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Re: Is NBA 2K15 unmoddable?

Sat Oct 11, 2014 10:53 pm

Vl@d Zola Jr. wrote:
Kccitystar wrote:So what I'm seeing is that the files that used to be out in the open that we could mod (like dorna011.iff) are now in archives with some insane compression/encryption method?

Yeah, that's true, but not insane compression at all.
I've managed to correctly extract all 300k+ files out of those archives. But inner file formats are also somewhat different from what we saw in previous years. So, Working forward...

Roster files are encrypted with an insane method.. unfortunately. Still possible to edit them in-mem, but i've never touched them that much this year.

Wow! Good news from Vlad.

Re: Is NBA 2K15 unmoddable?

Sat Oct 11, 2014 10:57 pm

Sman21 wrote:They would of however sat down and spoke about the modding scene and perhaps give input on how to make things harder.
That is not why they were hired though, thats just smart business to find out what the new staff know


Man are you on that light stuff or something? Jon and Leftos got hired, cause they actually filled up job applications, like Jaosming had done it 6 months ago, just for funzies, but look what happens, when 2k wants to have the people, that are good working in groups, etc. There's nothing, that Leftos or Jaosming had done to affect the modding scene on pc, after they had started working in 2k, like Jon has been there for a few weeks or so and leftos is a tool's guy(game engineering etc), so why the hell are you making such stupid arguments. Those 2 guys, just by knowing them for a longer period of time, they weren't seeking great things for themselves, they wanted to help us out too. So atleast be respectful for what they have done this year with this game.

Re: Is NBA 2K15 unmoddable?

Sat Oct 11, 2014 11:06 pm

well this year modding seems to be easier than before
files are in chunks and with hashes [street_home_logo_9097E8E652BCDB1C.dds <<< name of one file]
icon_badge_outsideshooter_white_69E71E91F308CAE1.dds...
audio in ogg format
more info when i have time

Re: Is NBA 2K15 unmoddable?

Sat Oct 11, 2014 11:09 pm

nesa24 wrote:well this year modding seems to be easier than before
files are in chunks and with hashes [street_home_logo_9097E8E652BCDB1C.dds <<< name of one file]
audio in ogg format
more info when i have time
Good newwwwws! :applaud:

Re: Is NBA 2K15 unmoddable?

Sat Oct 11, 2014 11:11 pm

Sman21 wrote:Hmm obviously a touchy subject.

Sorry havent been around for a while.

Didnt say they were only hired to stop modding.
They were hired due to the skills they showed with their modding abilities.
Ofcourse they werent hired to stop mods.
They would of however sat down and spoke about the modding scene and perhaps give input on how to make things harder.
That is not why they were hired though, thats just smart business to find out what the new staff know

look at Jaos blacktop mods for eg
2k see that and dont think great mod.
They see that as great addon DLC content.

Thats why they were approached.
Helping to make things harder for modders is a just a bonus of hiring them.
Not why they were hired.


1. 2K doesn't even do DLC, so that makes no sense.
2. If 2K wanted to explicitly stop modding, they wouldn't need Leftos and Jao to tell them anything that's so obvious. It's called encryption. It's common sense stuff. It's not like Leftos and Jon have some special modding knowledge that 2K has been unable to stop. Your whole argument is silly.

Re: Is NBA 2K15 unmoddable?

Sat Oct 11, 2014 11:14 pm

TBM, don't even try to reply to those. They'll be taken care of, anyways.

Moderators, cleanup on isle 3. :cool:

Re: Is NBA 2K15 unmoddable?

Sat Oct 11, 2014 11:40 pm

nesa24 wrote:well this year modding seems to be easier than before
files are in chunks and with hashes [street_home_logo_9097E8E652BCDB1C.dds <<< name of one file]
icon_badge_outsideshooter_white_69E71E91F308CAE1.dds...
audio in ogg format
more info when i have time


Great news :) :bowdown: :bowdown2: (Y)

Re: Is NBA 2K15 unmoddable?

Sat Oct 11, 2014 11:46 pm

nesa24 wrote:well this year modding seems to be easier than before
files are in chunks and with hashes [street_home_logo_9097E8E652BCDB1C.dds <<< name of one file]
icon_badge_outsideshooter_white_69E71E91F308CAE1.dds...
audio in ogg format
more info when i have time


:crazyeyes: :bowdown: :bowdown: :bowdown:

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 2:49 am

What is unmoddable? What is impossible? :lol:

Had a feeling this would be the case with the new engine and graphics. Starting from scratch. End of an era. Beginning of a new?

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 3:17 am

hope u see the file for court (Y) :bowdown: :bowdown2: (Y) :D

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 3:31 am

This Jao and Leftos conspiracy is some of the dumbest stuff I've ever read. This is borderline Rush Limbaugh, Faux News esque. Forget addressing all the b.s., if they wanted to stop modding, they WOULDN'T release the game on pc, since anything on PC is basically moddable. Figuring everything out takes time and patience, which from several posts and threads on this forum, seems like not many have ("start a petition cause I don't know what to do with myself, and I can't wait an extra day to play a video game").

Let me simplify. PC = MODS.

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 4:02 am

We'll be okay guys.
By the end of this month, fingers crossed, we'll get some mods going.

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 4:33 am

I wonder how long we're gonna have to wait for some official art updates. The Cavs' court is already overdue.

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 4:35 am

Do anybody know where the official files at in the steam folder?
Last edited by buddaking on Sun Oct 12, 2014 5:49 am, edited 1 time in total.

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 5:25 am

I don't know if anybody has mentioned anything about iff files, but i just figured out that some headers i had detected are exactly the same with last years iff files, so i guess i located one iff file :P
The structure is different of course, but it now makes sense that the dorna011.cdf is right below :D :D

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 5:33 am

gregkwaste wrote:I don't know if anybody has mentioned anything about iff files, but i just figured out that some headers i had detected are exactly the same with last years iff files, so i guess i located one iff file :P
The structure is different of course, but it now makes sense that the dorna011.cdf is right below :D :D


As expected.....they can't change the whole game....they have keeped a lot from old gen......so I'm expecting a lot of .iff

BTW great work gregkwaste :applaud:

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 5:43 am

nesa24 wrote:well this year modding seems to be easier than before
files are in chunks and with hashes [street_home_logo_9097E8E652BCDB1C.dds <<< name of one file]
icon_badge_outsideshooter_white_69E71E91F308CAE1.dds...
audio in ogg format
more info when i have time


an addition to his i can confirm that zlib is still in the house and found some PNG files zlibed
Sorry that i cant go in details now but i will provide some data

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 6:24 am

Topic opened for FileFormat
viewtopic.php?f=157&t=96796

Re: Is NBA 2K15 unmoddable?

Sun Oct 12, 2014 8:00 am

"We choose to mod 2k15 and other things not because it is easy, but because it is hard."

Re: Is NBA 2K15 unmoddable?

Mon Oct 13, 2014 12:19 am

xoamberxo222 wrote:"We choose to mod 2k15 and other things not because it is easy, but because it is hard."

:applaud: :applaud: :applaud: Image :applaud: :applaud: :applaud:

Re: Is NBA 2K15 unmoddable?

Tue Oct 14, 2014 8:10 pm

I think i just found something very very interesting.

First of all i started writing an nba 2k15 explorer, which is working (just exploring the archives for now) but only for a limited number of archives like 0W which is the file that i worked on. I did not like the way that the archives are stored right from the start but i continued working on a really "workaround" way of reading the file.

Yesterday trying to test my tool with various archives to see with what its working or not, i found out that it could not find anything at all in archive 0A. I immediately opened this with my hex editor, and i found out that this very archive is the beggining of everything. Right from the start, the lack of extensions in the archives seems to be like a continous file just split in various archives for obvious reasons.

Now what i discovered is that this 0A, contains in its start, ALL the archive names together with their sizes, and right after this section, there is a section of nearly 8 mb's in size (0x860E80 in bytes, thats a HUGE amount if you are thinking with bytes) containing ALL OFFSETS FOR ALL THE MAIN ARCHIVE SECTIONS OF EACH ARCHIVE. But thats still not enough. These offsets need to start from somewhere, and thats the 0 offset in 0A file. In other words: The offset that leads to the first main archive in 0B file is equal to the length of the 0A file , the offset that leads to the first main archive of the 0C file will be equal to the length of 0A+0B and so on :)

That changes all plans for an explorer application, because something like this means that you simply CANNOT read any of those files separately. YOU NEED ALL THE REFERENCES in order to read them without errors. I need to find a proper way of loading all of them somehow and just load contents of the selected archive on demand. But i guess thats a good re-start :D

Re: Is NBA 2K15 unmoddable?

Tue Oct 14, 2014 8:13 pm

Keep working on that, gregkwaste! I hope we can get some modding tools out asap :lol:

Re: Is NBA 2K15 unmoddable?

Tue Oct 14, 2014 8:30 pm

We're fucked, aren't we? :lol:

Nah, but really, I hope this works out.

Re: Is NBA 2K15 unmoddable?

Tue Oct 14, 2014 8:48 pm

gregkwaste wrote:I think i just found something very very interesting.

First of all i started writing an nba 2k15 explorer, which is working (just exploring the archives for now) but only for a limited number of archives like 0W which is the file that i worked on. I did not like the way that the archives are stored right from the start but i continued working on a really "workaround" way of reading the file.

Yesterday trying to test my tool with various archives to see with what its working or not, i found out that it could not find anything at all in archive 0A. I immediately opened this with my hex editor, and i found out that this very archive is the beggining of everything. Right from the start, the lack of extensions in the archives seems to be like a continous file just split in various archives for obvious reasons.

Now what i discovered is that this 0A, contains in its start, ALL the archive names together with their sizes, and right after this section, there is a section of nearly 8 mb's in size (0x860E80 in bytes, thats a HUGE amount if you are thinking with bytes) containing ALL OFFSETS FOR ALL THE MAIN ARCHIVE SECTIONS OF EACH ARCHIVE. But thats still not enough. These offsets need to start from somewhere, and thats the 0 offset in 0A file. In other words: The offset that leads to the first main archive in 0B file is equal to the length of the 0A file , the offset that leads to the first main archive of the 0C file will be equal to the length of 0A+0B and so on :)

That changes all plans for an explorer application, because something like this means that you simply CANNOT read any of those files separately. YOU NEED ALL THE REFERENCES in order to read them without errors. I need to find a proper way of loading all of them somehow and just load contents of the selected archive on demand. But i guess thats a good re-start :D


well i am glad that someone else is working on this
but you are going in wrong direction from i have just seen in post
0A and 0B are main files of game and they load when game loads
others are loaded when needed by game and you can read them as unique files

i will update my topic today with new findings..

Re: Is NBA 2K15 unmoddable?

Tue Oct 14, 2014 10:21 pm

If you hadn't noticed yet, gregkwaste, The size references for all the container files are right above the names of each file in 0A. I guess my theory that this is just one big bluray disc dumped into different files is correct. This will most likely mean that the entire file has to be extracted in a way that can be read by the game for it to be modifiable, or we have to repack the entire contents of the game to run any future mods. Hopefully the offsets are set in a way that the individual container files can be changed without having to change every single offset.

I also hope that the checksums in the names files aren't hard coded and we can just rename it to reflect modes files. We might be able to modify the zip files if we can make them smaller, and then using padding so no offsets need to be changed.
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