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> Chummer Character Generator
ShadowWalker
post May 24 2011, 03:53 AM
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QUOTE (SpellBinder @ May 23 2011, 10:45 PM) *
Try searching for "Tacsoft" instead of "Tacnet", and don't forget to verify that the Unwired book is enabled. Mine got disabled while trying to troubleshoot Chummer for my computer (gotta run it in Administrator mode now for some dumb reason, never had to before).


Checked the books, unchecked then rechecked the Unwired book, and no Tacsoft or tacnet or Tactical AR.
Also just noticed this, the Complex Forms group called Autosoft should probably be called Advanced, and Shielding is missing from it.
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SpellBinder
post May 24 2011, 04:00 AM
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Yeah, edited my previous post about that, too (in between chasing down an 8 month old kitten who's wound tighter than a mainspring and needing to be disciplined).

Might want to try checking the XML file to make sure it's in there too. You can edit it in Notepad like it's a regular TXT file, if you're unfamiliar with them (not sure if you are or not).
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ShadowWalker
post May 24 2011, 04:31 AM
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QUOTE (SpellBinder @ May 24 2011, 12:00 AM) *
Yeah, edited my previous post about that, too (in between chasing down an 8 month old kitten who's wound tighter than a mainspring and needing to be disciplined).

Might want to try checking the XML file to make sure it's in there too. You can edit it in Notepad like it's a regular TXT file, if you're unfamiliar with them (not sure if you are or not).


Think something in the update got missed is all. No biggie for me.
I'm sure it will end up there eventually.

An idea to add.

If would be nice if there was the ability to have multiple custom files for the same file.
Merging files when multiple people add stuff is a pain.
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Leoric
post May 24 2011, 10:07 AM
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I didn't find options for initiation (initiation in a group, and/or with an ordeal), are they implemented?
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Dakka Dakka
post May 24 2011, 12:58 PM
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The Extended Clip Mod does not modify the weapon's capacity.
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ShadowWalker
post May 24 2011, 02:03 PM
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QUOTE (Leoric @ May 24 2011, 06:07 AM) *
I didn't find options for initiation (initiation in a group, and/or with an ordeal), are they implemented?


I don't think it or the option for network/task are done yet either.
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Gnomercy
post May 24 2011, 06:04 PM
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Just wanted to say that I'm really impressed so far with Chummer....this will make my life as a GM sooo much easier (especially as a newbie GM).
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ShadowWalker
post May 24 2011, 06:48 PM
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QUOTE (Nebular @ May 23 2011, 12:15 PM) *
Speaking of updates...

Build 91
  • Drain Value for a Tradition now uses the total value of the Attribute instead of its base value
  • Karma and Nuyen Expenses in Career Mode are now properly sorted in reverse chronological order
  • Vehicles that should have additional slots now have them included in their slots total
  • Adapsin now has its own set of Cyberware Grades
  • added Skinlink as a Bodyware so it can be added as a plugin to pieces of Cyberware
  • Genetic Heritage Positive Quality now affects Nuyen cost instead of Essence cost
  • Bioware cost multipliers are now correctly set before being given to the Select Bioware window so prices should now be accurate when these modifiers exist
  • added missing Shield, Simrig, and Smartlink Complex Forms
  • only Weapon Mods marked as Installed that are not included with the Weapon consume Mod Slots
  • added support for Underbarrel Weapons
  • Armor from Adept Powers no longer count towards Armor Encumbrance in Career Mode
  • Weapon Damage should no longer appear as "NaN" if it is a non-numeric value

Outstanding Items
  • Unwired Options
  • Unwired Optional Rules


Genetic Heritage is still decreasing essence instead of nuyen, and the one free genetic modification is only including Transgenics instead of all genetic modifications.
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Nebular
post May 24 2011, 07:38 PM
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Ugh. I'm thinking I didn't change a file version number by mistake. (IMG:style_emoticons/default/nyahnyah.gif)
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ShadowWalker
post May 24 2011, 09:41 PM
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QUOTE (Nebular @ May 24 2011, 03:38 PM) *
Ugh. I'm thinking I didn't change a file version number by mistake. (IMG:style_emoticons/default/nyahnyah.gif)


Should each file have the same version number? They seem to vary between 960 and 968.
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Nebular
post May 24 2011, 10:29 PM
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At one point they did. I made a number of smaller changes to the files individually and figured updating their number separately would be okay for the time being. It finally came back around and bit me in the butt. (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post May 24 2011, 11:15 PM
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Came across a new issue. Been working on a technomancer character in generation mode, karma build, and found that if the character has submerged & Resonance above 7, and upon reopening the character file there's an error about 7 being an invalid value, the Submersion grade is reset to zero, and if any complex forms had been selected they are now gone. Was able to duplicate this with a brand new character, just to make sure there wasn't some conflict in custom content in the existing character file.

Haven't tested the magical side to see if something similar happens.
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Nebular
post May 24 2011, 11:37 PM
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Are you using build 91? I can't seem to reproduce this issue in either Create Mode or Career Mode with an Initiated Magician or Submerged Technomancer.
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Nebular
post May 24 2011, 11:45 PM
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Technomancers are getting some lovin' in the next update. Complex Forms are getting re-done and will behave like Spells with Ratings, meaning they will be laid out like the Spell tree instead of the individual rows. Basically the whole tab will more more in line with the Spells tab as was originally intended. Complex Forms will also receive support for <bonus />, namely for Skillsofts. Not sure if the Initiation/Submersion discounts will make the cut for this update, but they'll be next up on the list. Next update will likely be this weekend.
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ShadowWalker
post May 25 2011, 12:15 AM
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QUOTE (Nebular @ May 24 2011, 07:37 PM) *
Are you using build 91? I can't seem to reproduce this issue in either Create Mode or Career Mode with an Initiated Magician or Submerged Technomancer.


I used the updater and it's saying there are no updates, and when I look on the about window it says .89.
I just checked what's available to download and it's definitely different from what I have. So something must be going on with the updater.

I'm going to hold off updating manually so I can use what I have to test the updater.

Copied the 91 build into a different directory and tried it out.
Everything seems to be there now.

Genetic Heritage is still not including all Genetic Modifications as the possible free item. Only Transgenics is being including.
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Nebular
post May 25 2011, 01:25 AM
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QUOTE (ShadowWalker @ May 24 2011, 06:15 PM) *
Genetic Heritage is still not including all Genetic Modifications as the possible free item. Only Transgenics is being including.

Yeah, that's part of the next update.
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ShadowWalker
post May 25 2011, 01:55 AM
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QUOTE (Nebular @ May 24 2011, 08:25 PM) *
Yeah, that's part of the next update.


Awesome, can't wait to see it.
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Nebular
post May 25 2011, 02:09 AM
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QUOTE (ShadowWalker @ May 23 2011, 04:17 PM) *
The Paragon quality is similar to the Mentor Spirit quality.

In order to assist and reduce the data entry I copied the traditions.xml and mentors.xml files and edited them to make streams.xml and paragons.xml.
I didn't do anything with <bonus> other than remove it, as I was unsure of the proper formatting for that section.
You can download it from, http://www.mediafire.com/?l7bpikqx6ojfgui

Holy crap! I finally downloaded the file and took a look at it since I was going to start working on this functionality. All I have to do is do a find/replace on the container tags, add a couple of object properties in the app and it's done! Thanks for entering this data! (IMG:style_emoticons/default/biggrin.gif)
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SpellBinder
post May 25 2011, 02:25 AM
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QUOTE (Nebular @ May 24 2011, 05:37 PM) *
Are you using build 91? I can't seem to reproduce this issue in either Create Mode or Career Mode with an Initiated Magician or Submerged Technomancer.

Yup. And in doing a bit more testing just now I've isolated the issue to having a Complex Form at a rating of 7. Submersion 1 & Resonance 7 don't do anything, it's when a Complex Form is set to 7 that this issue appears (at 6, no problems). Simply readding, removing, and readding the same form at a lower rating does nothing to try and clear this (thought it might clear some resident data from the save file).
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ShadowWalker
post May 25 2011, 02:34 AM
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QUOTE (Nebular @ May 24 2011, 09:09 PM) *
Holy crap! I finally downloaded the file and took a look at it since I was going to start working on this functionality. All I have to do is do a find/replace on the container tags, add a couple of object properties in the app and it's done! Thanks for entering this data! (IMG:style_emoticons/default/biggrin.gif)


Not a problem. That's why I took the time, to make it easier on you. (IMG:style_emoticons/default/smile.gif)

I didn't put any <bonus> entries for any of it as I didn't know what the format for them should be.
So you might want to look at them to see what can be added for that if anything.
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Nebular
post May 25 2011, 03:53 AM
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QUOTE (ShadowWalker @ May 24 2011, 08:34 PM) *
I didn't put any <bonus> entries for any of it as I didn't know what the format for them should be.
So you might want to look at them to see what can be added for that if anything.

Yeah, I took a look at that. Since they all affect Matrix Actions and not actual Skills or Attributes, the <bonus /> stuff doesn't apply to them.
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Nebular
post May 25 2011, 03:54 AM
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QUOTE (SpellBinder @ May 24 2011, 08:25 PM) *
Yup. And in doing a bit more testing just now I've isolated the issue to having a Complex Form at a rating of 7. Submersion 1 & Resonance 7 don't do anything, it's when a Complex Form is set to 7 that this issue appears (at 6, no problems). Simply readding, removing, and readding the same form at a lower rating does nothing to try and clear this (thought it might clear some resident data from the save file).

Hmm, neat. I'll have this fixed for the next update then. I'd guess that Spirits are being affected the same way since Initiation/Submersion and Spirits/Sprites are the same objects with a different label slapped on 'em.
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fazzamar
post May 25 2011, 04:11 AM
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QUOTE (Nebular @ May 22 2011, 12:06 PM) *
My initial guess would be Armor Encumbrance since it affects both of those stats equally. What is your BOD and total amount of Armor you're wearing?


That did seem to be the issue with most of my characters, except orthoskin seems to be counting towards encumbrance. Is that intentional?
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ShadowWalker
post May 25 2011, 06:09 AM
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I went and entered the data on sprites and their powers.
I've not entered free sprites yet, just regular ones and entropic.

I put it in a custom file instead of the main critter and critterpowers files.
They can be inserted into those at some point.

I'll do the free sprites tomorrow.

There will need to be editing done I'm sure.
The ones in Unwired have options on their complex forms, and so I had no clue how that should be entered.
There attribute are completely different, so I just entered what they have.
I was unsure of what some entries should be for the powers.

You can download what I've done so far from, http://www.mediafire.com/?3168pb4a5v83jn3
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Argent
post May 25 2011, 09:49 AM
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Chummer build 91 is not working for me. Started out because the program was not updating past build 89. Kept telling me there was no new updaates. So I uninstalled old files and downloaded new zip file. When I ckicked on the program it does nothing. I checked in my task manager and I see two chummer.exe processes running but no GUI. I try to end process on one of them and it just keeps popping back up in there. I then ended process tree and it cleared out the chummer.exe out of the task manager processes tab. Am thinking the auto updated might be the issue. I installed old zip file build 43 and it woked but when I updated it did not work anymore either. Help!
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