Chummer Character Generator, Thread #2 |
Chummer Character Generator, Thread #2 |
Jan 21 2013, 03:52 AM
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#1476
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Jan 21 2013, 04:24 AM
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#1477
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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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Jan 21 2013, 04:52 AM
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#1478
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 441
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Jan 21 2013, 07:32 AM
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#1479
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Target Group: Members Posts: 9 Joined: 16-January 13 From: Stockholm, Sweden Member No.: 69,002 |
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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Jan 21 2013, 10:19 AM
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#1480
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Runner Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 |
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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Jan 21 2013, 12:29 PM
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#1481
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Running Target Group: Members Posts: 1,102 Joined: 23-August 09 From: Vancouver, Canada Member No.: 17,538 |
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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Jan 21 2013, 01:53 PM
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#1482
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
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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Jan 22 2013, 07:10 AM
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#1483
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
1.
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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Jan 22 2013, 07:12 AM
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#1484
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Runner Group: Members Posts: 3,473 Joined: 24-May 10 From: Beijing Member No.: 18,611 |
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Jan 22 2013, 04:06 PM
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#1485
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Moving Target Group: Members Posts: 934 Joined: 26-August 05 From: Earth - Europe - AGS - Norddeutscher Bund - Hannover Member No.: 7,624 |
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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Jan 23 2013, 05:29 AM
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#1486
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Target Group: Members Posts: 2 Joined: 21-January 13 Member No.: 70,021 |
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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Jan 23 2013, 11:39 AM
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#1487
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Running Target Group: Dumpshocked Posts: 1,003 Joined: 3-May 11 From: Brisbane Australia Member No.: 29,391 |
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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Jan 23 2013, 03:20 PM
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#1488
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Target Group: Members Posts: 23 Joined: 12-November 12 Member No.: 62,567 |
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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Jan 23 2013, 07:12 PM
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#1489
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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Jan 24 2013, 08:14 PM
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#1490
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Target Group: Members Posts: 50 Joined: 27-March 05 From: gothenburg, sweden Member No.: 7,243 |
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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Jan 24 2013, 08:42 PM
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#1491
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Shooting Target Group: Members Posts: 1,647 Joined: 22-April 12 From: somewhere far beyond sanity Member No.: 51,886 |
You can find that on the right, during character generation.
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Jan 25 2013, 12:50 AM
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#1492
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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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Jan 26 2013, 10:53 PM
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#1493
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Running Target Group: Members Posts: 1,373 Joined: 14-January 10 From: Stuttgart, Germany Member No.: 18,036 |
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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Jan 27 2013, 11:47 AM
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#1494
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Target Group: Members Posts: 22 Joined: 21-December 12 From: Langley, BC Member No.: 66,061 |
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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Jan 27 2013, 04:18 PM
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#1495
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Target Group: Members Posts: 69 Joined: 3-October 06 Member No.: 9,529 |
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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Jan 28 2013, 01:33 AM
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#1496
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Running Target Group: Members Posts: 1,210 Joined: 5-September 05 From: Texas Member No.: 7,685 |
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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Jan 28 2013, 06:19 AM
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#1497
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Former Member Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 |
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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Jan 28 2013, 06:47 AM
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#1498
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
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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Jan 28 2013, 06:53 AM
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#1499
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Former Member Group: Members Posts: 814 Joined: 15-July 12 Member No.: 53,042 |
Damn...something I don't know how to do. Figures...
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Jan 28 2013, 07:10 AM
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#1500
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Moving Target Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 |
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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