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> Chummer Character Generator, Thread #2
Mantis
post Jun 2 2013, 04:48 AM
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Glad to see the updates for Euro War antiques. Just wish that was gear a runner might get one day.

Found a bug when trying to reload a weapon mounted on a vehicle. In this case it is an AK-97 on a Doberman drone.

[ Spoiler ]


I also get this error when trying to delete the weapon from the same vehicle.

[ Spoiler ]


EDIT: Now when I open the character it throws out this error:
[ Spoiler ]

It also zeros the character's stat boosts, cash, skills and karma. It also won't let me close the character or the program no matter which choice I pick (continue or quit). Weird. I'll remove the weapon manually to see if that will work as a work around.
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SpellBinder
post Jun 2 2013, 09:01 AM
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Noticed another glitch of sorts. When using the "More Lethal Combat" optional rule, grenades that are auto-populated in the Weapons list (intended for throwing, not used in a grenade launcher) are not showing the increased damage accordingly.

BTW, thanks for the update.
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Nebular
post Jun 2 2013, 02:47 PM
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QUOTE (Mantis @ Jun 1 2013, 10:48 PM) *
Glad to see the updates for Euro War antiques. Just wish that was gear a runner might get one day.

Found a bug when trying to reload a weapon mounted on a vehicle. In this case it is an AK-97 on a Doberman drone.

I also get this error when trying to delete the weapon from the same vehicle.

EDIT: Now when I open the character it throws out this error:

It also zeros the character's stat boosts, cash, skills and karma. It also won't let me close the character or the program no matter which choice I pick (continue or quit). Weird. I'll remove the weapon manually to see if that will work as a work around.

I can't seem to reproduce this by quickly creating a character. Could you email me the save file this is happening to so I can see what's going wrong? (nebular@shaw.ca)
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Mantis
post Jun 2 2013, 10:05 PM
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Yup. No problem.
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SpellBinder
post Jun 5 2013, 09:04 AM
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Just stumbled on this, and either I missed something along the way or the metagenetic quality Climate Adaption (Desert) (RC, page 112) is undercosted at 5 BP when the books I've got say it's 10.
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Nebular
post Jun 6 2013, 03:23 AM
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QUOTE (SpellBinder @ Jun 5 2013, 03:04 AM) *
Just stumbled on this, and either I missed something along the way or the metagenetic quality Climate Adaption (Desert) (RC, page 112) is undercosted at 5 BP when the books I've got say it's 10.

Updated the Qualities data file to correct this. Probably a copy/paste error. (IMG:style_emoticons/default/nyahnyah.gif)
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Mantis
post Jun 8 2013, 01:32 AM
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I've noticed a display issue. On all the magic characters I have, it displays their magic as 1 point less than it is. Printing shows the correct value and the karma cost to increase it are correct. It also displays Resonance as -1 on these characters with it greyed out. I've included a screen cap of what I'm talking about.
https://docs.google.com/file/d/0B25wztGsDME...dit?usp=sharing

In gear I also noticed that the Colt Government 2066 is missing its Electronic Firing mod/standard feature.
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IridiosDZ
post Jun 8 2013, 08:33 PM
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nm. Sometimes I'm blind as a bat. Found the mod.
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Nebular
post Jun 11 2013, 02:58 PM
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QUOTE (Mantis @ Jun 7 2013, 07:32 PM) *
I've noticed a display issue. On all the magic characters I have, it displays their magic as 1 point less than it is. Printing shows the correct value and the karma cost to increase it are correct. It also displays Resonance as -1 on these characters with it greyed out. I've included a screen cap of what I'm talking about.
https://docs.google.com/file/d/0B25wztGsDME...dit?usp=sharing

In gear I also noticed that the Colt Government 2066 is missing its Electronic Firing mod/standard feature.

Well, it looks like your MAG is 1 point lower because of an Essence penalty. The Tooltip, however, is a little misleading... your MAG is 7 but reduced to 6 because of the ESS penalty. The tooltip is correct though as you would really be going from MAG 7 to MAG 8 for that cost shown, though you'd effectively end up at MAG 7 as a result because of the ESS penalty; it still costs you the Karma amount from going from 7 to 8.

I'll see if I can get the Colt Government 2066 bit fixed up this evening.
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Nebular
post Jun 11 2013, 03:00 PM
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Work is underway for a new version of Chummer that will work with Shadowrun 5th edition. A lot of work has already gone into rewriting large portions of the code to consolidate pieces and make it easier to work with going forward and work has already begun on implementing the Priority build system that has been outlined in the preview documents. There is still a lot of work that needs to be done to get things ready for the game's release like further clean up work, stripping out house rules (they'll be supported again but since the game is unreleased, nobody has created new house rules so out they went!), and finishing off the first steps for the Priority system. I have no idea how long it will be after the game's release before the new version of Chummer is available; there are too many unknowns like how much data needs to be entered, how the game mechanics have changed, and how things like Cyberware and Weapons have changed which all require complex code changes, along with how much time I'll be able to dedicate to doing all of this to really give an accurate estimate. In any event, the first release will do what it can to support the core SR5 rulebook. I have no plans on supporting migrating characters from SR4 to SR5 as large portions of the code have changed drastically. The system requirements have not changed as I have no desire to alienate anyone who has used Chummer for SR4. If you can run the current version of Chummer you'll be able to run Chummer for SR5 as well.
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ShadowWalker
post Jun 11 2013, 08:48 PM
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Would it be possible to add support for the cyborg CCU. Basically it's essence cost is that it decreases essence to 0.1 regardless of what it was before having ones brain put in the CCU.

<cyberware>
<name>cranial containment unit</name>
<category>Headware</category>
<rating>1</rating>
<ess>5.9</ess>
<capacity>0</capacity>
<avail>0</avail>
<cost>0</cost>
<allowgear>
<gearcategory>Commlink</gearcategory>
</allowgear>
<bonus>
<matrixinitiativepassadd>1</matrixinitiativepassadd>
<conditionmonitor>
<thresholdoffset>6</thresholdoffset>
</conditionmonitor>
</bonus>
<source>AU</source>
<page>158</page>
</cyberware>

Taken from the various pieces of equipment the CCU has built in the above is the xml that could be used for the CCU. The essence would need to be changed to whatever format you want to use for the requirement of it costing a flexible amount to end up at 0.1.
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Nebular
post Jun 11 2013, 11:26 PM
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Build 480
  • added support for <cyborgessence /> to the Improvement Manager which permanently reduces a character's Essence to 0.1.
  • Weapons that deal splash damage such as Grenades now have their bonus damage from More Lethal Gameplay and Weapon Mods calculated properly

The Colt Government 2066 has also been updated to contain the Electronic Firing Weapon Mod. Added Cranial Control Unit to Cyberware.
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ShadowWalker
post Jun 12 2013, 02:47 AM
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QUOTE (Nebular @ Jun 11 2013, 06:26 PM) *
Build 480
  • added support for <cyborgessence /> to the Improvement Manager which permanently reduces a character's Essence to 0.1.
  • Weapons that deal splash damage such as Grenades now have their bonus damage from More Lethal Gameplay and Weapon Mods calculated properly

The Colt Government 2066 has also been updated to contain the Electronic Firing Weapon Mod. Added Cranial Control Unit to Cyberware.


cool thanks.

Just noticed the following in Augmentation,
"Cyborg-adaptation of drones includes cybernetic skillwires
(Rating 5)—in practice a specialized move-by-wire system
hardwired to the CCU—which can run normal skillsofts accessed
through the CCU’s onboard commlink."
Is there anything that would need to be added to the CCU to make it compatible with this?

Also noticed that it's a delta grade item that has a cost of 250,000.
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SpellBinder
post Jun 12 2013, 06:36 AM
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Augmentation, page 162, black box on the left, first bulleted item.

And it should also be noted that on the next page it states that cultured bioware implants can remain with the brain, upon gamemaster's discretion. You still end up with an Essence of 0.1 afterwards regardless.
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ShadowWalker
post Jun 13 2013, 07:27 PM
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If you put a note on a vehicle it doesn't show up anywhere on the vehicle block character sheet.
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SpellBinder
post Jun 13 2013, 09:51 PM
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Think I found another gear goof. Based on the Body attribute of the Hawker-Siddley Mixcoatl (MilSpecTech, page 35) and Drone Sizes in Arsenal page 102, the Mixcoatl is a Medium Drone. With the Improve Sensor Array it automatically comes with it should have a Large Drone Sensor, but instead comes with an Extra-Large Vehicle Sensor. Probably just another copy goof.
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Mantis
post Jun 14 2013, 06:54 AM
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QUOTE (Nebular @ Jun 11 2013, 06:58 AM) *
Well, it looks like your MAG is 1 point lower because of an Essence penalty. The Tooltip, however, is a little misleading... your MAG is 7 but reduced to 6 because of the ESS penalty. The tooltip is correct though as you would really be going from MAG 7 to MAG 8 for that cost shown, though you'd effectively end up at MAG 7 as a result because of the ESS penalty; it still costs you the Karma amount from going from 7 to 8.


That is incorrect. My character has a MAG of 7. The various character sheets displays that attribute correctly. I've increased this character's MAG and taken the ESS value of 5.15 into account. The adept powers tab shows the correct number of power points (7 for MAG and 2 purchased via initiation). The karma and nuyen tab also displays the correct amount of karma to have a MAG of 7. The problem is the chummer Common tab does not. It should be displaying a value of 7 for MAG.
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SpellBinder
post Jun 14 2013, 07:41 AM
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I have a few cybered characters, some awakened, that I tested with about this. I found that if I disable the House Rule "Essence loss only reduces MAG/RES maximum" then the displayed attribute value and karma cost is skewed in Career Mode. When enabled, it displays accordingly. The reverse is true during Create Mode, obviously, but I do expect that was the intent of the house rule to begin with there.

I also found that I had to edit the <attribute><MAG> tags for a Latent Awakening character to get the attribute to work correctly, regardless of the house rule's status.
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Tagami
post Jun 14 2013, 09:10 AM
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I am trying to equip an Ares S-III Super Squirt, I have Exotic Ranged Weapon and ammo (Special) but Chummer doesn't display the weapon's dice pool.
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justanotherrunne...
post Jun 14 2013, 12:32 PM
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I am having a problem with the recent update. My character was all good but with a recent update (not sure exactly which one as I hadn't updated for a while) it reduces my characters magic from 2 (he has an essence just over 3) all the way to negative 1. And his resonance drops as well in a corresponding fashion.

It almost seems like it is negatively counting the essence loss again.

Is this a known issue and is there a fix?

Love chummer. It is amazing. Thank you!
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SpellBinder
post Jun 14 2013, 09:56 PM
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justanotherrunner, try going into Options > House Rules and enable the "Essence loss only reduces MAG/RES maximum" option, close the program & reload, and re-open the character.
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Mantis
post Jun 14 2013, 10:01 PM
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QUOTE (SpellBinder @ Jun 14 2013, 12:41 AM) *
I have a few cybered characters, some awakened, that I tested with about this. I found that if I disable the House Rule "Essence loss only reduces MAG/RES maximum" then the displayed attribute value and karma cost is skewed in Career Mode. When enabled, it displays accordingly. The reverse is true during Create Mode, obviously, but I do expect that was the intent of the house rule to begin with there.

I also found that I had to edit the <attribute><MAG> tags for a Latent Awakening character to get the attribute to work correctly, regardless of the house rule's status.


Thanks Spellbinder. That fixes the display problem but it is kind of a clunky workaround. I noticed this issue cropped up after build 476. Prior to that there was no reason to toggle that rule.
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Beorn
post Jun 14 2013, 10:30 PM
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I'm not sure if I am doing something incorrectly or if there is a bug in my download.
When I open the options tab to make the custom changes, there is no way to exit back to the character generator proper. In the pictures of the program in operation, there is a button at the bottom of the options page that doesn't exist on my copy.
I appreciate your input.
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Machine Ghost
post Jun 14 2013, 11:25 PM
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Apparent Bug; Environment Windows 7 64 bit; Chummer 480. Seen with older version, and Career mode, but reproduced with latest version and brand new test character in create mode.

AR139 says that (GM discretion) full (Mechanical) arms can use cyberlimb accessories. A drone Mechanical Arm modification does have an option to add cyberware plugins, but it does not seem to track the slots, availability, or (multiplier) costs. Tested with C-D Dalmatian drone.
Modular Cyberlimb AU45 says availability is +1 and cost is 1.1 times base cost. Adding it shows 0 cost and no change in availability.

Drones do not directly have 'natural' STR and AGI attributes, but I assume they should match the drone Body value. Base cyberlimbs (and inferred Mechanical Arms, at least for larger drones) have physical Attributes of 3. Adding Customized Body (4) correctly costs 1500, but the +1 Availability is not reflected in the Mechanical Arm.

Nothing seems to show or track the slots / capacity for the cyberware plugins, or the physical attributes for the arm, from either customization or enhancement. The Slots value for the Mechanical Arm shows as 2, which is what it takes up from the drone modification slots. The Slots value for the added cyberware plugin always shows as blank.

Even in create mode, once added, the plugin ratings can not be modified.

EDIT: Found SR4A167 Pilot "Pilot substitutes for character attributes (typically Agility ..." so pilot not body as natural max for Agi.
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ShadowWalker
post Jun 15 2013, 03:32 AM
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I created a custom skills file and added some skills and a skill group for them.
For some reason the skills always show up even when the custom book I put them in is not selected.
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