If others enjoy the 2ksports roster, all I have to say is - have fun playing it. Personally, seeing an attribute go past 99 just doesnt seem right to me. I can see a player here and there being rated 100 overall but nowhere near the extent to which 2ksports roster is. And I just realized something with that 127/64 setup. It's basically half or double depending on whether you're adding or subtracting.
I must be honest. I love my global edit setup as well as my "dan edits" which is where every attribute and overall rating ends in a 0, 2, 5, 7 or 8. Also, you should look at my global setup again because you'll notice that those attributes dont affect the player for that position. For example, OL have no use or need for pass rush, tackle, etc. so for them, those attributes were globally edited. Unless I missed some, none of the global edits have anything to do with the position of the player or affects the player's overall rating.
As for the bug, I tried to bypass but I havent found a way to eliminate it. It's either from my global edits or its because I used two different versions of Finn's editor. My "final cuts" roster was used as the base for my "roster2k6" file. I used a different editor for each which is probably what causes the bug but im not 100% sure. It doesnt really matter because in three months, I will be creating my 2k7 roster file based on final cuts.
I did think about creating a roster file including the rookies but after I finished the 49ers and Eagles, I decided to cancel the idea because the bug would still exist and quite honestly, I dont have the patience to look over injuries for all other 31 teams in order to make sure that the bug doesnt happen.
If you dont mind it, good for you. The "bug" bugs me to no end. As for trades, before I noticed the bug, I would look at the trading block after each week and if any players were there, I would just use Finn's editor to control those teams and simply remove those players listed. I wouldnt be able to do anything about the CPU signing and releasing players but at least, I could eliminate those crappy trades. About the Global Edits, again, if you look them over, you'll notice that the attributes that are globally edited are meaningless and dont affect a player's overall rating. In other words, those attributes that I globally edited wouldnt even exist if this was NFL 2k, NFL 2k1 or NFL 2k2.
The salary cap isnt exactly good if you're using the Colts, Steelers or Patriots. All three teams are negative once you enter the off-season. The toughest team is the Colts. Even using my "release and resign" trick, I still couldnt keep the Colts intact. It's impossible especially if you want to keep Harrison.
As for being able to setup contracts for players, all players contracts are random. See, after I finished going through all the players ratings and attributes, there's a way to setup a player's contract based on his overall rating, position and years pro.
Go to the team rosters section and simply release the player and "re-ASSIGN" him to your team. I did this for all 1728 players in order to get their contracts realistic in game terms (not reality). For example, start a franchise using the default roster and look at Texans OT Todd Wade. He's getting paid $25m over 5 years but he's rated in the 70's which makes him overpaid. Release him and re-assign him back to the Texans. Start another franchise using the default roster and check Wade's contract. You'll notice that he'll be getting paid around the $1m to $1.30m mark per year which is on target considering his rating, position and years pro.
"RE-assigning" players makes the CPU give them a contract that's based on overall rating, position and years pro. The contract length (years) and contract type (balanced, backloaded, etc.) are random. The only thing that I noticed was that the CPU never gives any player more then four years on their contract. Other then that, it's all just random. You'll never see the same player get the same contract no matter how many time you re-assign him.
Here's another example, look at Dolphins CB Sam Madison in franchise. I forgot his contract but he's basically getting paid double what he's worth. Release him and assign him to the Giants and dont edit his attributes or anything in general. You'll notice that the CPU now pays him what he's worth. This trick pays every player at or about what they should be paid. Overpaid players are no longer overpaid and underpaid players are no longer underpaid. I didnt do this with my "final cuts" roster but did it in my "roster2k6" file because I was sick and tired of seeing all these overpaid players get released in franchise and then when I try to sign them, want more then what they are worth.
Here's how you can tell what a player should be paid. Start a franchise again using the default roster. Use the Dolphins. Once in franchise, release CB Sam Madison and then go to re-sign him. You'll notice his wants is actually lower then what the interest meter is at. One thing that I have hated since 2k3 was that when an overpaid player gets released, you have to pay him what he was getting in order to sign him and that's bullcrap. In 2k3, I could sign an overpaid player (ex- TE Stephen Alexander, OT Barry Sims, etc.) to what they wanted and then lower them 50k at a time to what they should be. This cant be done in 2k5 because of the contract setup.
I mainly did this because it makes every player and every team on an even playing field. Teams like the Colts will have cap problems after the first year because of all the high rated players that they have where as a team like the Titans who dont really have many high rated players will have plenty of cap room for years to come if managed correctly.
If you have any other questions or whatnot, just ask.