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 slimm44 on Tue Nov 05, 2013 2:02 am

Here are Garnett's ratings:

Close Shot 95
Medium Shot 95
3PT Shot 60
FT 78
Dunk 65
Standing Dunk 70
Layup 70
Standing Layup 99
Spin Layup 55
Euro 0
Hop Step 55
Runner 55
Step Through 75
Shoot in Traffic 75
Post Fadeaway 95 (Not done to stats yet)
Post Hook 85 (Not done to stats yet)
SOD 65
Ball Handling 55
Off Hand 55
Security 55
Pass 49
Block 82 (Has averaged 1.1 BLK per 36 Min over the last 3 years. The sim-engine caps this stat at 2 per 36 Min. I had the choice of nerfing everybody's block rating or adjusting it to 2k's scale. I chose the latter. Technically, this should be a 68. I was lazy on the beta-roster and used career averages for some stats instead of 3-year averages)
Steal 55
Hands 90
On Ball D 65
Offensive Rebound 66 (See laziness and use of career %. Should be 46)
Defensive Rebound 88 (See laziness and use of career %. Should be 90)
Low Post Offense 85
Low Post Defense 85
Offensive Awareness 80
Defensive Awareness 90
Consistency 75
Stamina 80
Speed 67 (with possible new scale would be 51)
Quickness 63
Strength 70
Vertical 66
Hustle 65
Durability 90
Potential 65

With the changes I mentioned in parenthesis, Garnett is rated an 86.

For the sake of getting this roster done in a timely manner, I will probably not be responding to more posts regarding why ratings are what they are. This will only delay the release of the roster. Please reserve any questions for when the "real" roster is released. Thank you.
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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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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby bigh0rt on Tue Nov 05, 2013 2:46 am

I love that you use actual per X minute data to create ratings (even those who use data often use per Game and screw it all up anyway), and don't care about the Overall (Amen). A rating system after my own heart! Remove the subjectivity and have it be all objective. Good man. I didn't mean to question Garnett's rating (to be honest, I've spent all my time patching I hardly get to play unless I'm testing my own patches!), but just wanted to point out my observations on his decline, that's all.

Pumped to see your first official release. (Y)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Tue Nov 05, 2013 2:49 am

bigh0rt wrote:I love that you use actual per X minute data to create ratings (even those who use data often use per Game and screw it all up anyway), and don't care about the Overall (Amen). A rating system after my own heart! Remove the subjectivity and have it be all objective. Good man. I didn't mean to question Garnett's rating (to be honest, I've spent all my time patching I hardly get to play unless I'm testing my own patches!), but just wanted to point out my observations on his decline, that's all.

Pumped to see your first official release. (Y)


No problem. I just have to be pretty firm about not qualifying why I do what I do or I'll be in here ALL DAY LONG explaining my methods. Trust me, I've learned from experience :wink: I'm crazy OCD about this stuff. Check out the guide in the first post for more info.
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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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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Pillendreher on Tue Nov 05, 2013 8:15 am

Just had my first game with both your roster and your settings. I like the flow of the game and the way the offense worked. Now please bear in mind that this was my second NBA 2K14 game at all which resulted in sometimes confused defense and even more confused offense :D I still have some suggestions to offer (since I got my ass handed to me by the CPU...):

-Shooting in general seems too high to me. As you can see the regular shooting and the ft shooting is quite high and it seems that contesting shots didn't alter them the way it should (this is quite important to me because the Chicago bigmen destroyed me in my backyard and altering their 2nd chance attempts was almost impossible). At one time, Jimmy Butler hit a very well contested 3 (KD had his hands in the air) well behind the 3pt line, but OKC couldn't hit shit :D Maybe lower the shooting slider?
-Fouls were kinda strange. I know that both KD and Rose can sometimes create "weird" contact and get to the line very often, but sometimes they ended up on the line just by starting an animation next to the opposing player that was standing still...
-Fatgiue is (way) too high. Having to sit KD for almost a whole quarter seems a little bith too much for my liking

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

Postby slimm44 on Tue Nov 05, 2013 9:11 am

Pillendreher wrote:Just had my first game with both your roster and your settings. I like the flow of the game and the way the offense worked. Now please bear in mind that this was my second NBA 2K14 game at all which resulted in sometimes confused defense and even more confused offense :D I still have some suggestions to offer (since I got my ass handed to me by the CPU...):

-Shooting in general seems too high to me. As you can see the regular shooting and the ft shooting is quite high and it seems that contesting shots didn't alter them the way it should (this is quite important to me because the Chicago bigmen destroyed me in my backyard and altering their 2nd chance attempts was almost impossible). At one time, Jimmy Butler hit a very well contested 3 (KD had his hands in the air) well behind the 3pt line, but OKC couldn't hit shit :D Maybe lower the shooting slider?
-Fouls were kinda strange. I know that both KD and Rose can sometimes create "weird" contact and get to the line very often, but sometimes they ended up on the line just by starting an animation next to the opposing player that was standing still...
-Fatgiue is (way) too high. Having to sit KD for almost a whole quarter seems a little bith too much for my liking

Image Image Image Image Image


I appreciate the feedback. I have dropped fatigue to 50 in the cpu settings. Try those out and let me know what you think. All shooting success sliders are at 44, I believe. I also haven't edited the draw or commit foul tendencies.
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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
User avatar
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Pillendreher on Tue Nov 05, 2013 10:29 pm

Thanks pal. I'll give it a try later this afternoon :)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Pillendreher on Wed Nov 06, 2013 5:15 am

The shooting sliders are at well over 45. I'm gonna try a game using JA Money14's shooting sliders.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Pillendreher on Wed Nov 06, 2013 6:34 am

Just had another game with modified sliders based on JA Money14's shooting sliders. Fatigue was set at 53

-I still can't shake the felling that the CPU can make shots at will. I have the best shooter in the NBA and can't make an open 12-footer, but I get lit up on the other side by Omri Casspi?! I don't know what's causing this, but I'd strongly suggest to adress this.

-FT are still too easy for my liking. The Rockets were rocking up to 90 % till they missed a few in the 4th quarter. Increase FT-difficulty?

-Fatigue at 53 might still be a little bit too high...I'm gonna try 52 :)

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

Postby Answer348 on Wed Nov 06, 2013 7:30 am

From that stat line, I would be more concerned about the CPU steals, offensive rebounds, and FG attempts.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Pillendreher on Wed Nov 06, 2013 7:55 am

Yeah, but I would like to point out that this was my 3rd NBA 2K14 match and I'm still trying to figure this game out (haven't regularlry played since 2K11) :)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Wed Nov 06, 2013 10:04 am

I looked at Omri Casspi, and his shot ratings are:

Medium 74
3PT 78

His Shoot Off Dribble and Shoot in Traffic is 65, his Offensive Awareness is 58, and his Consistency is 65. The problem is the shooting success sliders.

Try lowering Inside, Close, Mid Range and 3PT Sliders to 44 and lower the contact shot success slider to 37. Try those out. I have been doing A LOT more testing than playing lately so I won't be much help on the sliders right now.

I have adjusted the quickness scale (+10 for all PG, SG, and SF) and have also been going through some of the playbooks/assigned plays and tweaking them. I hope to have a tweaked version of the Super Early Beta Roster released in a few days.

I apologize for the first release, I rushed it. That was a REALLY low quality roster. My bad, guys.
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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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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Pillendreher on Wed Nov 06, 2013 9:32 pm

No problem at all. Even that first version is way better than the standard 2K rosters :)

I can offer you two more games...can't seem to stop the cpu from blowing me out of my own arena...well, with more experience I'll get revenge :)

I used your sliders with these adjustments:

Inside Shot Success: 44/43
Close Shot Success: 44/43
Mid-Range Success: 47/46
3PT Success: 47/47
Layup Success: 45/44
Dunk in Traffic Frequency: 50/50
Dunk in Traffic Success: 50/50
Pass Accuracy: 46/40
Alley-Oop Success: 48/47
Contact Shot Success: 37/35
Fatigue Rate: 52/52

I had my first great quarter against the Warriors, but after the break they just destroyed me. While I appreciate getting stripped due to bad ballhandling, I don't like getting stripped by bigmen all the time...
Furthermore, it seems that there's a real difference between my shooting and the CPUs shooting. I can't hit a 3-pointer with KD (1-9 with some of them being really wide open) and Ibaka's not hitting anything as well (even though he's one of the best mid-range shooters in the league). Is this problem I'm experiencing due to the roster or still slider based?

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

Postby slimm44 on Wed Nov 06, 2013 10:09 pm

I've never had a problem with hitting shots. I played about 10 games with the first sliders I gave you and the CPU and I consistently hit between 47 and 52% from the field. One of the games I played went to OT and another went to triple OT. I have found a good way to build momentum for my players is to try to get to the FT line, score in transition, and to take what the defense gives me. I'll try to stop editing sometime soon so I can play a game. Once I do, I'll post the results.

Some observations from the pictures:

How did you give up 92 PIP?!?!?
It looks like the 3PT slider needs to be raised a click or two
Golden State is pretty touch. I played them two or 3 times with Indiana and couldn't beat them at home or on the road.
I have lowered the DTL drastically to reflect NBA.com data for this season. Most players were WAY too high in the initial release. The vast majority of players only drive 2-4 times per game when not in transition.
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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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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Pillendreher on Wed Nov 06, 2013 10:18 pm

As far as the PIP go: I'm still trying to adjust to the way you have to play defense in order to stop the CPU from blowing by you...haven't made much progress so far :D I somehow took away their shooting, but the floodgates opened up once they we're inside the perimeter...

As you can see from my FG%, I'm hitting shots as well, but it's really weird when players like Ibaka and Durant can't hit wide open shots, but Guys like Lee hit floaters from well behind the ft-line :mrgreen:
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Fri Nov 08, 2013 5:08 am

A new version of the Beta roster as well as a tweaked version of CPU vs. CPU settings are in the first post. In this update, I:

Tweaked Playbooks (more info on this is in summary on download page)
Drive the Lane Tendency is now based on stats
Pull Up Tendency is now based on stats
All assigned play types are based on mysynergysports.com stats

I am continuing to test plays to determine which ones work and will also begin editing more teams. I will post updates as they come.
Image Image Image

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

Postby Pillendreher on Fri Nov 08, 2013 6:07 am

Atta boy! Gonna grab my gamepad and try my best to beat the CPU :) I'm gonna use a the cpu-cpu settings to give you a feedback on those ;)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Philip00 on Fri Nov 08, 2013 6:19 am

Hi all!

Can somebody write here the slider what's in the setting? becsaue i dont want to change all my setting, just a slider
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Fri Nov 08, 2013 6:19 am

Thanks, man. I'm interested to know what you think of the gameplay. I'm watching Golden State play Washington right now. It's the beginning of the 4th quarter and Washington has taken 63 shots and GS has taken 70. Neither team has over 34 points in the paint, both are shooting 43% and Wall/Curry lead all players with 15 FGA. I'm really liking the shot distribution and pace right now.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

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
User avatar
slimm44
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Posts: 1304
Joined: Wed Oct 28, 2009 7:24 am

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

Postby Pillendreher on Fri Nov 08, 2013 9:37 am

Oh my oh my, what a game (and devastating loss..)! Really the first NBA 2K14 match for me that I had fun with. I never really felt like I somehow could't possibly beat the CPU. A few sloppy plays on my part and a few defensive lapses cost me the game. Curry really lit it up in the 4th quarter, but after Serge Ibaka hit a trailing 3 (!) I was just 3 pts back...defensive stop on the other hand and I could tie the game...KD got doubled and I tried to get the ball to the other side to an open Ibaka, but 2K didn't like that and let my pass fly against the backboard...fastbreak Warriors and game over :(

A few notes on the game slider/roster-wise:

-The game somehow fet a lot quicker. I was easier for me to avoid the cpu to just blow by my players and I broke some ankles on the other end...I can't say if this is an improvement or not... :?:
-The CPU's offense looked better. Even though there were still some shots that I would consider very lucky (hence my cursing during the match :D), it looked a lot more realistic :)
-I don't get why KD can't hit 3s...the only 3 he made was one in crunchtime :?:
-My CPU defense was acting way better. CPU-controlled players switched in the P&R very intelligently, grabbed Rebounds and didn't look lost at all. Maybe because of improved coach profiles?

I really like this set. Looking forward to more versions :)

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

Postby slimm44 on Fri Nov 08, 2013 9:46 am

You can try raising the CPU On Ball Defense Slider a click at a time until it feels right for you. Also, try raising your 3PT slider a click and lowering the CPU Mid-Range a click. Sorry I can't be of more help with the sliders right now, I wanted to play a game today and didn't have time. I should be able to tonight before bed, but I'm not sure.

Glad you're enjoying it, either way.
Image Image Image

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
User avatar
slimm44
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Maverick on Tue Nov 12, 2013 9:35 am

I'm lovin' how this plays. Really made a big difference compared to the default. Really excited to start an association with this. Keep it up! Looking forward to the V1 or Beta-stage versions. Thanks!
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Tue Nov 12, 2013 10:20 am

A new roster has been uploaded. Philadelphia has been edited. I think I am going to do Memphis next. I have a feeling they are going to score a lot of points in the paint, but we'll see.
Image Image Image

URB WHERE SIM HAPPENS [38 Complete Seasons Mods]

Image

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
User avatar
slimm44
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Angelo on Tue Nov 12, 2013 4:53 pm

Ill gonna try your new roster :)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby BasedGod on Tue Nov 12, 2013 5:40 pm

Hey slimm love the roster so far. I'm just wonder is the official release going to have all the missing players and free agents added?
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Wed Nov 13, 2013 4:02 am

BasedGod wrote:Hey slimm love the roster so far. I'm just wonder is the official release going to have all the missing players and free agents added?


As many as I can possibly do, yes. I have noticed a few missing players on the teams I have done so far. Up until a week or so ago I was doing all editing in-game. I have been using a trainer since then but am going to do the bulk of the editing when REDitor is released.
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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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