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> Chummer Character Generator
SpellBinder
post May 27 2011, 10:40 PM
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QUOTE (Nebular @ May 27 2011, 04:09 PM) *
I can't seem to reproduce the Overclocking/Advanced Overclocking issue. Is this still happening? If so, could you email me the save file so I can take a look at it?

If I knew it, sure.
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Nebular
post May 27 2011, 10:45 PM
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Whoops. nebular@shaw.ca
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SpellBinder
post May 27 2011, 10:55 PM
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Sent.
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fazzamar
post May 27 2011, 11:29 PM
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When opening a character that has been saved in Career mode through command line (I have Chummer associated with .chum files, so double clicking opens them) it shows the character in Creation Mode.
When you have a custom lifestyle only and switch from Creation to Career mode, the starting money pop-up has "Result of 0D6: ( <NumericUpDown> ) + 0) x 0 = 0".
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Nebular
post May 27 2011, 11:55 PM
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Argh! Can't believe I forgot to update the opening via command line check. This and the custom only lifestyles thing will be fixed in the next update.
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ShadowWalker
post May 28 2011, 12:05 AM
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When changing to career mode a check should be done to ensure that a tradition or stream has been selected. I forgot to do that for stream and it let it go, so I couldn't select it later.
Latent Technomancers or Latent Awakened would choose their stream when it becomes active and Wild Technomancers would be only allowed to choose a stream once the Negative Quality is bought off.
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longbowrocks
post May 28 2011, 02:53 AM
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QUOTE (Nebular @ May 27 2011, 06:59 AM) *
Nope. There is no actual errata for SR4A (though it clearly needs it). The conversion guide is just that. There are discrepancies between SR4, the conversion guide, the PDF SR4A, and physical SR4A. I sent another quick message to Jason as a follow-up to see whether the correct number is 4 or 4.5. Hopefully I have an official answer soon. (IMG:style_emoticons/default/smile.gif)

Well, it is at least a partial errata, since it also contains changes from SR4A to SR4A. For example, tha bow and airburst (examples of changes within SR4A), as mentioned. (IMG:style_emoticons/default/smile.gif)
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redwulf25
post May 28 2011, 02:58 AM
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QUOTE (ShadowWalker @ May 27 2011, 06:12 PM) *
okay, so saved the character in another file in career mode and got zero nuyen for starting cash.
Two things to note the character had 185 nuyen left over, and I checked "Ignore Character Creation Rules".
I'm thinking that maybe the starting cash gets ignored...


Money that's left over from character creation isn't starting cash, it's lost.
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ShadowWalker
post May 28 2011, 03:03 AM
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QUOTE (redwulf25 @ May 27 2011, 09:58 PM) *
Money that's left over from character creation isn't starting cash, it's lost.

Yes, I know this, I was mentioning it just in case it might have been what was causing the problem of not getting any money at all.
As it's turns out it sounds like it was neither of these things that was causing the problem.
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redwulf25
post May 28 2011, 03:05 AM
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QUOTE (ShadowWalker @ May 27 2011, 11:03 PM) *
Yes, I know this, I was mentioning it just in case it might have been what was causing the problem of not getting any money at all.
As it's turns out it sounds like it was neither of these things that was causing the problem.


Sorry, read that wrong.
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Wizard_Thoarin
post May 28 2011, 03:23 AM
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technically, not all left over resources is lost when converting to career mode or it shouldn't be. If I remember correctly, for every 50 nuyen left over you get a +1 to the die roll for starting money. I'll have to double check what the limit is but I think it was based on the number of dice you got to roll which was based on the lifestyle you purchased. But, if you had a lot of left over resources and didn't spend them before switching to career mode then most of it is lost.
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whatevs
post May 28 2011, 03:31 AM
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QUOTE (Nebular @ May 27 2011, 02:35 AM) *
As far as I understand, this is correct based on RAW. Defaulting says that the only thing you get is the linked Attribute - 1. At least that's how it reads to me.


Hmm, the description for synthacardium (sr4a 346) states that the bonus applies to all athletics tests.

Synthacardium basically amps up physical performance by making a character's heart beat faster/better. Can't really see how the heart would only beat faster/better if the character was trained in that particular activity. Example: With synthacardium, i should be able to do a 100 yard dash faster than my genetic twin given the same training/fitness level (lets assume none). If my twin has the running skill equal to my synthacardium rating, we should finish with the same time. But without the running skill (defaulting), i should still get the bonus from synthacardium when we race. If i had both synthacardium and training, i'd be that much faster.
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SpellBinder
post May 28 2011, 05:20 AM
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Different subject here, but in the process of expanding my vehicles file for all of the variants I found one with a misspelled name. The "Hawker-Ridley" is spelled "Hawker-Siddley" in the XML file.
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Nebular
post May 28 2011, 06:30 AM
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QUOTE (SpellBinder @ May 27 2011, 11:20 PM) *
Different subject here, but in the process of expanding my vehicles file for all of the variants I found one with a misspelled name. The "Hawker-Ridley" is spelled "Hawker-Siddley" in the XML file.

The spelling in the XML file is correct. This was corrected in the Arsenal errata. (linked because finding it on their site is a pain in the butt (IMG:style_emoticons/default/smile.gif) )
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Nebular
post May 28 2011, 06:34 AM
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QUOTE (whatevs @ May 27 2011, 09:31 PM) *
Hmm, the description for synthacardium (sr4a 346) states that the bonus applies to all athletics tests.

Synthacardium basically amps up physical performance by making a character's heart beat faster/better. Can't really see how the heart would only beat faster/better if the character was trained in that particular activity. Example: With synthacardium, i should be able to do a 100 yard dash faster than my genetic twin given the same training/fitness level (lets assume none). If my twin has the running skill equal to my synthacardium rating, we should finish with the same time. But without the running skill (defaulting), i should still get the bonus from synthacardium when we race. If i had both synthacardium and training, i'd be that much faster.

I agree. It seems silly that something like that wouldn't affect it and it makes sense to me that it should be done that way. The rules just phrase things in a way that makes it sound as though it behaves differently. I'll make this an option with the app.
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Nebular
post May 28 2011, 06:38 AM
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QUOTE (Wizard_Thoarin @ May 27 2011, 09:23 PM) *
technically, not all left over resources is lost when converting to career mode or it shouldn't be. If I remember correctly, for every 50 nuyen left over you get a +1 to the die roll for starting money. I'll have to double check what the limit is but I think it was based on the number of dice you got to roll which was based on the lifestyle you purchased. But, if you had a lot of left over resources and didn't spend them before switching to career mode then most of it is lost.

Yup. Chummer takes all of this into consideration when you move your character from Create to Career Mode. The issue ShadowWalker was having was because Ignore Rules was turned on. As soon as the rule validation code (which includes asking for starting Nuyen) saw Ignore Rules it stopped doing everything since the flag forces the application to believe everything is correct. The last update solved this little flaw in my logic. (IMG:style_emoticons/default/smile.gif)
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SpellBinder
post May 28 2011, 06:43 AM
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QUOTE (Nebular @ May 28 2011, 12:30 AM) *
The spelling in the XML file is correct. This was corrected in the Arsenal errata. (linked because finding it on their site is a pain in the butt (IMG:style_emoticons/default/smile.gif) )

Had that file for quite a while now. And makes me wonder why the name change, like did someone file a lawsuit against Catalyst because of a single word? Oh well, people have done dumber things for dumber reasons.
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whatevs
post May 28 2011, 01:37 PM
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QUOTE (Nebular @ May 28 2011, 06:34 AM) *
I agree. It seems silly that something like that wouldn't affect it and it makes sense to me that it should be done that way. The rules just phrase things in a way that makes it sound as though it behaves differently. I'll make this an option with the app.


Thanks Nebular. I think you mentioned a need for errata earlier on. It would be nice to have catalyst clarify these kinds of things.
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Nebular
post May 28 2011, 01:50 PM
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QUOTE (SpellBinder @ May 28 2011, 01:43 AM) *
Had that file for quite a while now. And makes me wonder why the name change, like did someone file a lawsuit against Catalyst because of a single word? Oh well, people have done dumber things for dumber reasons.

Actually, Hawker Siddley is the name of a British aircraft manufacturing company. Hawker Ridley is non-existent. Since the rest of the game's vehicle manufacturers are real, I'm certain this was what they intended to begin with but someone typed it incorrectly for the book. (IMG:style_emoticons/default/smile.gif)
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Nebular
post May 28 2011, 01:58 PM
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QUOTE (fazzamar @ May 27 2011, 05:29 PM) *
When you have a custom lifestyle only and switch from Creation to Career mode, the starting money pop-up has "Result of 0D6: ( <NumericUpDown> ) + 0) x 0 = 0".

I'm wondering how to handle this... As far as I know, Advanced Lifestyles don't actually have a Starting Nuyen amount, so the Starting Nuyen window is asking for the right information as far as it knows. It does, however, seem silly to ask you for a total when you have 0 dice to roll. In that case, it should just use whatever Nuyen bonus you have and simply give it to your character since you don't need to do anything. Sound about right?
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Nebular
post May 28 2011, 02:11 PM
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QUOTE (SpellBinder @ May 27 2011, 02:07 AM) *
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.

Okay, so I've found the issue with the character. Technomancers have 3 Matrix IPs to begin with. The reason why it appears that Overlocking and Advanced Overclocking weren't reducing your Matrix IPs from 5 back down to 3 is because the character's Commlink has a Hot Sim Module which adds +2 to the user's Matrix IPs, which puts it back up to 5. If you remove the Hot Sim Module, the Matrix IPs drop back down to 3. Adding and removing Overclocking and Advanced Overclocking at that point then behaves as usual. (Since Matrix IPs can never go above 5, it appears as though they don't do anything when in fact you've just hit the upper limit)
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ShadowWalker
post May 28 2011, 03:26 PM
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QUOTE (Nebular @ May 28 2011, 09:58 AM) *
I'm wondering how to handle this... As far as I know, Advanced Lifestyles don't actually have a Starting Nuyen amount, so the Starting Nuyen window is asking for the right information as far as it knows. It does, however, seem silly to ask you for a total when you have 0 dice to roll. In that case, it should just use whatever Nuyen bonus you have and simply give it to your character since you don't need to do anything. Sound about right?


Advanced lifestyles do have a level though based on the total number of points spent.
If you look on the chart on page 153 of the Runner's Companion you will find that,
0 points is Street, 5 is Squatter, 10 is Low, 15 is Middle, 20 is High and 30+ is Luxury.
So you can use that to determine how much starting cash people get.

Also if you don't select any lifestyle it should default to street. Right now if you don't put something in you get nothing for starting cash.
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ShadowWalker
post May 28 2011, 04:34 PM
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QUOTE (Nebular @ May 28 2011, 10:11 AM) *
Okay, so I've found the issue with the character. Technomancers have 3 Matrix IPs to begin with. The reason why it appears that Overlocking and Advanced Overclocking weren't reducing your Matrix IPs from 5 back down to 3 is because the character's Commlink has a Hot Sim Module which adds +2 to the user's Matrix IPs, which puts it back up to 5. If you remove the Hot Sim Module, the Matrix IPs drop back down to 3. Adding and removing Overclocking and Advanced Overclocking at that point then behaves as usual. (Since Matrix IPs can never go above 5, it appears as though they don't do anything when in fact you've just hit the upper limit)


I would think that Technomancers wouldn't be affected by comlinks.

I'm thinking have the stats associated with each comlink and not the character.
The stats are partially based on the comlinks stats and partially based on the character.
Having the Matrix Initiative and Matrix Passes associated with the comlink allows for multiple comlinks and nexi.
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whatevs
post May 28 2011, 06:08 PM
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Just noticed a little trouble with FFBA. It looks like the b/a bonuses are off. Just added a heavy armored clothing (4/2) and ffba-half (4/1). It should give a total of 8/3, but is showing 12/4. The tooltip is showing the correct armor ratings, but is adding a b modifier of (4) and an i modifier of (1).

I'm not sure if it's related, but I noticed that when I originally picked the armor, it showed +4/+1 as the ratings, rather than the typical 4/1.
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ShadowWalker
post May 28 2011, 07:24 PM
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One of the Advantages for the Firefight martial art is missing it's </name> tag.
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