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Re: Roster editing using CE

Fri Sep 29, 2017 11:51 am

Patched dropped the values have changed... bummer

Re: Roster editing using CE

Fri Sep 29, 2017 12:14 pm

It's okay, I'll adjust that and release new versions.

Re: Roster editing using CE

Fri Sep 29, 2017 12:37 pm

jjgildner27 wrote:Patched dropped the values have changed... bummer


I will be using the old exe. I have not figured out how to find a new pointer on my own.
Plus I still have some values I want to find.

This is the exact reason I backed up the last two versions of the exe. , so I wouldn't lose my researched values.

Re: Roster editing using CE

Fri Sep 29, 2017 12:55 pm

awesome can't wait for the release i was trying to rush through my created draft classes because i knew this was dropping thanks for all that you do I really appreciate it.

Re: Roster editing using CE

Fri Sep 29, 2017 3:40 pm

Tables updated.

I added a couple of new parameters to the edit player screen table.

Let me know if there are bugs.

Re: Roster editing using CE

Fri Sep 29, 2017 8:11 pm

TGsoGood, please explain when you say freeze the values in CE.... editing noob here :|

Re: Roster editing using CE

Fri Sep 29, 2017 9:26 pm

Brian White wrote:TGsoGood, please explain when you say freeze the values in CE.... editing noob here :|


marking the box with an X freezes the value.

Re: Roster editing using CE

Fri Sep 29, 2017 11:58 pm

I will attempt to finish adding CAP Nicknames
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Re: Roster editing using CE

Sat Sep 30, 2017 12:16 am

Sweet!

Re: Roster editing using CE

Sat Sep 30, 2017 12:26 am

Is it possible to make them have no nickname?

Re: Roster editing using CE

Sat Sep 30, 2017 12:32 am

the CAP nicknames seem to switch up values every time I enter Edit player so I will stop that for now.

Just added Headband as it own category.
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There were tons of values for headband related to logo position, don't have time to add it right now.

Re: Roster editing using CE

Sat Sep 30, 2017 12:52 am

And headband or no headband, team colored or custom, logo here or there and so on are all determined by the same byte, right?

Re: Roster editing using CE

Sat Sep 30, 2017 1:05 am

You must be logged in to see the attachments

Here is the Edit player table with headband options.
Now you can add headbands to any player. Changes may not show up until you save the player and go back into the edit screen.
edit_player_screen_v2p1wHeadband.zip


CarolusXCI / MauMau can you guys test this cheat table with the value for shoes? I'm headed to work and don't have time to break the bytes down into groups.
edit_player_screen_SHOE_TEST.zip



CarolusXCI wrote:And headband or no headband, team colored or custom, logo here or there and so on are all determined by the same byte, right?

Yes you are correct
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Re: Roster editing using CE

Sat Sep 30, 2017 1:23 am

TGsoGood wrote:You must be logged in to see the attachments

Here is the Edit player table with headband options.
Now you can add headbands to any player. Changes may not show up until you save the player and go back into the edit screen.
edit_player_screen_v2p1wHeadband.zip


CarolusXCI / MauMau can you guys test this cheat table with the value for shoes? I'm headed to work and don't have time to break the bytes down into groups.
edit_player_screen_SHOE_TEST.zip



CarolusXCI wrote:And headband or no headband, team colored or custom, logo here or there and so on are all determined by the same byte, right?

Yes you are correct


@TGsoGood I will test it as soon as I can (Y)

Re: Roster editing using CE

Sat Sep 30, 2017 1:04 pm

TGsoGood, the shoe table works fine.

About headbands, we have to set it as a binary with proper length and starting bit. Then we can extract several info from the same byte. I think the dominant hand and dunk hand work like that as well.

Re: Roster editing using CE

Sat Sep 30, 2017 9:48 pm

CarolusXCI wrote:TGsoGood, the shoe table works fine.

About headbands, we have to set it as a binary with proper length and starting bit. Then we can extract several info from the same byte. I think the dominant hand and dunk hand work like that as well.


Ah that makes sense

EDIT: I will need to study up on the binary option, It's not working as I thought.

Re: Roster editing using CE

Sun Oct 01, 2017 9:52 am

Sorry for late reply I'm testing everything now (2AM btw)

Image

A few notes:

- love that we can change arena name
- there are many unused arena sxxx so I can give retro teams accurate retro arenas

Testing everything else...thanks for hard work guys

Re: Roster editing using CE

Sun Oct 01, 2017 5:55 pm

Image

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So far It works great...I had zero issue

Just a question...let's say I want to change All Time Knicks Slot to -> 2004 Knicks (for replace all time teams with more classic one)....now All Time teams just use current arena...is there a way to assign retro arena to All Time teams?

I mean for 99 Knicks we have a record with sxxx and fxxx to use.....but for All Time Teams it seems they just use current sxxx and fxxx....

Re: Roster editing using CE

Sun Oct 01, 2017 6:59 pm

I'm sure all-time teams can be assigned new stadium and floor ids just like the other teams

Re: Roster editing using CE

Mon Oct 02, 2017 2:04 am

TGsoGood wrote:I'm sure all-time teams can be assigned new stadium and floor ids just like the other teams


Are they already available in the tables or do I have to perform a memory search?

Re: Roster editing using CE

Mon Oct 02, 2017 3:34 am

maumau78 wrote:
TGsoGood wrote:I'm sure all-time teams can be assigned new stadium and floor ids just like the other teams


Are they already available in the tables or do I have to perform a memory search?


to assign a new arena you need to search the memory region with the team info and find the byte responsible for arena ID and change it.
I can't explain it any better unfortunately. If you ever used RED MC then you will know what I am talking about.

Re: Roster editing using CE

Mon Oct 02, 2017 3:46 am

**New Find**
CarolusXCI Thanks again for adding the teams info to the teams and arenas tab.
By simply changing a hidden team to team type 0, you can assign players to that team.
This means you can now unlock hidden teams and give them an entire roster.

This is something Dee4Three specifically asked for. He wanted to be able to assign players to more than just the 30 base teams.
Anyone want to make UBR for 2k18?

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Re: Roster editing using CE

Mon Oct 02, 2017 3:52 am

TGsoGood wrote:
maumau78 wrote:
TGsoGood wrote:I'm sure all-time teams can be assigned new stadium and floor ids just like the other teams


Are they already available in the tables or do I have to perform a memory search?


to assign a new arena you need to search the memory region with the team info and find the byte responsible for arena ID and change it.
I can't explain it any better unfortunately. If you ever used RED MC then you will know what I am talking about.


Ok clear!

So team info are not in tables right now correct?

Re: Roster editing using CE

Mon Oct 02, 2017 3:57 am

team info is in the table just not that specific byte.

Re: Roster editing using CE

Mon Oct 02, 2017 6:34 am

You are amazing TGsoGood. Huge help for the community. Keep up the good work and thank you!
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