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> Upgraded Character Generator, Updated Generator Based on work from Autarkis and Blakkie
CanRay
post Sep 15 2009, 01:41 AM
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QUOTE (CanRay @ Sep 11 2009, 06:39 PM) *
Just a question, where would I go to modify the amount of Build Points a character is allowed?

For Higher- and Lower-Powered games.

Never mind, found it! (IMG:style_emoticons/default/biggrin.gif)
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Marwynn
post Sep 15 2009, 02:19 AM
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A bit of a request, would it be possible to expand the custom weapon slots? I use up all four quite easily. Also, would it be possible to add melee weapons to that list as well. And Underbarrel weapons?

I don't know if this was fixed in more recent versions, but the second last Negative Quality slot doesn't show up in the Character Sheet. I'll update again.

Thanks so much for this, this is awesome.
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Tyro
post Sep 15 2009, 04:48 AM
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QUOTE (DamienKnight @ Sep 11 2009, 02:28 PM) *
No, no notes section for qualities. Probably going to remove notes sections from other areas. I prefer page references, as this is less likely to infringe on Catalyst License. If you need more info on a quality, buy the book and look it up.

I meant a custom notes section - a place to put "silver" next to "allergy, moderate", for example.
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3278
post Sep 15 2009, 05:21 PM
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Must add my own gratitude and respect to the pile: wonderful bit of character generator, DK. You've saved me much, much time. Also must throw my hat into the ring and offer any assistance needed; if you've work that would take time better spent deploying your unique skills, I'll take it off your hands.

Someone must already have noticed this, so I can only assume I'm doing something wrong, but it seems as if the Nanoware from Augmentation isn't on the Cyberware/Bioware page, and that the headings for << Nanoware (au) >> and << Nanocybernetics >> contain the same list of Nanoware, namely that in the core book. Am I doing this wrong, or has some Augmentation content not yet been added?
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Penta
post Sep 15 2009, 07:17 PM
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Another 'am I doing this wrong' question:

I'm setting up a character with alphaware cybereyes and cyberears...I know that eyes come standard with Eye Recording Unit and Image Link, and ears with Ear Recording Unit and Sound Link, but they're not listed...and there's no way to select em...throwing off capacity and possibly essence calculations.
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DamienKnight
post Sep 15 2009, 08:07 PM
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QUOTE (3278 @ Sep 15 2009, 12:21 PM) *
Must add my own gratitude and respect to the pile: wonderful bit of character generator, DK. You've saved me much, much time. Also must throw my hat into the ring and offer any assistance needed; if you've work that would take time better spent deploying your unique skills, I'll take it off your hands.

Someone must already have noticed this, so I can only assume I'm doing something wrong, but it seems as if the Nanoware from Augmentation isn't on the Cyberware/Bioware page, and that the headings for << Nanoware (au) >> and << Nanocybernetics >> contain the same list of Nanoware, namely that in the core book. Am I doing this wrong, or has some Augmentation content not yet been added?


The best way to help me is to find problems with the sheet and give me detailed information on what needs to be changed.

Ie. If a gun is missing a laser sight in its description, you could post the name of the gun, and the book/page where I could check to see that it needs the laser sight.

Second to troubleshooting, I need feedback on the page. If you like they way one page is laid out and want other pages to be more similar to it, let me know. If you think there needs to be another column somewhere, or even another sheet added for some missing option, just post it here.

I have been using the sheet alot in the last two months since I have started playing SR again, and have been working on it alot, but I can only notice features that I use. IE. I dont play AI, so I dont really know if there is something I need to do to make AI's work better with the sheet.

Thanks for the feedback, I love to hear that the sheet is helping people play more Shadowrun!

QUOTE (Penta @ Sep 15 2009, 02:17 PM) *
Another 'am I doing this wrong' question:

I'm setting up a character with alphaware cybereyes and cyberears...I know that eyes come standard with Eye Recording Unit and Image Link, and ears with Ear Recording Unit and Sound Link, but they're not listed...and there's no way to select em...throwing off capacity and possibly essence calculations.


The features are so standard, it does not seem necessary to include in the description. Limbs seem to me like they take up enough space on the Charsheet, without listing Links and Recording abilities.

Can you imagine a robot with inifinite memory (as memory in sr4 is supposed to be near limitless) that does not record the digital images it processes? How about cyberears that did not allow you to play sounds in your own ears. I appreciate the suggestion, but I think the Majority of users do not need the Image/sound link and recorder options listed on the sheet, and are comfortable assuming their presence. Its like saying, 'The Ares Predator does not list Saftey in its description', but its safe to assume that all automatics include a standard saftey. Certain things need to be assumed.

But, I want to serve my audience, so I will comprise this way: I will add a Cybereye and Cyberear mod that lists 'Sound Link/Recorder' and 'Image Link/Recorder' that costs 0$ and 0 slots, and can optionally be selected if you really want to have that option show up on your sheet.
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Penta
post Sep 15 2009, 08:51 PM
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...See, I thought they did take up capacity...If not, oops, no need for it.
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DamienKnight
post Sep 15 2009, 09:21 PM
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QUOTE (Penta @ Sep 15 2009, 03:51 PM) *
...See, I thought they did take up capacity...If not, oops, no need for it.

Yeah, they used to in older versions. In SR4 the writers finally did a little critical thinking and realized that if a devices was reading digital images into your brain, putting them in a storable format would not make the device bigger, heavier, or more expensive, so why charge essence or nuyen for it?
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Phoenix (A-Team)
post Sep 15 2009, 09:34 PM
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As always, thank you for all of your hard work DK!

In the new version there is no longer any SURGE options under the "qualities" pull-down lists. I couldn't find them elsewhere, am I not looking hard enough? I kinda miss the mood hair meta-mehusit.
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DamienKnight
post Sep 15 2009, 09:53 PM
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QUOTE (Gonzomike @ Sep 13 2009, 05:14 AM) *
New sheet is great,technomancer option works now for me when it didnt before.Only problem is the AI and Free Spirit options for characters are gone. I have a AI character i wanted to update on your sheet but can't now.


These options are still available in the 'Race' dropdown. Are they not working properly?

QUOTE (Narse @ Sep 12 2009, 01:17 AM) *
I can't belive no one has mentioned this in the many versions of the sheets put out, but shouldn't the Astral Sight, Latent Awakening, Spell/Spirit Knack qualities (and any other psuedo-awakenings, perhaps that one from Unwired, Latent Technomancer? I think it was...) be placed in the special entry (right under race) as they are all mutually exclusive, rather than with the other positive qualities?

That is a fantastic point. Unfortunately I have based alot of the formulas off of possible data in the Special area. I am not sure what effect adding those to that area would have. I do have those qualities set so they should not appear when you are already a mage, adept etc. I will look into this, but probably not for the next version.

QUOTE (Mr_lynch @ Sep 12 2009, 05:20 AM) *
and can i check- in the sheets from 9t onwards the knowledge skill mutliplier has changed from *3 to *6- where does that rule come from?


Not quite sure what you are talking about here...

QUOTE (Phoenix (A-Team) @ Sep 15 2009, 04:34 PM) *
In the new version there is no longer any SURGE options under the "qualities" pull-down lists. I couldn't find them elsewhere, am I not looking hard enough? I kinda miss the mood hair meta-mehusit.


Ah-wah!? Class I Surge, Class II Surge, Class III Surge. Those are all available, which allow metagenetic qualities to be selected. Perhaps you were playing a Metavarient and selecting these qualities without getting the Surge Quality? If that is the case, you need to enable the option rule 'Metavarients_Surge_House_Rule'
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DamienKnight
post Sep 15 2009, 10:09 PM
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Version SR4CG_DK_1a is now available.

Includes:
- More physical and stun track boxes in Charsheet 3
- Will to Live now calculates into Overflow boxes on the Charsheet
- Non-Initiate Metamagics (15 Karma each) added to Magic Page
- added missing HMG, fixed HMG/MMG ranges
- added Technomancer Streams
- Added more weapon slots
- Custom weapons now properly stack new mods with old mods (no more gas vent II plus gas vent III)
- Added System/Response/Signal upgrades for vehicles, updated Charsheet to include these also

Thanks for all of the community support. Keep up the good work Dumpshock testers!
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3278
post Sep 16 2009, 01:45 AM
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QUOTE (DamienKnight @ Sep 15 2009, 09:07 PM) *
The best way to help me is to find problems with the sheet and give me detailed information on what needs to be changed.

Excellent. I was a software tester for lo, those many years, so breaking things is my speciality, as it were.

The only thing I'm aware of at the moment is the error I mentioned previously: on the Cyberware/Bioware page, all the nanoware from Augmentation seems to be missing; this would be the material from pages 108-111 of Augmentation. In its place is a repeat of the Nanocybernetics from Augmentation [from Dynamic Handprints to Voice Mimic]. If you need more details, let me know. Also, if I'm just being stupid and not seeing it, let me know. (IMG:style_emoticons/default/wink.gif)
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3278
post Sep 16 2009, 02:38 AM
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On the Gear worksheet, when Commlink Modules > Response Enhancer is selected, the Availability instantly comes up as 24. The correct Availability is 4x[Rating].
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Phoenix (A-Team)
post Sep 16 2009, 05:00 AM
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Ah, I see now. In the previous version Negative Surge effects were always available, whether the positive quality "Class I-III Surge" was taken or not. You fixed the problem since and I got stumped. Though, with the house rule activated, I still see no Surge qualities become available unless I use the Class I-III Surge quality. Am I using it incorrectly?

Gar... kinda sucks by their new errata that one has to take the positive Surge quality to unlock negative surge qualities. But... if that's the way the almighty makers deemed it must be, then that's how it is.


Looks like something's wrong with ID/credsticks. Rating 4 licenses and ID are currently producing 18 availability. It should be 3*Rating (in this example should =12).

Sensor Packages currently contains "Spyball" ...in SR4 it lists RFID, Micro, Handheld, and Mounted sensor packages on pg 325. These would be cool for characters who want such sensory devices in their gear arsenal :evil grin:

Also, a suggestion: I have seen that many people enjoy keeping digital records of gear they "collect" during runs. While I like paper too, I would find it cool to keep tally on my character's digital gear sheet. Perhaps adding a column that denotes if gear is "earned" through game play rather than bought? Much like you do in the beginning in regards to Contacts?
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budoka05
post Sep 16 2009, 07:13 AM
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Damien, thanks so much for making this spreadsheet! I have found it extremely useful and awesome! Thanks you for putting the time into it!

Quick thing, I noticed the Walther sniper rifle has a smart link system, but it doesn't register on the layout in the gun modification system. How can I change it?
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DamienKnight
post Sep 16 2009, 02:30 PM
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QUOTE (budoka05 @ Sep 16 2009, 02:13 AM) *
Quick thing, I noticed the Walther sniper rifle has a smart link system, but it doesn't register on the layout in the gun modification system. How can I change it?


Goto Gear_Data, find the Walter MA-2100 in the first list on the page. Goto column V and put an 'x' on the MA-2100's line, which should be 259.

Fixed this for the next release.
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DamienKnight
post Sep 16 2009, 03:00 PM
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QUOTE (3278 @ Sep 15 2009, 08:45 PM) *
Excellent. I was a software tester for lo, those many years, so breaking things is my speciality, as it were.

The only thing I'm aware of at the moment is the error I mentioned previously: on the Cyberware/Bioware page, all the nanoware from Augmentation seems to be missing; this would be the material from pages 108-111 of Augmentation. In its place is a repeat of the Nanocybernetics from Augmentation [from Dynamic Handprints to Voice Mimic]. If you need more details, let me know. Also, if I'm just being stupid and not seeing it, let me know. ;)


The nanoware not listed in Cyberware is not cyberware, but Nanogear. I will look into adding it to the Gear area.

QUOTE (Phoenix (A-Team) @ Sep 16 2009, 12:00 AM) *
Ah, I see now. In the previous version Negative Surge effects were always available, whether the positive quality "Class I-III Surge" was taken or not. You fixed the problem since and I got stumped. Though, with the house rule activated, I still see no Surge qualities become available unless I use the Class I-III Surge quality. Am I using it incorrectly?

Gar... kinda sucks by their new errata that one has to take the positive Surge quality to unlock negative surge qualities. But... if that's the way the almighty makers deemed it must be, then that's how it is.


Looks like something's wrong with ID/credsticks. Rating 4 licenses and ID are currently producing 18 availability. It should be 3*Rating (in this example should =12).

Sensor Packages currently contains "Spyball" ...in SR4 it lists RFID, Micro, Handheld, and Mounted sensor packages on pg 325. These would be cool for characters who want such sensory devices in their gear arsenal :evil grin:

Also, a suggestion: I have seen that many people enjoy keeping digital records of gear they "collect" during runs. While I like paper too, I would find it cool to keep tally on my character's digital gear sheet. Perhaps adding a column that denotes if gear is "earned" through game play rather than bought? Much like you do in the beginning in regards to Contacts?


In order for the Metavarient Surge rule to unlock your Surge qualities, you must be a Metavarient. There is no house rule for letting anyone get Surge powers. You can always Make yourself a metavarient, select the Surge qualities you want, then change your race back. The sheet only restricts the dropdown list, it does not check the cells for valid qualities after they are selected.

Yeah, it looks like the availability was = Avail + avail.mult x Max rating. Changed it to Avail + avail.mult x Selected Rating. Good catch.

Spyballs. The sensor packages in the sr4 book are not a gear list, but a listing of the default capacity and signal rating for different types of objects. The spyball is the only prepackaged sensor device. It can be carried around like a grenade, so it finds itself in both the vehicles section and the Gear section.

That is a good idea with Gear. I will look into it.
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Amourgin
post Sep 17 2009, 06:23 PM
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I just want to say, I've followed this spreadsheet since a little before I joined the board. It's come along wonderfully.
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risingstar
post Sep 17 2009, 09:57 PM
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I have looked through the gear section and have yet to find any of the commlink upgrades or gear designed for it. Is this in the works and will it be on the commlink page?
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DamienKnight
post Sep 18 2009, 03:50 PM
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QUOTE (risingstar @ Sep 17 2009, 04:57 PM) *
I have looked through the gear section and have yet to find any of the commlink upgrades or gear designed for it. Is this in the works and will it be on the commlink page?

Commlink Accessory, Commlink Modules in Gear page. Hacking page below system upgrades, those four slots can be used to purchase commlink upgrades.
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crash2029
post Sep 18 2009, 07:45 PM
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I love the sheet but I still cannot figure out how to select a mentor spirit/paragon.
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DamienKnight
post Sep 18 2009, 08:38 PM
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QUOTE (crash2029 @ Sep 18 2009, 02:45 PM) *
I love the sheet but I still cannot figure out how to select a mentor spirit/paragon.


To select a mentor spirit:
1. You must select Magician or Mystic Adept in the 'Special' cell to signify your magic type.
2. You must select the Mentor Spirit positive quality.
3. Go to the 'Magic' page and scroll the page down a bit. On the left below where you can
select a tradition, you should now have an option to select a Mentor Spirit.

To select a Paragon:
1. You must select 'Technomancer' in the 'Special' cell
2. You must select the 'Paragon' positive quality.
3. Go to the 'Technomancer' page and look for the area titled Paragon. Select a paragon, and then if necessary, select a preferred Sprite.

Note: In the latest version, the Paragon drop down cell is 'Locked' if the page is protected. In excel goto 'Tools->Protection->Unprotect Sheet' to change the drop down. This problem is fixed in the next version.
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DamienKnight
post Sep 18 2009, 08:39 PM
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QUOTE (Amourgin @ Sep 17 2009, 01:23 PM) *
I just want to say, I've followed this spreadsheet since a little before I joined the board. It's come along wonderfully.

Thanks!
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ravensoracle
post Sep 19 2009, 01:04 AM
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I just have to say that I have been using this and it is great. Everyone involved is doing an excellent job.

But I am having problems with the latest version. It is very prone to crashing in open office. I'm not sure if anyone else is having this problem. I have been running Beta7b and had no problems with that.
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Penta
post Sep 19 2009, 01:23 AM
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Weirdly, I'm getting no crashes in OO.
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