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OSFM 1.5 w/ Default Contracts

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Old 04-13-2017, 07:24 AM   #25
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Re: OSFM 1.5 w/ Default Contracts

Quote:
Originally Posted by CyberOps
Going to start a new franchise with this one tomorrow, i hope you will do the same when the hybrid version gets released


What is the hybrid version?


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Old 04-13-2017, 12:58 PM   #26
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Re: OSFM 1.5 w/ Default Contracts

Awesome.


nyyfan84, you saved me a months worth of work (due to the time I can spend daily). I love the osfm rosters, but they don't work well with the financial system this game implements over multiple seasons. Now I can inject the injuries and suspensions and play out an "alternate universe" with realistic rosters.


Just want to say thanks.
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Old 04-13-2017, 01:45 PM   #27
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Re: OSFM 1.5 w/ Default Contracts

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Originally Posted by nyyfan84
I've uploaded the roster that I use for franchise into the vault. These are using OSFM v1.5 so all credit goes to them. I have not edited ratings, equipment, or potentials.

The changes made were:

1) Setup 40 man rosters for each team (went off the spreadsheet in the other thread)
2) Added injured players back from single A
3) Edited positions of 2 minor league RPs on each team so they 3 CPs (these are more then likely not accurate) will need to research MILB closers and update.
4) Edited all MLB contracts back to the SCEA default roster values
5) Scaled Minor League contracts back to typical SCEA values (40-100k)

These are not for everyone but work great controlling one team and letting the CPU manage the rest. These also won't result in accurate opening day lineups but plays well within the franchise simulation, moral, and contract system.


Title: OSFM Default Contracts
PSN: GD353

--
You are a god, thank you so much! Obviously thanks a ton to the OSFM guys as well.

Those edited contracts deterred me from using the original OSFM since things get weird in franchise with them edited to real values.
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Old 04-16-2017, 06:53 AM   #28
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Re: OSFM 1.5 w/ Default Contracts

Wait so osfm v1 has edited contracts that make things get "weird" in franchise mode down the road? Why?

I'm only in April in mine so I can restart with these if that's the case

I'm doing 30 team control but don't want to have to fix everything as I go

What's the deal on this? Are the osfm v1 rosters not suitable for a decade long franchise?
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Old 04-16-2017, 12:42 PM   #29
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Re: OSFM 1.5 w/ Default Contracts

nyyfan84 will you do default salaries to Scott's equipment update for OSFM roster?
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Old 04-16-2017, 02:08 PM   #30
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Re: OSFM 1.5 w/ Default Contracts

Quote:
Originally Posted by chilidogbeefcake
Wait so osfm v1 has edited contracts that make things get "weird" in franchise mode down the road? Why?

I'm only in April in mine so I can restart with these if that's the case

I'm doing 30 team control but don't want to have to fix everything as I go

What's the deal on this? Are the osfm v1 rosters not suitable for a decade long franchise?
Apparently real life contracts muddies the water but no idea how badly it affects it.

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Old 04-16-2017, 07:35 PM   #31
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Re: OSFM 1.5 w/ Default Contracts

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Originally Posted by DFowler24
nyyfan84 will you do default salaries to Scott's equipment update for OSFM roster?


Would love to include those but I'm probably not going to go through and edit everyone again, I plan on building off and tweaking this one.

I'll be updating transactions, closers, and importing the SCEA players that they include in their roster update. Ill put it in the vault if others are interested in using it as well.


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Old 04-16-2017, 08:54 PM   #32
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Re: OSFM 1.5 w/ Default Contracts

Thanks for doing this. I have been so busy working and wanted to do the same thing. You saved me alot if time. Nice work!

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