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Everything posted by BSU-FAN
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Ya...adding in more create a players isnt as easy as it seems. I have added more slot in to accommodate more create a players. How do these hex edits work and what do I need to do to install them? While I understand how the game reads these roster files pretty well I'm not as familiar with the graphic modding side...id be very appreciative of you sending me those. Your work is always top notch.
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If you own Reditor I would suggest just importing a new schedule at the end of each season of your franchise that will go into the "Schedule actual" tab. Then just "global" edit the year to match the year you are currently getting ready to play in the game. The "schedule actual" is where it pulls for the schedule once a season starts. What I have done is simmed ahead past the first 3 seasons and the game will start generating a schedule that has the Astros in the AL...then I export that tab from that franchise file and import it into my current franchise file I am playing. Then I make sure to "gobal" edit the year collum to match the season I am about to play in game. Just like that I have a crash free auto generated schedule into my second or third season that has the astros in the AL. I hope that helps..or maybe I just confused you. Lol
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True...i like real staffs myself but I also play this game more like a OOTP Baseball sim where I can play the games too when I want. So the more detail to contracts or budgets the better for me. Plus I added some x players and top coaching prospects to the coaching pools..so if you did choose to fire any of your staff you could hire real life options. But it sounds like most dont care about this so I will look into reseting them and see if it fixes the crash. I might also look into changing the contract lengths so far out it wouldn't happen for 10+ years and you get to keep real staffs.
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It's a little work but not much in comparison to what I have been though..lol I will be making a few small tweaks to the current roster and re-releasing soon. The community has found a few small things I can do to improve the roster even more and I am thankful for their suggestions. But when it comes to the ratings... I believe in my rating system and slider set I released, so I wont be doing much in way of that. I know not everyone will agree with my ratings but IMHO; overall its way better than what 2K ever did!
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I have only tested it out when controlling all 30 teams in franchise mode. I only control one of the 30 teams when I actually play and turn the "franchise automation" "ON" for the remaining 30 teams. This give you the ability to resign any and all of the expired contracts at the end of the season. I am thinking of posting a version of my roster with the original staffs...this fixes the crash but the staffs will be incorrect. Would you be interested in that, or would you rather control all 30 teams and have correct staffs and contract lengths? Or...I could change the contract lengths so far out for all of them that it wouldn't be an issue for several years..but again this would take away the correct contract lengths for staff members but it would leave the accurate staff names.
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I changed every player on the roster to a create-a-player. This made it possible to edit skintones via the ingame editor. I thought I had left some slots for more create-a-players but obviously I didn't. I am looking into adding some additional slots for other to create players and add them into the roster themselves. I will probably re-release the same roster tonight with a few of these kinds of things that have been brought to my attention. Thanks everyone for the kind words. Any of the faces released prior to the roster should appear automatically once you download them and put them into your main MLB2K12 directory. Some definitely could use improvements...but I am not a cyberface modder so I will leave that up to the community. This is always a topic of debate. I just simmed one season in and he hit 27 homers for the year....and he is currently on pace in real life to hit 29....so it's not far off IMHO, but if you find it to be a problem it only takes a few seconds to adjust those kinds of things yourself. There will never be a rating system that everyone agrees with...that's why I almost didn't even attept it. Maybe next time I will leave them as is and save myself 200 hours of editing...
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Version V4
915 downloads
This is a franchise file using my V4 roster release that has been edited to include Inside Edge for every team already purchased. Having inside edge for every game will make game play and simming even more realistic than ever. Teams will adjust fielders to players' scouting reports or throw the ball in different locations based on a players weakness's automatically. I have noticed a significant difference in AI when playing games this way. This took me a lot of time to set up so each team still had budget room after purchasing the inside edge reports...so I figured I would share. This has been simmed past spring training up to the beginning of the 2014 season. All pitching rotations and batting orders are accurate as of 8/6/14. This also includes my difficulty sliders as well by default. All you have to do to play a franchise is go into the franchise automation screen and turn what ever team you wish to play with to "OFF" for any of the MLB or minor league things you wish to control. This also includes a small update to players nicknames...something that isn't included in V4 of my .ros file. *To install extract to one of the following locations: For WinXP users: C:Documents and SettingsUserNameApplication Data2K SportsMajor League Baseball 2K12Saves For Vista and Windows 7 users: C:UsersUserNameAppDataRoaming2K SportsMajor League Baseball 2K12Saves -
File Name: MLB2K14byBsuFanFX File Submitter: BSU-FAN File Submitted: 24 Jun 2014 File Category: Miscellaneous Version: MLB2K14FranchiseByBsuFan This is a franchise file using my V4 roster release that has been edited to include Inside Edge for every team already purchased. Having inside edge for every game will make game play and simming even more realistic than ever. Teams will adjust fielders to players' scouting reports or throw the ball in different locations based on a players weakness's automatically. I have noticed a significant difference in AI when playing games this way. This took me a lot of time to set up so each team still had budget room after purchasing the inside edge reports...so I figured I would share. This has been simmed past spring training up to the beginning of the 2014 season. All pitching rotations and batting orders are accurate as of 8/6/14. This also includes my difficulty sliders as well by default. All you have to do to play a franchise is go into the franchise automation screen and turn what ever team you wish to play with to "OFF" for any of the MLB or minor league things you wish to control. This also includes a small update to players nicknames...something that isn't included in V4 of my .ros file. *To install extract to one of the following locations: For WinXP users: C:Documents and SettingsUserNameApplication Data2K SportsMajor League Baseball 2K12Saves For Vista and Windows 7 users: C:UsersUserNameAppDataRoaming2K SportsMajor League Baseball 2K12Saves
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Version V4
6399 downloads
V4 Changed portrait ID's on any duplicate portraits.(This will enable portrait makers to make portraits for any and all players) UPDATED ALL TRADES AND TRANSACTIONS AS OF 8/6/14 Updated all batting line-ups and pitching rotations as of 8/6/14 Updated numerous small details such as player numbers and positions. Updated all cyberface Id's to match any cyberfaces released on MVPmods.com as of 8/6/14 V3 Added in 40+ additional create-a-player(CAP) slots Added in 75+ additional create-a-team (CAT) slots Updated all MLB transactions as of 7/16/14 Updated all Minor League transactions as of 7/16/14 Created 100+ new real players to fill up minor league rosters (Most teams from MLB to AA now have 24 or more players on each roster) Fixed many small errors throughout the entire roster (miss spellings, duplicate players, incorrect portraits, etc.) Updated more player ratings to closely match real life abilities I spent numerous hours once again trying to eradicate the staff resigning issue with no success. So as of now you will still have to manually resign all "staff" positions after 7 seasons in franchise mode to continue on. Attempting to sim past this part after the 7th season will cause the game to crash to desktop. Resigning all staff in game takes about 15 mins but will allow you to continue on to your next season and further. Another option is using the reditors roster editor and extend the staff contracts there. This takes less than 5 mins, but does require the guru licence to accomplish. V2 Updated all transactions as of 6/27/14 Updated line-ups, pitching rotations as of 6/27/14 Updated all cyberface ID #'s to match cyberfaces released on MVPmods.com as of 6/27/14 Updated team colors for Astro's and Indians to match those of real life. Added in and updated a few prospects to match their current ratings. Changed all staff contracts to 7 years. This will allow a franchise to be played for 7 seasons crash free until you will need to manually sign all staff contracts or extend them using reditor to get by the crash and continue to the next season. Added in 3 more blank create-a-player slots for those of you that want to add yourselves in the game Includes all prior updates from V1 listed below. This roster is a massive project with hundreds and hundreds of hours poured into it. Here is a quick over view of what this roster includes. This list is only some of what was updated. Too much to even list...I'm gonna make this quick so I can get to playing! If you know my work..you know what to expect. *Updated player ratings on over 1200 players! *Accurate 25 man rosters, line-ups, and pitching rotations as of 6/23/14 *Updated any and all transactions as of 6/23/14 *Added in correct 2014 schedule *Updated all player salaries and contract lengths as of 6/24/14 *Updated any changes to minor league team names and logo id's (Ex: Akron Rubberducks) *Updated all front office staffs including coaches, scouts, and trainers...also corrected contract lengths. *Accurate minor league rosters. (This includes all AAA players, tons of AA players, and ALL major prospects as well) *Added in the ability to change skintone color via in-game player editor. (Also updated any skintone mismatch issues) *Changed over 1000 cyber face ID #'s to match the current mods released on MVPmods. *Updated hundreds of pitching repertoires to match those of the real life pitchers. *Updated all jersey #'s *Updated lots of gear to match what many star players are currently wearing. (Batting gloves, mits, glasses, etc.) *Lots and lots of hours spent tweaking little things to create a much more realistic gameplay/sim experience. (Arm strengths, base running aggression levels, etc.) These rosters are currently compatible with the latest portrait update but a few players still have missing or incorrect portraits. Overall though most 25 man rosters currently have correct portraits. I would highly suggest downloading all player faces and face packs released to date before using this roster. It will get rid of pretty much all of the generic cyber-faces! IMPORTANT: Currently there is one known crash when playing a franchise using these rosters but there is a work around. At the end of the season when you get to the "Staff resigning" period you wont be able to sim past this part. You will have to manually resign any of the expired contracts. Once you do you will be able to sim past any other of the off season tasks ahead and on to the next season. I have tested out tons and tons of ideas to fix this issue but more and more I am believing it has something to do with how the "staff" contracts are hard coded into the game. If you find anything out in regards to this issue please let me know. As of now I am not letting anyone release ANY other version of this roster without prior permission from myself. This is to ensure quality control and to keep any crashes that may pop up easier to pin point and fix. Some methods of editing can cause horrendous issues that can reverse endless hours of work. I hope you all understand. When I feel like I am finished updating these rosters I will open them back up to the community to edit freely. *To install extract to one of the following locations: For WinXP users: C:Documents and SettingsUserNameApplication Data2K SportsMajor League Baseball 2K12Saves For Vista and Windows 7 users: C:UsersUserNameAppDataRoaming2K SportsMajor League Baseball 2K12Saves A special thanks to all of the great modders who have helped keep MLB2K12 alive! -
File Name: MLB2K14byBsuFan File Submitter: BSU-FAN File Submitted: 24 Jun 2014 File Category: Rosters Version: 8/6/14 V4 Changed portrait ID's on any duplicate portraits.(This will enable portrait makers to make portraits for any and all players) UPDATED ALL TRADES AND TRANSACTIONS AS OF 8/6/14 Updated all batting line-ups and pitching rotations as of 8/6/14 Updated numerous small details such as player numbers and positions. Updated all cyberface Id's to match any cyberfaces released on MVPmods.com as of 8/6/14 V3 Added in 40+ additional create-a-player(CAP) slots Added in 75+ additional create-a-team (CAT) slots Updated all MLB transactions as of 7/16/14 Updated all Minor League transactions as of 7/16/14 Created 100+ new real players to fill up minor league rosters (Most teams from MLB to AA now have 24 or more players on each roster) Fixed many small errors throughout the entire roster (miss spellings, duplicate players, incorrect portraits, etc.) Updated more player ratings to closely match real life abilities I spent numerous hours once again trying to eradicate the staff resigning issue with no success. So as of now you will still have to manually resign all "staff" positions after 7 seasons in franchise mode to continue on. Attempting to sim past this part after the 7th season will cause the game to crash to desktop. Resigning all staff in game takes about 15 mins but will allow you to continue on to your next season and further. Another option is using the reditors roster editor and extend the staff contracts there. This takes less than 5 mins, but does require the guru licence to accomplish. V2 Updated all transactions as of 6/27/14 Updated line-ups, pitching rotations as of 6/27/14 Updated all cyberface ID #'s to match cyberfaces released on MVPmods.com as of 6/27/14 Updated team colors for Astro's and Indians to match those of real life. Added in and updated a few prospects to match their current ratings. Changed all staff contracts to 7 years. This will allow a franchise to be played for 7 seasons crash free until you will need to manually sign all staff contracts or extend them using reditor to get by the crash and continue to the next season. Added in 3 more blank create-a-player slots for those of you that want to add yourselves in the game Includes all prior updates from V1 listed below. This roster is a massive project with hundreds and hundreds of hours poured into it. Here is a quick over view of what this roster includes. This list is only some of what was updated. Too much to even list...I'm gonna make this quick so I can get to playing! If you know my work..you know what to expect. *Updated player ratings on over 1200 players! *Accurate 25 man rosters, line-ups, and pitching rotations as of 6/23/14 *Updated any and all transactions as of 6/23/14 *Added in correct 2014 schedule *Updated all player salaries and contract lengths as of 6/24/14 *Updated any changes to minor league team names and logo id's (Ex: Akron Rubberducks) *Updated all front office staffs including coaches, scouts, and trainers...also corrected contract lengths. *Accurate minor league rosters. (This includes all AAA players, tons of AA players, and ALL major prospects as well) *Added in the ability to change skintone color via in-game player editor. (Also updated any skintone mismatch issues) *Changed over 1000 cyber face ID #'s to match the current mods released on MVPmods. *Updated hundreds of pitching repertoires to match those of the real life pitchers. *Updated all jersey #'s *Updated lots of gear to match what many star players are currently wearing. (Batting gloves, mits, glasses, etc.) *Lots and lots of hours spent tweaking little things to create a much more realistic gameplay/sim experience. (Arm strengths, base running aggression levels, etc.) These rosters are currently compatible with the latest portrait update but a few players still have missing or incorrect portraits. Overall though most 25 man rosters currently have correct portraits. I would highly suggest downloading all player faces and face packs released to date before using this roster. It will get rid of pretty much all of the generic cyber-faces! IMPORTANT: Currently there is one known crash when playing a franchise using these rosters but there is a work around. At the end of the season when you get to the "Staff resigning" period you wont be able to sim past this part. You will have to manually resign any of the expired contracts. Once you do you will be able to sim past any other of the off season tasks ahead and on to the next season. I have tested out tons and tons of ideas to fix this issue but more and more I am believing it has something to do with how the "staff" contracts are hard coded into the game. If you find anything out in regards to this issue please let me know. As of now I am not letting anyone release ANY other version of this roster without prior permission from myself. This is to ensure quality control and to keep any crashes that may pop up easier to pin point and fix. Some methods of editing can cause horrendous issues that can reverse endless hours of work. I hope you all understand. When I feel like I am finished updating these rosters I will open them back up to the community to edit freely. *To install extract to one of the following locations: For WinXP users: C:Documents and SettingsUserNameApplication Data2K SportsMajor League Baseball 2K12Saves For Vista and Windows 7 users: C:UsersUserNameAppDataRoaming2K SportsMajor League Baseball 2K12Saves A special thanks to all of the great modders who have helped keep MLB2K12 alive!
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1217 downloads
This is a combo FXAA and ENB mod for MLB2K12. This mod was made for high end gaming computers but should still run on mid range gaming machines as well. To install you must first make sure you remove any files currently have in your main /mlb2k12 directory that are from any previous ENB or FXAA mods you may have installed. Using this with any other graphic mods will cause frame rates to jump around creating problematic game play. Once you have cleared your main directory of any other ENB/FXAA mod files you can extract this zip file into your main /MajorLeagueBaseball2K12 folder. That's all you have to do to install this mod. If your PC can handle this mod then it will not only sharpen images and make colors and lighting more vibrant...it will actually stabilize your FPS (frames per second) to a constant 60 which will make game play much smoother and help with game physics as well. Test it out and post your screenshots for other to see. Grass looks more realistic, gloves reflect like real leather, and shadows on jerseys creases now pop out! Enjoy baseball fans. -
File Name: MLB2K14GraphicsEnhancer File Submitter: BSU-FAN File Submitted: 24 Jun 2014 File Category: Miscellaneous Version: MLB2K14 This is a combo FXAA and ENB mod for MLB2K12. This mod was made for high end gaming computers but should still run on mid range gaming machines as well. To install you must first make sure you remove any files currently have in your main /mlb2k12 directory that are from any previous ENB or FXAA mods you may have installed. Using this with any other graphic mods will cause frame rates to jump around creating problematic game play. Once you have cleared your main directory of any other ENB/FXAA mod files you can extract this zip file into your main /MajorLeagueBaseball2K12 folder. That's all you have to do to install this mod. If your PC can handle this mod then it will not only sharpen images and make colors and lighting more vibrant...it will actually stabilize your FPS (frames per second) to a constant 60 which will make game play much smoother and help with game physics as well. Test it out and post your screenshots for other to see. Grass looks more realistic, gloves reflect like real leather, and shadows on jerseys creases now pop out! Enjoy baseball fans.
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While it is impossible to test out every scenario I have yet to see any crashes on this roster other than the annoying staff resigning period at the end of the year. But I also haven't tested out the minor leagues much at all but I have some theories as to what might be causing your problem. The roster is basically 99% finished though...i'm just testing everything out right now before I release. It should be tonight unless I run into another glitch or some obvious errors. I am currently testing out some ideas i have to make the schedule auto generate after year one...I hate that the Astros go back to an NL schedule in year two. I currently know a work around but you have to have the reditor program to do it once year one of a franchise is finished. Its so hard to be done with it once you are this close... I just want to make sure everything is perfect...which is impossible...damn it!!!!
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Sorry guys.... i was up till 4am last night and passed out editing. Finishing up some edits once i run some errands. It's one of those projects where there it seems like there is always one more thing I find I can update...lol. I promise it will be worth the wait.
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Good news baseball fans. I am still planning on releasing this tonight. It probably wont be till late and possibly after midnight but either way it will be released before i go to bed tonight. I am just finishing the final rating edits now and will be moving on to adding some final touches and updates in and it should be good to go. There is currently only one hiccup I have run into and it definitely slowed me down from releasing this earlier. There currently is a crash in franchise mode if you let the computer handle the staff resigning at the end of a season but it doesn't crash if you handle it manually. Its not a big issue but I did spent the majority of the last week trying out all kinds of things to fix the issue but at this point have yet to find the cause. Since it doesn't keep you from playing the game or a franchise I am going to move on for now and look into this later or seek input from others regarding this issue. Other that that this update will have all kinds of things added in that makes this update miles ahead of anything I have ever released. I added in all kinds of details; from more accurate player ratings to every player who has played in an MLB game this year, correct pitch repertoires for hundreds of pitchers, and I even found a way so now everyone can edit skin tone color in game via the player edit screen. I have also changed nearly every cyberface ID to match those that have been modded and released on MVPmods... so now you only have to download the faces and place them into your main directory. This gives nearly every player their own unique cyberface. Well i'm off to grab some dinner and then I'm back to editing for the next few hours. Hope you all are as excited to start a new franchise as me
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Hey guys. I just wanted to let everyone know that this roster is not very far away from completion. I have gone more in depth with this than any previous roster I have released. I have updated all player contracts, added in hundreds of new players, updated all player ratings, updated hundreds of pitch repertoires for pitchers, updated all managers, batting coaches, scouts, etc. This roster will be completed and released no later than June 21st. Along with this roster I will also be releasing what I believe to be the best graphic enhancing mod to date for MLB2k12. If your PC can handle it...it will make the game run at a constant 60FPS at all times and make all textures react realistically to the lighting effects. This mod makes game play unbelievably smooth and unlike any other baseball game I have ever played. Since I started using this mod the ball physics actually react like they should creating much more dynamic and varied hit types and locations. Anyway, just wanted to let everyone know that some exciting things are coming soon.
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It will be very similar to my rosters in the past. It will have much more than just the 25 man rosters. It has every current AAA player on the correct teams and most AA players as well but with all the injured players not all AA players are in my roster... but all the top prospects are. Basically no one rated below a 55 is a real player and there aren't many of them left at this point and they are only in single A. Also the Free Agency pool has grown significantly as well. I hope i explained that clear enough...simply put... the minor league players have extensive time put into them.
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I just tested this out using my last released roster (BSUFAN2013UltimateRoster2) and pitched through 2 1/3 innings with Danny Salazar and never saw any of his pitches turn red until he gave up a hit, and only the pitch that was hit turned red. While I have read about the issue I have never seen the Michael Wacha problem either in any of my roster releases. I am not sure what would cause the issue unless you are throwing with him when he isn't fully rested? (Just a guess because in a franchise mode there is a glitch when a pitcher is injured the AI sometimes resets the pitching rotation placing a pitcher who just pitched into the next game dead tired. So i'd heck his energy level next time that he is starting to make sure its at 100% before he starts the game. I will also continue to look into it and see if I can find out what might be causing it but like I said i'm not seeing the issue when I pitch with those players. I am coming along very well with my newest roster release and it currently has the 2014 schedule in it with no crashes from season to season. I hope to have this finished for release by months end.
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The current roster I am working on has the 2014 schedule in it and it doesn't crash from season to season. I tried to find out what is causing the crash at the end of the season on the currently released rosters and have yet to find the problem. My guess would be that someone used ty's editor to move players around which can causes crashes, but I dont believe the schedule is the issue. Currently all the new rosters released with the 2014 schedule crash at the end of the first season of a franchise.
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Hello everyone. I just wanted to report that I have an old itch to scratch...sooo...I'm coming out of retirement like Phelps . I started looking into the current rosters out there and the new schedule as well, and haven't found an exact cause for the crashing after one season...but the good news is that the schedule isn't the issue. I do know the problem lies in the way players have been moved,created, or edited via the roster editors that is causing the crash. So I have uploaded the 2014 schedule into my last roster update from last season and it worked fine from season to season with no crashes. I have already began the long and teidous process that is how I edit rosters and have gained significant ground in one day but am still looking out as far as a month or two before this thing will see the light of day. I just wanted to let everyone know what I was up to. And as always, thanks to this awesome community for always looking to make the game better with little or no reward. I just finished up a 162 game season in Franchise mode using my last rosters and had the most realistic stats and gameplay I have ever seen from a video game. A big part of that is due to the awesome modders here. So thank you for inspiring me to take this game even further into the future as a true basebal sim.
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Where did you get this Braves uni? I can't seem to find it in the downloads section? As always, thanks for all your great mods!
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Hey guys. Sorry I haven't been around much to help lately but this may be an area I can help out with... and am currently looking into. I understand most of what you need to know about editing schedules and CSV files to keep them from crashing in game. The games need to be in chronological order in the way that they will be simmed or played, and any games that are played on the same day at the same time will need to have the correct order number assigned to them. The order always starts at 0 and will continue to increase for each game played in that sequence. This is the only way to prevent crashes, also keep in mind that the pre-season schedule cant conflict directly on the same day(s) with the same teams or else it will crash too. The recent CSV file is a very good start to a correct '14 schedule though. I am currently looking into any crashes using the new CSV will cause and finding the sequence issues through simming and correcting them as i go. If anyone has any questions regarding roster editing please let me know. While I dont have the time I have had in the past to edit rosters I do have a Guru licence and can edit most things within the roster. I am also working on a fix so the schedule will show the correct date(2014)...but isn't guaranteed to work.
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Try this... 1st.: Set your computers date back to September 1st, 2013. 2nd: Once the game has loaded press "ALt+Tab" and then change your PC's date back to the current date. 3rd: "ALT+TAB" back into MLB2k12 4th: go to 2KShare or try to access the online features... it will make you sign in and then it should start downloading some basic stuff for the MLB Today 5th: Save your user settings and it should load from then on normally with the correct date showing at the top. Hope this helps...it worked for me. I do believe you need the patch installed for this to work.
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The truth is if we had the size of community that NBA2K has none of this would have happened. Also, if we had the same modding resources that is available in the NBA2k world we wouldn't need another baseball game. They have guys who can mod things like game physics, player models, music, and menus. We have only scratched the surface compared to what has been accomplished in NBA2k or even MVP2005 for that matter.
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http://www.polygon.com/2014/1/6/5281150/mlb-2k-games-webpages-pulled-offline-2k-sports The funny part is the online connectivity for PC still works great. I wonder how long that will last...