Mod Types
Supported mod categories and their file structures
FMMLoader supports several mod types, each with specific folder structures and target locations in Football Manager. Use these as a reference for structuring your own packs.
This is not a how to guide for structuring mods or packs. It is simply a look into how FMMLoader wants them to look. You should reference the many great community tutorials to learn how to make mods for FM.
Graphics
Visual assets that change how the game looks. Do not use a manifest.json file with these.
Facepacks
Player and staff portrait images.
Requirements:
- PNG format recommended
- Standard size: 180x180px (varies by pack style)
Filename must be FM's person unique ID, plus some other text, as FM26 has
multiple duplicate graphics IDs. If you were to place 1123.png (Luis Enrique
/ Como) in a face and logo pack without a prefix, it would only load one of
them. This is, of course, dependant on the config.xml
FMMLoader will automatically index, then move the entire contents of the mod folder into the corresponding target directory, which may be selected by the user in the import process. For example, the structure above with my-facepack would result in the following import:
Logopacks
Club, competition, and nation badges.
Structure:
logos/
├── club/
│ └── 123/ # Club unique ID
│ ├── logo.png # Normal size
│ └── small.png # Small variant
├── comp/
│ └── 456/
│ └── logo.png
└── nation/
└── 789/
└── logo.pngRequirements:
- PNG with transparency
- Multiple sizes often included (small, normal, large)
Target: graphics/logos/
Kitpacks
Team uniforms and goalkeeper kits.
Structure:
kits/
└── 123/ # Club unique ID
├── home.png
├── away.png
├── third.png
└── goalkeeper/
├── home.png
└── away.pngRequirements:
- PNG format
- Typical size: ~300x400px (varies)
Target: graphics/kits/
Megapacks
Combined graphics packs containing multiple types.
Structure:
megapack/
├── faces/
│ └── ...
├── logos/
│ └── ...
└── kits/
└── ...FMMLoader detects mixed content and routes each subfolder appropriately.
Database Mods
Editor data that changes game data (players, clubs, transfers, etc.).
Formats:
.fmf- FM editor data files- Folders containing
.fmffiles
Structure:
my-database-mod/
└── editor data/
└── my-changes.fmfOr just the .fmf file directly.
Target: editor data/
Database mods are load-order dependent. When multiple mods change the same data, the last-loaded mod wins.
Skins
Custom UI themes that change the game's appearance.
Structure:
my-skin/
├── skin.fmf
├── skin_config.xml
├── graphics/
│ └── ...
└── fonts/
└── ...Target: skins/
Other Mods
Anything that doesn't fit the above categories:
- Match engine files - Custom ME configurations
- Config files - Game preference overrides
- Scripts - If FM supports them
These are typically placed manually or FMMLoader prompts for the target location.
Finding Unique IDs
To name files correctly, you need FM's internal unique IDs.
Methods
- FM Editor - Open the pre-game editor to browse and export IDs
- Community databases - Sites like sortitoutsi.net maintain ID lists
- In-game - Some skins show IDs in player/club profiles
Common ID Ranges
| Entity | ID Format |
|---|---|
| Players/Staff | 7-8 digit numbers |
| Clubs | 4-6 digit numbers |
| Competitions | 5-6 digit numbers |
| Nations | 3-4 digit numbers |
Auto-Detection
FMMLoader analyzes your mod to determine type:
| Signal | Detected As |
|---|---|
faces/ folder with numbered PNGs | Facepack |
logos/club/ structure | Logopack |
kits/ with team folders | Kitpack |
.fmf files | Database mod |
skin.fmf or skin_config.xml | Skin |
| Multiple graphics folders | Megapack |
If detection confidence is low, users are prompted to confirm.