Once you master the basics, you can start "mod merging."
For a visual guide on setting up these tools and regenerating files to ensure your mods work correctly:
: Changes made via the DB Editor are "hardcoded" into the game. These are different from the .squad files you save in-game, which can sometimes override your database edits.
Furthermore, editing the database is only half the battle. The DB Editor interacts with the game's "Assets." You can edit the database to say Real Madrid plays in a neon pink kit, but unless you actually import a neon pink texture file (a .rx3 file) into the game's folders, the players will run out in the default grey.
The editor is written in C# (.NET 6) with three layers:
: Frequently paired with database editors to automate the assignment of custom kits, faces, and boots that the database modifications reference. How to Access and Edit the Database
: A powerful tool for importing, exporting, and viewing textures, meshes, and database files.