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> Chummer Character Generator
ShadowWalker
post May 27 2011, 03:05 AM
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If I was going to build a custom drone or vehicle.

How would I show what sensors it has?
What's the format for it?

i.e. how would I show that it has a camera, mic, range finder etc within the custom_vehicles file?
Oh and how would I put things within the camera and mic? ie accessories for both of those.

How would I decrease the mod slots available?

I just want to have something pre-built and don't want to have to redo it at a later date.
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Nebular
post May 27 2011, 03:19 AM
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QUOTE (ShadowWalker @ May 26 2011, 10:05 PM) *
If I was going to build a custom drone or vehicle.

How would I show what sensors it has?
What's the format for it?

i.e. how would I show that it has a camera, mic, range finder etc within the custom_vehicles file?
Oh and how would I put things within the camera and mic? ie accessories for both of those.

How would I decrease the mod slots available?

I just want to have something pre-built and don't want to have to redo it at a later date.

At the moment, the only way to bundle Gear (Sensors, Cameras, etc.) with a Vehicle is to create a PACKS Kit for it since Vehicles don't currently come with Gear in the vehicles.xml file (and there's no logic to handle it). The PACKS Kit understands adding Gear to Vehicles though since it is designed to mash a bunch of stuff together from various sources.

To decrease the number of Slots you would use the addslots tag and give it a negative number, for example:
CODE
<mods>
   <addslots>-4</addslots>
</mods>
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ShadowWalker
post May 27 2011, 03:39 AM
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QUOTE (Nebular @ May 26 2011, 11:19 PM) *
At the moment, the only way to bundle Gear (Sensors, Cameras, etc.) with a Vehicle is to create a PACKS Kit for it since Vehicles don't currently come with Gear in the vehicles.xml file (and there's no logic to handle it). The PACKS Kit understands adding Gear to Vehicles though since it is designed to mash a bunch of stuff together from various sources.

To decrease the number of Slots you would use the addslots tag and give it a negative number, for example:
CODE
<mods>
   <addslots>-4</addslots>
</mods>


Camera and microphone are missing from the Sensor List for Drones/Vehicles.

After playing around with making a custom file for gear to include them I see why. You would need to change capacity so that I can take up space as well as have space.
So something like <capacity>[1], Rating</capacity> or
<capacities><capacity>[1]</capacity><capacity>Rating</capacity></capacities>

unless you have something like this already done, but I don't see anything in the file to indicate that it's there.
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SpellBinder
post May 27 2011, 04:14 AM
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In addition to having the camera and microphone standard for vehicle/drone sensors, any chance the tree can be expanded upon to allow those sensors to have their various accessories as well? Would be rather silly if a Doberman drone can have a camera, but can't have low light and thermographic in it as well.
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ShadowWalker
post May 27 2011, 04:26 AM
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QUOTE (SpellBinder @ May 27 2011, 12:14 AM) *
In addition to having the camera and microphone standard for vehicle/drone sensors, any chance the tree can be expanded upon to allow those sensors to have their various accessories as well? Would be rather silly if a Doberman drone can have a camera, but can't have low light and thermographic in it as well.


I would suggest putting the drone sensor package of the appropriate size default to each vehicle or drone, along with a camera as standard with what they have in AR on page 105 as the standard package for vehicles.
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longbowrocks
post May 27 2011, 04:52 AM
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Found one! The Thunderstruck gauss rifle from Arsenal is actually half-4 AP. I think Glyph was the one that pointed this errata out to me. Maybe you'll find some other helful updates here.

http://www.shadowrun4.com/wp-content/uploa..._errata_132.pdf
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longbowrocks
post May 27 2011, 05:03 AM
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Also, you left eh Aztechnology gauss cannon from AR 123 in the assault cannon section instead of the vehicle weapons section. Not that there's anything wrong with that. (IMG:style_emoticons/default/vegm.gif)
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Wizard_Thoarin
post May 27 2011, 05:38 AM
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Maybe its time to consider adding vehicles as its own creation like Character and Critters you could have a vehicle creation section and have all the tools to custom build a vehicle from the ground up. Once saved, make it so the character can link to the saved custom vehicle file and pull the cost of the vehicle from the characters money (resources). Also have a separate vehicle character sheet that shows the damage track for the vehicle unless that has been added already and I just haven't seen it. It would be a nice way to build a custom vehicle from scratch or create a standard modification of an existing vehicle for a campaign.
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ShadowWalker
post May 27 2011, 05:42 AM
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Just had a thought, you could use the following for Capacity: <capacity uses="1" available="Rating"/>

I think that would probably be cleaner.
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longbowrocks
post May 27 2011, 06:02 AM
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Adding weapons to weapon mounts (thanks for that btw) doesn't affect nuyen. I just added a sniper rifle to my Steel Lynx's mount for free. (IMG:style_emoticons/default/rotate.gif)
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ShadowWalker
post May 27 2011, 06:21 AM
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There are two entries for Empathy Software in the gear.xml file. One is in the Vision Enhancements category and the other is in the Sensors category.

I was thinking it was supposed to be some other item but the name got changed, but that does not appear to be the case.

Biomonitor should also be an armour mod.
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SpellBinder
post May 27 2011, 06:21 AM
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QUOTE (longbowrocks @ May 27 2011, 12:02 AM) *
Adding weapons to weapon mounts (thanks for that btw) doesn't affect nuyen. I just added a sniper rifle to my Steel Lynx's mount for free. (IMG:style_emoticons/default/rotate.gif)

Yup. Did notice that the weapon cost is deducted if the weapon mount is added to a vehicle/drone as a mod (tested on a motorcycle), so that all works properly. Also found that weapon accessories and mods added to a weapon that's mounted on a standard equipment weapon mount (like what the Steel Lynx comes with) are all also free.

Added: Forgot to post the original bug I came across when I came in here. The selected stream for a TM isn't getting saved. The box comes up blank when the character is reloaded. Also, Biofeedback Filter shouldn't be a selectable Complex Form. Biofeedback Filter is an automatic Complex Form from the living persona, fixed at either the Charisma or Resonance attribute (whichever is lower).
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longbowrocks
post May 27 2011, 06:36 AM
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QUOTE (ShadowWalker @ May 26 2011, 10:21 PM) *
There are two entries for Empathy Software in the gear.xml file. One is in the Vision Enhancements category and the other is in the Sensors category.

I was thinking it was supposed to be some other item but the name got changed, but that does not appear to be the case.

It's because it's sensor software, and thus can go on vehicular sensors, but you can also put it in a trideo camera as a vision upgrade.
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ShadowWalker
post May 27 2011, 06:56 AM
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QUOTE (longbowrocks @ May 27 2011, 02:36 AM) *
It's because it's sensor software, and thus can go on vehicular sensors, but you can also put it in a trideo camera as a vision upgrade.


Okay, I never noticed that it was a video mod. I've always had it sitting on my comlink and feeding it a vid feed.
Well the entry for sensors did not get it's cost updated.
Might want to change it so items can be in multiple categories. That way you don't have multiple copies of the same thing.

I've also noticed that spending nuyen also gives the String date/time error.

The Knowledge skills bottom area is not locked to the bottom of the parent window. So when I move the bottom of the parent window the knowledge skill grid doesn't move with it..
This only happens in career mode. The character creation mode works fine.
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longbowrocks
post May 27 2011, 07:00 AM
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QUOTE (ShadowWalker @ May 26 2011, 10:56 PM) *
Okay, I never noticed that it was a video mod. I've always had it sitting on my comlink and feeding it a vid feed.

Don't worry about it. I figure you can put it anywhere you want as a style choice since the requirements aren't very restrictive.
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SpellBinder
post May 27 2011, 07:07 AM
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Sorry to be compounding things, but I just keep coming back here to mention stuff I come across right away.

Found a few issues with Echos. One is that there's no apparent limit on how many can be selected during character creation once the first grade submersion is done (unsure if "Ignore Creation Rules" has anything to do with this). It's an optional rule outlined in Unwired, page 145, where a TM can learn additional echos limited to Resonance + Submersion grade and at 15 karma each. Also found the IPs earned from Overclocking and Advanced Overclocking didn't get deducted when the echos were removed.

And had been thinking some things that might help in expanding Chummer for echos/metamagic and submersion/initiation. In the current area where echos/metamagics are listed, start off with two fixed entries (like how spells for magicians starts out with five), one for counting what's learned with each submersion/initiation, and the other to count and track the additional echos/metamagics learned outside of submersion/initiation. That way they can be counted to keep track of the limit and count karma for them.

For tracking submersion/initiation itself so they could be discounted for meshes/groups and tasks/ordeals, I was thinking something similar to what's set up for skills. Each one gets numbered individually by rank and there's a dropdown each for meshes/groups and tasks/ordeals. That way each individual submersion/initiation can be accounted for on its own for the discounts.
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ShadowWalker
post May 27 2011, 07:08 AM
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Agents, IC and Pilot programs cannot be Complex Forms. I'm thinking that Autosofts can't be either since they are related to Agents, IC and Pilot programs.
Linguasofts is missing from Skillsofts. Everything else listed looks good.

Adding Complext Forms is not costing Karma in career mode.
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SpellBinder
post May 27 2011, 07:20 AM
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Sheesh, made me think of another as well.

Regarding the skillsofts/linguasofts, they should only be available if the TM has the Biowire echo, and their rating limited to the TM's submersion grade (or the program rating, whichever's lower).
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Dakka Dakka
post May 27 2011, 07:29 AM
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As of SR4A the cost for Improved Reflexes is:
I 1.5
II 2.5
III 4.5
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Wizard_Thoarin
post May 27 2011, 12:44 PM
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QUOTE (Dakka Dakka @ May 27 2011, 12:29 AM) *
As of SR4A the cost for Improved Reflexes is:
I 1.5
II 2.5
III 4.5


However, Runner's Toolkit (PDF) has a new table that changed it to 2, 3, 5 for those abilities. Neblar has decided to wait for an official errata to the costs listed in Runner's Toolkit before changing it back. If you want the other cost, you can go over to the "Custom Chummer Data Thread" that I started and grab my Custom_Books.xml and Custom_Powers.xml file that will give you an "Unofficial Errata" book you can turn on and off in the options and then you can chose these powers instead with the costs that are in the SR4A book (UE stands for Unofficial Errata).

UE Improved Reflexes I
UE Improved Reflexes II
UE Improved Reflexes III

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longbowrocks
post May 27 2011, 02:35 PM
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QUOTE (Dakka Dakka @ May 26 2011, 11:29 PM) *
As of SR4A the cost for Improved Reflexes is:
I 1.5
II 2.5
III 4.5

What improved reflexes are you talking about?
My pre errata copy of SR4A says 4 for level 3 adept improved reflexes.
The online errata document also lists it as 4.
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Nebular
post May 27 2011, 02:40 PM
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QUOTE (longbowrocks @ May 27 2011, 09:35 AM) *
What improved reflexes are you talking about?
My pre errata copy of SR4A says 4 for level 3 adept improved reflexes.
The online errata document also lists it as 4.

The Runner's Toolkit Compiled Tables booklet lists the costs as 2, 3, and 5 which puts them on par with the Essence cost of their equivalent of Wired Reflexes. HOWEVER...

Adepts rejoice! I just got clarification from Jason Hardy (the Shadowrun product line developer): the ones listed in SR4A are correct and the Runner's Toolkit values are indeed a misprint. I will be correcting this this weekend and putting the costs back to their correct value.
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ShadowWalker
post May 27 2011, 02:41 PM
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QUOTE (longbowrocks @ May 27 2011, 10:35 AM) *
What improved reflexes are you talking about?
My pre errata copy of SR4A says 4 for level 3 adept improved reflexes.
The online errata document also lists it as 4.


The copy of SR4A that I have has them listed as:
I 1.5
II 2.5
III 4.5

Edit: I take it back, my copy of SR4A has 4 for level 3, not 4.5 level 1 and 2 are correct for my copy.

Where is the errata for SR4A?
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longbowrocks
post May 27 2011, 02:50 PM
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http://www.shadowrun4.com/wp-content/uploa...R4A_changes.pdf
It has both SR4 -> SR4A changes, and SR4A errata.
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Nebular
post May 27 2011, 02:50 PM
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I haten't checked my phsical copy yet, but Rating 3 is listed as 4 in the PDF (but the PDF also lists a flechette weapon as AP +2 instead of AP +5).
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