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Hey everyone!

First Chipping In addon, and it's two mods in one download: 3D tracksuits for the bench, and 3D goalkeeper kits. Both are things FM has never let anyone change until I did last year. Outfield 3D kits have been moddable for years, the keeper's shirt and the subs' tracksuits weren't, but now they are, on 27.

WHAT'S IN THE BOX

Two folders and one text file. I suggest you read the text file included since that will help you more than I could for most issues.

FM27 Installation Directory goes into your game folder, that's the mods themselves. FM27 Documents Folder goes into your FM documents folder, that's the graphics: blank tracksuit templates to paint on, and the kits and tracksuits I've included to get you started. The guide is one plain txt, open it in Notepad.

TRACKSUITS

Your subs warming up on the touchline and sitting on the bench wear the tracksuit you give their team, top and bottom separately. Each team is picked by its ID. A team without a tracksuit keeps FM's own. A team with only a top gets your top and FM's bottoms, nothing breaks.

Tracksuits live in their own folder next to your kits:

Documents\Sports Interactive\Football Manager 27\graphics\Tracksuits

Got a tracksuit pack? Drop its folders in there and let them merge. The folder names inside don't matter, the mod reads the config.xml files to know which team is which.

Making your own is two textures and two lines:

  1. Save a top and a bottom texture anywhere under Tracksuits. Name them however you like, say 1250_track_top.png and 1250_track_bottom.png.

  2. In the same folder, a config.xml with one line per piece inside the maps list:

<record from="1250_track_top" to="graphics/pictures/team/1250/tracksuit_textures/top"/>

<record from="1250_track_bottom" to="graphics/pictures/team/1250/tracksuit_textures/bottom"/>

Swap 1250 for the team's ID. Quickest way to find it: open the team's kit config.xml under graphics\Kits, the number in its kit_textures line is the ID. Watch the clubs with near-identical names, they tend to sit on neighbouring IDs.

Templates are in graphics\Tracksuits\_Templates: male and female, top and bottom, in the game's own layout so your art lines up. Red is where the team's main colour would go, green the trim. Follow that or paint whatever you want.

GOALKEEPER KITS

Keepers get a kit per strip: home, away and third. The keeper wears the one matching what his team is in that match. Team lines up in the away strip, keeper wears the away goalkeeper kit. No goalkeeper kit for that strip, he keeps FM's default. No borrowing from another strip, on purpose: a missing third kit shouldn't put a keeper in his home colours against a team in the same colours.

Goalkeeper kits go in with your normal kits:

Documents\Sports Interactive\Football Manager 27\graphics\Kits

A goalkeeper kit pack installs like any kit pack: copy, merge, play. The folder layout under Kits doesn't matter, the mod reads every config.xml it finds.

Making your own is one texture and one line in the team's existing kit config.xml:

  1. Save the texture in the team's kit folder, named for the team ID and the strip: 1250_gk_home.png, 1250_gk_away.png or 1250_gk_third.png.

  2. Add one line to that folder's config.xml, inside the maps list:

<record from="1250_gk_home" to="graphics/pictures/team/1250/kit_textures/gk_home"/>

Same texture layout as an outfield 3D kit. Copy an existing kittexture.png, repaint it, rename it.

KNOWN ROUGH EDGES

  • One tracksuit per team. Home and away tracksuits, or a different one per competition, aren't in this version. I might investigate the ability to add multiple tracksuit variants in the future, but not at this moment.

INSTALLATION

Works on its own and on top of the FM27 megapack. If you have the megapack, this adds two plugin folders and touches nothing else of yours. There is NO compatibility with this specific version for FM26!

The download is attached to the post!

  1. Close FM.

  2. Open the zip. Copy everything inside FM27 Installation Directory (the BepInEx and dotnet folders, version.dll, doorstop_config.ini and the rest) into your Football Manager 27 folder. Merge and replace when Windows asks.

  3. Copy the graphics folder inside FM27 Documents Folder to Documents\Sports Interactive\Football Manager 27. Merge.

  4. Start the game once. If this is your first mod on 27, the first launch takes longer than usual while it sets itself up. That's normal.

Install paths:

Steam: Program Files (x86)\Steam\steamapps\common\Football Manager 27

Xbox Game Pass: XboxGames\Football Manager 27\Content

Epic Games: Program Files (x86)\Epic Games\FootballManager27

To remove it later, delete the TracksuitManager and GoalkeeperKitManager folders from BepInEx\plugins. If you don't run anything else of mine, delete BepInEx, dotnet, version.dll, doorstop_config.ini and .doorstop_version from the game folder as well.

IF SOMETHING DOESN'T SHOW

Open BepInEx\LogOutput.log in your Football Manager 27 folder. Search for Tracksuit: on startup it lists how many tracksuits it found and which graphics folder it read. Search for GKKit: same for goalkeeper kits, and during a match it logs each keeper it changes. Found zero? Check the texture file name and the config.xml line. Found some but nothing shows? Check the team ID in the to= path.

Files

Comments

Wolfgang

I’ve placed the goalkeeper kit folder into the 'graphics' directory, but the goalkeeper kits aren’t showing up in the game—does anyone have any idea why that might be?

Jamie Rosen

Magnificent Bassy! Thank you!

Andre Schiller

Das Plugin GoalkeeperKitManager.dll funktioniert nicht, wenn das installiert ist lädt das spiel nicht mehr, nach entfernen läuft es wieder natürlich ohne die Torwarttrikots.

Andre Schiller

File name: 'C:\Program Files (x86)\Steam\steamapps\common\Football Manager 27\BepInEx\interop\UnityEngine.UIElementsModule.dll' at System.Runtime.Loader.AssemblyLoadContext.LoadFromPath(IntPtr ptrNativeAssemblyLoadContext, String ilPath, String niPath, ObjectHandleOnStack retAssembly) at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath) at System.Reflection.Assembly.LoadFrom(String assemblyFile) at System.Reflection.Assembly.LoadFromResolveHandler(Object sender, ResolveEventArgs args) at System.Runtime.Loader.AssemblyLoadContext.InvokeResolveEvent(ResolveEventHandler eventHandler, RuntimeAssembly assembly, String name) [Warning:Il2CppInterop] Failed to init IL2CPP patch backend for void FM.Match.MatchCharacterFactory::.ctor(FM.Match.MatchCharacterData characterData, SI.Match.MatchEnvironmentSetup environmentSetup, int entitiesCount, long matchId, int competitionId, int subCompetitionId), using normal patch handlers: Derived classes must provide an implementation. [Info :Goalkeeper 3D Kit Manager] [GKKit] TryGetKitTexture absent (FM27): GK kits are stamped as native resource ids and loaded by FM itself