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Kccitystar

Editing Rosters through REDitor: A Thread

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Hey guys,

 

So I've been primarily working through REDitor to edit rosters and I wanted to share all of my findings according to what I've messed around with on REDitor. This isn't so much a project or a mod, but a guide to show you how to best prepare a roster if you wish to work on one:

I'll keep evolving this specific thread with things I find useful or important to mod the rosters in the game moving forward. 

 

Players Tab:

  • 2K reserves specific Global IDs and slots for Created players and guys assigned to Created teams . These Global IDs don't have portraits assigned to them on purpose as the game populates the data with user generated values. It's absolutely important that these global IDs remain untouched or assigned to other players otherwise you will experience unintended behavior. Every roster requires that these slots are included as they are necessary for the game to function in all long term play modes (Franchise mode, Create A Team/Player, etc.) and to ensure stability.
  • There are 97 PLType 0 slots. Not sure if they've got in-game use yet because I haven't seen them. I am not sure if 3 slots are missing or if the missing slots were intentional by the developers.
  • There are 50 PLType 1 slots. REDitor's manual says they're for created players, so I'll trust the manual on this one.
  • There are 200 PLType 2 slots. I am assuming that these are meant for the game's Create-A-Team mode as it should allow you to create 4 teams of 25 guys.
  • The IsFA and TeamID values coordinate with each other in this tab. If a person is a free agent, then they're not assigned to a team, so the value for TeamID should be -1, and the IsFA value should be 1.
  • Every player can have up to 30 years worth of stats (this can be populated and referenced in the Stats tab)
  • Ambitions influence the trade logic/player movement in the game. These are values that affect the happiness of a player on the team. There are 4 types of ambitions a player can have in the game, starting from a scale of 0 to 10:
    • Amb_Time: The higher the value, the more important it is for the player to have enough playing time to be happy.
    • Amb_P4W: The higher this value, the more important it is for that player to win enough games to be happy.
    • Amb_TmPr: The higher the value, the higher the chances that this player will refuse to play for teams with low prestige (a losing team).
    • Amb_FinS:  The higher the value, the more likely this player will sign for a much bigger contract which overrides all the other factors.
  • The maximum deal a player can be assigned is a 10 year deal.
  • Players assigned to All-Star Teams will need to be cloned, HOWEVER the AppID value will need to be incremental and not a duplicate of the cloned player.

 

 

 

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Teams tab:

  • You can, in theory, add as many teams as you want, but they would only be playable in exhibitions only (They would need to be given a TType value of 9, like the AL/NL Greats teams).
  • The ID numbers in this tab determine the TeamID you assign to players in the Players Tab.
  • TTypes define the type of team the game will display your team as, in-game. Note that there are some IDs where it will only serve a purpose within the game's functions, like being featured in the MLB schedule (like the Futures Games) or like player movement (like the Single A teams): 
    • 1 - MLB Team
    • 2 - AAA Team
    • 3 - AA Team
    • 4 - A Team (All of these teams are not playable)
    • 5 - AL and NL All-Star Teams
    • 6 - AL and NL Futures Team (This would only be meant for in-game purposes like featuring them in the schedule)
    • 7 - Created Team (There are 4 slots for these teams, which explains the 200 CAT slots in the Players Tab: 25 players per team)
    • 9 - Legends Team (AL and NL Greats)
    • 10/11 - HR Derby Away/Home Team
    • 13 - 2K Sports Team
  • The only teams that have a 0 value in the NonMLB field are the official 30 MLB clubs. Everyone else gets a value of 1.
  • Each team is assigned up to 5 rivals. I'd like to think this affects something in the game but I am not sure. Maybe the crowd noise? IDK yet

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Staff Tab:

  • The game features 5 types of staff members to a team. The game defines these by their SType value:
    • 0 - Manager
    • 1 - Batting Coach
    • 2 - Pitching Coach
    • 3 - Trainer
    • 4 - Scout
  • ExpTotal is a value that's meant to be the total amount of years as a player and manager. Think of it as whatever your value is for ExpMLB + their years as an active MLB player.
  • ExpMLB is a value that's meant to be the total amount of years as an MLB manager.
  • The AppID cannot be a duplicate value if you have to clone staff members from another team (for example, All-Star teams)
  • Staff can only be assigned a maximum of 7 years to a team.
  • TeamID is a value that assigns the staff to any specific team in the Teams tab.

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@Kccitystar  All this is very interesting, this will undoubtedly help a lot of users who wish to learn more about the roster and the game. Thank you for everything you are doing for mlb2k. Greetings 👍👍👏👏⚾⚾

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On 2/22/2020 at 7:16 PM, Kccitystar said:

@jack805td I would definitely love your insight as your work on rosters and figuring out the game's logic is highly valued

I would love to help.

 

In general, the roster template is crash proof as long as you do not change certain things "out of the range" the game is "looking" for. I use the ranges that are in the General Editing Tutorial that comes with REDedit II.

 

I do have to document what I found.

 

In the meantime, ask away and I will let you know what I know.

 

 

Edited by jack805td

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1 hour ago, jack805td said:

I would love to help.

 

In general, the roster template is crash proof as long as you do not change certain things "out of the range" the game is "looking" for. I use the ranges that are in the General Editing Tutorial that comes with REDedit II.

 

I do have to document what I found.

 

In the meantime, ask away and I will let you know what I know.

 

 

 

I've been looking through my work with the schedules and I'm trying to figure out how 2K determines the scheduling for the Schedule_Spring tabs.

 

For example, I know the Schedule_Older/Old/Cur are merely the first game of every series, with the Schedule_Actual tab being all 162 games for all 30 clubs, but I don't know how 2K structures the 52G and 104G tabs.

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PS I disabled the "stock" create a player and create a team for functions for further testing in that file. I will look at it again.

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On 2/22/2020 at 7:16 PM, Kccitystar said:

@jack805td I would definitely love your insight as your work on rosters and figuring out the game's logic is highly valued

I will read though your posts and respond to them one at a time. I will collect your notes and put them together as as guide or something......it might take some time to tackle everything.

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