Slimm44's 2k14 Editing Guide and Roster Project

A hub for everything related to NBA 2K14 modding. Releases, previews, requests, and other modding discussion belongs here.

Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby skoadam on Sat Dec 21, 2013 10:31 am

slimm44, are u sure about 50 speed in gameplay sets? or is it just Phillip00 sets. Second thing. Can u give some advice about defense help strength?
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sat Dec 21, 2013 10:56 am

I will be using the same scales for the 1993 rosters.

Skoadam, I played my first game today in about a month. I set sliders on all star default and it played a great game. Keep in mind that im rusty but it played really well. I'll try to remember that time post stats after my next game.
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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
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1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby skoadam on Sat Dec 21, 2013 4:47 pm

here is my last full game, first from last month haha, me Indiana, cpu Miami
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i really feel Miami basketball, i control game until half of 3rdQ. For sure i like fouls, numbers are good, % is great, points in the paint (Y) LBJ with triple double and like in real i dont know even when haha
Small activity of Wade, but we all know its different player right now, maybe just one bad game.
I think score is little high because sets of defensive assist strength, 3pt line is often wide open, 2 players without contesting their shots almost in every action. This set is must be changed but i dont know what value.
I think speed set to 50 is to high, the movement of the players are so fast, but maybe im just to old for this :wink:
And one more, i think cpu on all star difficulty chousing, maybe we should consider finding sliders for pro difficulty like in 2k13. 2k14 is very similar with 2k13 and i think full enjoyable and playable difficulty can be again pro.
Last year i spend months to find good sliders and finally Eccentric Meat find very good sets for most of us, i believe this year some1 find so good base of sliders because im just tired with searching :wink:
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Maverick on Sat Dec 21, 2013 8:45 pm

slimm44 wrote:I will be using the same scales for the 1993 rosters.

Glad to know. (Y) You're taking the game to another level with your formulas and everything, and it just got serious. :bowdown2: Uniquely amazing!
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Medevenx on Sat Dec 21, 2013 8:57 pm

Don't change game speed because that changes time, not the speed of player movement. The game would look like it's in slow-motion and with a constant time clock shown in the scoreboard, you'll feel off later when the game is over.

Try tonight down either quickness or speed. All-Star is the best settings to play on, not Pro because in All-Star your sliders line up perfectly against the CPU.

Also, if you had 20 turnovers (kind of a lot) and 10 of them were steals for MIA, what were the other turnovers did you have? Out of bounds, charging fouls? Those are a lot of fouls and I can't believe you lost 8 minutes of possessions against Miami despite having fewer field goal attempts.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby mmq on Sat Dec 21, 2013 9:27 pm

Medevenx wrote:Don't change game speed because that changes time, not the speed of player movement. The game would look like it's in slow-motion and with a constant time clock shown in the scoreboard, you'll feel off later when the game is over.

Try tonight down either quickness or speed. All-Star is the best settings to play on, not Pro because in All-Star your sliders line up perfectly against the CPU.

Also, if you had 20 turnovers (kind of a lot) and 10 of them were steals for MIA, what were the other turnovers did you have? Out of bounds, charging fouls? Those are a lot of fouls and I can't believe you lost 8 minutes of possessions against Miami despite having fewer field goal attempts.

I think that when I played with Slimm roster and (maybe) Philip00 sliders, the players lost like 10 possessions only with weird passes that were very easy.
This should be fixed, is very annoying.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby skoadam on Sat Dec 21, 2013 9:51 pm

Medevenx wrote:Don't change game speed because that changes time, not the speed of player movement. The game would look like it's in slow-motion and with a constant time clock shown in the scoreboard, you'll feel off later when the game is over.

Try tonight down either quickness or speed. All-Star is the best settings to play on, not Pro because in All-Star your sliders line up perfectly against the CPU.

Also, if you had 20 turnovers (kind of a lot) and 10 of them were steals for MIA, what were the other turnovers did you have? Out of bounds, charging fouls? Those are a lot of fouls and I can't believe you lost 8 minutes of possessions against Miami despite having fewer field goal attempts.

Like i said, i just propose something, i dont push to anything, just wonder about some things.
After every new release of 2k year to year i always try to find similar things with previous version, in 2k13 pro was best difficulty to set. 2k14 can be ofc different. Similar to 2k12/2k13 hall of fame is unacceptable.
I've got 8 lose balls with throwing ball in my legs and out of bounds with this stupid animation often close to end line. Miami steal maximum 4 balls because of bad pass.
I will try with quickness or speed(u mean those in sliders right?), any specific values? Yes after pasting screenshots i realized possesion time and im confused, because im not a type of all time fastbreak guy, im often using 20-24sec for single action and using plays.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sat Dec 21, 2013 11:39 pm

NateG volunteered to edit the contracts. Thanks Nate!
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1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby skoadam on Sun Dec 22, 2013 12:35 am

My second game vs Miami 2OT, now i know why my ball possesion time is way lower than opp. Game give opportunity to run fastbreak in 50% of action after missed shot- i dont know is this supose to look like this but in some way i like it.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Rosque on Sun Dec 22, 2013 1:09 am

Why did you take away ALL of the sig skills? Some signature skills are definitely useable like Shot Creator, Spot up Shooter, Floor General etc.. Why don't you give Floor General only to top 3-5 players, Shot Creator to only 10 guys, spot up shooter to 15 etc. It would make only certain players that excel in that area a specialists.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby skoadam on Sun Dec 22, 2013 1:26 am

Rosque, because this is formula?
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sun Dec 22, 2013 1:29 am

Rosque wrote:Why did you take away ALL of the sig skills? Some signature skills are definitely useable like Shot Creator, Spot up Shooter, Floor General etc.. Why don't you give Floor General only to top 3-5 players, Shot Creator to only 10 guys, spot up shooter to 15 etc. It would make only certain players that excel in that area a specialists.


Some sig skills effect tendencies, some negatively effect offensive player behavior and some negatively effect defensive player behavior.

For instance, PNR Maestro influences the PNR BH to pass nearly immediatly after he uses the pick and almost always to a wing player.

Dimer does the same only in non-PNR situations (and possibly in PNR situations, also)

Spot up Shooter and Deadeye influence the defense to player tighter off-ball defense (almost like they know the player has the sig skill) which hinders ball movement and the flow of the offense.

There are other examples as well. Another poster from OS and I have had conversations about it but it's been a week or so ago. I'll touch base with him and try to refresh my memory because those are the main ones I can think of. Some are usable, but after removing all of them and then watching the CPU play and playing against the CPU, I'm pretty satisfied with how things flow.

Have you played with the roster yet to see how it feels?
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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
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1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Philip00 on Sun Dec 22, 2013 1:51 am

Hi all, i edited my slider to we have little bit more turnover and more steals like in real life, you can see the changes in page 2 where the changes in bold text. I played a game Grizzles(CPU) vs Knicks(ME) : http://www.kepfeltoltes.hu/view/131221/ ... es.hu_.jpg
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Rosque on Sun Dec 22, 2013 2:22 am

slimm44 wrote:
Rosque wrote:Why did you take away ALL of the sig skills? Some signature skills are definitely useable like Shot Creator, Spot up Shooter, Floor General etc.. Why don't you give Floor General only to top 3-5 players, Shot Creator to only 10 guys, spot up shooter to 15 etc. It would make only certain players that excel in that area a specialists.


Some sig skills effect tendencies, some negatively effect offensive player behavior and some negatively effect defensive player behavior.

For instance, PNR Maestro influences the PNR BH to pass nearly immediatly after he uses the pick and almost always to a wing player.

Dimer does the same only in non-PNR situations (and possibly in PNR situations, also)

Spot up Shooter and Deadeye influence the defense to player tighter off-ball defense (almost like they know the player has the sig skill) which hinders ball movement and the flow of the offense.

There are other examples as well. Another poster from OS and I have had conversations about it but it's been a week or so ago. I'll touch base with him and try to refresh my memory because those are the main ones I can think of. Some are usable, but after removing all of them and then watching the CPU play and playing against the CPU, I'm pretty satisfied with how things flow.

Have you played with the roster yet to see how it feels?


I like that you explain everything, thanks for that. I see where you're coming from. I'm kinda leaning towards putting sig skills only to a certain number of players(top 5 for every sig skills except the stupid ones like Bruiser etc which can't be objectively decided). And yes, I played with your roster this year and last year and they are definitely the best because they are objective. I will definitely give it a go when it's full release and then try my version. I like your roster because it changes the gameplay more than others and that's what I like the most.

But have you thought about the fact that younger players(Kyrie, Paul George, Drummond...) WILL receive sig skills coming into the next season in the asociation? It will make a huge gap between player rated 83 having Shot Creator, Finisher and Deadeye and Kobe who has no sig skills yet is rated higher than that guy.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sun Dec 22, 2013 2:43 am

Do you mind simming an association season or two and seeing which players develop which skills? I'm away from the house all day and can't.
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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
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1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby mtdub on Sun Dec 22, 2013 3:28 am

Medevenx wrote:Don't change game speed because that changes time, not the speed of player movement. The game would look like it's in slow-motion and with a constant time clock shown in the scoreboard, you'll feel off later when the game is over.

Try tonight down either quickness or speed. All-Star is the best settings to play on, not Pro because in All-Star your sliders line up perfectly against the CPU.

Also, if you had 20 turnovers (kind of a lot) and 10 of them were steals for MIA, what were the other turnovers did you have? Out of bounds, charging fouls? Those are a lot of fouls and I can't believe you lost 8 minutes of possessions against Miami despite having fewer field goal attempts.

I dont understand your theory on this med because when i raise the game speed on my cpu the players and ball movement do indeed speed up and thats a fact and the players move slower when i lower the game speed, If i lowered game speed to like 10 the players move like turtles but if i raise it to 100 the players run around like a chicken with its head cut off. Maybe its because i have a weak cpu i dont know but i have to raise the game speed because if i dont the players move to slow, so i would say game speed does effect player movement, at least on my cpu it does.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Medevenx on Sun Dec 22, 2013 3:49 am

mtdub wrote:I dont understand your theory on this med because when i raise the game speed on my cpu the players and ball movement do indeed speed up and thats a fact and the players move slower when i lower the game speed, If i lowered game speed to like 10 the players move like turtles but if i raise it to 100 the players run around like a chicken with its head cut off. Maybe its because i have a weak cpu i dont know but i have to raise the game speed because if i dont the players move to slow, so i would say game speed does effect player movement, at least on my cpu it does.


It affects player movement because it affects EVERYTHING as it has time-related influence rather than animation-wise. Just take a look at the shot clock or the game clock with 0 game speed and 100 game speed.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sun Dec 22, 2013 4:10 am

Raising and lowering game speed effects both player speed and clock speed.
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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
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1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Rosque on Sun Dec 22, 2013 9:07 am

slimm44 wrote:Do you mind simming an association season or two and seeing which players develop which skills? I'm away from the house all day and can't.

Will do in the morning it since I'm going out now.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sun Dec 22, 2013 3:05 pm

I added the following current players:

Chris Wright
Gary Forbes
Hilton Armstrong
Ike Diogu
Jermaine Taylor
Joe Alexander
Kris Joseph
Larry Owens
Lester Hudson
Manny Harris
Mustafa Shakur
Mychel Thompson
Romero Osby
Scott Machado
Stephen Graham
Terrell Harris
Grant Jerrett
James Southerland
Elias Harris
Arinze Onuaku
Robert Covington
DeWayne Dedmon
Malcolm Thomas
Pero Antic
Hollis Thompson
Brandon Davies
Miroslav Raduljica
Phil Pressey
Vitor Faverani
Ian Clark
Chris Smith
Toure Murry
Gal Mekel
Luigi Datome
Dwight Buycks
Dionte Christmas

and the following historic players:

Charles Barkley
Andrew Toney
Happy Hairston - Two versions
Bryon Russell
Nick Van Exel
Eric Snow
Rodney Buford
Julius Erving - Two Versions
Kareem Abdul-Jabbar - Two Versions
Orlando Woolridge
Stacey King - Two Versions
Bob Boozer
Walt Hazzard

And I still need to add:
Matthew Dellavedova
Nick Calathes
Robbie Hummel

Contracts are done thanks to NateG.

Getting there!
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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
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1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby dav_9 on Sun Dec 22, 2013 3:11 pm

Great work! :applaud:

What is your next step now?
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Rosque on Sun Dec 22, 2013 9:03 pm

I just noticed Greg Oden is 83...for a guy that hasn't played in 3-4 years? Is that wrong or? Also Bynum doesn't have PNR Outlet...that's what I noticed with a quick look at updated roster(I've been using older ones)

Players that received Sig Skills after FIRST year:

Kobe - Antifreeze
Jeff Green - Brick Wall
Oladipo - Charge Card
Vučević - Tenacious Rebounder
Glen Davis - Bruiser
Dirk - Closer
Calderon - Post Playmaker
KG - Dimer
Deron Williams - Break Starter
Brook Lopez - Eraser
Joe Johnson - Brick Wall
Shaun Livingston - Flashy Passer
Faried - Posterizer
Lawson - Finisher
McGee - Posterizer
Stephen Jackson - Break Starter
Andre Miller - Alley Ooper
Paul George - 1 Man FB
Hibbert - Eraser (NO PNR Outlet)
Granger - Anti Freeze
Scola - NO PNR Outlet
CJ Watson - Flashy Passer
A. Davis - Closer
Jrue Holiday - Defensive Anchor...

The list just goes on and on...I can upload save game if you want me to so you can check it out closer.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Medevenx on Sun Dec 22, 2013 10:37 pm

slimm did you add Kevin Ollie to the '01 76ers? Also, pretty sure there are 2 versions or Walt Hazzard too ('65 Lakers and '71 Hawks)

Rosque wrote:I just noticed Greg Oden is 83...for a guy that hasn't played in 3-4 years? Is that wrong or? Also Bynum doesn't have PNR Outlet...that's what I noticed with a quick look at updated roster(I've been using older ones)


Don't bother the overalls they're not important.

Those signature skills are so stupid! I guess we have to edit the Assoc file every season after then.
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Medevenx
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Rosque on Sun Dec 22, 2013 11:05 pm

Medevenx wrote:Those signature skills are so stupid! I guess we have to edit the Assoc file every season after then.

The roster is not playable above first season in Assoc because the 2K Engine destroys it. It might be better to have Assoc roster with Sig Skills and one without it.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sun Dec 22, 2013 11:07 pm

dav_9 wrote:Great work! :applaud:

What is your next step now?


Once I add the few missing current players and edit all new current players it will be ready for release, I believe. It's early so I may be forgetting something, but I think that's it.

Rosque wrote:I just noticed Greg Oden is 83...for a guy that hasn't played in 3-4 years? Is that wrong or? Also Bynum doesn't have PNR Outlet...that's what I noticed with a quick look at updated roster(I've been using older ones)


He has high rebounding and blocking numbers as well as slightly above average off/def awareness. 2k rates those absurdly high this year. Look at the rest of his ratings, none are high. He hasn't played in 3-4 years, but he hasn't forgotten how to play, he just gets injured all the time. I think he has a 35 or 45 durability rating.

Jeff Green brick wall?
Jose Calderon post playmaker?
Joe Johnson brick wall?

That's just stupid.

Rosque wrote:The roster is not playable above first season in Assoc because the 2K Engine destroys it. It might be better to have Assoc roster with Sig Skills and one without it.


The only workarounds I can think of are the one you mentioned (having 2 different Association files) and using REDitor to manually remove all sig skills each year of an Association.
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URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

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2019/2020 2018/2019 2017/2018 2016/2017 2015/2016 2014/2015 2013/2014 2012/2013 2011/2012 2010/2011
2009/2010 2008/2009 2007/2008 2006/2007 2005/2006 2004/2005 2003/2004 2002/2003 2001/2002 2000/2001
1999/2000 1998/1999 1997/1998 1996/1997 1995/1996 1994/1995 1993/1994 1992/1993 1991/1992 1990/1991
1989/1990 1988/1989 1987/1988 1986/1987 1985/1986 1984/1985 1969/1970 1961/1962


What makes this mod “sim”? Here are a few of the features that set this project apart from all others:

- Every art file (jerseys, arenas, cyberfaces, accessories, courts, dornas (advertisement at half court), etc is realistic and none will crash game play
- There is no missing art file in the entire project

Every player in every roster has:
- Accurate statistical ratings and tendencies to work with 2k's simulation engine while still providing realistic game play
- Realistic ratings and tendencies that affect game play but not the simulation engine ie dribbling, athletic ratings, post tendencies, etc.
- Realistic physical attributes that decrease after major injuries or as the player gets older
- Accurate play types
- Accurate contracts

- Accurately updated Coaching profiles and playbooks

- Draft classes that have realistic player information for every player

- A few slider sets designed to be a base for realistic game play
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