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> Chummer Character Generator
Diabolos
post Oct 6 2011, 01:51 AM
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I found a bug with Adding PACKS kits. When you try to add an existing PACK, if you select one with cyberware that also has enhancement, like a set of cybereyes with various vision enhancements, you get this error:
System.NullReferenceException: Object reference not set to an instance of an object.
To recreate it, select Augmented Surveillance under Gear Kits.

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Nebular
post Oct 6 2011, 02:53 AM
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QUOTE (Diabolos @ Oct 5 2011, 08:51 PM) *
I found a bug with Adding PACKS kits. When you try to add an existing PACK, if you select one with cyberware that also has enhancement, like a set of cybereyes with various vision enhancements, you get this error:
System.NullReferenceException: Object reference not set to an instance of an object.
To recreate it, select Augmented Surveillance under Gear Kits.

This will be fixed in the next update. In the mean time, you can still select these Kits and add them to a character - just click on the Continue button in the error message and it will keep going (it's trying to find Cyberware plugins in the wrong place as it's building the list to show you what's in the selected Kit, the rest of it including adding it to the character is OK).
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Stalag
post Oct 6 2011, 03:37 AM
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To expand on my idea about perception bonuses...

There are actually a number of modifiers that it would be good to have listed on the character sheets (and maybe in the Other Info tab) in a central location so they're easy to keep track of.... both from a player and GM point of view.

They'd probably need to be broken up into something like "Character Modifiers" and "Imposed Modifiers"

Character Modifiers would be things that are applied to rolls for the character - like modifiers to specific actions for a skill (+2 to Manipulation Spells - though it might be nicer to have those listed under the applicable skill somehow), Resistance modifiers, "-1 to Dmg received if Dmg received is 2 or more"

Imposed Modifiers would be things that are applied to rolls against the character - like "+2 to Assensing Astral Signature"

The real difficulty would be organizing and grouping the modifiers together in some logical way and then making them cumulative where appropriate
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ShadowWalker
post Oct 6 2011, 04:37 AM
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QUOTE (Stalag @ Oct 5 2011, 11:37 PM) *
To expand on my idea about perception bonuses...

There are actually a number of modifiers that it would be good to have listed on the character sheets (and maybe in the Other Info tab) in a central location so they're easy to keep track of.... both from a player and GM point of view.

They'd probably need to be broken up into something like "Character Modifiers" and "Imposed Modifiers"

Character Modifiers would be things that are applied to rolls for the character - like modifiers to specific actions for a skill (+2 to Manipulation Spells - though it might be nicer to have those listed under the applicable skill somehow), Resistance modifiers, "-1 to Dmg received if Dmg received is 2 or more"

Imposed Modifiers would be things that are applied to rolls against the character - like "+2 to Assensing Astral Signature"

The real difficulty would be organizing and grouping the modifiers together in some logical way and then making them cumulative where appropriate


That is in essence the idea behind what the cheat sheets were meant to be.
A central place to list all actions and the modifiers for those actions.
Which is on the list of future features at the end of the new build posts.
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ChatNoir
post Oct 6 2011, 05:41 AM
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The new charsheets are great ! However, one thing could be even better in my opinion. The Knowledge Skill are sorted in a weird way, I do understand the logic behind it, but it's not really easy to read.
For my actual character I have this :

CODE
Language: Afrikaans N  N  N  N  N  
Area Knowledge: Cape Town 6 3 3 0 0
Bars and Clubs (Cape Town) 6 (8) 3 3 0 0
Data Havens (Magic) 5 (7) 2 3 0 0
Language: English 6 2 3 2 0
Language: Indien 6 2 3 2 0
Politics (Africa) 5 (7) 1 4 0 0
Syndicates (Alliance Azanienne) 5 (7) 2 3 0 0
Underworld (Matrix Crime) 5 (7) 2 3 0 0
Language: Whosa 4 1 3 2 0

Grouping the languages would help, either at L or at the end of the knowledge skill. Same thing in the skill tab of the software but it's maybe less important.
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ShadowWalker
post Oct 6 2011, 07:03 AM
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QUOTE (ChatNoir @ Oct 6 2011, 01:41 AM) *
The new charsheets are great ! However, one thing could be even better in my opinion. The Knowledge Skill are sorted in a weird way, I do understand the logic behind it, but it's not really easy to read.
For my actual character I have this :

CODE
Language: Afrikaans N  N  N  N  N  
Area Knowledge: Cape Town 6 3 3 0 0
Bars and Clubs (Cape Town) 6 (8) 3 3 0 0
Data Havens (Magic) 5 (7) 2 3 0 0
Language: English 6 2 3 2 0
Language: Indien 6 2 3 2 0
Politics (Africa) 5 (7) 1 4 0 0
Syndicates (Alliance Azanienne) 5 (7) 2 3 0 0
Underworld (Matrix Crime) 5 (7) 2 3 0 0
Language: Whosa 4 1 3 2 0

Grouping the languages would help, either at L or at the end of the knowledge skill. Same thing in the skill tab of the software but it's maybe less important.


Was that the order you entered them in?
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ChatNoir
post Oct 6 2011, 08:26 AM
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There's no link with the order it's been added. There is an alphabetical order but the language skill is ordered by the name of the language. Example Language Whosa is in the end because it's considered to start with a W (not a L). Seen the skill tab, you input the name and Language is only a qualification of the skill (like street or interest).
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Minimax le Rouge
post Oct 6 2011, 09:12 AM
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Hello,
the avail. for the incendiary arrows must be 12F
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Nebular
post Oct 6 2011, 01:26 PM
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QUOTE (Minimax le Rouge @ Oct 6 2011, 04:12 AM) *
Hello,
the avail. for the incendiary arrows must be 12F

Gear data file has been updated to correct this.
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Nebular
post Oct 6 2011, 01:35 PM
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QUOTE (ChatNoir @ Oct 6 2011, 03:26 AM) *
There's no link with the order it's been added. There is an alphabetical order but the language skill is ordered by the name of the language. Example Language Whosa is in the end because it's considered to start with a W (not a L). Seen the skill tab, you input the name and Language is only a qualification of the skill (like street or interest).

I've updated the sheets to put Languages at the top of the list in alphabetical order so that they're all together.
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deurk
post Oct 6 2011, 01:40 PM
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How about ceramic/plasteel weapon mod?
http://forums.dumpshock.com/index.php?show...t&p=1112338
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Nebular
post Oct 6 2011, 02:25 PM
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QUOTE (deurk @ Oct 6 2011, 08:40 AM) *
How about ceramic/plasteel weapon mod?
http://forums.dumpshock.com/index.php?show...t&p=1112338

It's a more complex change, but it's on the list. Getting things to stop throwing errors are my first priorities. (IMG:style_emoticons/default/smile.gif)
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ChatNoir
post Oct 6 2011, 02:32 PM
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Thanks, it looks pretty good. (IMG:style_emoticons/default/smile.gif)
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deurk
post Oct 6 2011, 02:34 PM
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QUOTE (Nebular @ Oct 6 2011, 02:25 PM) *
It's a more complex change, but it's on the list. Getting things to stop throwing errors are my first priorities. (IMG:style_emoticons/default/smile.gif)

Yup, great to know it's on the list.
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Chromeburner
post Oct 6 2011, 04:55 PM
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I'm getting an error when loading chummer.
It tells me chummer has encountered an error and needs to close. Here is the error signature.
AppName: chummer.exe AppVer 0.0.0.216 AppStamp:4e8ccfac
ModName: clr.dll ModVer:4.0.30319.235 ModStamp:4da3fdf5
fDebug: 0 Offset:0000a6bb
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Jazz
post Oct 6 2011, 05:25 PM
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In spell.xml:

Nauseate
Napalm Wall
Radiation Shield

These 3 spells does not comes from "DV", the source should be "DG" (Digital Grimoire p.17)
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Nebular
post Oct 6 2011, 05:33 PM
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QUOTE (Chromeburner @ Oct 6 2011, 11:55 AM) *
I'm getting an error when loading chummer.
It tells me chummer has encountered an error and needs to close. Here is the error signature.
AppName: chummer.exe AppVer 0.0.0.216 AppStamp:4e8ccfac
ModName: clr.dll ModVer:4.0.30319.235 ModStamp:4da3fdf5
fDebug: 0 Offset:0000a6bb

That's weird, but unfortunately doesn't really tell me anything. Only things I can really suggest are to try downloading the application's executable in case you got a bad copy of it which you can grab from here. Hopefully that's all you need to do to fix it. If that doesn't do it, you might need to download and re-install .NET 4, as well as run Windows update to make sure all of its updates are there (the re-install should bring it up-to-date, but I'd still do the Windows Update to make sure).
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Nebular
post Oct 6 2011, 05:36 PM
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QUOTE (Jazz @ Oct 6 2011, 12:25 PM) *
In spell.xml:

Nauseate
Napalm Wall
Radiation Shield

These 3 spells does not comes from "DV", the source should be "DG" (Digital Grimoire p.17)

Updated the Spells file to correct these.
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Dakka Dakka
post Oct 6 2011, 06:00 PM
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In the printouts the skills Pilot Aerospace, Pilot Aircraft and Pilot Anthroform are missing. The grouping though is a nice addition.
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Nebular
post Oct 6 2011, 06:23 PM
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QUOTE (Dakka Dakka @ Oct 6 2011, 01:00 PM) *
In the printouts the skills Pilot Aerospace, Pilot Aircraft and Pilot Anthroform are missing. The grouping though is a nice addition.

Do you have any Rating points in those Skills? The sheets don't show a particular Active Skill if it has a total Rating of 0 (which those will be unless you put a point into them since you cannot default on them).
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Dakka Dakka
post Oct 6 2011, 07:55 PM
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Ah, I was not aware that you could not default on those three piloting skills but are allowed to on the other two.
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Jazz
post Oct 7 2011, 12:03 AM
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In powers.xml :
Cloak should be in SM, not in SR4. Sorry I don't know the page (playing L5R rigth now)
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Diabolos
post Oct 7 2011, 01:44 AM
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I'm not sure if I'm going crazy or I just missed something when I downloaded the latest version.

On the Cyberware/Bioware tab, When you select a piece of ware, the grade dropdown displays Chummer.ListItem for all the grades. This only seems to happen for an existing character. If you create a new character, the grade dropdown behaves normally until you save and reload the character.
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IridiosDZ
post Oct 7 2011, 01:54 AM
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Not crazy. I get the same result. Not with the add cyber or add bioware. It's on the data pane on the right for selected installed ware.
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Nebular
post Oct 7 2011, 02:10 AM
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Bleh, that was a weird one. Only happens to certain characters with Cyberware. I had to try a few different save files before I could find a character that triggered it. I'll have this fixed in the next update... just give me a few minutes to upload stuff. (IMG:style_emoticons/default/smile.gif)
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