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> Chummer Character Generator, Thread #2
Nebular
post Jan 21 2013, 03:52 AM
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QUOTE (SpellBinder @ Jan 15 2013, 09:40 PM) *
Found a glitch in career mode, swapped Latent Awakening for Mystic Adept for a character with 5.0625 Essence, and Ended up with Magic 0 (0/0) where it should be Magic 1 (1/5). From Street Magic, page 25, in Latent Awakening, "If the character has an Essence lower than 6 (due to implants or other causes), he still starts with a Magic of 1, but his maximum Magic attribute is adjusted according to the Essence loss. If the character’s Essence is less than 1, he has lost any chance to be Awakened."

I'm not entirely sure how to fix this one just yet; it presents and interesting situation that I'll need to think about. (IMG:style_emoticons/default/smile.gif) In the mean time, you can increase your MAG through Karma and then add a manual Karma Expense to refund that amount. Not an idea solution but it will work until I figure out how to address this situation.
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SpellBinder
post Jan 21 2013, 04:24 AM
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I actually had to edit the character file with Notepad because Chummer thought the natural maximum Magic was zero. Even with karma it would not have let me improve the attribute at all as the button itself was disabled (all the others were enabled).

Also, I found that during creation that character had first been given the Mystic Adept quality, but then I removed it for Latent Awakening and did not increase the Magic attribute during creation (I had chosen a tradition, and found that it came back when awakened during career mode). I think after adding implants during creation Chummer figured the character was a burnout. Haven't yet done any testing to see how this works if an awakened quality is not chosen during creation.

Added: I think I found the source with the skill rating issue I mentioned. I noticed I had the house rule "Skill Defaulting includes Modifiers" checked, though I honestly thought that this meant this had to be enabled to include the -1 modifier for actually defaulting on a skill.
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Nebular
post Jan 21 2013, 04:52 AM
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Build 441
  • fixed an issue where the default plugins that come with Cyberware (such as Image Link for Cybereyes) would not have their parent associated to them until loading a saved file, allowing their Grade to be changed
  • fixed an issue where clicking the Add & More button in the Select Cyberware window would cause plugins to be added to the last added item instead of the item originally selected
  • changed how the Select a Cyberware Suite calculates the total Nuyen and Essence costs
  • Cyberware Suites allow plugins up to any depth (recursive to any number)
  • Improvement Manager now supports forcing an item to use a specific side of the body
  • adding a Cyberware Suite now marks the character as having unsaved changes
  • Qualities can now have Essence, combined Attribute values, total Attribute value, Cyberware, Bioware, Cyberware categories, combined Skill Group values, Active Skills, and Street Cred being higher than Notoriety as prerequisites for selecting them to support the new Way of the Samurai Qualities
  • changed how the total values of Lifestyles are calculated in an attempt to avoid crashes on non-Windows computers using Wine
  • changed a number of items to use OS-independent path strings
  • Active Commlink checkbox no longer appears when a Commlink Upgrade is selected
  • Gear with Signal, Response, Firewall, and System can now be affected by Commlink Upgrade and Commlink Operating System Upgrade items to improve their Ratings
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Yatokya
post Jan 21 2013, 07:32 AM
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QUOTE (Nebular @ Jan 21 2013, 04:03 AM) *
Interesting to know that you actually have it working with Wine on OSX. I had tried to get it to work with Wine on Linux with no success, though part of that could have been my failing to understand what I was actually doing. (IMG:style_emoticons/default/smile.gif)

I think I have a fix for this. I'll have an update out very shortly that will hopefully take care of this little problem. Let me know if it either doesn't work or if you encounter any other snags using Wine. It's exciting to know that it's mostly working on a non-Windows environment. (IMG:style_emoticons/default/biggrin.gif)


Awesome, build 441 worked like a charm! Adding a lifestyle no longer causes an error (IMG:style_emoticons/default/smile.gif)

Geting chummer to work in Wine wasn't all that hard, the trick seems to be to install Dotnet4.0 (winetricks -q dotnet40) instead of Mono which is usually used instead of dotnet with Wine.

Again thanks for taking your time and getting a fix in, really appreciated! I'll let you know if I stumble upon any other issues (IMG:style_emoticons/default/smile.gif)
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phlapjack77
post Jan 21 2013, 10:19 AM
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QUOTE (Yatokya @ Jan 21 2013, 03:32 PM) *
Geting chummer to work in Wine wasn't all that hard, the trick seems to be to install Dotnet4.0 (winetricks -q dotnet40) instead of Mono which is usually used instead of dotnet with Wine.

Thanks - this is exactly what I was thinking when I read your other post, "Chummer won't work with Mono!". Now I know, and...
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Mantis
post Jan 21 2013, 12:29 PM
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The cost of the Skillsoft Clusters needs to be updated to match the reprint of Unwired. Should be as follows:
DocWagon Paramedic 44,800¥
Knight Errant Self-Defence 48,000¥
Manadyne Archmage 28,800¥
Mitsuhama Home Mechanic 48,000¥
Whiskey Noir 46,400¥

There is a typo in the Spy Toys section. The item is Universal Mirror Hodd. It should be Universal Mirror Hood.
Next issue is the number of mods that can be jammed into earbuds/headphones/etc is incorrect. At the moment it seems to work like Glasses or Contacts where the rating of the mod is irrelevant. However, the reprinted SR4A pg 333 says that each rating point of a mod takes 1 capacity. So rating 3 earbuds can hold at most 3 rating points of mods (say rating 2 hearing enhancement and rating 1 select sound filter for example.)
Is there any chance Chummer will see a Mac port? I keep getting players in my game with Macs and they just don't seem to want to trade them in for something useful like a PC (IMG:style_emoticons/default/nyahnyah.gif)
Lastly, is there any chance you will add vehicles and gear from other adventures? Notably things like the Ford-Ares Expedition from SRM-05 Smuggler's Blues. No urgency on this one as I'd rather see bug fixes over new gear. (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post Jan 21 2013, 01:53 PM
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QUOTE (Nebular @ Jan 20 2013, 10:39 PM) *
I'll have the Peripherals fixed in the next update. Gear will also be updated so that Commlink Upgrade and Commlink Operating System Upgrade items can affect a Gear's System, Signal, Response, and Firewall in the same way as Commlinks.

I don't have any plans to work with Clusters right now. I'll add it to my list and might take a look at this in the future.


I have a file with all the different listed Peripherals in SR4A and Unwired if you want a copy I can email it to you. Decrease your need for typing.

also,
Binoculars, both electronic and optical are supposed to have built in visual magnification.

and

Could vehicles have the active commlink checkbox added to them? You could jack in or use AR to use it as your commlink. Gotta have a car phone man...
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Makki
post Jan 22 2013, 07:10 AM
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1.
QUOTE (Makki @ Jan 20 2013, 11:13 AM) *
anybody else having trouble with the "Special Attributes do not count towards 50% Karma limit during character creation" House rule?
It seems to nto work for some reason.


Still not resolved, sorry (IMG:style_emoticons/default/frown.gif)

2. Can you implement the possibility to by Nexi (UW 50, 197f)? Edit: thx
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phlapjack77
post Jan 22 2013, 07:12 AM
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QUOTE (Makki @ Jan 22 2013, 03:10 PM) *
2. Can you implement the possibility to by Nexi (UW 50, 197f)?

Think this is already possible, go to the Street Gear tab -> Gear, click on the arrow on the "Add Gear" button to show the dropdown, "Add Nexus" is available.
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Oracle
post Jan 22 2013, 04:06 PM
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Great work so far! My whole group is using Chummer. (IMG:style_emoticons/default/love.gif)

There seems to be a problem with the comparison of "notoriety" and "street cred" for the "Ronin" positive quality from "The Way of the Samurai".

My newly created character has no positive or negative qualities influencing notoriety. Street cred and notoriety show as 0 in the print preview. Both, Willpower and Intuiton are at 4. So that part of the prerequisites is fulfilled. Essence is at 2.95 from implants only. Lowering essence any further has no impact. Still, both versions of the quality do not show up in the list of allowed qualities. I haven't been able to create conditions for that specific quality to work in several cases. I tried it with a "created" character with more street cred. It did not work either.

All the other qualities from that book work just fine. So the comparison of WIL and INT does not seem to be the problem.
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shanan42
post Jan 23 2013, 05:29 AM
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Could you please add Monofilament chainsaw into the exotic melee weapon drop down. It can be used as a weapon but I can only add it as gear. SR4 335
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Shortstraw
post Jan 23 2013, 11:39 AM
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The clutch of dragons has some stuff that could be added, True drake quality on p137, and a couple of vehicles on p144 (vehicles are unbuyable so they are not particularly useful but the quality is).
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Weldûn
post Jan 23 2013, 03:20 PM
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I'm just wondering if there is going to be support for custom traditions, in a similar fashion to cyber/bioware suites.
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SpellBinder
post Jan 23 2013, 07:12 PM
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QUOTE (Weldûn @ Jan 23 2013, 08:20 AM) *
I'm just wondering if there is going to be support for custom traditions, in a similar fashion to cyber/bioware suites.
There already is, in the fashion of a custom XML file like for gear, vehicles, and other things.
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creepwood
post Jan 24 2013, 08:14 PM
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Hey.

I just stumbled upon your char generator since I was also working on one.

I'm wondering if it would be possible to add a label or something in the status row that says how much BP you spent on General attributes, so you get a quick overview of how much you spent. (IMG:style_emoticons/default/smile.gif)
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bannockburn
post Jan 24 2013, 08:42 PM
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You can find that on the right, during character generation.
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SpellBinder
post Jan 25 2013, 12:50 AM
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And in career mode they can be individually sorted in the Karma and Nuyen tab, all starting by default with "Attribute". Mind, this is only what increases you've bought with karma since character creation.
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Makki
post Jan 26 2013, 10:53 PM
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QUOTE (Oracle @ Jan 22 2013, 06:06 PM) *
Great work so far! My whole group is using Chummer. (IMG:style_emoticons/default/love.gif)

There seems to be a problem with the comparison of "notoriety" and "street cred" for the "Ronin" positive quality from "The Way of the Samurai".

My newly created character has no positive or negative qualities influencing notoriety. Street cred and notoriety show as 0 in the print preview. Both, Willpower and Intuiton are at 4. So that part of the prerequisites is fulfilled. Essence is at 2.95 from implants only. Lowering essence any further has no impact. Still, both versions of the quality do not show up in the list of allowed qualities. I haven't been able to create conditions for that specific quality to work in several cases. I tried it with a "created" character with more street cred. It did not work either.


#2
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Avalon2099
post Jan 27 2013, 11:47 AM
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Any idea on how I can when using Chummer for it to use the Cyber arms statistics rather than the base Agility? Chummer wont recognize one handed Firearms being used in the right arms statistic but uses the base Agility of the character/average over all limbs instead.

Anyone know of a way around this or how to make it recognize that I am shooting with the right arm and not my natural arm?
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wilcoxon
post Jan 27 2013, 04:18 PM
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I've been using one of the spreadsheet character generators and it works pretty well (except that I keep finding bugs and fixing them and forgetting to track what I changed). I recently started looking at Chummer. In the process of moving my character from the spreadsheet over to Chummer, I've found one problem so far - Chummer does not allow breaking skill groups during character creation. Could this be added as a house rule (at least I think it's one of the GM's house rules) please?
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cndblank
post Jan 28 2013, 01:33 AM
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Great work.

I'd like to request to a second print button on the main menu.
One that you could set a default print character sheet to use with your options menu.

As a GM, I usually want to see the character in the Game Master Summary sheet format and having a dedicated button on the main menu would speed that up.
I'm sure it would be helpful to any one to have one print button to give you a choice of how to print it and another to go straight to what you usually use.

Course having the GM summary as a tab on the main menu would also be nice (having absolutely no idea how hard that would be to implement).
It would make a convenient place to view the weapons and armor of the character.


Thank you so much for creating this!
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All4BigGuns
post Jan 28 2013, 06:19 AM
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Just noticed it, but currently when pulling up the 'Options' window, the "OK" button is half obscured by the bottom of the window, and it's not possible to scroll down to fully reveal it.
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SpellBinder
post Jan 28 2013, 06:47 AM
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Might wanna link a screenshot or e-mail one to Nebular, because the Options window doesn't cut off the [OK] button for me.
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All4BigGuns
post Jan 28 2013, 06:53 AM
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Damn...something I don't know how to do. Figures...
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Machine Ghost
post Jan 28 2013, 07:10 AM
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QUOTE (All4BigGuns @ Jan 27 2013, 11:19 PM) *
Just noticed it, but currently when pulling up the 'Options' window, the "OK" button is half obscured by the bottom of the window, and it's not possible to scroll down to fully reveal it.
Possible useful details:
What OS version?
What screen resolution?
Are you adjusting fonts / sizes using the OS display controls?

My 'guess' is that you are using a low screen resolution combined with on screen elements that 'use up' some of the space. Like maybe having the taskbar set to NOT auto hide. A l ow resolution plus increased text sizes would have the same effect.

A little testing shows that it works for me at 1024 x 768, but next smaller (for narrow screen) 800 x 600 does not show OK button at all.
With wide screen, at 1280 x 720, with non-hiding task bar, the OK button is completely visible but not much room. At that resolution, setting the task bar to be small icons and 2 rows high gets the effect that you describe.

Work around options: increase screen resolution, reduce taskbar to a single row, set taskbar to autohide, move taskbar to the side of the screen instead of top/bottom.

Getting Nebular to make the options window resizable would be a more generic solution
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