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 Philip00 on Fri Nov 15, 2013 6:31 am

My friend, awesome job!

i cant wait for the other teams! I use this with this sldier set: http://www.operationsports.com/forums/n ... iders.html
with a following cahnges: pass acuracy 45 for both, 3pt succes 46 for both, mid range 46 for both, block 35 for user 60 for CPU, Free throw difficulty 60. Awesome results:)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby skoadam on Fri Nov 15, 2013 8:05 am

slimm44, bro please check your pm, i dont want to talk about this public until we both get to some "deal" (Y)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Angelo on Sun Nov 17, 2013 2:15 am

any updates on this slimm?
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sun Nov 17, 2013 3:21 am

Not yet, man. Been testing and figuring some things out and haven't been able to work on individual teams. I have one more game to test and, if things continue to go how I think they will, I'll be able to put much more time into editing individual teams. My edits this year are going to be the best they've ever been so I have to put in extra time to test gameplay once the edits are done.
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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 slimm44 on Sun Nov 17, 2013 8:11 am

Alright, I'm ready to let you guys know what the testing has found.

1. The AI distributes shots MUCH better with the Global Shot Tendencies at 50 (all of them) and the Coaching Profile Shot Tendencies set to Inside 100, Close 100, Mid 100, 3PT 25. I'm talking about a ridiculous difference, and in a very good way.

2. The AI also opens up in a very good way with all players' Freelance Post Up Tendency set to 0. This allows for better spacing, for players to not get sucked into post up animations when they drive which helps the drive and kick game as well as players attacking, and it also helps the gameplay to flow more because, even with Look for Post Coaching Profile and Global Tendency at 100, the AI will rarely ever pass to a posting player in freelance situations and the gameplay will slow because of it. The Low Post plays are not effected by this as players are hard-coded to post up when a play is called for them. High Post plays work better because the AI only allows players to use certain post shots at certain distances on the court. With High Post plays, close or mid-range shots are more likely to be triggered than when players are posting.

3. With these changes, Fast Break in the Coaching Profiles can go all the way up to 100 because layups are triggered from close and inside range and players are more aggressive in attacking when a defender is in the restricted area, but it's not so aggressive that it's unrealistic.

4. These changes also help plays run more effectively. I haven't tested Cutter Plays yet, but they help the AI run High Post plays much better so I'm assuming Cutter plays will work better, also. Players all over the court are more decisive when they get the ball but they don't take unrealistically fast shots when they do get the ball.

I am REALLY excited about how the CPU AI looks at this point. Easily the most excited I've ever been with a 2k game, and I've liked every game so far. I'm ready to get into some hardcore team editing so I can get the roster officially released. After that, me and Skoadam are going to begin a project that, depending on the capabilities of REDitor, is going to blow your minds.
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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 Kaaba on Sun Nov 17, 2013 12:29 pm

Sounds promising :D .

But one note, i read somewhere on operation sports that the Global Shot Tendencies Sliders should be set on 200 in combine (default : 50-50-50-50) as you did currently. But when go to the coaching sliders and set i.e. the close shot tendencies to 100 instead of 50, i can imagine that the "Attack"-Slider for an player at 75 (player profile) with an close shot tendency set to 100 (coach profile) is really somewhere around 90 or so.

This let me to the question : Should it not be better to set all tendencies to 50 (global sliders and coach sliders) and ONLY edit all player tendencies instead to reach an natual more realistically behavior of an player what he should do in the game to match perfectly what he do in real life ?
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sun Nov 17, 2013 1:54 pm

Kaaba wrote:Sounds promising :D .

But one note, i read somewhere on operation sports that the Global Shot Tendencies Sliders should be set on 200 in combine (default : 50-50-50-50) as you did currently. But when go to the coaching sliders and set i.e. the close shot tendencies to 100 instead of 50, i can imagine that the "Attack"-Slider for an player at 75 (player profile) with an close shot tendency set to 100 (coach profile) is really somewhere around 90 or so.

This let me to the question : Should it not be better to set all tendencies to 50 (global sliders and coach sliders) and ONLY edit all player tendencies instead to reach an natual more realistically behavior of an player what he should do in the game to match perfectly what he do in real life ?


I seriously doubt there are many people that have tested theories as much as me and two other posters at OS. That's a good theory but testing will show the ai is tuned way too low in mid range and close range, and I would argue that inside is tuned too late with at 50, also. At 50,you see the CPU shooting mainly 3's and inside shots and then it tends to be those forced shots at the end of the shot clock.

With sliders at 50 and coaching profiles set at what I said earlier, the ai is willing to take shots in the flow of the offense where they typically won't at 50.

Keep in mind, what I posted in this thread and in the guide weren't just theories, they were tested and deemed to be true. One thing I need to change is that I don't think strength affects perimeter bumping enough to warrant lowering it to 0. On ball d effects it much more.

After saying all that, I'm way too serious about this stuff
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 slimm44 on Sun Nov 17, 2013 2:37 pm

Here are some results that I just got from a game between Brooklyn and Golden State.

Points GS 88 BRK 91
FGA GS 37-89 (42%) BRK 34-74 (46%)
3PT GS 5-17 (29%) BRK 1-9 (11%) (May need to raise this a few clicks)
FTA GS 9-13 (69%) BRK 22-25 (88%)
Dunks 0-2
FB points 6-4
PIP 38-40
2nd Chance 15-12
Bench Points 18-16
Assists 15-19
OFF REB 18-10
DEF REB 28-33
STL 4-2
BLK 8-11
TO 5-6
Fouls 15-9

Williams 40 Min, 21 PTS, 5 REB, 8 AST, 3 BLK, 5 TO, 7-15 FGA, 0-3 3PT
Johnson 40 Min, 8 PTS, 1 Reb, 1 AST, 3-7 FGA, 0-1 3PT
Pierce 37 Min, 15 PTS, 4 REB, 4 AST, 1 BLK, 6-13 FGA, 1-2 3PT
Garnett 32 Min, 13 PTS, 12 REB, 1 AST, 1 STL, 3 BLK, 5-9 FGA
Lopez 27 Min, 18 PTS, 7 REB, 2 AST, 1 STL, 2 BLK, 6-11 FGA

Curry 40 Min, 11 PTS, 1 REB, 5 AST, 3 STL, 1 TO, 5-15 FGA, 1-4 3PT
Thompson 39 Min, 17 PTS, 2 REB, 1 AST, 1 BLK, 7-15 FGA, 3-6 3PT
Iguodala 37 Min, 15 PTS, 2 REB, 4 AST, 1 BLK, 1 TO, 7-15 FGA, 0-2 3PT
Lee 37 Min, 13 PTS,14 REB, 2 AST, 3 BLK, 6-12 FGA
Bogut 29 MIN, 14 PTS, 12 REB, 1 AST, 2 BLK, 4-10 FGA

Notice that between the 10 starters, there were 8 players who had between 10 and 15 FGA. That's some nice shot distribution right there. As noted before, I may raise the 3PT Coaching Profile Setting to 28 or 30 and see what happens. I have seen games where the 3PT attempts are right on but it sometimes goes a little low.
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 Kaaba on Sun Nov 17, 2013 2:53 pm

Okay, i never go deep on testing tendencies, it was just thinking about what you had posted. One question, did your stats above CPU vs. CPU gameplay ? On what difficulty level was that game played ?
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Sun Nov 17, 2013 2:59 pm

Kaaba wrote:Okay, i never go deep on testing tendencies, it was just thinking about what you had posted. One question, did your stats above CPU vs. CPU gameplay ? On what difficulty level was that game played ?


CPU vs. CPU gameplay, Superstar level, all sliders at 50 except for Shot Success sliders (47, 47, 47, 46), Contact Shot Success (47) and On Ball Defense which was at 28. All foul sliders were at 100 except for reaching which was at 50. When i make retro rosters this year, I will probably have On Ball Defense at 50 to compensate for times where hand-checking was allowed. To me, that's what it looks like when On Ball D is around 50.
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
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby skoadam on Sun Nov 17, 2013 7:20 pm

I like this stats slimm,
btw. i start testing your roster, focusing on one(cpu) team, i like what i see, im using Pacers for my cpu player. Slimm one more, u should think about releasing of sliders, i know sliders are something individual and there is no good sliders for all players but still sliders can destroy even the best roster sets. Post or release in setting file.
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URB WHERE SIM HAPPENS [41 Complete Seasons Mods + Bonus Rosters]

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2022/2023 2021/2022 2020/2021 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
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Angelo on Mon Nov 18, 2013 2:20 am

Those are nice stats bro slimm can't wait for the official Roster. Goodluck (Y)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Lakerfan79 on Mon Nov 18, 2013 6:21 am

i was wondering if all these stats, tendencies, sliders, etc. apply to player vs CPU games?
Cuz i see uve been doing cpu vs cpu games to see how it plays out and the stats and i kno the cpu currently as it is plays nothing like i do.
Also I tend to freelance and just wing it and avg 60 pts and 10 ast instead of running plays and playing within the team system so would it work for someone like me?
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Mon Nov 18, 2013 7:43 am

When I play the CPU the stats look to be similar to what I'm posting. Each person plays differently though, so my sliders may not work for everybody.

I don't really think the last question is real. If you're going for 60 points a game, you're not going for realism. I'm going for realism.
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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 skoadam on Mon Nov 18, 2013 8:12 am

slimm44 wrote:When I play the CPU the stats look to be similar to what I'm posting. Each person plays differently though, so my sliders may not work for everybody.

bro u missunderstand me, i(we) not looking here for full answer which slider should be set like. But we need to know which slider ruins some aspect of game. So to be more clear. I dont need information about close/medium/3pt- this is individual thing for every single person. But what if defenders do not defend corner shooters, or leave wide open 3pt line. Or rebounding etc. Things where our personal skills have nothing to do. Anyway if u dont want to post here, maybe via pm? Im just completly tired of searching right answers after 2k9,10,11,12,13 haha. Peace and please consider your tip via pm.
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URB WHERE SIM HAPPENS [41 Complete Seasons Mods + Bonus Rosters]

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2022/2023 2021/2022 2020/2021 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
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Mon Nov 18, 2013 8:44 am

skoadam wrote:
slimm44 wrote:When I play the CPU the stats look to be similar to what I'm posting. Each person plays differently though, so my sliders may not work for everybody.

bro u missunderstand me, i(we) not looking here for full answer which slider should be set like. But we need to know which slider ruins some aspect of game. So to be more clear. I dont need information about close/medium/3pt- this is individual thing for every single person. But what if defenders do not defend corner shooters, or leave wide open 3pt line. Or rebounding etc. Things where our personal skills have nothing to do. Anyway if u dont want to post here, maybe via pm? Im just completly tired of searching right answers after 2k9,10,11,12,13 haha. Peace and please consider your tip via pm.


Sorry about not posting the sliders in the past few days. I've been really busy with work and church. The quote that you referenced wasn't in response to you, it was in response to the poster that was asking if his playing style would have a good experience with my roster. Sorry for the confusion.

To address the specific things you asked in this post,

1. If defenders don't cover perimeter shooters, it's probably because Help Defense (in Coaching Profiles or the Global Slider) or Double Teams (in Coaching Profiles) are too high. If you want defenders to stick on perimeter shooters, turn these settings down.

2. The higher difficulty settings give the CPU an advantage on both OFF and DEF Rebounding. When I get a chance, I will post the sliders that neutralize the boost that the CPU gets on Superstar level. Until I can post the file, the changes can be found here: http://www.operationsports.com/forums/n ... k14-4.html in post 153.

When I play the CPU, I lower their ratings based on the settings in the link I just posted. The only sliders I change are the Shooting Succes Sliders for HUM and CPU (Inside 47, Close 47, Mid 47, 3PT 46, Contact Shot 47), On Ball Defense at 28 for Hum and CPU, OFF AWA at 70 for CPU and HUM, DEF AWA at 20 for HUM and CPU, and all Foul Sliders at 100 except Reaching Fouls, which I have at 50.

If you have more specific questions about how sliders effect gameplay, please let me know. I will try to answer whatever I can.

EDIT: Here is the link to the SS sliders I use. https://drive.google.com/file/d/0BxjZWa ... sp=sharing
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 skoadam on Mon Nov 18, 2013 9:13 am

so like previous years HoF is unplayable right? we should rahter choose superstar or even allstar.
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URB WHERE SIM HAPPENS [41 Complete Seasons Mods + Bonus Rosters]

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2022/2023 2021/2022 2020/2021 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
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Philip00 on Mon Nov 18, 2013 9:49 am

Hi Bro!

What do you think about this slider, Thisis based on JA money sider with minod changes

Game Settings
Difficulty: Superstar
Game Style: Custom (Start with Sim)
Game Speed: 50
Quarter length: 12 Minutes (Varies with each user. 11-12 works for me to get some nice box scores.)
Fatigue: On
Injuries: On
Shooting Type: shot stick
FT Shooting Type: Shot Stick
Free Throw Difficulty: 60

Sliders: User/CPU
(any without a dash are the same for both User and CPU)

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

Defense
Driving Contact Shot Frequency: 100
Inside Contact Shot Frequency: 100
Layup Defense Strength TAKEOFF: 60
Layup Defense Strength RELEASE: 80
Jump Shot Defense Strength GATHER: 60
Jump Shot Defense Strength RELEASE: 70
Help Defense Strength: 76
Steal Success: 49

Attributes
Quickness: 48/46
Vertical: 47/45
Strength: 55/52
Stamina: 50
Speed: 45
Durability: 50
Hustle: 40/20
Ball Handling: 41
Hands: 50
Dunking Ability: 50
On-Ball Defense: 53/45
Stealing: 51/47
Blocking: 20/60
Offensive Awareness: 50/70
Defensive Awareness: 60/55
Offensive Rebounding: 52/44
Defensive Rebounding: 56/50
Consistency: 55
Fatigue Rate: 53
Injury Frequency: 50
Injury Severity: 40

Tendencies (Put for user and cpu, needed for player lock)
Take Inside Shots: 45/30
Take Close Shots: 30
Take Mid-Range Shots: 60
Take 3Pt Shots: 50
Post Shots: 70/60
Attack the Basket: 45/28
Look for Post Players: 75
Throw Alley-Oops: 50
Attempt Dunks: 50
Attempt Putbacks: 70/70
Play Passing Lanes: 40/40
Go for On-Ball Steals: 40/40
Contest Shots: 70/70
Backdoor Cuts: 70/70

Fouls
Over the Back Foul Frequency: 84
Charging Foul Frequency: 95
Blocking Foul Frequency: 87
Reaching Foul Frequency: 81
Shooting Foul Frequency: 94
Loose Ball Foul Frequency: 80
Last edited by Philip00 on Sun Dec 22, 2013 1:49 am, edited 3 times in total.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby slimm44 on Mon Nov 18, 2013 10:59 am

You can try that set. I would leave putbacks and the shot location sliders at 50, but that's pretty close to the base I posted. If you don't mind, when in able to post the newest roster (tonight or tomorrow), try those out and give some feedback.
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
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby mtdub on Mon Nov 18, 2013 3:21 pm

I cant wait for your roster slimm. You really do your homework when it comes to rosters, and i believe you when you say there's not that many people that does more testing than you. By the way i believe there is no holy grail when it comes to sliders, i gave up on that. You have good games and bad games when it comes to sliders. i kind of tweaked the default simulation sliders and get good stats down the line game in game out. it all depends on how you play in my opinion. I never go above allstar level it just defeats the purpose of a good roster in my opinion with the rating boost. i seen on the os forum how to find out how much of a boost the players get and i was like wow. some players ratings were jumping up 5 points. Your basicly turning allstars into superstars lol, Im not that good and doubt i will ever be good enough to go past allstar anyway. i play coach mode most of the time. My goal is to make a game look as realistic as possible and 14 comes pretty close, it looks similar to 13 but let me tell ya the gameplay is so much smoother than 13. I have played in coach mode and watched many many games and you can tell the difference, I find myself shaking my head sometimes watching a cpu vs cpu game because of the realism, but as far as sliders go theres not a slider set that can make you play smarter or shoot better and etc. Some are either too good or not good enough, the purpose of a good roster in my opinion is to make the ai play as realistic as possible. If your getting good sim stats and cpu vs cpu gets good stats thats a quality roster in my opinion. If your a run and gun kind of player of course your not going to get good stats or gamplay it all depends on how you play or how good or bad you are.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby skoadam on Mon Nov 18, 2013 5:53 pm

like in previous year,this is real roster editing, all others are just fake.
cant wait for full version (Y)
Image Image Image

URB WHERE SIM HAPPENS [41 Complete Seasons Mods + Bonus Rosters]

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2022/2023 2021/2022 2020/2021 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
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Kaaba on Mon Nov 18, 2013 6:39 pm

skoadam wrote:like in previous year,this is real roster editing, all others are just fake.
cant wait for full version (Y)


Yeah, very exciting project. When i should test out some things, i´m there immediately.
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby Philip00 on Tue Nov 19, 2013 12:12 am

slimm44 wrote:You can try that set. I would leave putbacks and the shot location sliders at 50, but that's pretty close to the base I posted. If you don't mind, when in able to post the newest roster (tonight or tomorrow), try those out and give some feedback.


I apriciate if you test this:)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby w1rri0r on Tue Nov 19, 2013 4:02 am

Just played a game using your settings and roster. Wizards vs Thunder (me). Had to bump coaching sliders for 3PT tendency by 10 for both teams. But the CPU shot 18 threes, even with a team with lack of three point shooters in the Wizards (I had Harrington and Ariza sit out). No one could score for me except Durant and Westbrook, which was realistic :P The rest I was pretty happy with so I am looking forward to playing with more teams. (Y)
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Re: Slimm44's 2k14 Editing Guide and Roster Project

Postby tatlopuyo on Tue Nov 19, 2013 9:41 pm

this is good stuff.
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