
In-game Search Filters
Download the file from here. Extracted the .zip and place the files in the 'filters' directory in the FM directory (C:\Users\XXXX\Documents\Sports Interactive\Football Manager 2021\filters). Create it if it doesn't exist.
Then in the game on the player search screen, click on 'New Search'. then click the settings gear icon in the bottom-left and 'Manage Filters...' then 'Import' and select the files you copied into the filters directory.
Now, you should be able to select the different filters using the gear icon.
By default, the filters look for values 15+. You can decrease/increase them using the -/+ buttons to widen/narrow your search. You may also choose to match fewer attributes than in the filter.
Note: If you use attribute masking, a player may appear in your seach who you do not have full knowledge of. You will need to scout the player to get full knowledge of their attributes and see if they meet the conditions set in the filter.
Genie Scout Ratings File
The ratings file for Genie Scout can be found here. Unzip the file and place it in the 'Ratings' directory inside the Genie Scout directory.
Then inside, the program select the GS button go to 'Ratings' and you'll be able to select it. Genie Scout will then recalculate the ratings.

There is also a layout file which shows the ratings for each position. Repeat the same process as above, but put the file in the 'Layouts' directory. Then you can select in the program.

Once you've done this, you'll be able to filter for players and look at the ratings.

Note that the ratings are not necessarily equal across positions due to the different number of weighting points. So a player with 85% for a fast striker is not necessarily 'better' than a 75% midfielder. You can only really compare within the same position. This means the best position can sometimes be off - for example an AM(RLC) may have a better rating as a striker (usually fast striker) than a winger. However, it does mean they should be suitable for playing up front as well as out wide.
Additionally, Genie Scout splits the striker and centre-back positions into two (fast/target striker and sweeper/central defender). The game only has a single weight profile for these positions and so I have tweaked the weightings slightly (e.g. increased pace/acceleration for fast striker, heading for target striker, passing for sweeper (which I've presumed is a ball-playing defender since the sweeper position no longer exists within the game). You are free to edit these weights to your preference under the 'Rating' menu in Genie Scout.
It is worth looking at both ratings for strikers. More 'complete' forwards like Kane and Lewandowski will have very similar scores for each category whereas Messi is much more of a fast striker (due to his low jumping and heading bringing his target striker rating down).
Discussion: The Definitive Guide to Current Ability in Football Manager
26 comments have been posted so far.
The weighting remain the same for FM22. Only GK in FM23 has been changed a little (Passing & First Touch). The others remain the same.
List index out of bounds (8193)
Because in words I did not understand how to reproduce it.
As for weaker foot, that is from the Overview/Information page. The game doesn't show a numeric value (1-20) for this attribute so we had to work out the range of each category and picked the middle value.
For example, reasonable is 10, strong is 16 etc.
This means there can be a few CA units inaccuracy as someone with reasonable can actually be 8-12.
Thanks!
Where Im going with this, is that this may happen to some degree with other roles and it may be good to know how relativelly good a player is for a certain role where the game can be misleading. Like going back to the extreme example, one striker can be relativelly pretty good as a Complete Forward and worth using as such, but it may show ingame that you aren't using well his potential been only his 3rd/4th best role. But that may not be due to bad attribute alignment, just due to how demanding the role is.
Also, does it seem from the study that some positions thesmelves are more demanding? As in needing higher CA overall to have good stats in that position? Or is that balanced out? Seems like it at first sight, but with so many numbers it may not.
Aside from this suggestion the study does pose me question. Until now I though CA was absolute given the game only has 1 value for each player, and then the quality on a given position depended on the spread of such CA. But with CA been calculated differently based on position, what CA does the game take then to interact with potential and development? Just the best possible for a given player even if its not the position he plays in? Will players whose potential has capped but are not at their max for the poistion they play in start to lose secondary attributes and gain on main ones as training continues?
Also, would you conclude after this study that some attributes may be very worth it to look out for/develop because of their "cheapness" and the little opportunity cost in main attributes? Theres things like flair and agression that, while somewhat double edged, I belive are considered to be net positives by a fair margin, specially if the accompanying attributes for a gvien are good enough.
Then you have things like jumping reach and heading which are very cheap outside of SCT and CD, which may make them very good to have outside those position if you expect the player to use them at all. any kind of attacking midfielder that gets into the box seems great to make a header according to this as it wont cost him much in other attributes.
On a similar note, may this make some duty/role/position combinations more efficient? In the sense of behaving very similar on the field to another combination on a different position, yet been able to have higher attributes with less CA. Like, having a defensive oriented midfielder been cheaper as MC than as DM, or having a attacking oriented winback been cheaper if playing as DRL insted of WBRL.
Those are great questions and to be honest, I do not know the answer! From my current interpretation, it means it is harder to train a striker for an AF position as it is a more demanding role.
I think we need to think in terms of 'spending' CA points. AF has something like 15 key/preferable attributes, so the CA points will be more diluted across those 15 attributes. On the other hand a Poacher is more limited/focussed on 9 attributes, so the CA points can be 'spent' on less attributes leading to higher values.
For example, AF has Dribbling as a key attribute. But it is not for a Poacher. So for a Poacher, any Dribbling points are 'wasted' and could be better spent on attributes required for a Poacher.
p.s. I've never trained a GK for set-pieces but it would be an interesting experiment!
Great analysis.
My question is: how do Key Attributes (highlighted green) and Preferable Attributes (highlighted blue) work then?
I.e. if you put a striker on the Poacher role, the game only highlightes acceleration attribute, basically saying that physical attributes aren't required for that specific role. At the same time the Advanced Forward role got the entire Physical column highlighted blue (except Jumping Reach and Strength). But the sheet you made says physical attributes are the must-have for any striker, since they are all heavily weighted.
Another example is Pressing Forward. The role requires great mental attributes, which are "cheap" for strikers since they are lightly weighted; and only Finishing and First touch is highlighted under Technical.
Yes, it will be. RCA goes up as you add more positions in so as you say, it likely uses the highest weight for those positions. At the moment I've stuck to players with a single position, but am looking at multiple positions now!
Consistency and Important Matches do not affect RCA, you can actually see this in the pre-game Editor - it shows 'Current Ability-Dependent Attributes'. It is only the ones in the chart i.e. visible attributes and foot strength.