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Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Sun Mar 29, 2009 5:59 pm

Im scoring 111 ppg with bulls (No trades so far) And only 4offensive rebounds per game

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Sun Mar 29, 2009 10:28 pm

Is Michael Jordan in your new roster?

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Sun Mar 29, 2009 11:30 pm

carmelo wrote:Is Michael Jordan in your new roster?

i lold.
No Rose is scoring 27 , Tyrus 18 , Gordon 22 , Salmons 17 , Deng 15 , Noah 12 and so on.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Mon Mar 30, 2009 12:26 am

Can someone explain to me how injured rosters are made?
How can I put a player on the "injured" list so to say...
I can't figure that out... :?

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Mon Mar 30, 2009 1:18 am

I think he just moved the players to the 3 reserve spots on each team. To make them uninjured move them out of the reserve slots in the rotation.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Mon Mar 30, 2009 1:35 am

When I try that I can only switch players.
For example I take Iverson out of the reserve spot by switching the position with Hamilton, so the result would be that Hamilton is on the reserve.
Can you edit the number of reserve spots for each team?! :roll:

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Mon Mar 30, 2009 1:47 am

Orlando, thanks a lot that really helped. I'm going to try and see if my zone defense gets better, that really makes sense with lowering help D. I totally, thought help d was like helping when somebody gets "beat" in a zone, so they slide over. But I guess that's for m2m.

Nice (.500 with raps) I usually play the Lakers, but its kind of boring having such a strong supporting cast. (although I'm from Toronto) I'm going to ditch the raps for the Pistons and get em rebuilding to another contender :D.

Ugh, 4 Offense rebounds? Damn... realistic-ly, every team gets around 10-15 but it's not that significant .
I like garbage points and fast breaks though, half court O does get boring.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Mon Mar 30, 2009 2:00 am

Miami wrote:When I try that I can only switch players.
For example I take Iverson out of the reserve spot by switching the position with Hamilton, so the result would be that Hamilton is on the reserve.
Can you edit the number of reserve spots for each team?! :roll:


Don't switch him for hamilton directly. Switch him for someone on the roster with 0 minutes or low minutes (w sharpe, SF). Ideally you would take out another SG and put Iverson back in, but most teams don't have 3 guys for every position, so you have to look were your team is deep and put that guy in reserve or put the lowest rated guy in reserve.

I don't know the rules, but the most I have seen is 3 reserve spots. Teams can only have 12 active players for a game. The unijured roster has W sharpe as the player on reserve for the pistons. With AI as starting PG and Hamilton starting SG. Stucky is the 6th man with 28 minutes, so he should sub in for iverson pretty quickly most games. I don't know if this is how the real pistons run it, but you can change the starters and subs minutes to line up with the pistons.


Edit: Looked up the rule. Max roster size is 15, 12 active 3 reserves. Minimum of 8 active, and it looks like required 1 in reserve. So if you want more reserves on the pistons you can hire some free agents, but there isn't really any point.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Mon Mar 30, 2009 4:24 am

peppe wrote:
Miami wrote:When I try that I can only switch players.
For example I take Iverson out of the reserve spot by switching the position with Hamilton, so the result would be that Hamilton is on the reserve.
Can you edit the number of reserve spots for each team?! :roll:


Don't switch him for hamilton directly. Switch him for someone on the roster with 0 minutes or low minutes (w sharpe, SF). Ideally you would take out another SG and put Iverson back in, but most teams don't have 3 guys for every position, so you have to look were your team is deep and put that guy in reserve or put the lowest rated guy in reserve.

I don't know the rules, but the most I have seen is 3 reserve spots. Teams can only have 12 active players for a game. The unijured roster has W sharpe as the player on reserve for the pistons. With AI as starting PG and Hamilton starting SG. Stucky is the 6th man with 28 minutes, so he should sub in for iverson pretty quickly most games. I don't know if this is how the real pistons run it, but you can change the starters and subs minutes to line up with the pistons.


Edit: Looked up the rule. Max roster size is 15, 12 active 3 reserves. Minimum of 8 active, and it looks like required 1 in reserve. So if you want more reserves on the pistons you can hire some free agents, but there isn't really any point.


Alright thanks for your answer.
I just thought there might be an option to mark a player as injured, maybe similar to the way it happens during an association or season.
But thanks for your answer anyway. It looks like it can be a little bit tricky do make injured rosters, because I remember right you can even sub in players that get zero minutes in the rotation.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Mon Mar 30, 2009 6:18 am

whats the difference between these sliders and the default ones?

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Mon Mar 30, 2009 10:06 am

silvvei wrote:whats the difference between these sliders and the default ones?


Reduce offense. Increase Defense. Set CPU tendency weighted toward mid range shooting. The roster with default sliders will be close the extra sliders just improves upon the gameplay.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Mon Mar 30, 2009 10:10 am

Miami wrote:
Alright thanks for your answer.
I just thought there might be an option to mark a player as injured, maybe similar to the way it happens during an association or season.
But thanks for your answer anyway. It looks like it can be a little bit tricky do make injured rosters, because I remember right you can even sub in players that get zero minutes in the rotation.


Yes you can sub people in that are set to 0 minutes, as they are still on the 12 man active roster. Anyone in the 1-3 reserve slots is not available during the game.

I don't think there is an injury attribute for each player in the quick game mode. The in game editor doesn't seem to have it, but I would guess other editors would be able to access the injury status of a player in season/association mode.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Tue Mar 31, 2009 8:05 pm

from operation sports...this guy creates the best sliders for my roster providing the best realisitic experience ever :

For those who don't know I have extensive statistics for each team in the NBA as well as an obsessive personality. The fundamental problem with NBA 2k is that the teams take to many close/layup/dunks and not enough short2 and Mid/Long2's. Since close shots average 57% going in vs 38% for short2/MId/Long2's this leads to high shooting percentages. This is worsened by the games unreasonably high success rates for layups and close shots (~80%; this number is really around 60%; confirmed with real NBA games). This leads to a very high PIP.

I watched and recorded stats on numerous NBA games and compared them to my stats from 82games.com. Then I made sliders and performed exhaustive testing in game to see if the CPU would have realistic stats (all CPU vs player games had stats manually recorded). This final set has been tested in 8 games without change with very close to published values (some variation is expected).

NOTE: If you play the game in a constant inside shooting style or other technique you may not get the desired results. If so you may need to modify the sliders. Do NOT change the tendency sliders but alter your player shot success to get the follwoing stats, the slider you may most have to alter is Commit fouls as it is most impacted by your playing style:

% going in:
Close = 57%
Short 2 = 37%
Mid range = 38%
Long 2 = 39%
3pt = 35%

# shots and % taken (varies by team this is aggregate):
FG attempts = 80.5
Close + Dunk + Layup = 28 (35%)
Layup = 17 (21%)
Med + Short 2 (shots not in the paint)= 35 (44%)
3pta = 18 (36%)

SLIDER SET (anything not mentioned is at 50):

SHOT CPU/Player
Close 43/50
Mid 50/50
3pt 50/52
Layup 40/42
Dunk 50/50
DIT 30/30
Screen 50/50

DEFENSE CPU/Player
Steal 40/50
Help D 50/50

Attributes CPU/Player
Block 47/47
Off Reb 100/90
Def Reb 38/38
Vert 0 / 50
Hands 0 / 50

TENDENCY CPU/Player
Close 50/50
Mid 85/85
3pt 50/50
Attack 50/50
Finish St 70/70
Commit F 50/85
Go for Steal 40/40

Foul sliders use my own set.
This will likely have to be individualized, I play with real world numbers of midrange and layups. These fouls sliders will not work if you drive to the basket everytime (i.e. computer will have too many fouls). Note that these sliders seem extreme but if the computer takes the correct number of midrange shots it is hard for the CPU to get the 25 Free throws a game that the NBA has (I know this seems like a lot of FT but this is realism and reduces PIP since almost all fouls are on layups--NBA strategy is no easy layups). If you drive alot you may need to reduce CPU commit fouls. If you are fouling to much (harder to do) then reduce Player commit fouls. Games will vary between 15-33 FT per game so don't make a decision on a single game.
--Charging 100
--Blocking 100
--Shooting fouls 85
--Loose ball fouls 100
--Reach in fouls 60


Skill level: Allstar
Game speed: 45
Minutes: 10
(FGa are more important for real world stats than minutes and the CPU shoots to quickly even with speed adjustments,. FG atttemps per game with correct number of FT attempts is about 80; at 12 minutes best case is usually 90)

take care.
Last edited by juza1971 on Wed Apr 01, 2009 7:36 am, edited 4 times in total.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Tue Mar 31, 2009 8:26 pm

juza did you build off from the 2k patch?

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Tue Mar 31, 2009 8:31 pm

BoFF wrote:juza did you build off from the 2k patch?


yes everything has been balanced post patch.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Tue Mar 31, 2009 9:04 pm

i've noticed that in the game ramon sessions name is not pronounced at all, announcer just calls his number 7,for example, "number seven is really on fire in tonights game..."

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Tue Mar 31, 2009 9:12 pm

yes the controls are much easier and smoother...pre patch i had trouble with controlling the player since he would do some unwanted extra dribble...i dont know why some of the roster makers here decided to build of from pre-patch

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Tue Mar 31, 2009 10:48 pm

@juza

are you going to upload those new settings/sliders?

p.s. please fix some starting lineups and active roster for UNINJURED version of your roster update

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Tue Mar 31, 2009 11:58 pm

MadbaLL wrote:@juza

are you going to upload those new settings/sliders?

p.s. please fix some starting lineups and active roster for UNINJURED version of your roster update


have no time and willing to recheck and upload everything. it will takes no more than half an hour to adjust starting lineups and manually correct sliders and nba rules..so c'mon guy.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Wed Apr 01, 2009 12:00 am

did you make new rosters when playoffs start ?

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Wed Apr 01, 2009 2:53 am

why cant chinoy help a bit more?

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Wed Apr 01, 2009 6:31 am

IMO, best slider/roster/settings out there.
Appreciate the frequent updates:
I'm assuming we change the sliders outselves, from your newest patch the 3.0.6.
Do we do anything with the "% going in:
Close = 57%
Short 2 = 37%
Mid range = 38%
Long 2 = 39%
3pt = 35%

# shots and % taken (varies by team this is aggregate):
FG attempts = 80.5
Close + Dunk + Layup = 28 (35%)
Layup = 17 (21%)
Med + Short 2 (shots not in the paint)= 35 (44%)
3pta = 18 (36%):
Last edited by GC&Bacon on Wed Apr 01, 2009 1:49 pm, edited 1 time in total.

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Wed Apr 01, 2009 11:22 am

These new sliders are for 3.0.5.1. or 3.0.6. roster?

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Wed Apr 01, 2009 1:46 pm

I think 3.0.6. For some reason I kind of enjoy the previous 3.0.5.1 and 3.0.6 without the new sliders, maybe I have to get used to them. (Btw I would like Carlos Defino in the game so I can sign him but that's just me :D )

Re: juza's nba 2k9 "neon' project" 3.0.5.1 + shoe pack v4.0 RLSD

Wed Apr 01, 2009 6:30 pm

Thanks a lot for these rosters/sliders Juza ! (Y)
Just one question : what's the difference between "FT% realist" ON or OFF ? Is CPU FT % better with ON ?
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