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Everything posted by BSU-FAN
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I stumbled across this Facebook page and found some very interesting things. It appears that the Korean modder(s) from here have started a Facebook page to upload their MLB 2K15 mods to. There are several if not all the files from MVP mods.com on here including an updated version of my roster as well. The roster which was last updated on 3/6/15 is actually pretty descent and looks to be a good alternative to the Mesavysek version of my roster that was released on here a few days ago. I have yet to test the roster out to see if it is crash free or franchise ready. And while it doesn't have the updated 2015 schedule or updated stats in it, it should hold people over until my opening day roster is released. Below are the links to both the Facebook page and the shared OneDrive link from the Facebook page that hold all of the downloads. Considering it uses work from myself and many of the modders here, I think we have more than enough reasons to justify posting a link on this website. https://www.facebook.com/Mlb2k13/timeline https://onedrive.live.com/?cid=A67819A47DA36E41&id=A67819A47DA36E41%211327
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While I definitely disagree with your opinion on MLB2k11 playing better than MLB2k12... I will look into the possibility of transferring some of the player data into a 2011 roster to see if it will work. I am going to guess this will cause a crash but I am not totally sure until I try it. in the mean time I would suggest giving MLB2K12 another shot if I were you. Far less glitches and workarounds from a simluation/gameplay stand point...and with a good set of sliders it is one of the best "playable" baseball sims ever made...but that's just my opinion.
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Very very good but still a lot of work to be done before I am finished. It has been a busy off season and i was able to update many things that have not been updated in the past. Below is a basic checklist of things i have finished and things I plan on still working on up to opening day. Things that are complete and finished to this point: Updated all current MLB player stats through the 2014 season. Updated roster with a completely crash free 2015 MLB Schedule. Updated all MLB transactions through current date. Updated all minor league affiliations and team name changes throughout the minor leagues. (There were many changes in this area in the off season) Updated all MLB coaches and staffs. Fixed crash after 7 years from staff resigning period Added in any players currently on an active MLB roster that wern't already in the game. Updated 11 total teams player ratings to this point (this is the part I am currently working on and is the single most time consuming portion of roster editing) Things still needing finished before opening day release: Finish updating player ratings to the remaining 19 organizations Update all Top 100 MLB prospects and add in any missing prospects from that list Update all minor league transactions to date Update all player contracts for 2015 Update all minor league coaches. Update all line-ups and pitching rotations for opening day Finishing details and final touches. This is just a quick overview of where I am to date and much more has gone into this than even listed above. There are many new tweaks I have made to my rating system and sliders...I have been getting some awesome results in my test games. I will keep updating my status more frequently as the season grows near.
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Ill try to answer your question as simply as I can but if you don't use REDitor regularly I might lose you at some point in my explanation. The simple answer is yes.... BUT it's only possible using the REDitor roster editor to accomplish this and it still is causing crashes once using this method. I believe what you are trying to do (and correct me if I am wrong) is sim a franchise to 2015 and use the current roster as is, allowing the game date and year to be correct and keep all transactions as they were. I myself have successfully accomplished this, but still haven't been able to get the current schedule into it without causing the game to crash at some point in the season. I am continuing to test out this method on my current roster and will let you know if I come up with a solution. I have received the best result so far by simming a franchise up to the 2015 season (past spring training) and then load the franchise file into REDitor and overwrite every single tab with the one from my current roster using the export/import feature. The only thing you need to change is the year on the schedule date for it to appear in the 2015 season when reloading the game. This method makes everything perfect since all rosters, contracts, coaches, and player stats are now current with the current year being 2015 in game...however every time I try simming through that season it seems to crash at different points and mostly around the draft. I hope this helps... and like I said if I find a way around the crash I will be sure to let you know. Good luck.
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I never got it but they automatically refunded my money and sent an email saying the didn't have it and that they had refunded my money. I think they post stuff they don't have to draw more traffic to the games they do have.
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Thanks...incredible work! I can't help but think if the game was still in circulation or available for download somewhere legitimately how many modders we would have on here helping right now. I tried to purchase an extra copy from a website that someone posted in the forums here and got a refund and a message that said the reason for not filling my order was "Don't have game". I am wondering where all of the unsold physical copies of this game ended up...I believe someone is sitting on a box of gold somewhere in a warehouse and has no idea.
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I am trying everything I can think of to make this happen but it is still causing issues when I try. The new roster will have the 2015 schedule but not start in 2015 but rather in 2012 unless I can figure this obstacle out. It may be something that is hard coded into the game and unable to edit. I have tried many different approaches to this problem and have yet to find a crash free fix.
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Good find here. I ordered an extra physical copy for myself. So they have 83 left in stock now..lol
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I dont believe changing a name via Ty's editor would cause that crash. Did you make your transactions and moves in game, or via the editor? I try to make all my transactions and player movements in game. This reduces the chance of running into any kind of crash later on. You may also want to check and make sure you have at least the minimum number of players on each team or else it will crash like you are talking about. I believe you have to have at least 11 pitchers and 10 batters on each team(Single A to MLB) or else the game will crash. Hope this helps.
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Good news and a quick update!!!!!! I have completed and tested my new 2015 schedule and its working 100% with no crashes. I have also updated coaching staffs and fixed the crash that used to occur after 7 years! So far this roster is coming along well ahead of schedule which is very exciting. I don't however have any plans on releasing any partially completed versions of this project. If I am far enough along to release a version at the start of spring training I will do so then, but otherwise I will be aiming for opening day. I just started working on updating all player stats through 2014 to test and see how long it will actually take and then make a decision on weather or not its worth the time, or if that time is better spent with things like player ratings between now and opening day. I am tossing around the idea of forming a group to organize a semi-formal release for "MLB2K15" MVPmods edition. I think it would be great to release several packs (Updated Uni's, gear, cyber-faces, loading screens, etc.) all on or by opening day. If you are a modder and are interested in taking lead or helping in one of the areas I listed let me know. I would love to see something like a total conversion mod to eliminate the need for hundreds of separate downloads and extractions from zip files and folders to have an updated game. Just an idea...
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I can probably post a quick tutorial here soon. It is a fairly simple process, but it is also a VERY time consuming chore that can have no errors, so it takes a significant amount of attention and double checking. I plan on making one as soon as I have the time and I will post a basic tutorial of the process once I begin creating my 2015 schedule. Do you have a guru licence for Vlad's editor? That is step one.
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I am planning on releasing a 2015 roster as long as time allows. I have currently been updating all transactions each week since the season ended, so my hope is to have a nearly finished version ready for opening day this year. But that will all depend on if I can continue to find the time between now and the spring. I will be spending some of my time off for the holidays to start working on building the 2015 schedule into the roster. I also have a very ambitious plan to bring all player stats to their current totals but again...time is my biggest enemy.
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Probably not gonna release any updated rosters for the off-season...but I have started working some on my MLB2K15 roster. I'm not really focusing on any transactions until after the free agency frenzy takes its course. I have just been currently playing my franchise and testing out many new ideas and ways of editing ratings to obtain the most "prossible" stats that stay within the realm of reality. I am coining a new word to define my goal... Prossible is what is probable mixed with what is possible. If all goes as planned next years roster should be my best work by miles but that is only willing i maintain to find the time.
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I think this is a very interesting method to simplify things and I'm curious to see what the stats from a 162 game played and simmed season would look like using these methods. This is far less time consuming then the methods I use. But for fear that this will come out wrong, I want to start off by saying that I am only stating my opinion about this to share my knowledge of the game as I see it and how I rate players. This is not to put down or to diminish Wudl83's ideas at all. I truly appreciate this kind of discussion for it can only make the game better. With that said, I do have to say that I respectfully disagree with some of the assertions made about the ratings. Mainly we disagree on how the game uses ratings when playing or simming a game. From my research and experience playing/simming the game with a player who has a contact rating of 70 vs 74 is noticeably different...mostly in the stats over 162 games. Also more times then not when simming a season the higher rated contact player will usually(but not always) have a higher batting average. I'll be the first to admit...some of my ratings aren't perfect or I just missed one cause of lack of sleep. Kershaw or Stanton are two players who come to mind who were sorely under rated just by pure accident and I myself have increased their ratings in my personal franchise. And to comment on when you stated earlier when you said you thought I "shied away from rating players to high or low"... there is some truth to that. To me, if a guy is rated a 99 in anything, he better be the best that will ever live in that specific area. When coming up with a ceiling for a rating I used the MLB records as a base to start at. So for example: Home-runs the "ceiling" is 73 but since steroids aren't prevalent anymore, I rounded that down to 69(which in turn equals 99) I hope this makes sense and while my methods are much different than yours I'm not saying they are better. I think the most important thing when it comes to ratings and you have that covered is, that all ratings are relevant and consistent to each other from team to team and player to player, after that the game should play pretty realistic with the tweaking of some sliders. I think we should possibly create a thread for statistical tracking to find out more precisely what ratings effect what and by how much...just an idea.
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While i think its great that we continue to test these kinds of things out here is my two cents on the subject. I myself played around with editing the range of fielders a while back and if you move it too low(and 25 is way to low in my opinion), players will sometimes stand there as a routine ground ball rolls by their feet. So what i did prior to any of my roster releases this year was lower range ratings based on the fielders abilities and position. If you go and look, Pitchers have a much lower range on average then an outfielder but each players range is also based on their speed and individuals skill sets. Also with my current range ratings I have seen everything that is posted in the clips above happen in my franchise games fairly regularly without lowering the range ratings anymore then I already have. Here is what I suggest to do for those of you looking for the most realistic franchise numbers when playing or simming a season. The best rating adjustments to make to the sliders if you are seeing too may hits/runs would be to lower your contact and power by 5 points (just like someone said in an earlier post) if you start readjusting everything it will make others stats fall way out of wack. My sliders are built from using years of info gathered from Operations Sports, MVPmods, and using years of playing experience put together. I currently have played 3+ 162 game seasons under these sliders and the only adjustment I make personally is I lower my contact to a 30 and my power to a 60. I left the one I uploaded at 35 for contact and 65 for power taking into effect that many "beginners" will not have the patience needed to work counts which is extremely important to getting realistic stats. At the end of each of my seasons in which I played all 162 games...my stats were as "realistic" as anything I have ever seen from a baseball game to date. I almost never lead the league in any team stat and in turn am hardly ever dead last in any stat either. The only stat I struggle with is I hardly ever walk batters. But in turn I usually end up in the bottom 5 of walks drawn but am never dead last. This means my stats are finishing within the realm of all the simulated games and I don't have any outrageous stats or numbers that are unbelievable. However to Wudl83's point....everyone plays the game differently and at a different skill level then others, so if you play with auto fielding on, or do/don't work the counts, do/don't use inside edge to pitch to batters' weakness, or you turn on auto base running....any if these variables can drastically change other stats throwing everything out of wack. One rating being just a little weak or a little strong over the course of 162 games can make for some extremely unrealistic stats at the end of the year so just be careful and be sure to fully test out any changes you make. This was just my 2 cents on these issues.
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Just leave all teams' franchise automation "ON" for any teams you wish not to control. Only turn "Off" the teams you want to play with. Then just go to the schedule menu and go to the team you want to play as and play their schedule. All other teams will now be simmed without notifications and ran by the computer AI. However, when you load the franchise the Angels are always first because the are the first team alphabetically of all 30. It is a little different menu-wise than just playing as one team from the start... so I can see the confusion. But it will all play out the same as controlling one team if you turn the franchise automation "off" for the team you want to control and leave all the rest "ON". Hope that makes sense...lol
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Just posted it...Sorry I didn't get to it sooner. I also added in lots of real nicknames to this file that weren't in V4 of my .ros file. Just another little bonus.
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All of the cyberfaces released up to the date of the roster release are compatible with this roster. You wont need to change the cyberface id # on them... You just need to extract the .iff files into your main 2k12 directory and you will be good to go. I hardly ever see a generic cyberface now that scottybily has pretty much done every team now. Once you start a franchise you can go edit and lower the salary of the lowest rated position player in each organization (So in Single A). I have heavily increased the salary of those position players to cover the money and then some needed to purchase inside edge. I do it for every organization and it does take a ton of time to do all 30 teams...but trust me...its worth it! The game plays much more realistic and the defense automatically shifts based on scouting reports...and as you mentioned sims play out better as well. I still have a franchise file using my roster V4 that has all 30 teams' inside edge purchased that is at the begging of the 2014 season just like the V3 FX file I released if you are interested in it. I was gonna post it on here but actually forgot once I started my franchise.
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I will be releasing a post trade deadline version of my roster shortly.
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I ran into this with changing names in game a long time ago. The best way to avoid it, is to use Reditor to edit any and all player names. You can still edit things like attributes in game without an issue. Just avoid changing a players name in game and you should be good to go.
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Which version of roster are you using? I didn't put any rosters out until a few months into the season. I've had the default 2K rosters crash in franchise mode sometimes as well but it seems to only happen when I don't have it set up to control all 30 teams. Have you found a crash in my latest roster besides the known crash after 7 seasons that you can bypass?