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> Chummer Character Generator, Thread #2
Nebular
post Oct 28 2012, 11:40 PM
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Build 423
  • added a house rule to allow Technomancers to select Autosofts as Complex Forms
  • fixed an issue where an error would be thrown when attempting to load a character that (somehow) possessed an Adept Power at Rating 1 (now assumes it should be Rating 1)
  • fixed an issue where attempting to create a Critter that had a starting Skill Group Rating higher than 6 would throw an error
  • corrected the rounding method for calculating Street Cred
  • Programs with the Ergonomic Program Option no longer count towards the number of Programs running on the Commlink to affect its Response
New Strings
  • Checkbox_Option_TechnomancerAllowAutosoft
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Kiirnodel
post Oct 29 2012, 01:19 AM
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I got a biodrone as part of my reward for a mission and I tried to find a way to put it into the character sheet, but I couldn't find it.

I know the biodrone specific cyberware is listed in the appropriate section for the Cyberware/Bioware tab, but I couldn't find the example biodrones listed in the gear section nor the drones tab.

I also went ahead and tried to create the biodrone (a Parashield SkySpy) using the Pets tab of the Gear along with a Critter chummer file, but found that none of the birds can duplicate the stats of the Parashield SkySpy as it is written up in the Augmentation Book (pg 154).

Let me know if I'm missing something or if anybody has an idea of how to implement this...


Also, I noticed that an Advantage listing for a Mentor Spirit that is a variable is not displayed on the Spells and Spirits tab when the character is moved to Career Mode. By Variable Advantage, I am referring to Mentors like Cat or Sun, where the player gets to choose between +2 Gymnastics or +2 Infiltration (such as for Cat), or between +2 Combat Spells or +2 Health Spells and +2 fire spirits or +2 guardian spirits (for Sun). This happens even if the Mentor Spirit quality is added using Karma during Career Mode. These optional abilities still factor into the appropriate dice pools where appropriate even though they are not displaying on the Spells and Spirits tab. This glitch does not appear to affect mentor spirits without an advantage that must be selected, and for ones like Sun where both Advantages are variable it displays nothing in the area after "Advantage:"

That said, I was also wondering if it would be possible to factor in or display somewhere the bonuses for spirits and/or special effects (such as Bear's +2 for resisting Physical damage). This could possibly be displayed similar to a specialization, and it would be particularly useful if it would mesh with specializations (for instance if a person took the Eagle mentor spirit and also had a specialization in Conjuration [air spirit]).

This post has been edited by Kiirnodel: Oct 29 2012, 01:53 AM
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Cabral
post Oct 29 2012, 02:58 AM
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I was creating a character and tried to add Firewall 6 to a Novatech Navi. Chummer would not let me apply greater than a rating 5 Firewall.

QUOTE
A device’s hardware ratings may only be upgraded by +2 with regards to their original ratings. Further improvements have no additional effect on performance.

Page 222, SR4A. Emphasis added. The software ratings are not restricted.
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SpellBinder
post Oct 29 2012, 03:20 AM
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The drawbacks of having multiple copies of SR4a. The older one does not have the added "hardware" word in that entry, while the newer one obviously does. Sucks for those of us who pick and choose between the two for certain things.

And I honestly do not like the change in the Ergonomic program option. Makes me want to ask the writer if he meant "loaded" or "running" for that second part of the description. I see so much possible abuse, especially if a running program does not count as a loaded program (as you're still limited to your Processor/System in "loaded" ergonomic programs).
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RelentlessImp
post Oct 29 2012, 01:28 PM
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Quick question: Is there a reason the "Other Metagenetic Qualities" on page 110 of Runner's Companion don't show up as Metagenetic Qualities in Chummer?
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SpellBinder
post Oct 29 2012, 07:55 PM
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I had wondered that for a long time, so I wrote two qualities files to take care of it. They're available in my custom content download in my signature.
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Valnar
post Oct 30 2012, 07:31 PM
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Just tried creating a character with the "elongated limps" quality and noticed that you can't adjust the price for clothing and armor any more. Also, the price of the custom placeholder can't be modified either. Is there some new way to spend money on stuff that does not appear on the gear list, that I am unaware of? If not, this needs to be a feature again, imo.
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Lorgoth
post Oct 30 2012, 08:24 PM
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The Iris Antivirus software suite is being flagged as being over on capacity. This seems to be due to the viral resistance options being applied to the suite itself instead of the programs.

Love the generator. It has made GMng so much easier. Thanks!
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RelentlessImp
post Nov 2 2012, 02:19 PM
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QUOTE (Valnar @ Oct 30 2012, 01:31 PM) *
Just tried creating a character with the "elongated limps" quality and noticed that you can't adjust the price for clothing and armor any more. Also, the price of the custom placeholder can't be modified either. Is there some new way to spend money on stuff that does not appear on the gear list, that I am unaware of? If not, this needs to be a feature again, imo.


You don't adjust item prices during chargen - or at least, they suggest you don't. The markup option for gear is still available in career mode, though.

QUOTE (Shadowrun 4 20th Anniversary Edition @ pp310-311)
Size Customization
Trolls have incredibly large bodies and hands, while dwarfs have
rather small bodies and hands—consequently, both have trouble
using gear built for human dimensions. Thanks in part to corporate
initiatives like Evo’s MetaErgonomics division, there is a wide array of
mass-produced consumer goods specifically tailored for dwarf
and troll needs at no extra cost. When it comes to less-common gear,
however, dwarf and troll characters may need to pay extra in order to
acquire versions modified for their metatype. Modified gear typically
costs 110% of the standard price, though it may rise as high as 125%.
The gamemaster determines when such cases arise. (As a rule, we sug-
gest that metatype modification costs not be incurred for any gear
purchased during character creation.)

(Emphasis mine)
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The Key of E
post Nov 2 2012, 03:43 PM
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I had trouble last night trying to print character sheets. Chummer couldn't see any of my printers. It said something about the printer spool service wasn't running, but when I stopped and restarted that service it didn't help. I ended up having to save to HTML and print the HTML. When I tried to print a week ago (before the latest update) it worked fine.
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Raven the Tricks...
post Nov 2 2012, 07:41 PM
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Chummer currently doesn't seem to like using ammo that is stored as plugins in spare clips when you use the reload functionality. Just updated to the most recent version to confirm the bug still exists. Here's the error code I'm receiving

[ Spoiler ]
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RelentlessImp
post Nov 2 2012, 11:25 PM
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Emotitoys, both Minidrone and Nonmobile, jack up all the Social Skill tests by their rating - intended.
What's not intended, however, is if you delete the emotitoy, the modifier to the social skill tests isn't removed. Then if you add it again, it stacks the emotitoy rating /again/ onto the social skills.
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Qurahn
post Nov 4 2012, 10:03 PM
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A good question.

"Should the TanDem drone have walker mode and a mechanical arm as the artwork implies?"

Most anthroform bodies have them.

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SpellBinder
post Nov 5 2012, 01:52 AM
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I think the TanDem drone's lack of an arm ought to be brought up in the Shadowrun folder. I know others have already expressed confusion about the listed standard mods vs. the artwork.

In the short term, an override file can be done that includes a full arm with everything else.
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CeeJay
post Nov 5 2012, 01:58 PM
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Hi Nebular,

I've recently experimented with cyberlimbs in chummer. Especially with a character that has imbalanced cyberlimb attribute ratings. How exactly does chummer calculate the attribute scores in such cases?
For instance I have an elf with natural Agi of 6 and Muscle Toner rating 1 and two full cyberarms with Agi 10 (customized to Agi 7 with enhanced Agi 3).
Chummer says the overall augmented Agi of this character is 7. How is that calculated?

What is usually done at tables I play at, is to average scores over all limbs and torso (or over all limbs, head and torso) and to round down. In the above example both methods would give an overall score of 8 not 7. (2x10 + 3x7 = 41 / 5 = 8,2 rounded down to 8 or 2x10 + 4x7 = 48 / 6 =8 )

Oh, and the rating of customized attribute enhancement of cyberlimbs is limited to the character's natural attribute maximum (SR4A p. 343 or AR p. 44). Right now chummer allows to buy it up to rating 20.

-CJ

Edit: Nevermind the firt part. I just recognized that I had actually switched an Agi customization rating with another one (IMG:style_emoticons/default/embarrassed.gif) . So, now chummer also comes to an overall AGi of 8.
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Hellfire
post Nov 5 2012, 03:16 PM
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QUOTE (IridiosDZ @ Oct 26 2012, 10:58 AM) *
By RAW Response is reduced by 1 for every multiple of System. So if you have System of 1, then running any program will reduce Response.


actually: not correct, by the latest RAW (Unwired p.48, 3rd printing, which came after SR4A):
Processor Limit:  is is the number of programs the node
can run before it starts to experience Response degradation (see
Matrix Attributes, p. 221, SR4A). For standard nodes, the proces-
sor limit is equal to System rating
.

later same page:
Standard nodes are run by commlinks, terminals, home tele-
coms, and almost any object ...

emphasis is mine, however basically this confirms what I said: response is reduced when number of programs running > system rating. Which also makes sense for the low end hardware with system 1, you can run ONE program without response reduction
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Mantis
post Nov 8 2012, 04:06 PM
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Just noticed that you can't fire bursts (3 rounds) with the Stoner-Ares M202 MMG. It's only fire mode is FA but if you look at pg 154 of SR4A, weapons with FA can also fire bursts in addition to the long bursts and full bursts.

QUOTE
Weapons that can fire in full-auto mode throw bullets for as long as the
attacker keeps the trigger pulled. Characters can use a weapon in full auto
mode to fire bursts
, as noted above, each taking a Simple Action.
Full-auto weapons can also be used to fire long bursts with a Simple
Action or full bursts with a Complex Action.


Also, it seems that the markup percentage isn't getting applied when you add a piece of gear to sensors in the vehicle tab.
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Aresius
post Nov 13 2012, 03:56 PM
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Bug report: When adding multiple sensors of the same type (e.g. two cameras) to the sensor package of a drone, the capacity cost is only accounted once.
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Paul Kauphart
post Nov 14 2012, 01:43 PM
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Bug Report :

When taking the quality incompetent for a skill that has a group, and taking ranks in that skill group, if you save the character and reload it, the program throws an error.
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Nebular
post Nov 15 2012, 12:02 AM
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QUOTE (Raven the Trickster @ Nov 2 2012, 02:41 PM) *
Chummer currently doesn't seem to like using ammo that is stored as plugins in spare clips when you use the reload functionality. Just updated to the most recent version to confirm the bug still exists. Here's the error code I'm receiving

I can't seem to get this to happen with mine. Could you email me one of the affected save files (nebular@shaw.ca) so I can see what's happening?
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Nebular
post Nov 15 2012, 12:17 AM
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QUOTE (Aresius @ Nov 13 2012, 10:56 AM) *
Bug report: When adding multiple sensors of the same type (e.g. two cameras) to the sensor package of a drone, the capacity cost is only accounted once.

I can't seem to reproduce this issue. I pick a Drone with a Medium Drone Sensor (Capacity 6). Add one Camera of any Rating (since as a plugin its Rating doesn't affect the Capacity it consumes), the Sensor's Capacity drops to 5. Add a second one and its Capacity drops to 4 as it should. Do you have a save file that's being affected by this that you can email me? (nebular@shaw.ca)
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Nebular
post Nov 15 2012, 12:20 AM
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Build 425
  • Create Mode tooltips that refer to BP values now use the BP values set in the Options window
  • fixed an issue where increasing a Skill Group Rating would also increase the Rating of an associated Active Skill that was affected by the Incompetence Negative Quality
  • fixed an issue where loading a character that had Incompetence Negative Quality applied to an Active Skill that belonged to a Skill Group with a Rating would throw an error
  • fixed an issue where adding a new Knowledge Skill and attempting to give it a Specialization while in Career Mode without saving and reloading the character would throw an exception
  • Mentor Spirits now show their player-selected bonuses on the Spells and Spirits tab in Career Mode in the same way they do in Create Mode
  • added an option to toggle whether or not Ergonomic Programs count towards a Commlink's effective Response value (enabled by default)
  • Commlink Operating Systems now allow any System or Firewall instead of being limited to +2 which is a limitation that is only applied to Hardware properties
  • added support for <metagenetic /> to qualities.xml to easily mark additional Qualities that count was Metagenetic Qualities
  • deleting an Emotitoy from a character now removes the bonuses for its Empathy Software
  • Weapons with only FA Firing Mode can now fire Short Bursts as described on SR4 154
New Strings
  • Checkbox_Commlinks
  • Checkbox_ActiveCommlink
  • Tip_ActiveCommlink
Modified Strings
  • Tip_CommonContacts
  • Tip_CommonNuyen
  • Tip_SkillsSkillGroups
  • Tip_SkillsActiveSkills
  • Tip_SkillsKnowledgeSkills
  • Tip_SpellsSelectedSpells
  • Tip_SpellsSpirits
  • Tip_TechnomancerSprites
  • Tip_BuildFoci
  • Tip_TechnomancerComplexForms
  • Tip_BuildManeuvers
  • Checkbox_Options_ErgonomicProgramLimit
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Aresius
post Nov 15 2012, 07:53 AM
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QUOTE (Nebular @ Nov 15 2012, 02:17 AM) *
I can't seem to reproduce this issue. I pick a Drone with a Medium Drone Sensor (Capacity 6). Add one Camera of any Rating (since as a plugin its Rating doesn't affect the Capacity it consumes), the Sensor's Capacity drops to 5. Add a second one and its Capacity drops to 4 as it should. Do you have a save file that's being affected by this that you can email me? (nebular@shaw.ca)

Steps to reproduce:

1. Create new Character (Human with 400 BP)
2. Add drone Fly-Spy
3. Choose the Minidrone Sensor and "Add as Plugin"
4. Choose "Camera [Sensor Functions]" and Qty 2

Now you have "2 Camera" and "Slots: 3 (2 remaining)". Imho it should be 1 remaining.
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SpellBinder
post Nov 15 2012, 09:29 AM
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General update bug that's been around for the last few updates (pretty much after the zip files were undone), whenever there is a Chummer update it repeatedly redownloads itself rather than closing out and relaunching like it originally did. At least, this is something I keep getting now.

Added: Also found an issue in opening up a few older character files. Not all have issues, and it does not matter between creation or career mode for these files. Here's the error, if it's of any help (and a file copy of one in your e-mail shortly after I posted this update):
CODE
System.NullReferenceException: Object reference not set to an instance of an object.
   at Chummer.frmCreate.PopulateGearList()
   at Chummer.frmCreate.frmCreate_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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Nebular
post Nov 15 2012, 10:44 PM
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QUOTE (Aresius @ Nov 15 2012, 02:53 AM) *
Steps to reproduce:

1. Create new Character (Human with 400 BP)
2. Add drone Fly-Spy
3. Choose the Minidrone Sensor and "Add as Plugin"
4. Choose "Camera [Sensor Functions]" and Qty 2

Now you have "2 Camera" and "Slots: 3 (2 remaining)". Imho it should be 1 remaining.

Ah, I see, you're doing it based on Quantity, I was thinking you were adding two separate Camera items. That'll explain it. I'll have this fixed in the update I'll post in the next few minutes to fix this and the crash that SpellBinder is running into. (IMG:style_emoticons/default/smile.gif)
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