Cm 01 02 Colour Attributes May 2026

Even experienced modders make mistakes. Here are the top three bugs related to cm 01 02:

1. The "Invisible Text" Bug

2. The "Flickering Kit" Bug

3. The "Palette Crash"

In CM 01/02, attributes aren’t just numbers — each colour tells you if a player fits your tactical system:

Note: Some versions/skins use: Blue > Cyan > Green > Grey/Red. But the storytelling logic is the same.

If you meant a different system (e.g., a hardware code, CSS shorthand, or a specific file format), tell me which and I’ll give a tailored guide.

Related search suggestions supplied.

In the original, unpatched version of Championship Manager 01/02, player attributes (ranging from 1–20) do not have distinct colors; they are typically displayed in a uniform text color. To get the "proper" colored attribute reports seen in modern screenshots, you must use community-made tools or patches. Common Attribute Color Thresholds

When using colored attribute mods, the community generally follows these four standard brackets to highlight player quality: Low (0–5): Often set to Grey or Dark Red. Normal (6–9): Usually White or a neutral Brownish Orange. Good (10–15): Typically Yellow or Orange.

Excellent (16–20): High-tier stats are almost always Bright Green or Cyan. Tools to Enable/Customize Colors

If your game doesn't currently show colors, you can use one of these standard tools from the ChampMan0102 Community:

Nick's Patcher: The most modern and comprehensive tool. It includes a "Coloured Attributes" option that automatically highlights stats based on their value.

CAT (Coloured Attribute Tool): A specific utility that allows you to manually set RGB values for each attribute range, giving you full control over the visual report.

CM Color Adjuster (Tapani's Tool): An older but reliable tool used to modify the cm0102.exe to change text colors and attribute thresholds. How to Apply a New Color Scheme

Maximizing Your Scouting: A Guide to CM 01/02 Colour Attributes

Championship Manager 01/02 remains a legendary title, but staring at a sea of white numbers can make finding the next Tonton Zola Moukoko a chore. Adding colour attributes

to your game is one of the best "quality of life" upgrades you can make, allowing you to instantly identify world-class talent versus squad fillers. Why Use Coloured Attributes?

In the base game, all attributes (1–20) look identical. By applying a colour patch or tool, you can: Identify Strengths Instantly

: Spot "20" ratings in key areas like Finishing or Pace without reading every line. Efficient Scouting cm 01 02 colour attributes

: Quickly skim through youth academy graduates or obscure league profiles to see if they have enough "green" or "gold" stats to warrant a closer look. Customizable Thresholds

: Set your own "elite" markers—for example, making everything above 15 a bright, standout colour. How to Change Attribute Colours

Since CM 01/02 is over two decades old, changing colours requires external tools rather than in-game menus. Coloured Attribute Tool (CAT)

: This is the gold standard for customization. It allows you to assign specific colours to different attribute ranges (e.g., 1–10, 11–15, 16–20). CM Color Adjuster : A popular alternative often found on the Championship Manager 2001/2002 Forums . It modifies your cm0102.exe to display custom RGB values. Manual Edit (Advanced) : Some patches utilize a colours.txt

file where you can define specific shades for every number from 1 to 20 (e.g., setting "20 = Red" and "1 = Lime").

Championship Manager 01/02 , the "coloured attributes" feature is a popular community modification that allows players to quickly distinguish between poor, average, and elite stats at a glance. While the original game displayed all attributes in a uniform color, modern patches enable a tiered color system to highlight key player strengths. Popular Tools and Methods

To enable or change attribute colors, you must use a community-created tool or patch. The most common options include:

In Championship Manager 01/02, the colour attributes aren’t just visual — they tell a proper tactical story about a player’s ability. Here’s the breakdown:

It is worth noting that with the recent community updates for CM 01/02 (updating the database to the modern 2022/2023 season), the

In the original, unpatched version of Championship Manager 01/02

, player attributes do not have different colours based on their value; they are displayed in a uniform colour (typically white or light grey).

However, the community widely uses third-party patches and tools to add "coloured attributes," which helps players quickly identify high-quality stats. How to Get Coloured Attributes

To see coloured attributes in your game, you generally need one of the following community tools: Nick's CM0102Patcher

: This is the most common modern tool used to update the game. It includes an option to enable "Coloured Attributes," typically setting them to based on their value. Coloured Attributes Tool (CAT)

: This standalone utility allows you to fully personalize the colours for specific attribute ranges (e.g., setting everything 15+ to bright green). Tapani Patches

: Older popular patches that also included options for colour-coded stats. Common Colour Meanings (Post-Patch)

While you can customize these, most patches follow a standard "traffic light" or tiered system: Excellent (15–20) Bright Green Good (11–14) : Typically Average/Low (1–10) : Usually remains , or sometimes for very poor stats. Other "Colours" in CM 01/02

You may also see different colours in other contexts within the game: Player Names

: In search results or squad lists, names may change colour (like Even experienced modders make mistakes

) based on their playing status—specifically the percentage of games they have played relative to their age. Highlighted Roles : In modern skins or related Football Manager games,

highlights often represent "Key" attributes for a role, while represents "Preferable" ones. For further help with installation, you can check the CM 01/02 Forums specifically to enable these colours?


The year was 2002. For Leo, a lanky seventeen-year-old with a fan’s passion and a tactician’s soul, there was no holier text than Championship Manager 01/02.

While his friends argued about actual goals on actual pitches, Leo debated the metaphysics of pixels. And tonight, he was chasing a ghost.

His younger brother, Sam, hovered by the shared family computer, a Dell with a humming CRT monitor. “Who are you scouting?”

“A paradox,” Leo muttered, scrolling through a list of Swedish free agents. “His name is Mikael Nilsson. Attributes? Colour-coded.”

In CM 01/02, attributes weren’t just numbers from 1 to 20. They were colours. Grey for the hopeless (1-5). Blue for the mediocre (6-10). Green for the solid pro (11-15). And then—the stuff of legend—Bright Yellow for the elite (16-20).

Mikael Nilsson had a problem.

His Finishing was bright yellow (18). His Pace was bright yellow (19). His Dribbling? Green (15). But his Work Rate was a terrifying grey (4). And his Consistency was blue (8).

“He’s a unicorn made of glass,” Leo said. “Twenty goals a season, but he’ll go missing for three months because he ‘feels undervalued.’”

“So don’t buy him,” Sam said, reaching for the mouse.

Leo slapped his hand away. “I have to. Look at that yellow. It’s the same yellow as Ronaldo’s finishing. The same as Raul’s off the ball.”

That was the magic of colour attributes. They bypassed logic. You could have a striker with 20 for Heading but 1 for Jumping—useless. But that bright yellow number glowing on the dark background… it was a siren song.

Leo signed Nilsson for £2.3 million.


The Autumn of Yellow

Nilsson’s debut was a hat-trick against Liverpool. The screen flashed with goal commentary: “A simply stunning finish!” Leo punched the air. Sam brought him a biscuit.

But then, October. Nilsson’s morale icon turned from “Okay” to a frowning red face. His value dropped. Leo clicked into his profile. The yellow attributes were still there, but they looked different now—ghastly, mocking. Because next to Condition: 54%, there was a new word: Unhappy with training regime.

“It’s the colours,” Leo whispered to Sam late one night. “They’re a trap. You see bright yellow for Finishing, and you forget to check the grey for Temperament.”

He tried everything. Praise in the press. A new contract with a minimum fee release clause (so high no one would pay it). He even changed Nilsson’s shirt number from 9 to 11. Nothing worked. The forward scored only two more goals the rest of the season. Before touching 01 or 02

His own assistant manager, a digital face with a grim expression, advised: “Nilsson has been below par again.”


The Winter of Grey

One night, deep in January, Leo did something desperate. He downloaded a “Scout Editor”—a third-party tool that showed the hidden attributes. The ones the game kept from you.

He loaded Nilsson’s data.

Adaptability: 2 (Grey) Pressure: 3 (Grey) Loyalty: 1 (Grey) Consistency: 8 (Blue)

“He’s a Ferrari with a washing machine engine,” Leo said, slumping in his chair.

Sam looked at the screen. “So sell him.”

“I can’t. No one will pay his wages. He’s stuck here. We’re stuck with the bright yellow ghost.”

The save file became a lesson. Leo had chased the colour, not the player. The game wasn’t about collecting yellow tiles like gold stars. It was about the pattern—how a yellow for Technique (20) paired with a grey for Decisions (5) created a player who could do a rainbow flick straight into the crowd.


The Spring of Understanding

By April, Leo finished 7th in the league. He didn’t win anything. But he learned.

The next season, he sold Nilsson to a Spanish B-team for a loss. And then he found a new player. A defensive midfielder from Norway. No bright yellow attributes at all. But his key stats were all dark green (14-15): Tackling, Positioning, Teamwork, Work Rate, Consistency (hidden: 18).

No glamour. No siren song.

“He’s boring,” Sam said.

Leo smiled. “He’s a champion.”

That midfielder—Erik Lund—won Player of the Year. His average rating was 7.81. Nilsson, meanwhile, was transferred-listed by his new club, his bright yellow attributes fading into the grey of obscurity.

Leo saved the game and turned off the monitor. The reflection of his own face replaced the data screen. For a moment, he saw himself not in bright yellow or dark green, but in all the shades in between.

And he understood: attributes are just numbers. Colour is just a lie we tell ourselves to make a decision feel like destiny.


Before touching 01 or 02, copy the original file to your desktop. One wrong digit can crash the game's palette.