As the vets of this place would know, I am a long time roster editor/creator who since before NBA2k on the dreamcast, has edited rosters to improve the single player and/or CPU gameplay.
I am back at it this year, currently creating a custom roster that will include many legends and superstars from the 80s to now.
Anyways, through my repeated editing and subsequent testing I have found a few things that will help you other roster editors out. (If you haven't discovered it already.
1. Current team playbooks have hardcoded sets that take precedent over plays. This makes the "run plays" coaching slider practically redundant.
This hard code also lessens the impact of the touches tendency for the most part.
This was an issue in 2k21. Made it very difficult to edit rosters and get teams and players to respond to edits and not overuse a particular player without significantly lowering their touches tendency thus causing issues down the stretch.
This was not a problem with 2k23. But it's back in 2k25. (I skipped 2k24)
The fix is to replace the current playbook with a classic or user playbook. Then adjust the suitable plays for said team.
The non current playbooks don't seem to be "hard coded" and will actually respond to your edits and much more often utilise the plays you put in the playbook. And "run plays" coaching slider will actually be effective.
This is a must for you hardcore roster editors who want a better cpu gameplay experience.
I will post here and inform on any more findings as i continue to create and edit this roster.
My goal is to have a cpu v cpu myleague. Where I control every team and "watch" every game, jumping in when i see fit or when i have time.
I did it for 2k23 and it was my greatest roster.
A full NBA gaming nerd experience!!
If you guys have other findings that may help other like minded roster makers, post it here.
I am back at it this year, currently creating a custom roster that will include many legends and superstars from the 80s to now.
Anyways, through my repeated editing and subsequent testing I have found a few things that will help you other roster editors out. (If you haven't discovered it already.
1. Current team playbooks have hardcoded sets that take precedent over plays. This makes the "run plays" coaching slider practically redundant.
This hard code also lessens the impact of the touches tendency for the most part.
This was an issue in 2k21. Made it very difficult to edit rosters and get teams and players to respond to edits and not overuse a particular player without significantly lowering their touches tendency thus causing issues down the stretch.
This was not a problem with 2k23. But it's back in 2k25. (I skipped 2k24)
The fix is to replace the current playbook with a classic or user playbook. Then adjust the suitable plays for said team.
The non current playbooks don't seem to be "hard coded" and will actually respond to your edits and much more often utilise the plays you put in the playbook. And "run plays" coaching slider will actually be effective.
This is a must for you hardcore roster editors who want a better cpu gameplay experience.
I will post here and inform on any more findings as i continue to create and edit this roster.
My goal is to have a cpu v cpu myleague. Where I control every team and "watch" every game, jumping in when i see fit or when i have time.
I did it for 2k23 and it was my greatest roster.
A full NBA gaming nerd experience!!
If you guys have other findings that may help other like minded roster makers, post it here.
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