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ShadowWalker
post Jul 10 2011, 10:08 PM
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QUOTE (suoq @ Jul 10 2011, 05:50 PM) *
SR4A Pg 270:
I'm not sure what rule you're using that supersedes the above rule.


from the faq:

QUOTE
Can you regain a skill group if each of the component skills are raised to the same level?

With the gamemaster’s permission if a skill group’s individual skills are raised to the same rating, and there are no specializations in any of those skill, then those skills can be treated as a skill group from that point on.
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Illume
post Jul 10 2011, 10:20 PM
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Is there not a Restricted Gear Quality? I have Runners Companion enabled in the options but its still not showing up in the list.
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SpellBinder
post Jul 10 2011, 11:55 PM
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QUOTE (ShadowWalker @ Jul 10 2011, 04:03 PM) *
My understanding, based on what I have seen people write about clips is thus. Each clip is specific to a weapon, they are not interchangeable. If this is the case then a specific weapon would need to be selected when the clip is purchased.
This means that each clip as a capacity based on the weapon selected.
Allow for ammo to be placed in the clip, attached. Allow for a clip to be attached to a weapon. Only one clip can be attached, unless the weapon is modded for multiple clips (there is one as I recall).
When you fire a weapon it removed ammo from the clip.
Have a swap clip option on the weapon. This would take the attached clip and put in in general gear (unattach it from the weapon), and give the option to select which non-attached clip to attach to the weapon.
Give the clips an load and unload button. Could use the reloading firearms table on page 324 of SR4A to determine how much to add. Might need to allow for selecting of ammo listed in gear for what to add to the clip.

Thinking of this also makes me think that gear could use to broad categories.
Instead of Selected Gear being the base of the tree, have two items Stored Gear and Carried Gear. That way you can differentiate between gear the character has on them and that which is back in storage at home.

It was in regards to how chummer might handle a weapon with two clips (sheesh, I hate that word) as per the weapon modification that I was talking about. I know quite well that magazines are not interchangeable between different models.
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SpellBinder
post Jul 10 2011, 11:58 PM
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QUOTE (Illume @ Jul 10 2011, 04:20 PM) *
Is there not a Restricted Gear Quality? I have Runners Companion enabled in the options but its still not showing up in the list.

There is (three separate entries for three different ratings), but if you had just enabled Runner's Companion you might have to close chummer and relaunch the program. If that doesn't work, try disabling RC, re-enabling it, close and relaunch chummer again.
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Illume
post Jul 11 2011, 12:06 AM
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QUOTE (SpellBinder @ Jul 11 2011, 12:58 AM) *
There is (three separate entries for three different ratings), but if you had just enabled Runner's Companion you might have to close chummer and relaunch the program. If that doesn't work, try disabling RC, re-enabling it, close and relaunch chummer again.
That fixed it, thanks (IMG:style_emoticons/default/smile.gif)
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whatevs
post Jul 11 2011, 02:36 AM
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Sorry to bust in on the thread, but we've now got a skype game up and running using Chummer as a character creation / management tool. If anyone's interested, please send me a personal message (click on my profile name on the left) and I'll respond with a Skype Name.

Or, click the following link for more information: http://forums.dumpshock.com/index.php?showtopic=35358
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StevenAngier
post Jul 11 2011, 01:01 PM
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So, Nebular. Any news from J. Hardy regarding how to handle Magic loss through lowered Essence?

I started a discussion on that HERE to see if there is any clear ruling on that we both may have overseen.
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Nebular
post Jul 11 2011, 05:01 PM
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QUOTE (ShadowWalker @ Jul 10 2011, 05:08 PM) *
from the faq:

Can you regain a skill group if each of the component skills are raised to the same level?

With the gamemaster’s permission if a skill group’s individual skills are raised to the same rating, and there are no specializations in any of those skill, then those skills can be treated as a skill group from that point on.

Well okay then. I guess it'll be allowed after all. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 11 2011, 05:07 PM
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QUOTE (StevenAngier @ Jul 11 2011, 08:01 AM) *
So, Nebular. Any news from J. Hardy regarding how to handle Magic loss through lowered Essence?

I started a discussion on that HERE to see if there is any clear ruling on that we both may have overseen.

Not a word. I've emailed him 2 or 3 times now asking for some sort of response. Just took a look at your thread and it looks the consensus so far is that the Attribute is just lowered, period. I'll keep an eye on it for a bit and see if others jump in for the other side, or if everyone just says it's that way. (IMG:style_emoticons/default/smile.gif)
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Arkiya
post Jul 11 2011, 05:21 PM
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Just a tiny typo. Under street gear->weapons->blades, it should be fork "or" utensil (currently says of).

Noticed this when we had attempted homicide by spork.

Thanks!
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Wizard_Thoarin
post Jul 11 2011, 05:35 PM
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I've got something weird going on... Two characters, both with Reflex Enhancers (rating 2)...

The first, a human smuggler built before qualities were changed but opened and saved during the period qualities would be changed automatically to the new system seems to have the rating split between Agility (AGI) and Reaction (REA). It should be +2 to Reaction. This is also shorting the character 1 point of his Initiative Score.
Oh, I even tried selling back the Reaction Enhancer for 100% then re-buying the Reaction Enhancer... I didn't save between though.

The Minotaur I ended up rebuilding because the quality conversion didn't seem to pick up the racial qualities that would get lost between saves under the old quality system but also has the Reaction Enhancers (rating 2) is not having the problem above.

So, I guess I'm going to have to rebuild at least 1 more character. I hope nothing happens to my Human Mage player that is going to force me to rebuild him also.

Edit... I just tried saving the file after selling back the Reaction Enhancers and then buying back Reaction Enhancers after closing and re-opening the save file. Still seems to split the Reaction Enhancer (rating 2) between Agility and Reaction.

Edit 2... Never Mind... I think I figured it out... his Armor is affecting both those attributes... <sigh>
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McDougle
post Jul 11 2011, 08:45 PM
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IIRC a free spirit shouldn´t be allowed to learn conjouring. (IMG:style_emoticons/default/smile.gif)

Edit:
Deleted critter-powers don´t grant "points" back.
For example if the spirit has 1 point and you select "Weather control" during creation it states "-1". If you delete that power though, it still shows "-1".

Edi2:
It should be possible to connect a weaponfocus and the corresponding weapon(altering the dv on the way).
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Nebular
post Jul 11 2011, 09:27 PM
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QUOTE (McDougle @ Jul 11 2011, 03:45 PM) *
IIRC a free spirit shouldn´t be allowed to learn conjouring. (IMG:style_emoticons/default/smile.gif)

Edit:
Deleted critter-powers don´t grant "points" back.
For example if the spirit has 1 point and you select "Weather control" during creation it states "-1". If you delete that power though, it still shows "-1".

Edi2:
It should be possible to connect a weaponfocus and the corresponding weapon(altering the dv on the way).

Free Spirits probably shouldn't be allowed to learn it, but just like regular characters and the Flight Skill, there may be some that allow it to happen, so I'm going to leave this as is. If you don't want it, don't take it. (IMG:style_emoticons/default/wink.gif)

The Critter Power Points does update, you just don't see the change until you change something else (I forgot to tell everything to refresh when a Critter Power is deleted - fixed in next update)

I'll add the Weapon Focus to the To Do list.
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Nebular
post Jul 11 2011, 09:36 PM
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QUOTE (Arkiya @ Jul 11 2011, 12:21 PM) *
Just a tiny typo. Under street gear->weapons->blades, it should be fork "or" utensil (currently says of).

Noticed this when we had attempted homicide by spork.

Thanks!

Nothing worse than a vicious sporking! Weapons data file has been updated to correct this. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 11 2011, 09:36 PM
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Build 147
  • added support for <skillwire /> to Improvement Manager which limits the effective Rating of Skillsofts
  • added appropriate <skillwire /> Improvements to Cyberware
  • Complex Forms now include the name of their commonly-used Skill
  • Complex Form commonly-used Skill now appears on the printout
  • Gear Plugins can now have Plugins of their own, meaning that Program Options can be added to Matrix Programs attached to a Commlink
  • added support for multiple-capacity Gear
  • increasing an Active Skill from Rating 0 to Rating 1 in Career Mode now breaks the Skill Group
  • added an option to allow Active Skills to be re-Grouped if all of their Ratings are the same (disabled by default)
  • free Knowledge Skills in Karma Create Mode are now spread as evenly as possible amongst the lowest Ratings
  • Vehicle Gear and Weapons are now properly exported when the Vehicle has no Vehicle Mods while creating a PACKS Kit
Oustanding Items
  • Attach Weapon Focus to Weapon
  • Multiple Clips and Different Ammo
  • A.I. Inherent Programs
  • Cheat Sheets?
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Neko Asakami
post Jul 12 2011, 12:51 AM
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So, something interesting I learned while updating today. If you just hit "Download Selected Updates" without selecting anything, it just sits there acting like it's trying to download. It doesn't crash, you only need to X out and open the update window again, but it *might* be nice to toss in a "No updates selected, choose something to download you nitwit!" message.
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Nebular
post Jul 12 2011, 01:03 AM
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QUOTE (Neko Asakami @ Jul 11 2011, 07:51 PM) *
So, something interesting I learned while updating today. If you just hit "Download Selected Updates" without selecting anything, it just sits there acting like it's trying to download. It doesn't crash, you only need to X out and open the update window again, but it *might* be nice to toss in a "No updates selected, choose something to download you nitwit!" message.

Neat. Never tried that. It'll be fixed in the next update. (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post Jul 12 2011, 01:19 AM
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QUOTE (Nebular @ Jul 11 2011, 02:36 PM) *
Build 147
  • added support for <skillwire /> to Improvement Manager which limits the effective Rating of Skillsofts
  • added appropriate <skillwire /> Improvements to Cyberware
  • Complex Forms now include the name of their commonly-used Skill
  • Complex Form commonly-used Skill now appears on the printout
  • Gear Plugins can now have Plugins of their own, meaning that Program Options can be added to Matrix Programs attached to a Commlink
  • added support for multiple-capacity Gear
  • increasing an Active Skill from Rating 0 to Rating 1 in Career Mode now breaks the Skill Group
  • added an option to allow Active Skills to be re-Grouped if all of their Ratings are the same (disabled by default)
  • free Knowledge Skills in Karma Create Mode are now spread as evenly as possible amongst the lowest Ratings
  • Vehicle Gear and Weapons are now properly exported when the Vehicle has no Vehicle Mods while creating a PACKS Kit
Oustanding Items
  • Attach Weapon Focus to Weapon
  • Multiple Clips and Different Ammo
  • A.I. Inherent Programs
  • Cheat Sheets?

W007! Been hoping these would come around soon. Very much appreciated!

Still hoping for this one (a story character of mine uses two different payloads in a pair of pistols). Wish I knew how I might be able to help.
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McDougle
post Jul 12 2011, 09:34 AM
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Is connection:? in career-mode something you are thinking about?

I hope Omae is progressing fine, too? (IMG:style_emoticons/default/biggrin.gif)
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LG117
post Jul 12 2011, 12:26 PM
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Thanks for this fantastic program Nebular. My only advise is to update the first post so that it reflects how much currently does work, rather than what did not work (in the past).

I am building a Rigger and running in to a bit of a snag. I am trying to add Autosofts like Clearsight or Targeting to my car and drones, but can't seem to do that. I can add them to my deck, but not the car or drone. From my reading, since the drone can use Sensor + Clearsight for autonomous perception (SR 246), I assume it has to be added to the drone.

Here is what I have so far:
Autosoft Issues (external link)


I can find where to add some other programs, like Pilot, but none of the autosofts. Can anyone see where on the Roadmaster or the LEBD-1 that I should be able to fit them in or what I may need to add first? Thanks in advance.

One last question. When replacing the Pilot Program of a vehicle (AR 105), do you have to buy the new one outright, or can you pay the difference between the existing Pilot Program and the new one? The same goes for things like Firewall, Signal, Response, etc.
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Nebular
post Jul 12 2011, 01:53 PM
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QUOTE (LG117 @ Jul 12 2011, 07:26 AM) *
Thanks for this fantastic program Nebular. My only advise is to update the first post so that it reflects how much currently does work, rather than what did not work (in the past).

I am building a Rigger and running in to a bit of a snag. I am trying to add Autosofts like Clearsight or Targeting to my car and drones, but can't seem to do that. I can add them to my deck, but not the car or drone. From my reading, since the drone can use Sensor + Clearsight for autonomous perception (SR 246), I assume it has to be added to the drone.

Here is what I have so far:
Autosoft Issues (external link)


I can find where to add some other programs, like Pilot, but none of the autosofts. Can anyone see where on the Roadmaster or the LEBD-1 that I should be able to fit them in or what I may need to add first? Thanks in advance.

One last question. When replacing the Pilot Program of a vehicle (AR 105), do you have to buy the new one outright, or can you pay the difference between the existing Pilot Program and the new one? The same goes for things like Firewall, Signal, Response, etc.

I'll update the first post soon. Good idea.

Autosofts are a part of Gear, so they can be added to a Vehicle by right-clicking on the Vehicle, choosing Add Gear, then jumping to the Autosofts category. I've noticed that searching in the Gear window is disabled when you're adding Gear to a Vehicle though which doesn't make finding that stuff any easier. (IMG:style_emoticons/default/smile.gif) I'll have that fixed in the next update.

The Pilot/Firewall/Signal/Response Programs are purchased as new items rather than upgrades since you're replacing the software with the new one. I'd imagine you can get around this by having a Hacker friend work his magic, but just buying the Mod itself replaces the old one for the full cost.
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Nebular
post Jul 12 2011, 01:55 PM
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QUOTE (McDougle @ Jul 12 2011, 04:34 AM) *
Is connection:? in career-mode something you are thinking about?

Is Connection another player-set number like Street Cred and Notoriety?
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LG117
post Jul 12 2011, 02:28 PM
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QUOTE (Nebular @ Jul 12 2011, 08:53 AM) *
I'll update the first post soon. Good idea.

Autosofts are a part of Gear, so they can be added to a Vehicle by right-clicking on the Vehicle, choosing Add Gear, then jumping to the Autosofts category. I've noticed that searching in the Gear window is disabled when you're adding Gear to a Vehicle though which doesn't make finding that stuff any easier. (IMG:style_emoticons/default/smile.gif) I'll have that fixed in the next update.

The Pilot/Firewall/Signal/Response Programs are purchased as new items rather than upgrades since you're replacing the software with the new one. I'd imagine you can get around this by having a Hacker friend work his magic, but just buying the Mod itself replaces the old one for the full cost.


Thanks for the fast response. I tried right clicking the vehicle name and choosing "Add Modification", but the list that comes up, has no category drop down and only appears to list Standard and All category items. I have been scouring that list for any mention of Autosoft or Clearsight, but have not found anything that looks close. Am I missing it?

Vehicle Modification List:
Autosoft Issues 2 (external link)

I have tried Chummer on 2 different computers. One running WinXP and one running Win7. Both computers appear to have the same Vehicle Modification list.

Thanks again.
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ShadowWalker
post Jul 12 2011, 03:12 PM
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QUOTE (LG117 @ Jul 12 2011, 10:28 AM) *
Thanks for the fast response. I tried right clicking the vehicle name and choosing "Add Modification", but the list that comes up, has no category drop down and only appears to list Standard and All category items. I have been scouring that list for any mention of Autosoft or Clearsight, but have not found anything that looks close. Am I missing it?

Vehicle Modification List:
Autosoft Issues 2 (external link)

I have tried Chummer on 2 different computers. One running WinXP and one running Win7. Both computers appear to have the same Vehicle Modification list.

Thanks again.

Right click the vehicle and click on Add Gear.
Then use the drop down list to find Autosofts.

I am hoping to see a tree node that will look like the sensor package but is the Pilot/Comm for Vehicles and Drones.
The idea being remove Pilot as a base attribute and instead add it as a grouped item to the vehicles and drones.
This way the Response, Pilot, Signal, Firewall and Autosofts all get attached to this item in the tree.
You could have the current <Pilot> entry as the base of a node in the vehicles entry in the tree just like a commlink. Then allow for other things to be added to it.
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ShadowWalker
post Jul 12 2011, 04:11 PM
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Came up with an idea for peripheral nodes.
Since everything can have one, I created the following in gear, Gear xml
It's a new category, Peripherals and some items taken out of SR4A and Unwired.
They should be attachable to armour, weapon, and cyberware. Pretty much anything.

Another thing that would be kind of cool to be able to designate is Clusters.
Take any commlink, peripheral, vehicle and/or drone and put them together to make one large commlink.
Information on this can be found on page 55 of Unwired.
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