Animation Patch: Collab with Medevenx, Meds V3.1b Released

Release or preview patches for NBA 2K14.

Animation Patch: Collab with Medevenx, Meds V3.1b Released

Postby Seushir0 on Wed Feb 17, 2016 3:11 am

First of all I want to thank Medevenx for integrating the animations to his rosters as this opened up new channels for my work and yes for the first time ever I got 2000+ downloads from it when I just get 300+ here in the NLSC alone. It even spread like wild fire and got my mod into so many FB sharing groups for NBA2K. (Y)
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6/21/2016
phpBB [video]

Credits to Medevenx for the Video!


Attempt at adding the Shammgod back and replacing Hesitation 2, and 3 as seen on the video above.

This is compatible with Medevenx's Rosters (including PBA and Fiba 2k)

link:
http://www.mediafire.com/download/i3shk ... +v3.1b.zip

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5/26/2016
New Updated file has been uploaded summary of changes below:

Fixes:
- Added shot fakes to bases D. Lee, H. Barnes, A. Bogut, R. Westbrook, and D. Williams
- Changed D. Howard base since animation is the same as J. Johnson
- Redid H.Barnes base for Curry shots. Both shots now have quick release and the same timing for players convenience. Old Curry Set shot moved to V. Carter slot.
- Changed R. West Brook Base
- Changed D. Williams Base

https://www.mediafire.com/?hna6vsio87t1ker
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Now reason for the urgent update is that I had a little mishap and just noticed this when I could not easily drive as much as I used to against a player. it was then I noticed I uploaded my Back Up nba_animations.iff file instead of the fully modded one full with speed dribbles and stuff. with this I have now reuploaded the update into V3.

Also Updated D.Lee and D. Williams base to make sure it always faces the ring right even after fakes and quick shots.

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Updated V3 File: https://www.mediafire.com/?pb295syhjn0tmrd

On New Updates for a working Beta file:

I have a Beta for V3.1 which I got from the tons of users that got exposed to the Mod. They got a glimps of a possible realistic Curry sigshot and I got lambasted with comments about it being awkward etc.

So now in V3.1 Beta I address most of their concerns.

1. Updated SigShot again:
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2. Quicker Freethrow shot with the lazy arms
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Med's Compatible v3.1 https://www.mediafire.com/?55jvke6xxce91b4

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So scrapped the editing of Modded Animations V2 and Meds V2 to give way to Meds Combined V3.

This is a collaboration with his roster work so that we could eliminate the duplicate animations in releases and bases and come up with more shots to use to not only make NBA 2k14 more accurate but also feeling brand new.

Changes added to this mod from my previous animation patches:
- Compatibility with Medevenx's Rosters (NBA, FIBA, PBA, and Kuroko) *He is working on NBA and PBA at the moment and will release a roster to go with the new animations
- Updated Curry animations releases and bases (switched slots with H. Barnes to use his dual animation slot)
- Integrated a lot of gamez converted releases (J. Harden, M. Ginobilli, T. Parker, etc.)
- Fixed error on post up animation which a mirror file was placed instead of actual animation

Preview shots of Curry for V3:
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Updated V3 File: https://www.mediafire.com/?pb295syhjn0tmrd

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Total updates:
- Adjusted speeds of cross-over, spins, and behind the back dribbles
- 40 ft Shot mod added for S. Curry and D. Lilliard
- Pick and Roll Improvement where the Center stays longer blocking the defenders on the switch but leaves the pick faster if a fade is selected
- Fixed the speed of dribbling away from opponents
- Speed of launches have been increased to blow by defenders
- Speed of standing Dribbles increased to confuse opponents
- Open up the sliders more to give way to Post and Wing plays
- Adjusted Stamina and Fatigue rate. (Players do not recover fast even in bench so needed to up the sliders a bit)
- Removed weak blocks from the game which just makes you go up in the air but with hands not raised
- Replaced blocks in the paint where you are beside an opponent and time the block button right yet he can make the lay up, but you have to gather a long hopstep before you jump up to the air for a block
- Post Engage speeds advantage
- Post spin move gives defenders a slight delay so you can be free more after successful win
- Post spin neutral gives ball handler slight speed advantage in case wants to force shot
- Increased speed of in-out dribbles as suggested
- increased handle speed for smoother transitions
- Updated tunedata.iff default courtesy of adiknbafan
- Added win animations for dribbling double team scenarios

To make sure you use the tunedata.iff correctly. Upon installing new tunedata.iff exit the game then when you get back on make sure you change slider settings to default.

Image

https://www.mediafire.com/?mfz053mowt4vif2

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- (Y)
Speedy Handles
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Have fun!
Last edited by Seushir0 on Tue Jun 21, 2016 3:19 am, edited 23 times in total.
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Re: Just a Shooters Touch Beta of a Mod nothing more....

Postby Tha2KProphet on Wed Feb 17, 2016 6:46 am

I Might Use These For My Roster :bowdown:

And A Good Jumpshot For Curry Is (Quick,D.Gallinari,K.Martin Or 26) :cheeky:
Try MY 2016/17 Roster For NBA 2K14

Here >>>: 2KShiftLeader's (Tha2KProphet) 2016 Roster | Summer 16' Tweak 3

My Thread: viewtopic.php?f=153&t=98403
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Re: Just a Shooters Touch Beta of a Mod nothing more....

Postby kristhecrusader6 on Wed Feb 17, 2016 3:34 pm

Whoa... Good job dude... Umm just wondering do you know where I can find a good modded tunedata.iff..
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Re: Just a Shooters Touch Beta of a Mod nothing more....

Postby kristhecrusader6 on Wed Feb 17, 2016 3:35 pm

Whoa... Good job dude... Umm just wondering do you know where I can find a good modded tunedata.iff..
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Re: Just a Shooters Touch Beta of a Mod nothing more....

Postby Seushir0 on Wed Feb 17, 2016 4:09 pm

A good modded tunedata.iff would one that you made to match your own preferences.

My suggestion would be to get HoS (Hex on Steroids)
Hex on Steroids

then download this profile for use in Hex on Steroids.
download/file.php?id=7642

Lastly if you run HoS and use the profile to open tunedata.iff you will see 3 rows from 1-110 (First column will replace default for My Career and all modes, 2nd Column is Casual, and 3rd is for Black Top) so just change values from 0.00 - 1.00 where in 1.00 = 100 in the sliders

Code: Select all
0   Stealing   Attribute
1   CPU   Stealing
2   Blocking   Attribute
3   CPU   Blocking
4   Speed   Attribute
5   CPU   Speed
6   Ball Handling   Attribute
7   CPU   Ball Handling
8   Dunking   Attribute
9   CPU   Dunking
10   O Aware   Attribute
11   CPU   O Aware
12   D Aware   Attribute
13   CPU   D Aware
14   O Boards   Attribute
15   CPU   O Boards
16   D Boards   Attribute
17   CPU   D Boards
18   Strength   Attribute
19   CPU   Strength
20   Quickness   Attribute
21   CPU   Quickness
22   Hustle  Attribute
23   CPU Hustle
24   Consistency  Attribute
25   CPU Consistency
26   Durability  Attribute
27   CPU Durability
28   Stamina Attribute
29   CPU Stamina
30   Hands att
31   Cpu Hands
32   Vertical Attribute
33   CPU Vertical
34   On-Ball D Atttribute
35   CPU On-Ball D
36   Alley-Oop Success
37
38   Contact Shot Success
39
40   Inside Shot Success
41
42   Close Shot Success
43
44   Mid-Range Success
45
46   3PT Success
47
48   Layup Success
49
50   Dunk In Traffic Freq
51
52   Dunk In Traffic Success
53
54   Backdoor Cut Tendency
55
56   Pass Accuracy
57
58   Steal Success
59
60   Driving Contact Shot Freq
61
62   Inside Contact Shot Freq
63
64   Layup Defense Strength Takeoff
65
66   Layup Defense Strength Release
67
68   Jump Shot Defense Strength Gather
69
70   Jump Shot Defense Strength Release
71
72   Over The Back Foul Freq
73
74   Charging Foul Freq
75
76   Blocking Foul Freq
77
78   Reaching Foul Freq
79
80   Shooting Foul Freq
81
82   Loose Ball Foul Freq
83
84   Injury Frequency Attribute
85
86   Injury Severity Attribute
87
88   Fatigue Rate Attribute
89
90 ???
91
92 ???
93
94   Attempt Dunks Tendencies
95
96 ???
97 
98  Attempt Putbacks Tendencies
99
100 ???
101
102   Play Passing Lanes Tendencies
103
104   Go For On-Ball Steals Tendencies
105
106   Contest Shots Tendencies
107
108   Post Shot Tendencies
109
110   Help Defense Strength



If you want like a template I can attach mine when I get home. My Tune data is more of a fast break battle type for my Career as I hate draggy battles with the CPU and I love coming back from a big deficit when being in my rookie year with only 10-20 MPG.
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Re: Just a Shooters Touch Beta of a Mod nothing more....

Postby kristhecrusader6 on Wed Feb 17, 2016 7:42 pm

Vow.. Thanks for this.. Yes I wud like to try out your tunedata... I will try to mod one according to my pref.. Thanks again...
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Shooters Mod and Curry 40ft+ Jumpers....

Postby Seushir0 on Thu Feb 18, 2016 3:33 am

Attached my tunedata.iff
You do not have the required permissions to view the files attached to this post.
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Re: Shooters Mod and Curry 40ft+ Jumpers....

Postby Murat on Thu Feb 18, 2016 3:53 am

Are you the guy who created a great AIACT for NBA Live 2005? You hold the same username.
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Re: Shooters Mod and Curry 40ft+ Jumpers....

Postby Seushir0 on Thu Feb 18, 2016 4:57 am

Dunno if it was that great but... Yes one and the same. Used to go by Seushiro but could not log in my old account so made a new one.

still have the fast break previews from NBA Live 2005 lol

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Re: Shooters Mod and Curry 40ft+ Jumpers....

Postby shinron15 on Thu Feb 18, 2016 11:44 am

This looks promising! Do you think you can do like gamez did with his animation patch by importing Magic and Bird's 2K11 jumpshots as well as the underhand freethrow (Rick Barry), and a new jumping freethrow (Hal Greer)?
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Re: Shooters Mod and Curry 40ft+ Jumpers....

Postby truefaith0826 on Thu Feb 18, 2016 2:10 pm

Seushir0 wrote:Attached my tunedata.iff


This is good stuff Seushiro! Very nice work man.

I have a question though, when you edit tunedata, will it affect CPU vs CPU? I'd like to see if it can address the no charging bug of the game.
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Re: Shooters Mod and Curry 40ft+ Jumpers....

Postby Seushir0 on Thu Feb 18, 2016 3:04 pm

adiknbafan wrote:
Seushir0 wrote:Attached my tunedata.iff


This is good stuff Seushiro! Very nice work man.

I have a question though, when you edit tunedata, will it affect CPU vs CPU? I'd like to see if it can address the no charging bug of the game.


Tunedata will effect CPU same as you manually editing the CPU sliders in a custom setting. You see the way Tunedata works is it becomes your sliders in modes where you cant touch it like My Career and Blacktop mode. So if you edit the Tunedata to match your custom sliders you will experience it everytime you set gameplay mode to default. This is like how people mostly cheat in My Career by boosting the tunedata of player side and then setting game play style to Default or Casual once inside My Career.
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Re: Shooters Mod and Curry 40ft+ Jumpers....

Postby Seushir0 on Thu Feb 18, 2016 3:27 pm

shinron15 wrote:This looks promising! Do you think you can do like gamez did with his animation patch by importing Magic and Bird's 2K11 jumpshots as well as the underhand freethrow (Rick Barry), and a new jumping freethrow (Hal Greer)?


I think I can't go far back as 2k11 I gave my DVD of it away a long time ago. I only have 2k12,13,14,and 16 installed.

As for the two free throws. Give me 2 player free throw you want out and I will replace it with Rick Barry's (Exists) and Hal Greer's (maybe convert a set shot to free throw) as quickly as possible. (Y)

Also I'm not done with my research on the animations but it can also work vise versa like using free throws to make shots (I have done this in the anime mod we have) so If there is a Free throw shot that would be made into a regular jumper who's shot will I get?

Here are what we can use as Release slots:
Image

Here are what can be used as Bases slots:
Image
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Re: Shooters Mod and Curry 40ft+ Jumpers....

Postby kristhecrusader6 on Thu Feb 18, 2016 4:32 pm

Seushir0 wrote:Attached my tunedata.iff

Thanks bud... (Y) :applaud:
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Re: Shooters Mod and Curry 40ft+ Jumpers....

Postby Seushir0 on Thu Feb 18, 2016 11:27 pm

Just an update based on the common requests....

1. Magic Johnson
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phpBB [video]


2. Larry Bird
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phpBB [video]


3. Rick Barry Free throw (Ty Thomas junked.... He can just use Paul Pierce's)
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Other changes:
Release 4 = Durant's Alternate shot with leaning hand
Release 58 = Chris Paul Alternate Shot with leaning hand
J. Johnson = Proper jumpshot with shooting hand at center of face

D/L: https://www.mediafire.com/?e69691cem9wcv82
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby Tha2KProphet on Fri Feb 19, 2016 12:25 am

Is There Anyway You Can "Edit Or Add" Dribbling Moves? :wink:
Try MY 2016/17 Roster For NBA 2K14

Here >>>: 2KShiftLeader's (Tha2KProphet) 2016 Roster | Summer 16' Tweak 3

My Thread: viewtopic.php?f=153&t=98403
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby Seushir0 on Fri Feb 19, 2016 12:30 am

Tha2KProphet wrote:Is There Anyway You Can "Edit Or Add" Dribbling Moves? :wink:


I can only replace and Speed up/slow down animations of existing ones.
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby TGsoGood on Fri Feb 19, 2016 1:42 am

If i download this can I just apply that Kevin martin base to a player to shoot 40 ft shots?
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby Seushir0 on Fri Feb 19, 2016 1:52 am

TGsoGood wrote:If i download this can I just apply that Kevin martin base to a player to shoot 40 ft shots?


Yep.
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby mlp111 on Fri Feb 19, 2016 3:14 am

Looks good, but only problem is that there is a bug where ball seems to leave hand before shooter finishes shot release.
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby Old friend on Fri Feb 19, 2016 3:27 am

But, despite minor issues, WHAT A BEAUTIFUL JOB! :applaud: :applaud: :applaud:

Rick Barry's classic Free Throw shot is now baaaack!
Better then ever! :D
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Re: Shooters Mod and Curry 40ft+ Jumpers....

Postby shinron15 on Fri Feb 19, 2016 5:19 am

Seushir0 wrote:
shinron15 wrote:This looks promising! Do you think you can do like gamez did with his animation patch by importing Magic and Bird's 2K11 jumpshots as well as the underhand freethrow (Rick Barry), and a new jumping freethrow (Hal Greer)?


I think I can't go far back as 2k11 I gave my DVD of it away a long time ago. I only have 2k12,13,14,and 16 installed.

As for the two free throws. Give me 2 player free throw you want out and I will replace it with Rick Barry's (Exists) and Hal Greer's (maybe convert a set shot to free throw) as quickly as possible. (Y)

Also I'm not done with my research on the animations but it can also work vise versa like using free throws to make shots (I have done this in the anime mod we have) so If there is a Free throw shot that would be made into a regular jumper who's shot will I get?

Here are what we can use as Release slots:
[ Image ]

Here are what can be used as Bases slots:
[ Image ]


Magic's 2K12 shot is the same as his 2K11's. For Bird's, maybe you could borrow it from Gamez? For Greer's freethrow, does one of the applicable shots look something like his routine seen in this video?

https://www.youtube.com/watch?v=YXXv7xFR7vk - about 3:40 in Greer does his freethrow
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby JEDL on Fri Feb 19, 2016 12:25 pm

This is very impressive work and I applaud you for it :applaud: I'll definitely try these out!

Oh and are you planning on modifying more shot forms/bases? If you are I suggest an update for Dirk's shot as he has one of the most inaccurate shots in-game and none of the other in-game forms/bases match his real life sigshot counterpart. I mean just check most of his highlights from his current and previous seasons (2012-2016 just to cite a few) at YouTube, they're not even close with the D.Nowitzki default in-game sigshot.
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby truefaith0826 on Fri Feb 19, 2016 2:33 pm

The great Reggie Miller also needs to have a more accurate Sig shot (base and shooting form). IMO I don't think there's one in 2k14 that matches it. I'm not so sure though in 2k12 and 13, 15 & 16. Hopefully you find one Seushir0.

You are doing a great job man. Thanks for sharing and doing this. The community really loves and excited about this project of yours cause it shows and evident that you know this stuff. Kudos!
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby Aureus Divus on Sat Feb 20, 2016 9:53 pm

this is epic, looking forward to what else you can do (Y)
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby WithAuthority on Mon Feb 22, 2016 1:45 pm

Oh this is simply juicy
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby Rapherino on Thu Feb 25, 2016 9:32 pm

Dude, you did what 2k cannot do. Amazing :bowdown: :bowdown: but I sure hope in the future to make the game or sliders less boring. I'm looking forward to waht you can do in the game (Y) (Y)
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Re: Shooters Mod (Magic, Bird, Barry) and Curry 40ft+ Jumpers....

Postby Seushiro on Fri Feb 26, 2016 1:11 am

I am gonna post updates using my older account so in case anyone has questions related to this patch and not the anime patch I can easily filter it out.

Now just a few updates. I was looking into dribble animations to make em crazy for the anime patch and since I found every single one and listed it down I was able to tweak what I want. So this mod is no longer the shooter mod but also a drive mod. I miss the days when Iverson, Tim Hardaway, and the Old D. Wade (Flash) would have fast cross overs and even with no ankle breaks get past the Defense. Nowadays it still happens with players like Kyrie, Westbrook, D. Rose, and more the game should be this way instead of the slower dribbles with all having the same speed.

Hesitation Update (Hesitation 3):
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Modded Cross overs: (I would say Cross Over 3 is the fastest and 6th is the 2nd fastest....2 is slowest)
Cross Over 1:
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Cross Over 2:
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Cross Over 3:
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Cross Over 4:
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Cross Over 5:
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Cross Over 6:
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All of these are in hall of fame difficulty but I can still avoid collision animations of the deffenders with the quickness:
Fixed the speed of dribbling away from opponents (Double team meter fills up faster than you backing out so I did this)
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So with all that I made two sets one with the 40 ft Mod is you playing as Curry and one without since CPU always shoots late and it looks bad. A new Tunedata file has been added which also affect Blacktop default sliders. I hope to look into passing speed and blocking next but it does take a lot of time from my regular patching work :'(

Thanks for looking!
Last edited by Seushiro on Tue Mar 08, 2016 12:28 am, edited 1 time in total.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby Aureus Divus on Fri Feb 26, 2016 4:46 am

yes ,yes and more YES (Y)
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby WithAuthority on Fri Feb 26, 2016 5:23 am

Hoping for more removed free throw and layup packages from 2k11-2k13
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby big-shot-ROB on Fri Feb 26, 2016 8:01 am

Is this going to cause any glitches in my game? Also, do all these changes make the Hall of Fame CPU less stupid, more intelligent and less cheese? I'm tired of the CPU scoring on me because their offensive rebounding is out of the bar, my defenders i don't control decide to leave the shoters open without any reason and me being able to dribble pass out a defender without having to ankle brake him)

PD: where's the love button for a thread NLSC? :bowdown:
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby Seushiro on Fri Feb 26, 2016 10:45 am

xoamberxo222 wrote:Hoping for more removed free throw and layup packages from 2k11-2k13


I am still trying to get more out of 2k13 since the animation files are close to 2k14. I hope I get the conversion knowledge done soon but need more time to burn testing.

big-shot-ROB wrote:Is this going to cause any glitches in my game? Also, do all these changes make the Hall of Fame CPU less stupid, more intelligent and less cheese? I'm tired of the CPU scoring on me because their offensive rebounding is out of the bar, my defenders i don't control decide to leave the shoters open without any reason and me being able to dribble pass out a defender without having to ankle brake him)


Let me break this down:
1.Is this going to cause any glitches in my game?
- None that I know of. I use the Red MC method in which the file remains compressed. The animations I need are extracted whole (Not just copy pasted and Hex edited to an animation file it can fit). Assigned slots, Mirror animations are properly coded from my learnings with CarolusXCI method (Even made a tutorial so others can properly identify and try). Finally Animation file is imported via Red MC as well. Everything is very much intact.

2. Also, do all these changes make the Hall of Fame CPU less stupid, more intelligent and less cheese?
- Well definitely less cheese as I modified the settings to be a challenging but less stressful for the gamer. I tried to make it close to the real NBA feeling of watching a game. First one to miss and have series of mistakes will pay the price and need effort now in defense. But these are my settings if it is not to that level of liking then need to edit it in HoS to something more suitable to your taste.

I mainly considered the type of plays being done now which are less use of the post, lots of pick and rolls, attacking the basket if man has enough dribble skills, Open man threes, last minute pass outs from the key when you perfectly get a center to block, and follow up dunks.

3. "I'm tired of the CPU scoring on me because their offensive rebounding is out of the bar, my defenders i don't control decide to leave the shoters open without any reason and me being able to dribble pass out a defender without having to ankle brake him"
- I could at least say these two issues won't be a problem with the tunedata.iff. We know in Hall of Fame Difficulty the CPU team has a bunch of increased imaginary stats (they always collide with you on drives till you drop ball, block you after series of fakes, you ankle break someone then a person is already on you. They move faster in going back to Defense, Know exactly where to wait for the rebound, and worst have better shooting).

So I gave the user stats some push but tried to level it just right with the CPU. You will still get the pressured D and scoring power the CPU has from Hall of Fame Mode but you can always make ways to get in the key and out of the slump with good defense. CPU will double team if you play with the ball long but that is normal as in real games you will get that open player free.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby isko on Fri Feb 26, 2016 12:16 pm

link is broken? cant download :cry:
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby TGsoGood on Fri Feb 26, 2016 12:52 pm

I'm glad you were able to figure this stuff out. I tried updating the dunk animations a few months ago, unfortunately the dunk contest dunks crash the game when you try to import them to signature animations.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby kristhecrusader6 on Fri Feb 26, 2016 4:45 pm

Awesome job dudeee... Yeah where's that love button...??? (Y) :bowdown: :bowdown2:
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby CarolusXCI on Fri Feb 26, 2016 5:16 pm

You're the best! :applaud:
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby Kevin on Fri Feb 26, 2016 9:29 pm

best mod here so far this year and maybe in my top 5 for the whole 2k14.

This mod is fucking awesome.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby vamegane on Fri Feb 26, 2016 10:43 pm

How to install this mod?
:cheeky: :cheeky: UNION UBR + URB + Med's NBA Roster NOW :cheeky: :cheeky:
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby bigh0rt on Fri Feb 26, 2016 11:55 pm

Download it, and dump the files into your main 2K14 folder. Make sure you back up your original files first.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby vamegane on Sat Feb 27, 2016 1:29 am

This mod is awesome. :bowdown: :bowdown: :bowdown:
We will hope more
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby TGsoGood on Sat Feb 27, 2016 1:45 am

Man :bowdown2: :applaud: Thank you for this. I just used this mod with the High School roster. I love it. I'm blowing by poor defenders and it actually feels explosive. Not sure what you did but I love it. That 40 ft+ shot is great because you can adjust success rate. I thought it would be too overpowered but it was not. I went 7-12 from 3pt with the K. Martin shotbase. Great mod!

any chance of taking a look at Dunks. It will be a little more complicated due to dunks being performed based on packages and you can't trigger specific dunks easily. But I would love to see the In between the legs dunk come back to in game gameplay. I believe you could do it in 2k7 and 2k8 for sure.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby Seushiro on Sat Feb 27, 2016 2:33 am

Thanks for all the comments. I'm glad for those that tested it and enjoyed the patch as much as I do. I will fix things more in the days to come. Little things I saw right now are the animations Set Shot 18 has a quick animation speed and I would need to normalize it, and J Johnson release needs a tweak as the ball release is ahead of the hand. So that would be on the next update.

I will test messing with the blocking and passing tomorrow. I do want this game to have touch passes much like the Spurs do in real life. I remember a previous NBA 2k that had this even before you get the ball to your hands and you press pass again you quickly dish towards the direction you are facing. I want that quick kinds of passes.

TGsoGood wrote:any chance of taking a look at Dunks. It will be a little more complicated due to dunks being performed based on packages and you can't trigger specific dunks easily. But I would love to see the In between the legs dunk come back to in game gameplay. I believe you could do it in 2k7 and 2k8 for sure.


There is still a lot of missing info in terms of editing dunks. I can import any dunk from the slam dunk contest but have no idea where to get the parameters to make it work properly. Obviously just replacing will only get you these results:

Image

Image

Image

So still a longggggggg way to go in terms of research..... but good thing about sig_anims is the sig table file. unlike NBA_animations which may need to edit the .exe file to properly get the animation right sig_anims does not need. The data portion needed to edit is not in the .exe but in that file where all the shot parameter are.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby truefaith0826 on Sun Feb 28, 2016 6:17 am

tested it several times on cpu vs cpu and crazily inlove with the new speed and ball movement. I have to tweak my on-ball defense though to balance it out with players who has good defensive skills but AWESOME work Seushiro :applaud: :applaud: :applaud:!

Those animated gif dunks are amazing. Goodluck with that Seushiro , you have definitely raised the bar higher again on modding!

Can you also have a 2nd look on the IN-OUT dribble? I think the animation is too slow, very noticeable when a player is driving towards their hoop or bringing up the ball from back court during fast break.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby Seushiro on Sun Feb 28, 2016 3:17 pm

adiknbafan wrote:I have to tweak my on-ball defense though to balance it out with players who has good defensive skills but AWESOME work Seushiro :applaud: :applaud: :applaud:!


If you find a good balance on those do share the values. I want to continuously update the tunedata.iff with suggestions from you guys to get the best balance possible.

adiknbafan wrote:Can you also have a 2nd look on the IN-OUT dribble? I think the animation is too slow, very noticeable when a player is driving towards their hoop or bringing up the ball from back court during fast break.


Noted I will take a look into it and include it on next update.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby AZRA on Sun Feb 28, 2016 5:40 pm

I love this so much damn; it adds a new feel to the game :applaud: :applaud: :applaud:

One thing though, it's mostlikely impossible but also just a personal thing; I feel iffy about how the drives affect big men as well such as Demarcus Cousins and others. It looks kinda weird seeing them launch from a standing dribble so quickly. It doesn't really affect me that much, but yeah haha.

The dunk thing is looking really promising; and I am really excited about the lengths you could reach, and how far you could go with that. Thank you so much!
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby Seushiro on Sun Feb 28, 2016 7:46 pm

AZRA wrote:I feel iffy about how the drives affect big men as well such as Demarcus Cousins and others. It looks kinda weird seeing them launch from a standing dribble so quickly. It doesn't really affect me that much, but yeah haha.


- To be honest at first I wonder how this is too and if it is a roster thing. I have PGs that drive speeds of normal evethough GUARD animations have been speed up then out of nowhere I go against the Pacers and Paul George has an even faster drive speed than anyone on the court... so same as your reaction a big WTF

But I never touched any of the big man dribbles with animation names like ANM_2K10_DRIBBLE_LAUNCH_BIG, ANM_2K11_DRIBBLE_SPRINT_CROSS_BIG, or ANM_2K9_DRIBBLE_SPRINT_BIG so I dunno how dribble animations are assigned per player and why other types can use em, just hoping if it is by the cross overs you choose or something. This needs further investigation and will be updated when i figure it out.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
So for this update:

Added more win animations for dribbling double team scenarios... If you are caught in a double team and you see their meters filling up just let go of sprint (if you are holding it) and then press sprint and move forward poof. My reasoning here is ball handlers do not fall for this in many (a huge freaking lot) in NBA games they always force their way out of double teams and succeed or stumble and lose the ball, but not end up tied up for JUMP BALLS. I find it silly that you can get tied up so easily and face a long wait time while the whole jump ball process will start. So only time you get a jump ball is like in the real world when you are in ball protect or triple threat pose. Since you did not put the ball down nor pass it double teams can pressure you and get the jump ball.

other updates:
- Reduced Swingman and Bigman dribble speeds affecting some semi big players driving faster than some guards
- Fixed the set Hot 18 timing and J. Johnson Release.
- Edited some passing speeds especially for flashy passes (L1 + RIght analog)

Curry's 32 ft OT shot vs OKC, tribute from today's game! :mrgreen:
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Last edited by Seushiro on Tue Mar 08, 2016 12:32 am, edited 2 times in total.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby AZRA on Sun Feb 28, 2016 8:38 pm

Seushiro wrote:
- To be honest at first I wonder how this is too and if it is a roster thing. I have PGs that drive speeds of normal evethough GUARD animations have been speed up then out of nowhere I go against the Pacers and Paul George has an even faster drive speed than anyone on the court... so same as your reaction a big WTF


I just went against Pacers on assoc; I lost, and freakin Paul George was unstoppable. This is probably why, HAHA! A.I. Paul George went 34 points and 11 assists on 6 minute quarters. That dude beast.
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Re: Adjusted speeds Dribble, Launch, and Cuts

Postby Aureus Divus on Sun Feb 28, 2016 9:55 pm

i wasnt gonna use the 40 ft jumper version but after what curry did to the thunder last night..... :crazyeyes: i just might have to lol
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Re: Dribble Animation Updates

Postby Seushir0 on Sun Feb 28, 2016 10:32 pm

Sharing some more gifs of the double team lose animations being changed to win animations and the great escape.

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Image
ImageImageImage


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Re: Dribble Animation Updates

Postby truefaith0826 on Mon Feb 29, 2016 12:23 am

Yes Seushiro, the one on sample 1 is the in-out dribble I'm referring to. I'm not so sure though why I'm not seeing anything on sample 2.

********

As far as my latest sliders are concern (applies both to CPU-User), see details below if you want to check it out.

OFFENSE
Inside shot success- 32
Close shot success- 40
Mid-range shot success- 43
3PT success- 46
Layup success- 43
Dunk in traffic freq 60
Dunk in traffic success- 40
Pass accuracy- 38
Alley-oop success- 50
Contact shot success- 0 > AND1 still happens

DEFENSE-
Driving contact shot frequency- 88
Inside contact shot frequency- 93
Layup defense strength (takeoff) 0
Layup defense strength (release) 54
Jumpshot defense strength (takeoff) 41
Jumpshot defense strength (release) 37
Help defense strength- 97
Steal success- 43

ATTRIBUTES
Quickness- 55
Vertical- 55
Strength- 60
Stamina- 45
Speed 55
Durability- 0
Hustle- 100
Ball handling- 38
Hands- 14
Dunking ability- 53
On-ball defense- 38
Stealing- 57
Blocking- 57
Offensive awareness- 100
Defensive awareness- 88 >> help defense to recover for players being blown by
Offensive rebounding- 98
Defensive rebounding- 46
Consistency- 56
Fatigue rate- 50
Injury frequency- 51
Injury severity- 98

TENDENCIES
Take inside shots- 88
Take close shots- 63
Take mid-range shots- 51
Take 3-pt shots- 50
Post shots 56
Attack the basket- 88
Look for post players- 100
Throw alley-oops- 58
Attempt dunks- 78
Attempt putbacks- 53
Play passing lanes- 53
Go for on-ball steals- 68
Contest shots- 56
Backdoor cuts- 100

FOULS
Over the back foul frequency- 98
Charging foul frequency- 100
Blocking foul frequency- 36
Reaching foul frequency- 76
Shooting foul frequency- 98
Loose ball foul frequency- 98

Gameplay:
Difficulty HOF
Game style Custom
Speed 57
Quarter Length 12 minutes
Fatigue On
Injuries On
Shooting type Real player %
FT Shooting type Real player %
Free throw difficulty 85

**********************

I'm downloading now your new update, so those sliders might change. Moreover, feeling excited to apply it and see the game more realistic. :applaud: :applaud: :applaud:
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