A hub for everything related to NBA 2K14 modding. Releases, previews, requests, and other modding discussion belongs here.
Fri Mar 17, 2017 10:47 am
In short, it's a comprehensive multi-season roster mod pack for NBA 2K14, plus extras.
Sat Mar 18, 2017 9:39 am
Play this mod almost everyday thanks again guys
Sat Mar 18, 2017 11:54 am
Glad you like it, Manni Live!
Sat Mar 18, 2017 5:16 pm
very good job i like this mod
Sat Mar 18, 2017 10:22 pm
Thanks for the kind words, Nenaudelis! We're glad you enjoy it!
Thu Mar 23, 2017 6:00 am
Outstanding work as usual guys! Any news on the 2017 Draft Class?
Sat Apr 01, 2017 1:36 am
If anyone wants to test some edits I've made recently, please send me a PM and I'll send you a few roster files.
Tue Apr 04, 2017 11:13 am
I should have some goodies for you tomorrow.
Tue Apr 04, 2017 6:50 pm
Great news,hope Elite teams are almost done
Tue Apr 04, 2017 10:34 pm
slimm44 wrote:I should have some goodies for you tomorrow.
Wed Apr 05, 2017 1:50 am
Would anybody mind checking some files for me to make sure the information looks right?
https://drive.google.com/open?id=0BxjZW ... 3UwTGxwVlUI'm not sure what kind of work (if any) Sko will need to do to these but my work in updating the 2017 files is done. Please check players on teams from Philly through Washington and let me know how it looks.
Wed Apr 05, 2017 2:18 am
These edits are season specific, also. Because of that, some players don't have their exact statistical ratings. For example, Pau Gasol is shooting over 50% on 3pt shots this year (but has taken less than 100 total). For players like that, I lowered their rating so they will still be very good but so they won't be the best in the league.
Also, you will find two different roster files. The one with NOSS at the end of the name means that roster has no sig skills. I have found that a large majority of these (acrobat, spot up shooter, deadeye, ankle breaker, post proficiency, post playmaker, and others) make gameplay worse. However, because I know a large amount of users like sig skills, I give you two different options.
Sat Apr 08, 2017 9:48 am
Hey slimm, this is cool stuff. I'm also kinda curious on what you found out that sig skills kinda make the gameplay worse, any example? I have not really tried making a roster without sig skills.
Sat Apr 08, 2017 11:33 am
truefaith0826 wrote:Hey slimm, this is cool stuff. I'm also kinda curious on what you found out that sig skills kinda make the gameplay worse, any example? I have not really tried making a roster without sig skills.
I've come to these conclusions in CPU vs CPU matches. I assume the gameplay translates to Hum Vs. CPU, as well. Here are some examples.
Spot Up Shooter - Appears to make defenders play "deny ball" defense and passes aren't made to those players on mid/3pt plays or if they receive a pass somewhere in the middle of a play.
Deadeye - Same thing
Post Proficiency - Makes players who are posting utilize every post move tendency even if they are set to 0 (including pass out) which lowers bigs shot attempts in the post. Also, this sig skill influences the defense to overload that side or play a zone and the entry pass isn't made.
Ankle Breaker - Appears to make on ball defenders BETTER.
I do like how Finisher, Play Passing Lane Skill, Active Hands, Chase Down, Eraser, Tenacious Rebounder, Microwave, Anti-Freeze, and Heat Retention work, though. I feel like the ones I didn't mention in either list are too-overpowered or make the gameplay a bit too arcadey for me. If we're trying to be sim, we might as well be sim. Besides, what I'm realizing (and have thought of before) is that players don't need sig skills when their ratings/tendencies are accurate.
Sat Apr 08, 2017 12:11 pm
I just downloaded some retro rosters that have been edited to season-specific information.
Sat Apr 08, 2017 9:39 pm
Makes perfect sense slimm. AI seems to decide illogically when and when not to shoot at certain gameplay. I'll try that, retain the 9 sig skills mentioned and get rid of the rest.
Sat Apr 08, 2017 10:34 pm
truefaith0826 wrote:Makes perfect sense slimm. AI seems to decide illogically when and when not to shoot at certain gameplay. I'll try that, retain the 9 sig skills mentioned and get rid of the rest.
Let me know how it feels to you in gameplay. I'm currently updating the 1993 roster to season-specific information. So far, 1993 and 2012 are my two favorite rosters.
Mon Apr 10, 2017 2:01 am
Hey slimm44. I from time to time play the 50s 60s and 70s rosters in ubr. I wanted to get your analysis of the likely hood of having those rosters be able to sim stats to accuracy for that time frame as the pace of the game was much different. for example if I play vs cpu I can force the cpu to play at my pace which I would play very fast for this era getting shots off within 8 to 10 seconds of the shot clock (second 16 or second 14) to get the possesions I need to get the monster stats guys put up back then. When its a cpu vs cpu game its a different story as the I believe the game is programmed hard coded for todays pace. With the game being less efficient and athletic back then the fg percentages are lower back in those eras overall so if we take that into account in our ratings it will result in lower ppg and assists but realistic fg for players and teams but for other stats it would be off like rebs because the cpu would need about 25 to 30 more possesions per game to get the monster stats that were put up in that time. If we raise ratings then u get unrealistic fg percentages low rebounds but accurate everything else smh. I have work arounds when I play association for that time as I add certain amounts to team stats and player stats as I just don't think there is a way to fix this so no biggie but I just wanted to get your analysis being you are so good with the tendencies and know the sim engine like you do
Mon Apr 10, 2017 7:03 am
suirad wrote:Hey slimm44. I from time to time play the 50s 60s and 70s rosters in ubr. I wanted to get your analysis of the likely hood of having those rosters be able to sim stats to accuracy for that time frame as the pace of the game was much different. for example if I play vs cpu I can force the cpu to play at my pace which I would play very fast for this era getting shots off within 8 to 10 seconds of the shot clock (second 16 or second 14) to get the possesions I need to get the monster stats guys put up back then. When its a cpu vs cpu game its a different story as the I believe the game is programmed hard coded for todays pace. With the game being less efficient and athletic back then the fg percentages are lower back in those eras overall so if we take that into account in our ratings it will result in lower ppg and assists but realistic fg for players and teams but for other stats it would be off like rebs because the cpu would need about 25 to 30 more possesions per game to get the monster stats that were put up in that time. If we raise ratings then u get unrealistic fg percentages low rebounds but accurate everything else smh. I have work arounds when I play association for that time as I add certain amounts to team stats and player stats as I just don't think there is a way to fix this so no biggie but I just wanted to get your analysis being you are so good with the tendencies and know the sim engine like you do
Hey, Suirad. I set all players in the 93 roster to the lowest shot location ratings (to give super low % and to raise rebounding totals, in theory) and raised Take shot and all shot location tendencies to 100 and ran a sim. The highest and lowest totals in the sim were as follows:
FGA per game: 86.5 and 79.3
Points per game: 76.1 and 66.8
FG%: 30.9 and 27.6
Assists per game: 15 and 11
Rebounds per game: 68 and 58
The rebounds weren't THAT far off (from 1960). In 1960 the highest rebounding total was 80 and the lowest was 70. However, the FGA were WAY off with Boston taking 120 FGA per game in 1960. It definitely appears that 2k hardcoded the sim engine to limit the FGA to a certain amount. Sorry, man. If that test didn't blow the lid off the sim engine (and it didn't), I don't think anything will. You can get rebounds close and I'm sure you can get FG% right on (but the gameplay and overall ratings would be TERRIBLE), but FGA, PPG, and APG aren't going to be realistic at the same time.
Mon Apr 10, 2017 6:43 pm
I have a question: In the retro rosters, most season stats came out as wrong, like Al Jefferson getting 28.3 ppg and 11.3 rpg in his rookie year according to his player card. What did I do wrong? I'm pretty much a novice in this modding thing and I don't know what I overlooked. Does the proper stats come with the current roster files? Because I've only downloaded the retro rosters. Thanks for the future response.
Mon Apr 10, 2017 8:31 pm
Reinstalling this, havent touched in forever man. Can't wait to play, if I see any cyberfaces that look low quality (no offense, just ones that stick out like a sore thumb) I might take time out to make some better looking replacements if you ever wanted them

. I know Brent Barry used to have a off looking one (hair color was like skin?)
Edit: looks like maravich already did barry, whew
Mon Apr 10, 2017 9:31 pm
Reinstalled it properly. Did 1-18 then 1-9 and still the same, Al Jefferson still has the same absurd 29ppg 13rpg stat on his rookie year on the 2014 final roster. The logos are now fine, but the stats are still broken.
Tue Apr 11, 2017 5:21 am
Are you talking about sim stats?
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