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#1176
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Greetings, I have just the downloaded Chummer and am so far pleased with it. But: I am playing an SR3 (3.01D to be specific) round soon. I want to use Chummer for it, which is SR4. I saw screenshots where you apparently could just chose the edition you want to use, but it seems the game has updated since then because I am missing this field. In the options I only have to configuration file for "default" and so far, Google has turned up nothing useful either. Is it possible to user Chummer with 3. Edition items/stats? The "default" is for rules presets, not edition. I haven't messed with this one in a while, but you needed to do some XML trickery to get additional presets made when I did. Sadly this isn't to SR3 rules, and as I understand the mechanics of the two these are two very distinctly different systems. You might try asking in the main forum about a SR3 character builder program. As I understand it there was one a long time ago. |
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#1177
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Target ![]() Group: Members Posts: 6 Joined: 26-September 12 Member No.: 56,296 ![]() |
Ah, okay, thank you. I thought it was simpler, like downloading a file which contains all the needed information and load it simply into Chummer. Too bad. (IMG:style_emoticons/default/frown.gif)
And I found other character creators too, yes. But I'd love to user Chummer because I somehow really like it more than the others. But thank you for the quick answer. |
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#1178
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Former Member ![]() ![]() Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 ![]() |
Ah, okay, thank you. I thought it was simpler, like downloading a file which contains all the needed information and load it simply into Chummer. Too bad. (IMG:style_emoticons/default/frown.gif) And I found other character creators too, yes. But I'd love to user Chummer because I somehow really like it more than the others. But thank you for the quick answer. If you're looking for an SR3 generator, try looking up NSRCG. |
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#1179
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Target ![]() Group: Members Posts: 7 Joined: 26-September 12 Member No.: 56,286 ![]() |
Hi Nebular, thank you for producing such a quality tool for everyone to use. It is appreciated.
I have a few corrections: - The Securetech PPP Ensemble with Helmet should have a Capacity of 6 (not 9). - The Securetech PPP Ensemble without Helmet should have a Cost of 900 (not 1000). - The Fashion category of armor does not allow Clothing modifications, and it should. For example, 6Tees Casualwear cannot get Color Changing or Kevlar Threaded, but it should be able to. The program is treating "fashion" as "armor" instead of "clothing" for allowable modifications, if that makes sense. I also have one feature request: - For Shapeshifters (and Drakes, etc), can you add a toggle button to change forms? For example, a Bear Shapeshifter Troll with the Shift (Troll) power would need the button to activate his troll modifiers, change his movement rate, and recalculate things such as lifting capacity in the program. Or a Drake shifter in Dracoform to modifier his stats, etc. It appears this can be done manually with the "Improvements" category during career mode, but it would be much preferred to have it to both available in a single toggle which is accessible during character generation (in order to see how things change when designing a character) and have it somewhere which does not adversely affect other statistics depending on the order it is applied (which it seems the improvements tab can accidentally do). Again, great program, I hope these catches continue to improve its quality for everyone. I'll continue to post anything I find in support. Thank you. |
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#1180
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
The Improvements tab does have a button labeled [Add Group] where you can group all of the benefits of the drake's form (among other things) into one category, and you can activate/deactivate an entire group by selecting it instead of the individual enhancements. Even the "Selected Improvements" works this way.
Though something did come to mind regarding that tab, and sadly I have no idea how much work it would entail. An option to add a cluster of book RAW improvements (like the multi-effect drugs, bioware, and adept powers) in an automatic category with all of their benefits/drawbacks could be useful. |
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#1181
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
This must have gotten lost in the 3 pages of stuff between builds: This hasn't gotten lost. I do have it on my to do list, it's just something I haven't dealt with yet; partially because I'm not entirely sure how to handle this yet, and partially because I might be putting in a Commlinks tab which would probably be the ideal time to work on this little problem. (IMG:style_emoticons/default/smile.gif) |
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#1182
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
a small glitch detected: when creating a critter and you first click on "spirit" then on any other type of critter (for example paranormal or sprites) the selection field "Blood Spirit" remains visible and selectable. Furthermore a feature request: it would be great if you could add the possibility to create a free sprite, in the same way that you added the free spirit. Currently you can only select specific sprites which have limited options of possible complex forms (for example you cannot create a machine sprite with a spoof complex form, a free sprite could however have such a combination). Where do you find information on Free Sprites? |
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#1183
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
One issue I'm seeing though is that specialization dice pool bonuses don't appear to be applied in the Street Gear\Weapons or the Character Sheet dice pool value for some weapons I'm pretty sure should receive them. The ones I've seen specifically so far on the 3 characters I've looked at are Katana not receiving the specialization dice for Blades\Swords and the Savalette Guardian not receiving the specialization dice for Pistols\Semi-Automatics. Another one that I suppose is more of a GM/situational judgment call is the Shock Glove with the Unarmed\Martial Arts specialization. I can't believe this has gone unnoticed for so long! I'll have this fixed in the next update. Weapons will have an additional attribute in the XML that says they belong to a certain specialization, so Katana will fall under Swords, and anything with Carbine in its name will fall into the Automatics (Carbine) specialization. I'm going to make a few more (hopefully quick) changes to some of the XML data files then will upload the latest update. |
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#1184
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Greetings, I have just the downloaded Chummer and am so far pleased with it. But: I am playing an SR3 (3.01D to be specific) round soon. I want to use Chummer for it, which is SR4. I saw screenshots where you apparently could just chose the edition you want to use, but it seems the game has updated since then because I am missing this field. In the options I only have to configuration file for "default" and so far, Google has turned up nothing useful either. Is it possible to user Chummer with 3. Edition items/stats? Unfortunately there is no support for SR3. The closest Chummer gets is support for different settings files; basically the ability to say that one character uses a one set of source books, optional rules, and house rules for one game, and a second character can use a different set of books and rules in a different game. The "settings" terminology might have been a little misleading. (IMG:style_emoticons/default/frown.gif) |
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#1185
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Nebular, I've got a weird bug that has shown up. When I increase my Intuition, and so far, only my Intuition, with karma, it changes my career karma by the amount that increase costs (4>5 25 karma). I've got 85 career karma and when I apply the Intuition increase on the Common tab it changes the career karma to 110. I've added some more karma to the character to do other stats and they all behave correctly except Intuition. I've rebuilt the character and reapplied all his gear and karma from the ground up and this still happens. Any ideas? Can I message you my CHUM file to take a look at? UPDATE: Tried this with other characters and same result. Increasing Intuition results in career karma going up by whatever amount the Intuition increase costs. Does not happen with other attributes though. Yeah, if you could email me your save file (nebular@shaw.ca), that would be helpful. I can't seem to re-create the issue at all. With 85 Karma and going from INT 4 to INT 5, all of the ones I've tried have correctly gone down to 60 Karma instead of up to 110. That's just weird. |
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#1186
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Build 416
Up until now, Specializations required that the Weapon's name or Category match the Specialization given to their corresponding Active Skill. With this update, the Weapons data file now supports a <spec /> tag. This now allows Specializations such as Blades (Swords), Automatics (Carbines), and Heavy Weapons (Machine Guns) to work properly. New Strings
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#1187
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 ![]() |
Neat.
Had an odd thing happen when I went to update, where the Chummer.exe file continually kept repeating the download and replacement and all (everything else downloaded & updated once, like normal). Hopefully it's just a one time thing for me, and when I canceled it and manually restarted Chummer everything was fine. Thought I'd throw that out there, just in case anyone else happens to experience the same thing. |
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#1188
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Target ![]() Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 ![]() |
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#1189
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Target ![]() Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 ![]() |
I can't believe this has gone unnoticed for so long! I'll have this fixed in the next update. Weapons will have an additional attribute in the XML that says they belong to a certain specialization, so Katana will fall under Swords, and anything with Carbine in its name will fall into the Automatics (Carbine) specialization. I'm going to make a few more (hopefully quick) changes to some of the XML data files then will upload the latest update. Still does not seem to work for semi-automatic pistols, for example Ares Predator IV Also equipment dice pool modifiers from Laser Sight and Red Dot Sight are also omitted. Could you please add them in the same way as the smartgun dice pool modifier. |
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#1190
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Target ![]() Group: Members Posts: 7 Joined: 26-September 12 Member No.: 56,286 ![]() |
The Improvements tab does have a button labeled [Add Group] where you can group all of the benefits of the drake's form (among other things) into one category, and you can activate/deactivate an entire group by selecting it instead of the individual enhancements. I will experiment with this feature, thanks for the suggestion. Build 416 Thank you for the update! It was nice to see so many great fixes! Especially specialization support, there are so many skills people could use here it may never get them all, but its great to see support for it. I noticed the Securetech Ensemble with Helmet still had 9 capacity. I assume this is because it is taking the impact of 6, x1.5, and yielding 9. However, Securetech does not have the ( c ) tag for components, and thus the total ratings don't "combine" into "one" item like clothing outfits do (the outfit tag is on Arsenal p45, and is absent from Securetech on p49). As such the "Ensemble" entry for Securetech should be limited at 6 capacity. However, it should probably be capacity 6 for each individual piece, same as modifying a series of helmets or shields would be. I realize the entire Ensemble entry is basically a point of convenience, meaning how this is ultimately handled is open to interpretation. But it seems to me that something should not be possible on the Ensemble which is not actually possible on the individual parts (for fact-checking purposes). As such, allowing 9 capacity of modifiers, when none of the items can actually get that mechanically, seemed worth mentioning. If you want to keep it how it is, I understand. It is your program, and an area where "GM-calls" are basically being made. I just wanted to outline my thinking so it was not misunderstood as simply doing 6x1.5 incorrectly. Thank you for the opportunity to offer feedback. Edit: Found something else. Gel-Packs, Ruthenium Polymer Coating, Shock Frills, and YNT Softweave cost zero capacity when taken as "clothing" upgrades, but consume one capacity when taken as "armor" upgrades. For example, on a Lined Coat, they take 1, but on an Armante Designer Fashion item they take 0. I don't know of any reason why that would be the case, so reporting it as suspect. Likewise, Runflat Sandals take up one capacity, when perhaps they should be zero as they are independent footwear rather than a modification to another item (technically, they're a base armor item with rating 0/0, and should maybe be moved off the modification table and show up as a base fashion item so they can receive their own modifications). |
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#1191
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Moving Target ![]() ![]() Group: Members Posts: 171 Joined: 4-August 12 From: Cincinnati, OH Member No.: 53,107 ![]() |
Specialization fix looks good!
Had to remove/re-add the weapons that had spec names that differ from their category names, but after that the DP mods are appearing on all sheets/tabs that they should be. Also, it looks like there are a decent number of weapons that don't have a spec value in weapons.xml that will need them (so far not seeing values for Heavy or Light Pistols that would ID them as Semi-Automatics or Revolvers), but I just added the value to the ones I needed in my override file and all is well. Thanks alot! |
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#1192
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Target ![]() Group: Members Posts: 6 Joined: 1-October 12 Member No.: 56,516 ![]() |
Just a small niggle I have spotted. The Cartel Courier is listed at 530K but book price is 53K? (IMG:style_emoticons/default/ohplease.gif)
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#1193
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Target ![]() Group: Members Posts: 7 Joined: 26-September 12 Member No.: 56,286 ![]() |
Few more:
- Natural Fiber, the "clothing" modification, is showing as cost 0 for the multiple cases I looked at. It should cost 10% of the base item, per p160 attitude. - Armor Debonder is repeated (ie, displays twice) in the Chemtech category. Edit to add: - The Jupiter Taser Club correctly appears under the "Taser" sorting, but does not have a "firearms" profile. The Defiance EX Shocker correctly has a "melee" entry, so that it correctly shows up in both places with appropriate stat lines. The Jupiter Taser Club could use the same treatment, with the profile on p20 arsenal listed for the firearms portion. That way, it will correctly appear under the ranged weaponry area on the character printout, with appropriate dice pools, ranges, etc. |
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#1194
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Moving Target ![]() ![]() Group: Members Posts: 250 Joined: 22-December 09 Member No.: 17,988 ![]() |
Still does not seem to work for semi-automatic pistols, for example Ares Predator IV Also equipment dice pool modifiers from Laser Sight and Red Dot Sight are also omitted. Could you please add them in the same way as the smartgun dice pool modifier. I agree. The automatics specializations are showing but the pistols are not. In addition to the above with the laser site and red dot site, the smartlink bonus is not showing in character creation mode, but it does show in career mode. However the laser sight does not change in career mode. |
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#1195
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Moving Target ![]() ![]() Group: Members Posts: 171 Joined: 4-August 12 From: Cincinnati, OH Member No.: 53,107 ![]() |
I agree. The automatics specializations are showing but the pistols are not. In addition to the above with the laser site and red dot site, the smartlink bonus is not showing in character creation mode, but it does show in career mode. However the laser sight does not change in career mode. The pistols don't appear to have a <spec>SpecializationType</spec> value defined in weapons.xml. If you add an entry for each pistol you're using w/ a line for <spec>Semi-Automatics</spec> or <spec>Revolvers</spec> as appropriate in an override file then restart Chummer you should get the specialization bonus as intended, although you may also need to remove and re-add the weapon from each character's gear. It's a pretty simple (if time consuming) fix and I'd imagine could get implemented in the "gold" weapons.xml relatively soon, but this workaround is working for me in the meantime. I'll concur that it doesn't look like smartgun, laser sight, or red dot sight bonuses are being added to DPs in creation mode. |
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#1196
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,102 Joined: 23-August 09 From: Vancouver, Canada Member No.: 17,538 ![]() |
How do you create the override file?
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#1197
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Moving Target ![]() ![]() Group: Members Posts: 171 Joined: 4-August 12 From: Cincinnati, OH Member No.: 53,107 ![]() |
How do you create the override file? Create a new file named override_weapons.xml in Chummer\data directory using an xml editor (Notepad++ seems pretty nice and is free). Copy and paste the individual entry for the weapons you need to add the <spec> value for from weapons.xml and add the appropriate <spec> line. Make sure to save changes to the override file and close and re-open Chummer. It's sometimes necessary to remove an already present weapon from a character's gear and re-add it as well. Example from my override_Sid_weapons.xml that adds specialization values for the Savalette Guardian (semi-auto), Ruger Super Warhawk (revolver), and Katana (swords) below: CODE <?xml version="1.0" encoding="utf-8"?>
<chummer> <version>001</version> <weapons> <weapon> <name>Savalette Guardian</name> <category>Heavy Pistols</category> <type>Ranged</type> <spec>Semi-Automatics</spec> <reach>0</reach> <damage>5P</damage> <ap>-1</ap> <mode>SA/BF</mode> <rc>1</rc> <ammo>12(c)</ammo> <conceal>0</conceal> <avail>7R</avail> <cost>800</cost> <allowaccessory>true</allowaccessory> <accessorymounts> <mount>Barrel</mount> <mount>Top</mount> </accessorymounts> <mods> <mod>Smartgun System</mod> </mods> <source>AR</source> <page>24</page> </weapon> <weapon> <name>Ruger Super Warhawk</name> <category>Heavy Pistols</category> <type>Ranged</type> <spec>Revolvers</spec> <reach>0</reach> <damage>6P</damage> <ap>-2</ap> <mode>SS</mode> <rc>0</rc> <ammo>6(cy)</ammo> <conceal>0</conceal> <avail>3R</avail> <cost>250</cost> <allowaccessory>true</allowaccessory> <accessorymounts> <mount>Barrel</mount> <mount>Top</mount> </accessorymounts> <source>SR4</source> <page>317</page> </weapon> <weapon> <name>Katana</name> <category>Blades</category> <type>Melee</type> <spec>Swords</spec> <reach>1</reach> <damage>(STR/2+3)P</damage> <ap>-1</ap> <mode>0</mode> <rc>0</rc> <ammo>0</ammo> <conceal>6</conceal> <avail>4R</avail> <cost>1000</cost> <allowaccessory>false</allowaccessory> <source>SR4</source> <page>314</page> </weapon> </weapons> </chummer> |
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#1198
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,102 Joined: 23-August 09 From: Vancouver, Canada Member No.: 17,538 ![]() |
Cool. Thanks. Easier than some of the overrides I've needed for games.
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#1199
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
Hi there, I recently found Chummer, and its been great, so I figured I would make an account here on dumpshock so I could post here to try and help out.
First off, you misspelled Karma in the House Rules option you just added. In the program it says "Karama". In my own game, I have a player who has made a Possession tradition mage (Qabbalist specifically). While making this character, he wanted to set up a bound spirit that he is going to commonly use, complete with a homunculus (Golem in character) that he owns for it to possess. Let me say, it is awesome that you can create the spirit straight from Spells and Spirits tab. First thing I noticed was that the critter created by doing this was a bit off with its powers. a) it had Materialization, not Possession. Easily fixed by removing Materialization and then adding Possession. This took me a little to figure out, so it is no longer an actual issue, just a nit-pick. I just thought it might be cool if a Possession tradition mage made a spirit with Possession through this method... b) another nit-pick, the powers start out marked as counting toward power limit, which if the critter were made from scratch they wouldn't be. Also, I noticed that Immunity to Normal Weapons was added as a power when possessing living vessels, but not with inanimate vessels. The first two issues are solvable within the program by the user, as you can manually change the spirit's powers for those. But you can't add in the Immunity yourself. Last issue, and the major one that unless I am mistaken is implemented incorrectly. When I use the special menu option for Possession some of the stats don't come out right. From Street Magic, objects being possessed gain a bonus to their statistics equal to the spirits force. But it seems the resulting statistics are using the spirit's otherwise given statistics for determining the bonus. I have done this with both Inanimate Vessels and Living Vessels, as well as with a few varieties of spirit types and forces. I think this is everything with the Possession spirits that I noticed. If any of what I think is incorrect is actually correct, please let me know. I'm going based off of the books that I have so if there is a correction somewhere, or I missed something I want to make sure I get it right for my game... |
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#1200
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Target ![]() Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 ![]() |
Also with the latest version you are still able to select magical skills (counterspelling, spellcasting, summoning etc.) for the adept power "improved ability", which shouln't be allowed as per power description (only technical, vehicle, physical and social)
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Lo-Fi Version | Time is now: 23rd June 2025 - 09:50 AM |
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