FM27 editor guide: pre-game editor vs in-game editor, how to install real name and logo fixes, and what custom databases change in a save.
FM27 editor and real names
Football Manager ships with two different editors, and players routinely confuse them. One is free and changes the database before you start a save. The other is a paid add-on that changes a save while you are playing. They do different jobs, and using the wrong one wastes money or breaks a save.
This page explains both, plus the real-name and logo fixes that most players install on day one.
The pre-game editor
The pre-game editor is included with the game. It opens the database and lets you change almost anything before a save begins:
- Players: attributes, contracts, positions, injuries.
- Clubs: budgets, reputations, stadiums, kits.
- Competitions: rules, dates, prize money, squad registration.
- Nations: rankings, youth ratings.
Changes are saved as an editor data file, which you select when you start a new save. The file is not a mod in the Steam Workshop sense; it is a database patch.
What it is good for:
- Fixing a database error.
- Creating a custom league or a fantasy club.
- Adjusting a lower-league club's finances for a longer save.
- Adding a real-world transfer that happened after the database lock.
What it cannot do:
- Change a save that is already in progress.
- Add new graphics or kits to the match engine.
If you edit the database after starting a career, nothing changes. The save has its own copy of the data. Plan editor changes before you start.

The in-game editor
The in-game editor is a separate purchase. It attaches to a save and lets you change things live:
- Player attributes and contracts.
- Club finances and budgets.
- Injuries and bans.
- Staff attributes.
- Competition rules, in some cases.
It is useful for fixing a bug, testing a tactic, or rescuing a save that has gone wrong. It is also the fastest way to remove the challenge from the game.
The in-game editor is not required for real-name fixes, logo packs or custom databases. Those are pre-game changes.
Real name fixes
Some clubs, competitions and national teams are unlicensed, so the game uses invented names and kits. The community publishes a real-name fix that restores the correct names.
The general process:
- Download the current fix from a reputable fan site.
- Read the included readme; the folder path changes with each version.
- Place the editor data file in the FM27 editor data folder, usually under Documents/Sports Interactive/Football Manager 2027/editor data.
- Start a new save and select the file in the database setup screen.
- Check a few unlicensed clubs before you invest in the save.
The fix only affects new saves. It does not change an existing career, and it does not add official badges or kits.
Logo and face packs
Logo packs and face packs are graphics, not database changes. They go in the graphics folder and are loaded by the game's cache.
- Logos: replace the generic badges with real ones.
- Faces: add player portraits for the new database.
- Kits: replace the default strips.
They do not affect the simulation, only the presentation. A large face pack can slow the first load; the game caches the images after that.
Create-a-club
FM27 includes a create-a-club flow: name, colours, stadium, budget and squad. It is the fastest way to start a save with a custom identity, and it works with the pre-game editor for deeper changes.
The limitation is the same as any editor change: the club exists only in that save. If you want it in every career, you need a database file.
Custom databases
The community builds databases for:
- Lower leagues that are not in the base game.
- Historical scenarios.
- Fantasy leagues.
- Updated transfers.
A custom database is only as stable as its creator. Before you start a long save, check:
- The last update date.
- The number of competitions and clubs added.
- Whether the database verifies in the editor without errors.
A broken database can crash a save in season three, after 100 hours. Test with a short holiday save first.
What the editor does not fix
Two things players expect the editor to solve, and it does not:
Tactical Effectiveness. You can edit attributes, but the gauge still depends on the tactic, the training and the squad's understanding. The Tactical Effectiveness guide explains the system.
Match engine behaviour. The editor changes data, not the engine. If a tactic is failing because the engine punishes a high line, editing the players' pace helps, but the shape is still the problem. The tactics guide covers the shapes that suit the engine.
A sensible editor policy
Use the pre-game editor to fix errors and build the world you want. Use the in-game editor only to repair a save, not to win.
The best saves are the ones where the database is consistent and the challenge is intact. A custom league with a real-name fix and correct badges is a better experience than a save where every player has 20 in every attribute.
Sources
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