and typeface.
  • Online matchmaking – the star ball between the two clubs.

Optional add-ons (included in the zip)
  • New intro video – replaces the 7-second logo movie when the game starts.
  • New title screen – a new picture behind "press any button".
  • PS5 buttons – PlayStation button icons in all menus and a DualSense on the controller settings screen.
  • Xbox buttons – the same clean white style for Xbox pads.
  • They are in the Optional add-ons folder of the zip and are not installed unless you copy them yourself. Use only one button add-on at a time. Button characters inside running text (hints) are not changed.

Match graphics
  • Centre score redrawn after the real broadcast – crests without tiles over the ends of the bar, names in capitals, one box for the scorers of both teams, fades in as one piece.
  • Stat box under the scoreboard – and the scoreboard now stays visible while the goal, card, substitution and stat panels show.
  • UEFA.tv logo – white and slightly see-through, to the right of the scoreboard. Plus a PS5 badge under the centre score.
  • Substitution lower third – the player coming on first, then the swap.
  • Scoreboard – smaller competition logo, a gap between the clock and the bar.
  • Online red-card markers start at the team's outer end, as offline.
  • New replay wipe – UEFA Champions League 2025-26 (broadcast version).


Compatibility
Works together with EvoMod 6.1 – the theme changes none of the files EvoMod uses, so install order does not matter.
Built for eFootball 6.1.0. After a big game update, it may stop working or crash while a match loads – delete the theme folder and wait for a new build.
Use only one EfTheme colour theme at a time.

How to Install
1. Close the game.
2. If you have an older version of this theme, delete its folder first, plus the old EfIntro_P.pak and 3. AAA_EfTitle_P files in ~mods (v1.2 installed them automatically).
4. Open the game folder (Steam: right-click eFootball > Manage > Browse local files).
5. Copy the PesConsole folder from the zip into it and confirm the merge – this installs the core.
6. Copy the add-ons you want from the Optional add-ons folder:
  • Menus & UI, Stadium, Konami screen, Replay wipe → into ~mods\UCL_theme_by_eFootball.cz\ (next to the core).
  • Intro video, Title screen, TV logo, PS5 / Xbox buttons, Purple ball → straight into ~mods\.
7. Start the game.

The core ends up in:
eFootball\PesConsole\Content\Paks\~mods\UCL_theme_by_eFootball.cz\
The README in the zip lists every file.

How to Uninstall
Delete the UCL_theme_by_eFootball.cz folder and the add-on files you copied straight into ~mods. To remove just one part, delete the files you copied for it. Nothing else is touched – the game exe and the original files stay as they are.

Only want part of it?
No new replay wipe: delete EfTheme_ChampionsLeague_Wipe_P.pak
The graphics are EfTheme_ChampionsLeague_P.pak / .utoc / .ucas plus EfTheme_Fonts_P.pak – keep all four together

Good to know
Cosmetic only – it changes how the match graphics look, nothing about gameplay.
Modifying game files is against Konami's terms of use. Use it at your own risk.
If the game does not start after installing, delete the theme folder and it is back to normal.

Compatibility
✅ EvoMod 6.1 – fully compatible. The theme changes none of the files EvoMod uses, so install order does not matter.
✅ ChunchoMod 6.1 (EvoMod add-on) – fully compatible, no shared files.
⚠️ ePatch 2027 by MODY 99 – partially compatible. All match graphics work, except the replay wipe: ePatch ships its own, so the wipe from this theme is not shown.
⚠️ Built for eFootball 6.1.0. After a big game update it may stop working or crash while a match loads – delete the theme folder and wait for a new build.

Credits
bycalvn – for the UEFA Champions League 2025-26 replay wipe. It is a paid release, please support him: https://www.patreon.com/bycalvn/posts/uefa-champions-159029305
thinkii – bought the wipe and donated it for this mod. Thank you!
Giovannie G. Leroy – for the eFootball UEFA Champions League Ballpack (pesmodding.com), used for the purple ball add-on.
Zacksly – "PS5 Button Icons and Controls" and "Xbox Series Button Icons and Controls", licensed under CC BY 3.0 – https://zacksly.itch.io (modified: recoloured, filled, resized).
anhanday1221 – for the Champions Regular font file with added Thai glyphs, used from v1.1 on. Thank you!
Toriga – for the eFootball modding guide (file architecture and patching).
endo – EvoMod showed the working ~mods folder layout.
ChunchoMod – for the ChunchoMod add-on, tested alongside this theme.
MODY_99 – for ePatch 2027, tested alongside this theme.
trumank – for the retoc and repak tools.

Unofficial fan modification, not affiliated with or endorsed by UEFA or Konami. The UEFA Champions League name and star ball emblem are trademarks of UEFA. The "Champions" typeface is © UEFA, designed by Fontsmith.


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SP Football Life 2026 Carabao Cup Mod

SP Football Life 2026 Carabao Cup Mod

Carabao Cup Mod SP Football Life 2026 version released by Dre Modding adds the Carabao Cup competition to SP Football Life 2026 Master League. 

What This Mod Does​
  • Adds the Carabao Cup competition to SP Football Life 2026 Master League.
  • Designed as a standalone Carabao Cup addition.
  • Does not replace or remove the FA Cup.

What This Mod Does Not Include​
  • No additional competitions.
  • No Champions League or Europa League format.
  • No custom scoreboard.
  • No custom trophy presentation or additional graphics.

Compatibility​
  • Game: SP Football Life 2026 only.
  • EXE Version: 2.2 only.
  • EXE Date: March 2026.
  • Requires the specific compatible Football Life 2026 executable for this release.

Limitations​
  • This mod is compatible only with SP Football Life 2026 EXE version 2.2, dated March 2026.
  • It will not work with other EXE versions or other PES games.
  • It cannot be used directly with SP Football Life 2027; a separate version would be required.

Credits and Permissions​
  • You are free to use and share this mod.
  • Please give credit to "Dre Modding" when using or sharing my work.
  • If you encounter any problems or bugs, please contact me.

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eFootball 2027 Player.bin Editor v2.2 by RBsGameLab

eFootball 2027 Player.bin Editor by RBsGameLab

eFootball 2027 Player.bin Editor
Direct editing tool for Player.bin — Abilities / Skills / Appearance / Playing Styles​

This is a graphical editor for eFootball 2027 Player.bin, the core player database file used by the game.

eFootball 2027 changed the record layout completely — records are now a fixed 400 bytes each (previously variable-length), and the ability, skill and playing-style bitmaps were all relocated. This tool auto-detects the format and switches field mappings accordingly, so older Player.bin files remain fully supported.

v6.0.0 also wrapped the database files in an encrypted WESYS container. The editor now decrypts and re-encrypts these on the fly, so you can point it straight at the game's own Player.bin — no external unpacker needed. A standalone unpack/pack utility is included as well.

Through reverse-engineering of Konami's binary format, the tool allows direct modification of:

  • Player abilities
  • Skill flags
  • AI Playing Styles
  • Attacking & Defensive Playing Styles
  • Nationality data
  • Height, weight, age and physical attributes
  • Preferred foot, weak foot usage & accuracy
  • Player appearance data via PlayerAppearance.bin

All decoded structures were validated against a full 42,369-player dataset.

Features Overview

✏️ Player Editing
Edit player abilities, skills, AI playing styles, attacking and defensive styles, position suitability, nationality, physical traits, preferred foot, weak-foot settings, form, and injury resistance.
Quick search by Name, Decimal PID, or Hexadecimal PID; edit values directly in table cells.
Batch editing tools and flexible CSV import/export workflows.

🧍 Appearance Editing
107 customizable parameters with appearance-specific CSV import/export.
One-click clone of complete appearance data blocks between players by PID or name.
Note: Appearance parameter data is distinct from licensed 3D face models and head assets.

🔄 Transfers & Dynamic Squads
Manage two teams side by side:
Clean swaps between active clubs.
Direct signings from the global player database.
Add or release players dynamically (supports rosters between 11 and 40 players).
Directly configure shirt numbers, team captain, and set-piece takers.

⭐ Starting XI, Bench & Reserves
Visual drag-and-drop squad arrangement.
Clean separation of starters, substitutes, and reserve slots without needing to manually edit underlying raw slot ID tables.

📂 Direct CPK Workflow
Open dt200_console_all.cpk directly. The editor parses tables and writes back directly into the archive.
Compatible with standalone BIN files and handles CRILAYLA-compressed internal containers used by community patches (such as ePatch).

💾 Backups & Update Migration
Two backup tiers maintained automatically: .bak (original pre-write state) and .prev.bak (prior write state).
Export custom edit archives to quickly reapply database modifications after official Konami weekly maintenance patches.

🛠️ Quick Start
  • Ensure the game is completely closed. Keep a manual backup copy of your dt200_console_all.cpk.
  • Run eFootball-Player-Editor_2.2-win64.exe (portable binary, no install required).
  • Open dt200_console_all.cpk located in your game installation's cpk directory.
  • Locate the target player or squad and adjust parameters.
  • Press Ctrl+S to save player and appearance edits.
  • Notice: Squad reorganizations and player transfers write directly to the active container upon execution and do not wait for Ctrl+S.

WHAT'S NEW IN v2.2
  • Latest Game Update Table Compatibility: Fully adapted to the player table layout from the latest eFootball update (2026-10-09). The newly relocated ability, skill, playing-style tables, and national-team card slots are now fully supported. Database records prior to this update are still recognized and edited seamlessly.
  • 14 Previously Unmapped Skills Restored: Fully mapped the 14 skills that were marked "position unknown" in the new layout, enabling full read/write functionality:
  • Attacking Surge, GK Directing Defence, Snap Strike, Willpower, Tap Trick, Power Tackle, Phenomenal Pass, Fortress, Long-reach Tackle, Aerial Fort, Magnetic Feet, Shadow Hunt, Low Screamer, GK Spirit Roar.
  • Dribbling Motion Bitmask Update: Dribbling Motion now uses 2 bits (values 1 to 4 in the editor). Goalkeepers equipped with GK Directing Defence now correctly display Dribbling Motion 1 instead of 5.
  • Integrated Card Media: Player card video previews are now pulled directly from the game's local pak assets.
  • Precise OVR Calculation: Overall rating estimates now utilize the exact integer engine formula and factor in weak-foot parameters.

USAGE VIDEO TUTORIAL: 
eFootball 2027 Player.bin Editor youtu.be/6MRy2HJR-V8?si=D5YfrNThnfz66F3I

Note: Windows SmartScreen may warn on first run because the executable is unsigned. Click "More info" → "Run anyway".

📋 CSV Workflow — edit a few players, or thousands

Export asks what you want first, so you don't have to dig through 23,000 rows to fix one player:

  • All players — the full database
  • By team — enter a TeamID and get that squad only (needs PlayerAssignment.bin loaded)
  • Specific PIDs — paste a list (newline, space or comma separated)

Every decoded field is included, and every one of them can be written back:

GroupColumns
IdentityPID, Name
PhysicalPosition, Height, Weight, Age, Foot
Weak footWeakFootUsage, WeakFootAccuracy
ConditionForm, InjuryResistance
OtherNationality, AttStyle, DefStyle
Abilitiesall 26 attributes
BitmapsSkills, AIStyles (pipe-separated)

Import is sparse — only columns that are present and non-empty get written. Delete the columns you don't care about, blank out individual cells, or keep just PID plus the one stat you're changing; everything else is left untouched. A bad value (a misspelled style name, say) skips that single cell and is counted as an error — it never corrupts the rest of the row.

Players are matched on the full 64-bit PID, so multi-card stars (Messi, Kane, Bellingham…) no longer collide with each other. Pasting the shorter PID the game displays still works — it falls back to a 32-bit match only when no exact one exists.

⚠️ Notes

  • Always back up original files before editing
  • .bak backup is generated automatically on first save
  • FF Mode may cause in-game display inconsistencies
  • Use at your own risk

Credits
Tool developed by: RBsGameLab
Special thanks: Devil Cold52 — research reference and decoding insights
cicakepo — database unzlib tools reference

⚠️ Before Using

  • Intended strictly for offline / single-player database editing and the supported eFootball 2027 400-byte player-record format.
  • Compatibility with every game update or third-party patch is not guaranteed. Keep backups, test changes carefully, and do not assume modified files are safe for online play.
  • This is a database editor, not a live memory trainer. Editing a stored parameter does not guarantee that every game mode or screen will use it.

⬇️ Download v2.2
Standalone Windows binaries. No Python installation or external runtime packages required.

PackageDescriptionDownload Link
eFootball-Player-Editor_2.2-win64.exeStandalone database editor updated for the 2026-10-09 layout (abilities, skills, appearance, squads, transfers)⚡ Download v2.2 (MediaFire)
eFootball-WESYS-Unzlib-Tool.exeStandalone decryptor/inflater and repacker for WESYS containers (Player.bin, Team.bin, etc.)⚡ Download Tool (MediaFire)



The editor bundles an English name database so player names show up in English out of the box. To use a newer one, drop your own efootball_players.csv next to the .exe and it takes priority.

PES 2021 Real Coaches on the Pitch - Home & Away Season 2026/27 - Update -v2.1

PES 2021 Real Coaches on the Pitch - Home & Away Season 2026/27 - Update -v2.1

PES 2021 Real Coaches on the Pitch – Home & Away Season 2026/27 Update v2.1 by Ali Redaa adds real managers to the game. The mod is designed to display managers on the pitch touchline during matches, allowing you to see the team’s manager on the sidelines while the game is being played. 

It includes managers from the top five European leagues for the 2026/27 season, with different outfits for home and away matches and options for clear and rainy weather.

Features of the Mod
  • All managers from the Top 5 European Leagues for the 2026/2027 season are included.
  • Both the Home and Away managers will appear on the pitch touchline with their respective outfits.
  • Each manager has between 7 and 10 different outfits, including variations for clear and rainy weather.
  • A "map.txt" file is included, containing all managers, their Team IDs, outfits, and weather settings. You can easily customize the mod through this file.
  • You can move a manager to another team directly through "map.txt".
  • The mod contains around 1,000 FMDL files, created using Blender, with a total size of only approximately 2.23 GB after extraction.

How to Install:
This is an AIO version. If you have a previous version of Real_Coach installed, please remove the old version before installing this version.

1- Download the RAR file from the link above and extract it.
2- Copy the extracted contents into your Sider folder.
3- In your "sider.ini", add the following lines:

cpk.root = ".\livecpk\Real_Coach"
lua.module = "Real_Coach.lua"

- Make sure the Lua module line is placed directly under:

lua.module = "lib\nesalib.lua"
lua.module = "Real_Coach.lua"

4- Config File: A config file is located in "content/Real_Coach".

If your stadium folder has a different name than "stadium-server" (for example, "Stadiums"), make sure to update the name in the config file to match your actual stadium folder na

5- In the in-game settings/Video settings, make sure Pitchside is set to High.


Compatibility:
Tested and working on:
  • FL26
  • PES 2021 CPY
The mod has not been tested on the Steam version; however, some members of the community who own the Steam version have reported that it works for them.

No Cutscene Support
The Real_Coach mod does not affect, modify, or add coaches to cutscenes or cinematic scenes in Master League mode. It is designed to display managers on the pitch touchline during matches.

Important Note: FPK Capture / First Match
- Original stadiums: If the staff FPK hasn’t been saved yet, the module will automatically capture it from the stadium CPK and save it in "_data\original". You’ll then need to re-enter the match. This is only required the first time you use that stadium.
- After the FPK is saved: You can use the stadium directly in the first match without re-entering.
- Stadium Server stadiums: No extra step is normally required, provided the staff FPK is available.

How to Customize Manager Outfits using "map.txt"

1. Disabling a Specific Outfit

If you don’t want a manager to use a particular outfit, you can disable it through "map.txt". This allows you to remove unwanted outfits without affecting the manager’s other outfits.

You have two options:

• Delete the line corresponding to the outfit you want to disable.
Or
• Add "#" at the beginning of the line to comment it out without deleting it.

Both methods will prevent that outfit from being used by the mod.

2. Assigning Only One Outfit to a Manager

If you want a manager to use only one specific outfit, you can configure "map.txt" so that only that outfit remains active for him. This can be useful for managers who wear the same outfit throughout the entire season. You can disable all other outfits using either of the methods described above.

IMPORTANT NOTE:
You must have two lines for the outfit you want the manager to wear: one with the number "0" and another with the number "1".

Example:

102, 0, "Xabi Alonso\Sweater Quaterzip"
102, 1, "Xabi Alonso\Sweater Quaterzip"

The weather values in "map.txt" are:
- 0 = Clear / Dry Weather 🌤️
- 1 = Rainy / Snowy Weather🌧️❄️

How to Move Managers Between Teams using "map.txt"

You can move a manager from one team to another by changing the team's "team.id" in all of the manager's lines in "map.txt".

Example: Moving Michael Carrick from Manchester United to Arsenal

• Change the team ID in all of Carrick's lines from "100" (Manchester United) to "101" (Arsenal).

• Then, add "#" at the beginning of Arteta's lines to disable them, or move him to another team.

Important: Make sure each team has only one assigned manager in "map.txt". Avoid assigning two managers to the same team, as this may cause inconsistent results, with Manager A appearing in some matches and Manager B appearing in others for the same team.

𝗡𝗼𝘁𝗲: Always keep a backup of the original "map.txt" file before making changes, so you can restore it if needed.

Credits:
Ali Redaa
Created the coaches' FMDL files.
vrtēx
Extracted outfits from Football games and prepared the coaches’ outfit templates.
heazebell666 & vrtēx
Lua scripting and module development.
okranza
Special thanks for allowing us to use outfits from his thread.

Very Important: Read the TXT file after extracting the files

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PES 2021 Turf Evolution v2

PES 2021 Turf Evolution v1

Turf Evolution Version 1 by Alex10 is now available for eFootball PES 2021 and SP Football Life 2026. This mod adds static grass clumps and visual effects after player slide tackles, creating visible marks on the pitch. The intensity of these muddy marks can be adjusted in the settings, with lower values producing a more subtle FIFA 16-style effect. 

This initial version does not replace 3D turf models or turf specular maps. Test it out and report any bugs or issues to help improve future versions.

For now, it does not replace any 3D turf models or turf specular maps. At this stage, it only adds static clumps and introduces active visual effects after player slide tackles.
In the settings:
  • 0–20% is more like the old FIFA 16 style, where muddy marks on the grass are barely visible. (After a tackle,, the grass becomes a bit shorter; it doesn't disappear)
  • Anything above that gradually makes the marks more and more noticeable.
What's new in the V2 update
In the settings.ini, you now have an additional slider:
marks_strength = 50
This setting controls how strongly the marks will be visible on the pitch.
My recommendation is around 30, but you can set it however you like, just like the other settings.
Test it, experiment with different values, and let me know how it works for you.

How to Install:
The installation instructions are included in the ZIP folder. It works as a Sider file and is very easy to install. Just make sure it is loaded above all stadium and turf mods.


Credits:
PES 2021 Turf Evolution v1 made by Alex10
G. Leroy (pesmodding.com) / blog writer

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PES 2021/FL 2026 Etihad Stadium Expansion V2

PES 2021/FL 2026 Etihad Stadium Expansion V2
New Etihad Stadium 2026 (Stadium Expansion Update V2) made for eFootball Pro Evolution Soccer 2021 & SP Football Life 2026 by minhanh158. Includes a new Etihad Stadium version with the new North Stand expanded and reworked, with correct proportions, VIP rooms, and details, as in real life.

CHANGELOG
  • North Stand expansion reworked, with correct proportions, VIP rooms, and details, as in real life. Thanks, Valley Boy, for the suggestion.
  • Lighting overhauled. Hundreds of spot lights added; pitch light has been reworked as well to match live TV broadcast.
  • Different turf, light, fog & LUT for different weather/season.
  • New banners for domestic & European tournaments.
  • And many small details you can experience in-game by yourself.

NOTE
  • You should delete the previous version before installing this version. The North Stand wasn't correct, and the stadium had plenty of small bugs here and there.
  • You can switch between MA_GFX_v1 and MA_GFX_v2 in the AddOn folder for different kinds of turf. V1 is based on monosang's GFX mod.
  • You can rename the Cutscene_off folder in AddOn to Cutscene for aerial view in Fine weather. It's actually not perfect because I couldn't open the bg files by Jostike, so I disabled it for myself, but you can try it.
  • It took me a while to release this because I wanted to make accurate stadium screens, but it's too complicated for me at the moment. I watched Serge's tutorial but didn't quite understand. If I finally learn it, I'll release an update in the future, or perhaps if someone with proper skill could lend a hand to finish the stadium screens, I would greatly appreciate it.

How to Install the Stadium:

Installing the PES 2021 Etihad Stadium mod is easy, and it only takes a few minutes. First, you'll need to download the stadium from the link below. Once you have the mod file, you'll need to extract it to your Stadium-Server folder ... sider\content \stadium-server

Open map_teams.txt with a text editor and copy this line inside map_teams.txt 
173, 009, Etihad Stadium, Etihad Stadium # Manchester City
FOR MANUAL SELECTION:
Go to map_competitions.txt in your Stadium-Server folder then insert the following line:
0, 009, Etihad Stadium, Etihad Stadium, , ,
Extract and copy the "Etihad Stadium" folder inside the Stadium-Server folder ...sider/content/stadium-server

REQUIREMENT
You must install these mods for the European ads to display correctly:

IMPORTANT: Make sure to update your Stadium-Server to v1.80 update


Credits:
captain8lunt & papijonnnn for original stadium & tunnel.
Jostike for original aerial view
MONOSANG for base GFX textures.
minhanh158 for stadium expansion paypal.me/minhanhn...
G. Leroy (pesmodding.com) / blog writer

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PES 2021 Crowd Attendance Module V2.0 - Exhibition, Cup Mode, Master League, BAL

PES 2021 Crowd Attendance Module - Exhibition, Cup Mode, Master League, BAL

Crowd Attendance Module 2.0 - New Features: Winter Clothing, Tier Priority, More Realistic Spread
made by FletchAJX

A sider module made by FletchAJX for PES 2021 that lets you set the home and away crowd attendance yourself, separately, from 0% to 100%. It works in Exhibition as well as Master League, so you can finally have half-empty grounds for any match across all modes as you see fit.

New in 2.0, the crowd also looks like a real ground at that attendance: fans sit together in groups, the best seats fill first, chosen clubs fill their upper tier first, and in winter the crowd wears coats.

Features
  • Set home and away attendance independently (0–100%)
  • Works in Exhibition, Master League and every other mode
  • Natural seating – instead of an even sprinkle of fans, a part-full stand has groups of fans sitting together along the rows, with empty patches in between
  • Realistic spread (key 4) – blocks near the halfway line and the lower tiers fill first, corners and upper tiers empty first, with natural variation between neighbouring blocks
  • Tier priority (key 2) – AUTO / LOWER / UPPER. AUTO fills the lower tier first by default; clubs whose fans really fill the top first (Napoli is built in) fill their upper tier front to back, and the lower tier only opens once the upper is around 80% full
  • Your own tier rules – add any club to crowd_attendance.ini as upper or lower first; edits apply to the next match, no restart needed
  • Winter clothing (key 3) – AUTO / ALWAYS / OFF. In winter matches most of the crowd wears coats in a range of colours and shades, so far fewer club colours are on show. Skin tones and hair are untouched. Switches per match, no restart needed
  • Simple ON/OFF toggle – when it's OFF the game sets the crowd itself
  • Hold the keys to change values quickly (speeds up after a second)
  • No hard-coded addresses – the module finds the game code itself
  • Does nothing while the game boots; it only acts when a match is set up

Requirements
PES 2021 (Steam, latest update)
sider 7.x

How to Install:
1. Copy the modules and content folders from the download into your Sider 7 folder (the folder with sider.ini), merging with what's already there. You should end up with:
modules\crowd_attendance.lua
content\Crowd Attendance\crowd_attendance.ini
content\Crowd Attendance\Winter\   (5 files)
2. Open sider.ini with any text editor and add this line under your other modules:
lua.module = "crowd_attendance.lua"
3. For winter clothing, make sure sider.ini also has this line (most setups already do):
luajit.ext.enabled = 1
Without it, everything else still works – the overlay will just show winter clothing as unavailable.
4. Start the game with sider as usual

How to Use:
Open the Sider overlay and select the Crowd Attendance page, then:
  • 6 / 7 – select Home / Away
  • 8 / 9 – decrease / increase (hold to repeat)
  • 0 – module ON / OFF
  • 4 – realistic spread ON / OFF
  • 2 – tier priority AUTO / LOWER / UPPER
  • 3 – winter clothing AUTO / ALWAYS / OFF
Set your values before you start the match – they apply to the next match you load.

Tier rules (crowd_attendance.ini)
Found in content\Crowd Attendance\. Add one line per club under [tier_priority], using the team ID:
[tier_priority]
327 = upper    ; Napoli
103 = lower    ; any club you want lower-first
Teams not listed fill the lower tier first. Only used when tier priority is on AUTO.


Notes
Very low home attendance (around 10% with 0% away) can leave the game stuck on the loading screen. Home 50% and above has always loaded fine in testing, so if you go lower, go gradually.
Some custom stadiums don't handle reduced crowds correctly and may show empty stands with any custom value. That's down to the stadium itself, not the module – please report it to the stadium's creator.

Credits
Crowd Attendance Modulereleased by FletchAJX
GRAND – for the original idea with his Master League version
balboaSte & seratonin – for finding the original code in the FootballLife26.exe that made the crowd fix possible

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eFootball 2027 Real Team Names Tool — by ChunchoMod

eFootball 2027 Real Team Names — by ChunchoMod

eFootball Real Team Names — by ChunchoMod. Patch the game, merge your dt200 with the weekly dt870, apply real team and league names, and fill the "ghost" teams with their squads — all from one app, with no JSON editing by hand.

Windows only — eFootball (Steam)
Version 0.1.1 — in use since eFootball 5.4, working on 6.1

Main features
  • Exe patch: disables the dt870 live-update validation (22 bytes), with automatic backup and three ways to restore it. The Steam folder is auto-detected.
  • Merge dt200 + dt870: extracts both packages, overlays the dt870 on your dt200 and generates a new dt200_console_all.cpk in one click. The app tells you when there is a new dt870 since your last merge.
  • Real team names and abbreviations from a simple team_names_map.json
  • Real league/competition names from league_names_map.json — English only, or written to all 21 game languages
  • Name editor (teams and leagues) with validation before saving — open an existing file or start a new one
  • Ghost teams (exhibition vs COM): teams that exist in the game files but have no players. Build their squad (11 to 40 players), pick shirt numbers, assign the 6 special roles and choose their category, and the app writes it all into the game data
  • Squad rules are checked before anything is written, and a compatibility check warns you when a saved squad stops being valid after a game update
  • Applying the same names twice changes nothing (only different values are rewritten); every config file is saved atomically
  • Interface in English and Spanish (language switch in the sidebar)

Requirements
  • Windows 10/11 (WebView2 is already included in up-to-date systems)
  • eFootball installed through Steam
  • cpkmakec.exe (CRI Packed File Maker for Console) — included in the tools folder
  • A dt200_console_all.cpk without a dt870 merged: the original one or a mod pack's one (EvoMod, ChunchoMod, etc.), kept outside the game folder
  • Free disk space for the temporary extraction of dt200 and dt870

The app creates these folders next to its executable:
FolderWhat goes inside
toolscpkmakec.exe (included)
Merge_modificationsYour team_names_map.json, league_names_map.json and ghost_teams_config.json — the app finds them here on its own
your_dt200Your dt200_console_all.cpk without a dt870 merged (original or mod pack)
TEMPLocal copy of the dt870 (managed by the app, do not touch)

Quick guide
1 │ Step 1 — Patch the exe
eFootball 2027 Real Team Names — by ChunchoMod
  1. Open the app. It looks for eFootball in Steam automatically; if it cannot find it (or you want another copy), use Choose folder….
  2. The app tells you whether the exe is already patched. Press Patch.
  3. It creates eFootball.exe.bak (only once, never overwritten), writes the patch, and verifies that only those 22 bytes changed.
What the patch does: the patched exe stops using the dt870 altogether — it does not download new dt870 files and it deletes the dt870 from its original folder. That is exactly what lets your merged dt200 stay in control, but it also means a patched exe can never get a new dt870 by itself (see After every game update below).
Restoring: from the .bak; or in place, reverting only the 22 bytes (works even if the .bak is gone); and optionally put your dt200 backup back in the game folder at the same time.
The patch is located by content, not by fixed offsets, so it keeps working if the exe changes between versions.

2 │ Step 2 — Merge + names
eFootball 2027 Real Team Names — by ChunchoMod
  1. Choose your dt200 backup (original or mod pack, without a dt870 merged; it must be outside the game folder). cpkmakec.exe is already included in the tools folder.
  2. Tick what you want to apply: team names, league names (English only or all languages) and ghost teams. Each option is independent — a problem in one never touches the files of another.
  3. Press Merge. The panel shows the progress step by step and a report at the end.
The new CPK is built in a temporary folder first and copied to the game's cpk folder only if the packing succeeded. The app keeps its own copy of the dt870 in TEMP, because the patched exe deletes the original.
If you only want real names, leave ghost teams unticked.

After every game update (new dt870)
Konami releases a new dt870 with the weekly updates. Because the patched exe never downloads it, you must let the original, unpatched exe do it:
  1. Restore the original exe (Step 1 → Restore).
  2. Start the game with the original eFootball.exe and let it download the new dt870. Wait until the update is done.
  3. Close the game.
  4. Open the app: apply the patch again (Step 1) and run Merge (Step 2). The app picks up the new dt870 and builds the new CPK.
  5. Done — everything works again after the weekly update.
Do not skip step 2: running Merge without first letting the original exe download the new dt870 will only merge the old one.

3 │ Name editor
eFootball 2027 Real Team Names — by ChunchoMod

Two tabs: Teams and Leagues. Open an existing file or create a new one, and add, edit or remove entries. Everything is validated before saving (unique numeric key, at least one field, text length limits).
// team_names_map.json — key: the team's sort_order (NOT team_id)
{ "102": { "name_en": "Chelsea FC", "abbreviation": "CHE" } }

// league_names_map.json — key: competition ID
{ "113": { "name_en": "Premier League" } }
Teams use sort_order as key because the team_id changes between game builds, while sort_order is the stable ID of a club.

4 │ Ghost teams (exhibition vs COM)
eFootball 2027 Real Team Names — by ChunchoMod
eFootball 2027 Real Team Names — by ChunchoMod
eFootball 2027 Real Team Names — by ChunchoMod

Not tested in online matches against other players — use them only in exhibition matches vs COM.
A ghost team is a team that exists in Team.bin but has no players assigned. This tool builds its squad and saves it to ghost_teams_config.json;  it is applied the next time you run Step 2.
  1. Pick a ghost team from the list. The app works with the latest dt870 — you do not need to merge first.
  2. Search players by name or by ID (109005 or #109005) and fill the 11 starters plus the bench (11 to 40 players in total).
  3. Set each player's shirt number (no repeats) and assign the 6 special roles — captain, penalties and the 4 set-piece roles — exactly once each, all inside the starting 11.
  4. Choose at least one category. The app suggests one with a confidence level and only pre-selects it when the confidence is high.
  5. Save. The team's real formation is shown as a read-only reference for the positions.
Compatibility check: it runs by itself when you open the tool and after each save, and flags saved teams that are no longer valid (team missing, players that no longer exist, invalid squad) with a Fix button that opens the editor showing the reason. It never writes anything.
If a team already has a squad when you apply (Konami added one), it is skipped and left untouched. An incompatible entry is reported and skipped; it never blocks the others.

FAQ
Is it safe to play online with real team and league names?
I have played online with them since eFootball 5.4 and I am now on 6.1, with no problems. That is my own experience, not a guarantee from Konami — use it at your own risk.

Can I use the ghost teams online?
I have not tested that, so I do not recommend it. I only use them in exhibition matches vs COM (with the game connected, no issues).

Which dt200 can I use as a base?
Any dt200_console_all.cpk that does not have a dt870 merged: the original one, or the one from a mod pack like EvoMod, ChunchoMod, etc. Keep it outside the game folder.

Does it modify my dt200 backup?
No. It is only read.

Is cpkmakec.exe included?
Yes, it comes in the tools folder.

Konami released a new update. What do I do?
Restore the original exe, start the game with it so it downloads the new dt870, close the game, then patch again and run Merge. See After every game update above.

Why can't I just patch and merge after an update?
Because the patched exe does not download the new dt870 (and it deletes the one in the game's original folder). Only the original exe downloads it.

Can I go back to the original game?
Yes. Restore the exe from Step 1 and, if you want, put your dt200 backup back in the game folder in the same step.

Why is there no backup of the previous .cpk?
The result can always be regenerated from your external dt200 backup plus the dt870, so the app does not keep extra copies. Do keep your dt200 backup.

Do I need to write the JSON files by hand?
No: the Name editor and the Ghost teams tool create and edit them. If you already have a team_names_map.json from another source it works as long as it has exactly the format shown above; any unknown field is rejected with a clear error.

A name does not fit.
Team names accept up to 69 bytes and abbreviations up to 9 (UTF-8, so accented characters use more than one).

The app does not find my game.
Use Choose folder… in Step 1 and select the eFootball folder.

Where are my settings saved?
Paths and preferences are remembered between sessions; everything else is checked again each time you open the app.

Tested in-game
  • Real team and league names — online and offline, from eFootball 5.4 to 6.1
  • Ghost teams — exhibition matches vs COM (connected to the game servers), no issues
Not tested: ghost teams in online matches against other players.

Credits
MODY_99 — this tool is almost entirely inspired by the modifications he made in his epatch. What I did was replicate the real team names part in a standalone app, so that any user can have real names in most eFootball mods. All the credit for the original idea and work goes to him.
NFS_FM — for his Team ID Collection & Map, used as a reference for team IDs.

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