^if you go into Finn's editor & click "Search" then "search for players" at the top a "find players" menu comes up... if you just click "Find" without typing any parameters in (like doing a blank google search), then every player in the roster will come up. This is 2479 players by default i think but obviously more if you used CAPs
IIRC: Trey, Mel, Steve-O etc are right at the top, but they are definitely somewhere on the list. You can sort the results by first name alphabetically to find them for sure. I know from memory their attributes are set to all zero, however, so I don't know what might happen if you edit them (use backups & try @ your own risk).
Double Overwriting:
When you overwrite player names in the editor, you want the total # of characters (letters, spaces etc from the names) to be as close to the original count when you are done.
For example, if you were to overwrite "Smith, John" into something else you would want 9 characters or less ideally in the new name, because "John Smith" had 9 charactes. Similarly, on a larger scale if you overwrite 1000 names in the game totalling 10,000 characters.... you want the resulting character count to be as low as possible (near 10,000 or below). No one knows what happens if you exceed this count by too much or how much is "too much," but Finn has hypothesized that that exceeding the # by a ton could overwrite into a buffer in the roster that is reserved for other information by the game... & could potentially lead to freezing.
When I overwrite any default player, I always track who the original guy was in excel. That way I can use formulas to have excel quickly tally the characters of the old names & compare them to the new character count. When I say double over-write I mean if I overwrite "John Smith" into "Hamza Abdullah" and THEN later overwrite Abdullah into someone new, I always know that "John Smith" was the original player.... & Abdullah would remain in the second tally.
Basically, my roster functions as a massive experiment, so that if it ever freezes up (even several seasons of updating from now in 2008 or 2009), I can track exactly how many changes I made & right down to the letter & we would know with "some certainty" what renaming limitations in the game's files exist, if
any exist.