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# PESMod Kitserver Version 3.0
Hi everyone! ?
After a long period of development, testing and reverse engineering of PES6, I am happy to share a new major version of PESMod Kitserver.
IMPORTANT:
PESMod makes deep modifications to the original PES6 engine.
Always make a backup of your game, Option File and Master League saves before testing a new version.
PESMod 3.0 is a major evolution compared to versions 1.0 and 2.0.
The first versions mainly focused on adding new leagues, teams, players and squads.
Version 3.0 goes much further and extends several internal PES6 systems.
The project now includes extended support for:
- custom and virtual teams
- extended team selection
- virtual players
- dynamic competition configuration
- extended Exhibition Mode
- extended Edit Mode
- extended League Mode
- extended Cup Mode
- custom PNG team graphics
- custom competition graphics
- custom crowd flags
- and a heavily modified Master League system
==================================================
MAIN FEATURES
==================================================
- New leagues
- New competitions
- New teams
- New players
- Custom squads
- Custom team names
- Custom short team names
- Extended player ID support
- Virtual player IDs
- Virtual team support
- Dynamic team lists
- Extended Exhibition Team Select
- Extended Edit Mode Team Select
- Extended League Mode
- Extended Cup Mode
- Extended Master League
- Configurable league sizes
- Configurable promotion and relegation values
- Dynamic competition participant lists
- Custom PNG team logos / crests
- Custom PNG competition logos
- Custom stadium crowd flags
- Extended team resource handling
- Improved support for custom teams throughout PES6
==================================================
EXHIBITION MODE
==================================================
Exhibition Team Select has been heavily extended.
The original PES6 team selection system was designed around much smaller fixed team lists.
PESMod introduces a dynamic system capable of displaying much larger groups.
Current configurations can include, for example:
20 teams
32 teams
60 teams
80 teams
An 80-team group is displayed as four pages:
Page 1 = 20 teams
Page 2 = 20 teams
Page 3 = 20 teams
Page 4 = 20 teams
The system supports both original PES6 teams and virtual/custom teams.
Additional work has been done on:
- dynamic paging
- team cursor handling
- correct HOME / AWAY selection state
- restoring the exact selected team after returning from Kit Selection
- hybrid native / virtual team handling
- correct cleanup of selected-team states
- custom team badges
- custom formation crests
- penalty shootout crests
- stadium presentation graphics
- large custom team lists
The goal is to keep the original PES6 behaviour wherever possible while removing the original team-list limitations.
==================================================
EDIT MODE
==================================================
Edit Mode has also received major extensions.
Custom teams and virtual players can be used directly inside the PES6 editor.
Current support includes:
- extended team lists
- up to 80 teams in dynamic team groups
- custom team squads
- virtual players
- extended player IDs
- custom player data
- custom team selection
- correct return to the previously selected team
- custom team names
- custom team crests
- player previews
- Faceserver integration
- Hairserver integration
- logical team presentation support
CUSTOM SQUADS IN EDIT MODE
Custom team squad files support the full 32-player backing:
slot_0
...
slot_31
This means a custom team can expose up to 32 squad positions to the current Edit Mode implementation.
Do not confuse squad slots with Team Select pages.
The dynamic 20-team paging system used by Exhibition/Edit team selection is a separate mechanism from squad player slots.
Older PESMod documentation mentioning a 31-player visible limit is obsolete for PESMod 3.0.
Edit Mode required separate handling because the original PES6 editor was never designed for virtual teams, extended IDs or dynamic team groups.
==================================================
EXTENDED LEAGUE SYSTEM
==================================================
The League system is no longer limited to the original PES6 competition structure.
League sizes can be configured independently.
Example:
Division 1A = 20 teams
Division 1B = 18 teams
Division 1C = 16 teams
Division 1D = 16 teams
League sizes are read from configuration instead of relying only on the original fixed PES6 structures.
PESMod 3.0 also contains extended support for normal League Mode, including previously incomplete competition slots such as the German league.
The German league can use:
- its own competition configuration
- custom team list
- custom team count
- custom competition name
- custom competition PNG
- its own random participant pool
- native PES6 league logic where possible
League Mode competition configuration:
GDB\pesmod\competition\league_mode\competitions.cfg
Example:
[6.page.0]
enabled=1
navigation=direct
name=New Bundesliga
team_0=186
team_1=187
team_2=188
League Mode configuration is separate from Cup Mode and Master League configuration.
==================================================
CUP MODE
==================================================
Cup Mode has also been extended significantly.
PESMod can use custom competition participant lists instead of relying only on the original PES6 random candidate pool.
Cup Mode competition configuration:
GDB\pesmod\competition\cup_mode\competitions.cfg
Current support includes:
- custom participant pools
- custom teams
- virtual/custom team IDs
- configurable competition participants
- custom PNG team crests
- custom crest handling in tournament brackets
- custom formation crests
- custom calendar crests
- custom stadium presentation graphics
- custom crowd flags
- custom team information graphics
PES6 uses several completely different internal rendering paths for the same crest depending on the current screen.
For example, the tournament bracket, calendar, team information, formation and stadium presentation may all use different resource paths.
PESMod 3.0 contains separate compatibility paths for many of these cases.
==================================================
MASTER LEAGUE
==================================================
Master League remains one of the most heavily modified parts of PESMod.
The original PES6 Master League engine was designed around fixed league structures and hardcoded competition limits.
PESMod extends many of these systems.
Current functionality includes:
- custom teams in Master League
- custom players in Master League
- virtual player IDs
- custom squads
- custom team selection
- dynamic Division 1 league sizes
- 16-team leagues
- 18-team leagues
- 20-team leagues
- 38-round seasons for 20-team leagues
- 10 matches per round
- dynamic fixture generation
- extended league tables
- extended standings
- custom team crests
- correct opponent handling
- custom player shirt numbers
- correct shirt numbers for newly created / virtual players
- Save / Load support
- career continuation
- next-season handling
- configurable promotion and relegation values
Example configuration:
[D1B]
count=18
relegate=3
[D2B]
count=20
promote=3
This allows configurations such as:
3 relegated teams
3 promoted teams
instead of relying only on the original PES6 fixed values.
==================================================
EXTENDED DIVISION 2
==================================================
PES6 originally uses a very small physical Division 2 structure.
PESMod contains experimental systems that can extend the logical Division 2 representation beyond the original physical structure.
This includes work on:
- logical 20-team Division 2
- extended standings
- 38-round fixture generation
- promotion / relegation
- ranking screens
- competition scheduling
- custom team presentation
Because this area touches some of the deepest parts of the original Master League engine, it should still be considered experimental.
==================================================
MASTER LEAGUE STATUS
==================================================
Master League in PESMod 3.0 is substantially more advanced than in the original public releases.
However, it remains one of the most complex parts of the project.
Long-term testing is still required in areas such as:
- multiple-season careers
- promotion / relegation edge cases
- transfers
- negotiations
- player ownership
- player development
- end-of-season transitions
- Cup scheduling
- different league-size combinations
- different Division 2 configurations
- custom and original teams mixed together
- long-term save compatibility
Please report problems together with the PES6 / Kitserver log whenever possible.
==================================================
PLAYER SYSTEM
==================================================
The original PES6 player limits have been extended.
PESMod can use virtual player IDs beyond the original physical player database.
This allows considerably more players to be added without replacing existing PES6 players.
Virtual players can be dynamically mapped to native PES6 player records when parts of the original game engine still require physical player IDs.
The player system is integrated with:
- Exhibition Mode
- Edit Mode
- League Mode
- Cup Mode
- Master League
- Faceserver
- Hairserver
- custom squad systems
==================================================
TEAM LOGOS / CRESTS
==================================================
The custom PNG logo system has received major improvements since PESMod 2.0.
PES6 does not use one universal crest renderer.
Different screens can use separate functions, texture formats, resource IDs and rendering paths.
Custom team crests are currently supported in many areas including:
- Exhibition Team Select
- Edit Mode
- League Mode
- Cup Mode
- tournament brackets
- team information screens
- calendar screens
- formation screens
- pre-match presentation
- in-match formation screens
- penalty shootouts
- stadium presentation
- Training
- several Master League screens
Example team crest path:
GDB\pesmod\teams\<team_id>.png
Competition-specific PNG example:
GDB\pesmod\competition\league_mode\22.png
Custom crest handling is much more complete than in PESMod 2.0, although unusual PES6 screens may still expose additional native rendering paths.
==================================================
STADIUM CROWD FLAGS
==================================================
PESMod can load custom crowd flags for teams.
Example:
GDB\pesmod\teams\crowd\<team_id>.png
The system can be used in:
- Exhibition
- League
- Cup
- Master League
depending on the active competition and team.
==================================================
CONFIGURATION
==================================================
Most PESMod systems can be enabled or disabled independently.
Example:
[features]
leagues=1
kits=1
players=1
squads=1
edit_mode=1
team_logos=1
Mode-specific configuration is also supported.
Example:
[mode.exhibition]
leagues=1
kits=1
players=1
squads=1
[mode.edit]
leagues=1
kits=0
players=1
squads=1
[mode.master_league]
leagues=1
kits=1
players=1
squads=1
Different modes can therefore use different PESMod features without forcing every system to be active everywhere.
==================================================
COMPETITION CONFIGURATION
==================================================
PESMod 3.0 separates competition configuration by game mode.
League Mode:
GDB\pesmod\competition\league_mode\competitions.cfg
Cup Mode:
GDB\pesmod\competition\cup_mode\competitions.cfg
Master League continues to use its own dedicated configuration system.
This separation prevents League Mode and Cup Mode configuration from interfering with each other.
==================================================
LOGGING
==================================================
PESMod 3.0 uses a cleaner normal runtime log.
Internal historical build prefixes and most old TRACE / PROBE diagnostic spam are not intended to be part of the normal user-facing log.
Important messages such as configuration loading, APPLY status, warnings, failures and errors remain useful for bug reports.
When PESMod loads correctly, Kitserver should display:
Registering module PESMOD ("PESMod 6.8.2")
==================================================
CURRENT DEVELOPMENT STATUS
==================================================
WORKING / ADVANCED
- custom leagues
- custom competitions
- custom teams
- custom players
- custom squads
- full 32-slot custom squads in current Edit Mode support
- extended player IDs
- virtual players
- virtual teams
- Exhibition dynamic team lists
- Exhibition 80-team selection
- Edit Mode dynamic team lists
- Edit Mode 80-team selection
- League Mode competition configuration
- German league support
- Cup Mode participant configuration
- custom competition participant pools
- custom PNG competition logos
- custom PNG team crests
- custom crowd flags
- dynamic Master League Division 1
- 20-team Master League
- 38-round league fixtures
- extended standings
- configurable promotion / relegation
- Master League Save / Load
- career continuation
- custom shirt numbers
- virtual-player shirt numbers
STILL EXPERIMENTAL / UNDER DEVELOPMENT
- long-term Master League careers
- logical extended Division 2
- some Master League scheduling edge cases
- negotiations with extended league structures
- player ownership with virtual teams
- some unusual crest / resource paths
- additional competition formats
- additional custom tournament structures
- further removal of original PES6 engine limits
PESMod should still be considered an actively developed modification.
==================================================
VERSION 3.0 PHILOSOPHY
==================================================
PESMod 3.0 is no longer simply a patch that adds more teams.
The project increasingly acts as an extension layer between Kitserver and the original PES6 engine.
The main goal is to preserve as much native PES6 behaviour as possible while removing hardcoded restrictions only where necessary.
Whenever possible, PESMod keeps the original game logic and adds compatibility layers for custom data instead of completely replacing PES6 systems.
This is especially important for:
- Master League
- League Mode
- Cup Mode
- Edit Mode
- team selection
- player databases
- graphics and resource handling
==================================================
CREDITS
==================================================
# PES6
Kitserver 6.8.2
Serwer zestawów PESMod 3.0
Autor: Michal17Widzew (DonMike)
Doskonała praktyka [USER=180884]@-Panos-[/USER] stanowiła pierwotnę postawę tego projektu.
Od czasu wydania pierwszej wersji PESMod Kitserver kod został znacznie rozszerzony i dostosowany do głębszej integracji z Kitserverem i oryginalnym silnikiem PES6.
Kod źródłowy:
[USER=180884]@-Panos-[/USER]
https://github.com/PanosPasch/pesmod/
juce – Kitserver 6
https://github.com/kitserver/kitserver6
==================================================
SPECIAL THANKS
==================================================
[USER=270907]@marqisspes5[/USER]
[USER=299967]@Pato_Lucas18[/USER]
[USER=414425]@leite[/USER]
and all patchmakers, facemakers, kitmakers, stadium makers, tool creators, researchers and members of the PES6 community who continue to keep this game alive.
Special thanks to the Evo-Web community and everyone who tests experimental PESMod builds and reports bugs, crashes and strange PES6 behaviour.
Reverse engineering a game from 2006 would not be possible without extensive testing from the community.
==================================================
INSTALLATION
==================================================
Copy:
MinHook.x86.dll
next to:
pes6.exe
Copy the supplied files from the kitserver folder into your PES6 Kitserver installation.
Edit:
kitserver\kload.cfg
and add PESMod to the DLL list.
Example:
DLL.16 = "kitserver\pesmod.dll"
Do not forget to increase:
DLL.num
if necessary.
When PESMod loads correctly, Kitserver should display:
Registering module PESMOD ("PESMod 6.8.2")
For the emblems to work correctly in the OF, remove any graphic elements, if you have any.
==================================================
BUG REPORTS
==================================================
If you find a problem, please provide as much information as possible.
Useful information includes:
- description of the problem
- game mode
- selected competition
- team IDs involved
- player IDs involved
- exact steps to reproduce
- screenshot if the problem is visual
- PES6 / Kitserver log
For Master League problems, also mention:
- current season
- league / Division
- number of teams
- promotion / relegation configuration
- whether the affected team is original or custom
Good reproduction steps make reverse engineering much easier.
==================================================
KNOWN LIMITATIONS
==================================================
PES6 was never designed for many of the structures supported by PESMod.
Some parts of the original game still assume:
- fixed team counts
- fixed competition sizes
- native team slots
- native player IDs
- fixed resource IDs
- original PES6 competition layouts
PESMod works around many of these limitations, but unusual combinations can still reveal new engine assumptions.
This is especially true in Master League and in less frequently used PES6 menu screens.
==================================================
DOWNLOAD
==================================================
https://evoweb.uk/threads/exploring-the-...st-4324883
https://www.patreon.com/c/PESEditing
There are several examples and configuration files included in the package.
PES6 forever!
# PESMod Kitserver Version 3.0
Hi everyone! ?
After a long period of development, testing and reverse engineering of PES6, I am happy to share a new major version of PESMod Kitserver.
IMPORTANT:
PESMod makes deep modifications to the original PES6 engine.
Always make a backup of your game, Option File and Master League saves before testing a new version.
PESMod 3.0 is a major evolution compared to versions 1.0 and 2.0.
The first versions mainly focused on adding new leagues, teams, players and squads.
Version 3.0 goes much further and extends several internal PES6 systems.
The project now includes extended support for:
- custom and virtual teams
- extended team selection
- virtual players
- dynamic competition configuration
- extended Exhibition Mode
- extended Edit Mode
- extended League Mode
- extended Cup Mode
- custom PNG team graphics
- custom competition graphics
- custom crowd flags
- and a heavily modified Master League system
==================================================
MAIN FEATURES
==================================================
- New leagues
- New competitions
- New teams
- New players
- Custom squads
- Custom team names
- Custom short team names
- Extended player ID support
- Virtual player IDs
- Virtual team support
- Dynamic team lists
- Extended Exhibition Team Select
- Extended Edit Mode Team Select
- Extended League Mode
- Extended Cup Mode
- Extended Master League
- Configurable league sizes
- Configurable promotion and relegation values
- Dynamic competition participant lists
- Custom PNG team logos / crests
- Custom PNG competition logos
- Custom stadium crowd flags
- Extended team resource handling
- Improved support for custom teams throughout PES6
==================================================
EXHIBITION MODE
==================================================
Exhibition Team Select has been heavily extended.
The original PES6 team selection system was designed around much smaller fixed team lists.
PESMod introduces a dynamic system capable of displaying much larger groups.
Current configurations can include, for example:
20 teams
32 teams
60 teams
80 teams
An 80-team group is displayed as four pages:
Page 1 = 20 teams
Page 2 = 20 teams
Page 3 = 20 teams
Page 4 = 20 teams
The system supports both original PES6 teams and virtual/custom teams.
Additional work has been done on:
- dynamic paging
- team cursor handling
- correct HOME / AWAY selection state
- restoring the exact selected team after returning from Kit Selection
- hybrid native / virtual team handling
- correct cleanup of selected-team states
- custom team badges
- custom formation crests
- penalty shootout crests
- stadium presentation graphics
- large custom team lists
The goal is to keep the original PES6 behaviour wherever possible while removing the original team-list limitations.
==================================================
EDIT MODE
==================================================
Edit Mode has also received major extensions.
Custom teams and virtual players can be used directly inside the PES6 editor.
Current support includes:
- extended team lists
- up to 80 teams in dynamic team groups
- custom team squads
- virtual players
- extended player IDs
- custom player data
- custom team selection
- correct return to the previously selected team
- custom team names
- custom team crests
- player previews
- Faceserver integration
- Hairserver integration
- logical team presentation support
CUSTOM SQUADS IN EDIT MODE
Custom team squad files support the full 32-player backing:
slot_0
...
slot_31
This means a custom team can expose up to 32 squad positions to the current Edit Mode implementation.
Do not confuse squad slots with Team Select pages.
The dynamic 20-team paging system used by Exhibition/Edit team selection is a separate mechanism from squad player slots.
Older PESMod documentation mentioning a 31-player visible limit is obsolete for PESMod 3.0.
Edit Mode required separate handling because the original PES6 editor was never designed for virtual teams, extended IDs or dynamic team groups.
==================================================
EXTENDED LEAGUE SYSTEM
==================================================
The League system is no longer limited to the original PES6 competition structure.
League sizes can be configured independently.
Example:
Division 1A = 20 teams
Division 1B = 18 teams
Division 1C = 16 teams
Division 1D = 16 teams
League sizes are read from configuration instead of relying only on the original fixed PES6 structures.
PESMod 3.0 also contains extended support for normal League Mode, including previously incomplete competition slots such as the German league.
The German league can use:
- its own competition configuration
- custom team list
- custom team count
- custom competition name
- custom competition PNG
- its own random participant pool
- native PES6 league logic where possible
League Mode competition configuration:
GDB\pesmod\competition\league_mode\competitions.cfg
Example:
[6.page.0]
enabled=1
navigation=direct
name=New Bundesliga
team_0=186
team_1=187
team_2=188
League Mode configuration is separate from Cup Mode and Master League configuration.
==================================================
CUP MODE
==================================================
Cup Mode has also been extended significantly.
PESMod can use custom competition participant lists instead of relying only on the original PES6 random candidate pool.
Cup Mode competition configuration:
GDB\pesmod\competition\cup_mode\competitions.cfg
Current support includes:
- custom participant pools
- custom teams
- virtual/custom team IDs
- configurable competition participants
- custom PNG team crests
- custom crest handling in tournament brackets
- custom formation crests
- custom calendar crests
- custom stadium presentation graphics
- custom crowd flags
- custom team information graphics
PES6 uses several completely different internal rendering paths for the same crest depending on the current screen.
For example, the tournament bracket, calendar, team information, formation and stadium presentation may all use different resource paths.
PESMod 3.0 contains separate compatibility paths for many of these cases.
==================================================
MASTER LEAGUE
==================================================
Master League remains one of the most heavily modified parts of PESMod.
The original PES6 Master League engine was designed around fixed league structures and hardcoded competition limits.
PESMod extends many of these systems.
Current functionality includes:
- custom teams in Master League
- custom players in Master League
- virtual player IDs
- custom squads
- custom team selection
- dynamic Division 1 league sizes
- 16-team leagues
- 18-team leagues
- 20-team leagues
- 38-round seasons for 20-team leagues
- 10 matches per round
- dynamic fixture generation
- extended league tables
- extended standings
- custom team crests
- correct opponent handling
- custom player shirt numbers
- correct shirt numbers for newly created / virtual players
- Save / Load support
- career continuation
- next-season handling
- configurable promotion and relegation values
Example configuration:
[D1B]
count=18
relegate=3
[D2B]
count=20
promote=3
This allows configurations such as:
3 relegated teams
3 promoted teams
instead of relying only on the original PES6 fixed values.
==================================================
EXTENDED DIVISION 2
==================================================
PES6 originally uses a very small physical Division 2 structure.
PESMod contains experimental systems that can extend the logical Division 2 representation beyond the original physical structure.
This includes work on:
- logical 20-team Division 2
- extended standings
- 38-round fixture generation
- promotion / relegation
- ranking screens
- competition scheduling
- custom team presentation
Because this area touches some of the deepest parts of the original Master League engine, it should still be considered experimental.
==================================================
MASTER LEAGUE STATUS
==================================================
Master League in PESMod 3.0 is substantially more advanced than in the original public releases.
However, it remains one of the most complex parts of the project.
Long-term testing is still required in areas such as:
- multiple-season careers
- promotion / relegation edge cases
- transfers
- negotiations
- player ownership
- player development
- end-of-season transitions
- Cup scheduling
- different league-size combinations
- different Division 2 configurations
- custom and original teams mixed together
- long-term save compatibility
Please report problems together with the PES6 / Kitserver log whenever possible.
==================================================
PLAYER SYSTEM
==================================================
The original PES6 player limits have been extended.
PESMod can use virtual player IDs beyond the original physical player database.
This allows considerably more players to be added without replacing existing PES6 players.
Virtual players can be dynamically mapped to native PES6 player records when parts of the original game engine still require physical player IDs.
The player system is integrated with:
- Exhibition Mode
- Edit Mode
- League Mode
- Cup Mode
- Master League
- Faceserver
- Hairserver
- custom squad systems
==================================================
TEAM LOGOS / CRESTS
==================================================
The custom PNG logo system has received major improvements since PESMod 2.0.
PES6 does not use one universal crest renderer.
Different screens can use separate functions, texture formats, resource IDs and rendering paths.
Custom team crests are currently supported in many areas including:
- Exhibition Team Select
- Edit Mode
- League Mode
- Cup Mode
- tournament brackets
- team information screens
- calendar screens
- formation screens
- pre-match presentation
- in-match formation screens
- penalty shootouts
- stadium presentation
- Training
- several Master League screens
Example team crest path:
GDB\pesmod\teams\<team_id>.png
Competition-specific PNG example:
GDB\pesmod\competition\league_mode\22.png
Custom crest handling is much more complete than in PESMod 2.0, although unusual PES6 screens may still expose additional native rendering paths.
==================================================
STADIUM CROWD FLAGS
==================================================
PESMod can load custom crowd flags for teams.
Example:
GDB\pesmod\teams\crowd\<team_id>.png
The system can be used in:
- Exhibition
- League
- Cup
- Master League
depending on the active competition and team.
==================================================
CONFIGURATION
==================================================
Most PESMod systems can be enabled or disabled independently.
Example:
[features]
leagues=1
kits=1
players=1
squads=1
edit_mode=1
team_logos=1
Mode-specific configuration is also supported.
Example:
[mode.exhibition]
leagues=1
kits=1
players=1
squads=1
[mode.edit]
leagues=1
kits=0
players=1
squads=1
[mode.master_league]
leagues=1
kits=1
players=1
squads=1
Different modes can therefore use different PESMod features without forcing every system to be active everywhere.
==================================================
COMPETITION CONFIGURATION
==================================================
PESMod 3.0 separates competition configuration by game mode.
League Mode:
GDB\pesmod\competition\league_mode\competitions.cfg
Cup Mode:
GDB\pesmod\competition\cup_mode\competitions.cfg
Master League continues to use its own dedicated configuration system.
This separation prevents League Mode and Cup Mode configuration from interfering with each other.
==================================================
LOGGING
==================================================
PESMod 3.0 uses a cleaner normal runtime log.
Internal historical build prefixes and most old TRACE / PROBE diagnostic spam are not intended to be part of the normal user-facing log.
Important messages such as configuration loading, APPLY status, warnings, failures and errors remain useful for bug reports.
When PESMod loads correctly, Kitserver should display:
Registering module PESMOD ("PESMod 6.8.2")
==================================================
CURRENT DEVELOPMENT STATUS
==================================================
WORKING / ADVANCED
- custom leagues
- custom competitions
- custom teams
- custom players
- custom squads
- full 32-slot custom squads in current Edit Mode support
- extended player IDs
- virtual players
- virtual teams
- Exhibition dynamic team lists
- Exhibition 80-team selection
- Edit Mode dynamic team lists
- Edit Mode 80-team selection
- League Mode competition configuration
- German league support
- Cup Mode participant configuration
- custom competition participant pools
- custom PNG competition logos
- custom PNG team crests
- custom crowd flags
- dynamic Master League Division 1
- 20-team Master League
- 38-round league fixtures
- extended standings
- configurable promotion / relegation
- Master League Save / Load
- career continuation
- custom shirt numbers
- virtual-player shirt numbers
STILL EXPERIMENTAL / UNDER DEVELOPMENT
- long-term Master League careers
- logical extended Division 2
- some Master League scheduling edge cases
- negotiations with extended league structures
- player ownership with virtual teams
- some unusual crest / resource paths
- additional competition formats
- additional custom tournament structures
- further removal of original PES6 engine limits
PESMod should still be considered an actively developed modification.
==================================================
VERSION 3.0 PHILOSOPHY
==================================================
PESMod 3.0 is no longer simply a patch that adds more teams.
The project increasingly acts as an extension layer between Kitserver and the original PES6 engine.
The main goal is to preserve as much native PES6 behaviour as possible while removing hardcoded restrictions only where necessary.
Whenever possible, PESMod keeps the original game logic and adds compatibility layers for custom data instead of completely replacing PES6 systems.
This is especially important for:
- Master League
- League Mode
- Cup Mode
- Edit Mode
- team selection
- player databases
- graphics and resource handling
==================================================
CREDITS
==================================================
# PES6
Kitserver 6.8.2
Serwer zestawów PESMod 3.0
Autor: Michal17Widzew (DonMike)
Doskonała praktyka [USER=180884]@-Panos-[/USER] stanowiła pierwotnę postawę tego projektu.
Od czasu wydania pierwszej wersji PESMod Kitserver kod został znacznie rozszerzony i dostosowany do głębszej integracji z Kitserverem i oryginalnym silnikiem PES6.
Kod źródłowy:
[USER=180884]@-Panos-[/USER]
https://github.com/PanosPasch/pesmod/
juce – Kitserver 6
https://github.com/kitserver/kitserver6
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SPECIAL THANKS
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[USER=270907]@marqisspes5[/USER]
[USER=299967]@Pato_Lucas18[/USER]
[USER=414425]@leite[/USER]
and all patchmakers, facemakers, kitmakers, stadium makers, tool creators, researchers and members of the PES6 community who continue to keep this game alive.
Special thanks to the Evo-Web community and everyone who tests experimental PESMod builds and reports bugs, crashes and strange PES6 behaviour.
Reverse engineering a game from 2006 would not be possible without extensive testing from the community.
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INSTALLATION
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Copy:
MinHook.x86.dll
next to:
pes6.exe
Copy the supplied files from the kitserver folder into your PES6 Kitserver installation.
Edit:
kitserver\kload.cfg
and add PESMod to the DLL list.
Example:
DLL.16 = "kitserver\pesmod.dll"
Do not forget to increase:
DLL.num
if necessary.
When PESMod loads correctly, Kitserver should display:
Registering module PESMOD ("PESMod 6.8.2")
For the emblems to work correctly in the OF, remove any graphic elements, if you have any.
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BUG REPORTS
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If you find a problem, please provide as much information as possible.
Useful information includes:
- description of the problem
- game mode
- selected competition
- team IDs involved
- player IDs involved
- exact steps to reproduce
- screenshot if the problem is visual
- PES6 / Kitserver log
For Master League problems, also mention:
- current season
- league / Division
- number of teams
- promotion / relegation configuration
- whether the affected team is original or custom
Good reproduction steps make reverse engineering much easier.
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KNOWN LIMITATIONS
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PES6 was never designed for many of the structures supported by PESMod.
Some parts of the original game still assume:
- fixed team counts
- fixed competition sizes
- native team slots
- native player IDs
- fixed resource IDs
- original PES6 competition layouts
PESMod works around many of these limitations, but unusual combinations can still reveal new engine assumptions.
This is especially true in Master League and in less frequently used PES6 menu screens.
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DOWNLOAD
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https://evoweb.uk/threads/exploring-the-...st-4324883
https://www.patreon.com/c/PESEditing
There are several examples and configuration files included in the package.
PES6 forever!
Responder

