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Modern name changes ?

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Old 12-17-2019, 05:05 PM   #1
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Modern name changes ?

Anyone know if its possible to change the base names in the game to something more accurate to a modern college football name structure ?

Ie more D'anthony, La'Michael, Zaquandre, Cason, Carter, Shea, Jerrius, Jay, Reese, Corbin as opposed to Dave, Steve, Pete, Tom, Barry ?

I would imagine something could be done in the editor. I've edited name pools in other games before to help with this, but not ncaa 14.
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Old 12-17-2019, 05:20 PM   #2
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Re: Modern name changes ?

Not sure if there's a way in editor, but I just do it myself manually with these on incoming freshman (for my team and for when I edit my opposing team that week)

https://www.fantasynamegenerators.co...p#.Whst6kqnHIU
https://www.fantasynamegenerators.com/english_names.php
https://www.fantasynamegenerators.com/samoan-names.php
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Old 12-17-2019, 05:51 PM   #3
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Re: Modern name changes ?

I'm with ya on that...

most popular first names for incoming recruits:

John Count 53
Ryan Count 46
Brandon Count 45
Mike Count 45
David Count 44
Matt Count 43
Chris Count 42
James Count 42
Kyle Count 40
Adam Count 37
Brian Count 37
Michael Count 37
Marcus Count 33
Joe Count 32
Josh Count 32
Nick Count 32
Jeff Count 30
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Old 12-17-2019, 06:58 PM   #4
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Re: Modern name changes ?

Interesting question... I'm not sure if the editor's interface, or the editor itself, is built to access the name database, but I'm sure it would be a simple matter to find it in the game's code. It would surely just be two indexes, one for first names and one for last names, and the game would generate a random number between 0 and X where X is the number of names in each database, and the game would use the name whose ID in the index matches the number generated. At least that's generally how such features are coded AFAIK.

The issue - and I could be completely wrong here, because I know next to nothing about coding, so someone smarter than me in that regard could correct me - is, are these name indexes stored in the dynasty/roster files? Or, since they'd just be maybe 100kb of text strings, does the game leave them on the disc (or if you've installed it, in the console's memory when it loads)? Things like player attributes, coach levels, team prestige, etc., have to persist so it seems possible that, while those are things we can access in the editor, the names database would be off-limits since in this scenario it would never be saved with the dynasty/roster data - the game only needs it during the offseason, and it would take a split second just to load a few thousand three-to-ten character text strings from the disc/console.

Of course, I may be spouting total nonsense, and/or the smart folks have already found a way to access and modify the names indexes! :P So if one of those smart folks wants to add their .02 I'd be all ears
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Old 12-17-2019, 07:38 PM   #5
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Re: Modern name changes ?

I have come up with a workaround in the editor that I use. I have a spreadsheet that has the face codes and names from real life rosters I have downloaded. I created dynasties just to export the face code (PGHE field) and first and last names. I then created a spreadsheet that has all the names from named rosters. Dark skin toned names on one tab, light skin tones on another.

I have each face code aligned to skin tone (light or dark). So each season in week 1 I export the recruits and edit all the names based on face code and the corresponding skin tone.

So for example, there are roughly 12,000 names in my spreadsheet for dark skin tone values. I assign each recruit a random value between 1 and 12000 for their first name and another random number for their last name using the RAND function in excel. I then use the VLOOKUP function to pull in the corresponding first and last name based on the random number assigned.

After that is done I add the new names to the recruits file and upload it back into the game. All in all the process takes about 30 minutes and adds to the immersion of the game.

I also edit face codes to ensure skin tone matches with positions. Using real life rosters something like 98% of wide receivers have a dark skin tone and in game like 67% are generated with dark skin tone. So I align the PGHE field with values more realistic to real life before assigning names.

All in all it takes me like 30 to 40 minutes tops from beginning to end at the beginning of each season. And for me it adds quite a bit to the immersion factor.

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Old 12-18-2019, 03:40 AM   #6
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Re: Modern name changes ?

https://forums.operationsports.com/f...asty-tool.html

This is supposed to be able to do that. I've never used it or wholeheartedly tried to get it to work as I just change some of the names in the editor and call it a day, but others have and it seem to work for them.
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Old 12-18-2019, 07:45 AM   #7
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Re: Modern name changes ?

Quote:
Originally Posted by xToXiCxSAVAGEx
https://forums.operationsports.com/f...asty-tool.html

This is supposed to be able to do that. I've never used it or wholeheartedly tried to get it to work as I just change some of the names in the editor and call it a day, but others have and it seem to work for them.
I have tried using that to implement name changes but never gotten it to work right. I am probably using it wrong. But since I wasn't able to get that to work for me I created the system I described above. Since it isn't too cumbersome I figure it is a decent workaround.

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Old 12-18-2019, 10:55 AM   #8
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Re: Modern name changes ?

mjavon's tool is one of the first things I would reccommend to anybody starting a dynasty. In addition to adding some new names, it matches up names with skin color, adds hypenated names and suffixes, and assigns random jersey #'s for all incoming freshmen in the game. So the days of facing half a dozen white running backs named Matthew Johnson #49 are over. There is also a way you can add even more names to the database with that tool but I never felt the need to. I have used it for 4 seasons and the only issue I had was it assigns face id's that cause the game to freeze. But there is a list of the face id #'s that cause this problem somewhere in that thread, maybe on the main post. Just change face id # in the editor and you should be fine. It is a great contribution and easy to learn how to use.
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