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> Chummer Character Generator, Thread #2
ShadowWalker
post Feb 22 2012, 09:33 PM
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QUOTE (Nebular @ Feb 22 2012, 03:59 PM) *
lol. Yeah, it's amusing when something I was so reluctant to put in ends up being so useful. (IMG:style_emoticons/default/smile.gif)

So everyone doesn't need to worry about creating custom files to suit their needs regarding this, I've quickly created 3 different ones. The override files just go in your Chummer\data directory. (just right-click and choose Save As...)
Audio Enhancements and Visual Enhancements use [Rating] Capacity
Only Audio Enhancements use [Rating] Capacity (Visual Enhancements use [1] from the base file)
Only Visual Enhancements use [Rating] Capacity (Audio Enhancements use [1] from the base file)


Might want to add these to your custom file repository.
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ShadowWalker
post Feb 22 2012, 09:34 PM
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QUOTE (Nebular @ Feb 22 2012, 04:20 PM) *
They were changed to [1] a day or two ago since nothing I had or could find suggested they should be [Rating]. I've added links to the override files to my above post to keep the [Rating] capacity if desired. Any current characters will still have the old version unless you remove and re-add them plugins.

I don't understand why they didn't use the same rules for audio and visual enhancements they used for cyberware.
I really hate multiple ways of doing things within game rules. Consistency is king!
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Cojuzei
post Feb 22 2012, 10:19 PM
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Seem to be having an issue with summoning, binding, and banishing foci. I add it to the character, and it goes in without asking what type of spirit I want to attune it to. Then I bump up its rating, and it finally asks me to add a value to Summoning/Binding/Banishing Focus. So I enter the type of spirit, and click okay, and bump it up again...and it asks me again what value to give to the focus =/
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Nebular
post Feb 22 2012, 10:24 PM
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QUOTE (Hellfire @ Feb 22 2012, 04:06 AM) *
the ranges of the Defiance T250 shotgun (the normal version, not the short barreled version) are wrong, they are currently the same as the short barreled version and should be as any other shotgun.

I've updated the Weapons file to correct the range on the T250. Not sure why I applied the different range category to both versions of it. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Feb 22 2012, 10:34 PM
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QUOTE (Cojuzei @ Feb 22 2012, 04:19 PM) *
Seem to be having an issue with summoning, binding, and banishing foci. I add it to the character, and it goes in without asking what type of spirit I want to attune it to. Then I bump up its rating, and it finally asks me to add a value to Summoning/Binding/Banishing Focus. So I enter the type of spirit, and click okay, and bump it up again...and it asks me again what value to give to the focus =/

Aw nuts. I remember this used to be a pain with Weapon Foci as well. I'll have this fixed in the next update.
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Nebular
post Feb 22 2012, 10:36 PM
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QUOTE (Hellfire @ Feb 22 2012, 04:06 AM) *
when designing a few NSC for my latest game I stumbled upon a few glitches that are not really flaws but more of "room for improvement":
1. when you design a critter (in this case a spirit) you are not able to add a new skill with a rating of force if the initial force is >6, also you are not able to improve the skill beyond rating 6 in career mode
2. also currently there is no possibility to create a free spirit critter/NSC, only as a player character, and you cannot create those with a force greater than 6, which leads back to the problem in no. 1 that you are unable to improve skills beyond rating 6 in career mode. However due to the rules when/how spirits become free it is more likely that free spirits are > force 6. So it would be great if you could add the option when creating a spirit/critter to make him "free" (checkbox or something) and then being able to select powers from the "free spirit power" list

I'll have the maximum Skill Rating corrected for Critters in the next update (all Skills and Groups will have a maximum Rating equal to the highest Skill they have). Free Spirits can go above MAG 6 but must initiate to do so. If you're doing this in Create Mode, they'd need to be built with Karma since Initiation isn't available through the BP method.
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Nebular
post Feb 22 2012, 10:46 PM
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QUOTE (ShadowWalker @ Feb 22 2012, 03:33 PM) *
Might want to add these to your custom file repository.

... whenever I get around to do that, yes. (IMG:style_emoticons/default/wink.gif) For now, uh, we'll call where they are my custom file repository!
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ShadowWalker
post Feb 23 2012, 12:10 AM
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QUOTE (Nebular @ Feb 22 2012, 05:46 PM) *
... whenever I get around to do that, yes. (IMG:style_emoticons/default/wink.gif) For now, uh, we'll call where they are my custom file repository!

If it smells like, tastes like, sounds like, dances like a custom file repository, it is a custom file repository! (IMG:style_emoticons/default/smile.gif)
Although it could also be a dragon plot...
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Nebular
post Feb 23 2012, 01:19 AM
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Build 321
  • maximum Rating for all Skill Groups and Skills are now set to match the Critter's highest maximum Skill Rating when Force or D6 is a selectable value in the Select Metatype window
  • added support for the alternate Complex Form cost optional rule from UN 39
  • added support for the optional rule to allow any Bioware to be converted to Transgenics with the GM's approval from AU 93
  • characters are now correctly limited to a number of Metamagics/Echoes equal to their Attribute + Initiate or Submersion Grade
  • Gear on the Gear tab can now be transferred between other Gear (move a plugin from one device to another, move a device to become another device's plugin, or move a plugin to a location to become its own device) by dragging-and-dropping using the right mouse button
  • added a house rule to allow players/GMs to custom mark Weapon Accessories and Mods as being part of the base Weapon
  • Cyberweapons now show their calculated damage using their limbs STR when selected on the Weapons tab
New Strings
  • Message_AdditionalMetamagicLimit
  • Message_AdditionalEchoLimit
  • Checkbox_Options_AlternateComplexFormCost
  • Checkbox_Options_AllowCustomTransgenics
  • Checkbox_Option_AllowEditPartOfBaseWeapon
  • Checkbox_Transgenic


The data file exchange stuff will likely be the next bit that I'll be working on. (IMG:style_emoticons/default/biggrin.gif)
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Grimrod
post Feb 24 2012, 08:10 PM
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Hi

Not sure if this is a bug but in using chummer to make a phys ad
I have added a level of increased physical attribute , raising my reaction from 6 to 7 (augmentated maximum is 9)
but when I try to add a second level it make the cost 1.5 and not .75

its seesm to always make the seconf level of increasted attrubute 1.5 and not what it should be .75, unless gogin above the max

SO if it is a bug FYI (IMG:style_emoticons/default/smile.gif)

by the way great project

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Nebular
post Feb 24 2012, 08:37 PM
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QUOTE (Grimrod @ Feb 24 2012, 02:10 PM) *
Hi

Not sure if this is a bug but in using chummer to make a phys ad
I have added a level of increased physical attribute , raising my reaction from 6 to 7 (augmentated maximum is 9)
but when I try to add a second level it make the cost 1.5 and not .75

its seesm to always make the seconf level of increasted attrubute 1.5 and not what it should be .75, unless gogin above the max

SO if it is a bug FYI (IMG:style_emoticons/default/smile.gif)

by the way great project

What Chummer is doing is correct. It's usually .75 points/level, however, it doubles to 1.5 points/level if the increase causes your Attribute to exceed its Metatype Maximum (last part of the Power description on SR4 196). So if you're a Human with REA 5, your first point of Improved Physical Attribute (REA) is .75 points and takes you to REA 6. Your second point of Improved Physical Attribute (REA) would put you at 7. This takes you over the Human Metatype's Maximum for REA of 6, so the second point costs you 1.5 points instead of .75 points.
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Grimrod
post Feb 24 2012, 09:15 PM
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okay thanks

I re-read it and your right, the language was a little unclear at a quick glance.

Havn't played SR in a while and used to playing Hero system which is written by a lawyer (IMG:style_emoticons/default/wink.gif)

keep up the good work
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Nebular
post Feb 24 2012, 10:44 PM
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Build 323
  • XML Manager now actively filters out duplicate items found in custom data files based on their name
  • sourcebook list in the Options window is now correctly sorted in alphabetical order when including custom books
  • Adept Powers now include a notice that their cost is being doubled when applicable in their tooltip to clarify why their cost has increased
  • fixed an issue where Vehicle Gear defined in the data file would not correctly set its quantity if one was provided
  • added support for Armor Bundles (Locations for Armor)
  • added support for sharing Custom and Override data through Omae
  • added support for sharing custom Character Sheets through Omae
New Strings
  • String_Omae_NoData
  • Message_Omae_CannotFindData
  • MessageTitle_Omae_CannotFindData
  • Message_Omae_CannotFindSheet
  • MessageTitle_Omae_CannotFindSheet
  • MessageTitle_Omae_DeleteData
  • Message_Omae_ConfirmData
  • Message_Omae_DataDeleted
  • Message_Omae_DataDeleteError
  • Message_Omae_DataDownloaded
  • MessageTitle_Omae_DataDownloaded
  • MessageTitle_Omae_DeleteSheet
  • Message_Omae_ConfirmSheet
  • Message_Omae_SheetDeleted
  • Message_Omae_SheetDeleteError
  • Message_Omae_SheetDownloaded
  • MessageTitle_Omae_SheetDownloaded
  • Message_OmaeUpload_DataName
  • MessageTitle_OmaeUpload_DataName
  • Message_OameUpload_DataDescription
  • MessageTitle_OmaeUpload_DataDescription
  • Message_OmaeUpload_DataSelectFiles
  • Message_OmaeUpload_CannotUploadSheet
  • Message_OmaeUpload_SheetName
  • MessageTitle_OmaeUpload_SheetName
  • Message_OameUpload_SheetDescription
  • MessageTitle_OmaeUpload_SheetDescription
  • Title_OmaeUploadData
  • Title_OmaeUploadSheet
  • Button_Omae_UploadData
  • Message_DeleteArmorLocation
  • Button_AddBundle
  • Button_EquipAll
  • Button_UnEquipAll
  • Tip_Power_DoublePoints
Changed Strings
  • Message_OmaeUpload_UploadFailed
  • Message_OmaeUpload_UploadComplete
  • MessageTitle_OmaeUpload_UploadComplete
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ShadowWalker
post Feb 24 2012, 10:53 PM
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QUOTE (Nebular @ Feb 24 2012, 05:44 PM) *
Build 323
  • added support for Armor Bundles (Locations for Armor)


From the esteemed writer of wit Mel Brooks,
Dr. Steward: I don't understand it! he's covered in blood and there's not a drop on you!
Van Helsing: I have been to many stakings- you have to know where to stand! You know, everything in life is location, location, location...
More locations, for vehicles and weapons. (IMG:style_emoticons/default/smile.gif)
Locations for vehicles should be within the vehicle. Although you could also have a location for where the vehicle itself is kept, but I like to be able to say where stuff is kept within the vehicle.
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Chinane
post Feb 25 2012, 02:20 AM
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The statistics for throwing weapons (in my case, throwing knives) in the weapons tab seem a bit off.
I have 10 throwing skill, but it says 'Dice Pool: 3'

In addition to ignoring the adept's 'power throw' for +DV and +range (which i reported before), it also ignores 'missile mastery' for the additional +1 DV.
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BigMrE
post Feb 25 2012, 04:01 AM
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I'm getting an error when I go to print a character (I hadn't finalized it yet). It tells me it cannot find the sheets/omae path after the last update I did (today).
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ShadowWalker
post Feb 25 2012, 04:19 AM
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Having current and max edge would be nice to have on the Condition Monitor, right above the Regain/Spend Edge label.
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Nebular
post Feb 25 2012, 04:46 AM
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QUOTE (BigMrE @ Feb 24 2012, 10:01 PM) *
I'm getting an error when I go to print a character (I hadn't finalized it yet). It tells me it cannot find the sheets/omae path after the last update I did (today).

Yeah, I just noticed that during my game. You can fix this by going to your Chummer\sheets directory. Create a new folder, called it "omae", and you're set. I'll have this corrected in small fix update late tonight or early tomorrow.
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Nebular
post Feb 25 2012, 07:01 AM
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As promised, now that I'm back from tormenting my players, here's the fix for that stupid print error.

Build 324
  • fixed an issue where attempting to print a character without having the sheets\omae directory would throw an error
  • current and maximum Edge now appear beneath Remaining Edge on the Condition Monitor tab in Career Mode
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Makki
post Feb 25 2012, 09:33 AM
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edit: nevermind, works now.
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Hellfire
post Feb 25 2012, 10:57 AM
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QUOTE (Nebular @ Feb 22 2012, 11:36 PM) *
I'll have the maximum Skill Rating corrected for Critters in the next update (all Skills and Groups will have a maximum Rating equal to the highest Skill they have). Free Spirits can go above MAG 6 but must initiate to do so. If you're doing this in Create Mode, they'd need to be built with Karma since Initiation isn't available through the BP method.


1. Thanks for the updates, now I can create spirits >force 6 in "critter mode" and add skills with force rating >6, however this is still not possible for free spirits. I cannot create a free spirit force >6, as I am still not able to add a new skill at a rating >6. IMO the best option would be for NSC free spirits to add an option to the spirit critter generation to make them free and then get the possibility to add free spirit powers etc.

2. I have noticed an error when adding the Missile: Mine to the gear. It is impossible to print the character afterwards or when you click on the missile it shows an error: "input string not in correct format"

Also the Hardliner Gloves, even though they are under "exotic melee weapons" in Arsenal, use the unarmed combat skill which is not correctly reflected in Chummer, perhaps you can put them in the "unarmed" weapon section alongside shock gloves etc. and also link them to the unarmed combat skill, so that the dice pools show...

Many thanks.
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Cojuzei
post Feb 25 2012, 04:44 PM
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When I add a Eurocar Westwind 3K and click on Turbocharger (the grey one it comes with) I get an error and the program crashes.
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Nebular
post Feb 25 2012, 06:05 PM
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QUOTE (Cojuzei @ Feb 25 2012, 10:44 AM) *
When I add a Eurocar Westwind 3K and click on Turbocharger (the grey one it comes with) I get an error and the program crashes.

I've updated the Vehicles file to correct this. Once you grabbed the updated file, remove the car and re-add it and you should be good.
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Nebular
post Feb 25 2012, 06:26 PM
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This should fix the little snags reported in the past day or so, meaning I can take the rest of the weekend off without worrying about 'em. (IMG:style_emoticons/default/wink.gif)

Build 325
  • added support for <throwrange /> to the Improvement Manager which increases the character's effective STR for determining the range of Throwing Weapons
  • added Dice Pool to the Sprites and Complex Forms tab in Career Mode
  • Weapons now support <useskill /> which forces them to use a particular Active Skill when calculating their Dice Pool
  • fixed an issue where Missile: Mine would cause an error to be thrown when trying to print the character
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Nebular
post Feb 25 2012, 06:27 PM
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QUOTE (Chinane @ Feb 24 2012, 08:20 PM) *
The statistics for throwing weapons (in my case, throwing knives) in the weapons tab seem a bit off.
I have 10 throwing skill, but it says 'Dice Pool: 3'

In addition to ignoring the adept's 'power throw' for +DV and +range (which i reported before), it also ignores 'missile mastery' for the additional +1 DV.

These have been corrected in the update I just posted. You'll need to remove and re-add the Throwing Knives to your character so they pick up their change. They belonged to the Gear category and weren't associated with an actual Active Skill which is something I've added in this update. To pick up the changes to the Powers, you'll just need to select Special > Re-Apply Improvements.
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