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> Chummer Character Generator, Thread #2
ShadowWalker
post Jun 16 2013, 08:10 PM
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If you undo a karma expense that was the buying off of a negative quality it doesn't put the negative quality back.
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Weldûn
post Jun 17 2013, 08:02 AM
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I'm back with another Nexus quibble. Minor one this time and it's just that while I can set a commlink as the home node, I cannot do so with a nexus.

(Gee. Do you think that I've got a thing for Nexi? (IMG:style_emoticons/default/nyahnyah.gif) )
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McDougle
post Jun 17 2013, 07:21 PM
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AWESOME!

Just wanted to tell you that it is AWESOME that are already working on a Shadowrun 5 port of Chummer. (IMG:style_emoticons/default/smile.gif)

Maybe that one will also be Android compatible? This is just brilliant, Nebular. (IMG:style_emoticons/default/notworthy.gif)
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Nebular
post Jun 18 2013, 03:37 AM
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Build 483
  • undoing a Removed Negative Quality Expense now adds the Quality back to the character
  • only Skills from currently active sourcebooks are shown in the Skills list
  • hopefully fixed the issue with MAG/RES, Essence penalties, and the Essence Loss Only Reduces MAG/RES Maximum house rule status
  • MAG and RES should no longer show values less than 0 in Career Mode
  • fixed an issue that caused non-Exotic Weapons that use an Exotic Weapon Skill to not appear properly in the Exotic Weapon Skill Specialization list
  • Nexi can now be marked as being a Home Node for an A.I.
  • added Vehicles Notes to the Vehicle Block sheet
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Nebular
post Jun 18 2013, 03:39 AM
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QUOTE (McDougle @ Jun 17 2013, 01:21 PM) *
AWESOME!

Just wanted to tell you that it is AWESOME that are already working on a Shadowrun 5 port of Chummer. (IMG:style_emoticons/default/smile.gif)

Maybe that one will also be Android compatible? This is just brilliant, Nebular. (IMG:style_emoticons/default/notworthy.gif)

Wish I could get a mobile version going but between the lack of time and lack of experience with it I just can't do it. If someone wanted to actually commit to making one, however, I'd be more than happy to make the source code available. (IMG:style_emoticons/default/smile.gif)
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ChatNoir
post Jun 18 2013, 05:45 AM
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Am I the only one having problems updating ? It keeps uploading to 483.

I tried to download the files from the site and it does the same thing.

I managed to check the "About" between updates and it's tagged as 482. Maybe that's the problem ?
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SpellBinder
post Jun 18 2013, 07:11 AM
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I too have had this issue for the longest time when it comes to the updates (cannot recall exactly what version number this started with; IIRC just after the updates were shifted back from .ZIP file format). I 'X' out of the update once it has completed & restarted itself for the Chummer.exe file, close Chummer entirely, and restart. The update has then taken effect.

I believe the Essence loss MAG/RES issue appears to still be in play. Tested with an existing awakened/cybered character in Career Mode and the Magic attribute was still impacted when the house rule was disabled. This also appears when taking an awakened/cybered character from Create Mode to Career Mode if the house rule is disabled. I have not yet tested with a character from scratch, but suspect it will probably remain.

On the plus side, taking a cybered character and awakening him/her in Career Mode does work like it's supposed to now (karma costs calculate as they're supposed to), regardless of how the house rule is situated. Took a character with 4.X Essence into Career Mode, awakened & Magic was allowed from 1 to 4; did the same at 2.X Essence and Magic was allowed from 1 to 2.
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bannockburn
post Jun 18 2013, 11:35 AM
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Same here, but restarting has no effect.
I was able to disable the autoupdate between restarts and Chummer runs at least, but is still at 0.0.0.482.
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Nebular
post Jun 18 2013, 12:37 PM
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QUOTE (ChatNoir @ Jun 17 2013, 11:45 PM) *
Am I the only one having problems updating ? It keeps uploading to 483.

I tried to download the files from the site and it does the same thing.

I managed to check the "About" between updates and it's tagged as 482. Maybe that's the problem ?
QUOTE (SpellBinder @ Jun 18 2013, 01:11 AM) *
I too have had this issue for the longest time when it comes to the updates (cannot recall exactly what version number this started with; IIRC just after the updates were shifted back from .ZIP file format). I 'X' out of the update once it has completed & restarted itself for the Chummer.exe file, close Chummer entirely, and restart. The update has then taken effect.
QUOTE (bannockburn @ Jun 18 2013, 05:35 AM) *
Same here, but restarting has no effect.
I was able to disable the autoupdate between restarts and Chummer runs at least, but is still at 0.0.0.482.

Oh crap! I've corrected the file on the server which reports the current version number so this shouldn't be an issue any more. It was supposed to be 483. Forgot to change the build number the first time. Rebuilt it with the correct one and thought I had copied it over but apparently I didn't. So everything is still there, just the number isn't what it should be.
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Nebular
post Jun 18 2013, 12:41 PM
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QUOTE (SpellBinder @ Jun 18 2013, 01:11 AM) *
I believe the Essence loss MAG/RES issue appears to still be in play. Tested with an existing awakened/cybered character in Career Mode and the Magic attribute was still impacted when the house rule was disabled. This also appears when taking an awakened/cybered character from Create Mode to Career Mode if the house rule is disabled. I have not yet tested with a character from scratch, but suspect it will probably remain.

On the plus side, taking a cybered character and awakening him/her in Career Mode does work like it's supposed to now (karma costs calculate as they're supposed to), regardless of how the house rule is situated. Took a character with 4.X Essence into Career Mode, awakened & Magic was allowed from 1 to 4; did the same at 2.X Essence and Magic was allowed from 1 to 2.

I think this has actually been fixed; when the bug existed, it incorrectly reduced the character's actual MAG/RES value and applied an Essence penalty on top of that, effectively penalising you twice. You can, however, adjust the Attribute back to its correct number by editing it with Notepad. It's the <value> field that needs to be tweaked.
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SpellBinder
post Jun 18 2013, 07:57 PM
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I'm not so sure. I found an older character file in Career Mode who's Create Mode copy was awakened with implants, version 458 for both, where the <value> shows the correct Magic attribute but the Career Mode displayed Magic is accordingly reduced a second time. Adjusting the <value> in a fresh test file opened up a new slew of issues.

Everything else appears to calculate correctly; magic skills and adept power points. However, things get funky when you start pushing towards your maximum Magic limit and you're within a range based on your Essence loss. It's like Chummer is taking your already modified Magic attribute and reducing the Essence loss again before showing it on the Common tab and then comparing it to what your maximum Magic is. In the case of the older character I mentioned has Essence 5.0500, the displayed Magic is 6 but everything is calculated at her maximum Magic of 7 (and the <value> in the code for her Magic is 7), she's Mystic Adept with a 3/4 split and the skills & power points are calculated accordingly, and she's a level 2 Initiate. I could spend 40 karma to increase her Magic to 8 (which now displays at 7), but I gain nothing until I initiate her to level 3. Upon that initiation her Mystic Adept split changes to 3/5 and the displayed Magic is now 7.
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ShadowWalker
post Jun 18 2013, 08:11 PM
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QUOTE (Nebular @ Jun 17 2013, 10:37 PM) *
Build 483
  • undoing a Removed Negative Quality Expense now adds the Quality back to the character
  • only Skills from currently active sourcebooks are shown in the Skills list
  • hopefully fixed the issue with MAG/RES, Essence penalties, and the Essence Loss Only Reduces MAG/RES Maximum house rule status
  • MAG and RES should no longer show values less than 0 in Career Mode
  • fixed an issue that caused non-Exotic Weapons that use an Exotic Weapon Skill to not appear properly in the Exotic Weapon Skill Specialization list
  • Nexi can now be marked as being a Home Node for an A.I.
  • added Vehicles Notes to the Vehicle Block sheet


Cranial Containment Unit was missed, or maybe not. (IMG:style_emoticons/default/smile.gif)
It should have a price tag of 250,000 and be deltaware (probably doesn't matter much about the deltaware). It should also have built in skill wires at ranking 5.
I've tried changing the entry to activate skillwires, but the skill doesn't get updated when an active skillsoft is in gear.
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ShadowWalker
post Jun 18 2013, 11:52 PM
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Would it be possible to add a generic exotic skill. Type in the name, select the attribute.
The idea being it's not a campaign related skill but a character one off.
Or is there a way to do that in a custom file?
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IridiosDZ
post Jun 19 2013, 01:28 AM
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Ok. I'll admit that this is a unique situation. If there is an easy way to fix this, please let me know.

One of my players started out as a cyber-sam with about 1.3 essence. He has since expressed a desire to become a technomancer. In the meantime he has been in a pact with 'the devil' To make a long story short, the devil has infused some essence from one it's minions, thus increasing the PCs essence.

In chummer, I use the improvement manager to add 2 essence to the character, bringing him to 3.3 ess. Then I added the Technomancer quality which made Resonance available. The problem is that RES is stuck at 1 because the characters 'natural' essence is 1.3. The RES max is showing as 3 which is where it should be, but the actual RES value is 1 and the button to increase it is greyed out.

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SpellBinder
post Jun 19 2013, 02:28 AM
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Try the Bioware > Genetic Restoration > Revitalization, and give a free application at a rating high enough to increase the characters Essence by two full points instead. You can then add a Note to this item to note that it's from a "deal with the devil."

I tested this on a cybered (Essence 2.X) mystic adept who was capped at his maximum Magic of 10, and after adding this option to make him Essence 3.X he was then allowed to increase his Magic to 11.
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Tagami
post Jun 19 2013, 03:58 PM
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QUOTE (Nebular @ Jun 18 2013, 06:37 AM) *
Build 483
  • fixed an issue that caused non-Exotic Weapons that use an Exotic Weapon Skill to not appear properly in the Exotic Weapon Skill Specialization list


All Special Weapons (requiring Ranged Exotic Weapon skills) show a dice pool of 0 when equipped.
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Sileo
post Jun 19 2013, 05:16 PM
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I've been very impressed with Chummer and have found it to remarkably helpful in running Shadowrun games. I've even been able to win over people to the system/setting who initially thought creation was too clunky by providing them with some time using the program. So many thanks for the continued development, and more importantly, the interaction with the users of the program.

There is a small change I've found. I couldn't specify the version this started, but prior to around Mid-May, the damage calculation for melee/unarmed attacks was done automatically by the program, including the addition of MA bonus damage for unarmed attacks, or boosts for Bone Lacing and/or Bone Density. Now it seems to only display the formula for calculating the damage - though no longer changes to the Bone Density/Lacing formula for unarmed attacks. I have checked to the best of my ability through this post and the change log, and have seen no other reports of this, or mention of a design change.

I apologize if I missed something, but has the automatic calculation of strength derived damage been replaced with the formula as a design decision, or is it a new setting I've overlooked?
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valavaern
post Jun 19 2013, 10:41 PM
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Minor problem: trying to give ah HK PSG Enforcer extended clips results in an error being thrown, most likely caused by it starting with 2 clips. I tried making an override file where it has 12© for ammo, and comes with the mod 'additional clip', but the this still isn't working correctly. Chummer can correctly add extended clips ND additional clips to guns normally, it's just having a problem figuring out a gun that comes with 2 clips for some reason. :/

EDIT: after some more playing around, adding an additional clip to a weapon and then checking "part of base weapon" actually causes it to no longer function at all, leaving your weapon with only a single clip. It seems this needs a little fine tuning in general. :x
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SpellBinder
post Jun 20 2013, 02:09 AM
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Tried a little myself with the HK PSG Enforcer, and the workaround I found was to change the XML <ammo> code from 2x12© to 12©, then while in Career Mode add the Additional Clip mod for free and then check the "Part Of Base Weapon" box for that mod. Adding the Extended Clip mod after that worked fine.

Changing the <ammo> code and adding the Additional Clip mod itself into the weapon's code itself did not work for me.
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SpellBinder
post Jun 20 2013, 06:59 AM
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Noticed this some time ago and just now bothered to check. The Biocompatability (Cyberware) quality is missing a <metagenetic>yes</metagenetic> tag.
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The Overlord
post Jun 21 2013, 03:23 AM
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Any chance that the Rigger 4 pdf is going to be added to Chummer? I know the thing is a joke, but it is (from what I have heard from people who GM at Cons) missions legal.
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Tashiro
post Jun 21 2013, 04:29 AM
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QUOTE (The Overlord @ Jun 20 2013, 11:23 PM) *
Any chance that the Rigger 4 pdf is going to be added to Chummer? I know the thing is a joke, but it is (from what I have heard from people who GM at Cons) missions legal.


I second this. One of the PCs has picked up a hoverboard, and just got the gynoid as a gunbunny assistant. They also got to see the battlemech in action - but aren't getting one. (IMG:style_emoticons/default/wink.gif)
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SpellBinder
post Jun 21 2013, 11:52 PM
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Have been half tempted to code the XML files myself for Rigger 4.

On a side note, for functionality of Chummer, and the SR5 support version too, would be support to help track which bonded foci are active and adjust what bonuses are possible as applicable. Currently it looks like Chummer treats all bonded foci as active foci, and awakened characters are limited to their (modified) Logic attribute in how many are on at any given time. And don't forget that stacked foci count as one, no matter how many are bundled together. Below the button for "Create Stacked Focus" seems like would be a good area to add this.
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Nebular
post Jun 22 2013, 05:06 AM
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Sorry, things have been a little hectic the past few days. Add to that being completely enthralled by The Last of Us and the terrible flood going on here in Calgary, I haven't been near my PC for a couple of days to see what's going on. We're lucky enough that our house is up on higher ground so we haven't had to evacuate but we're certainly starting to see some of the effects.

Rigger 4 is available through the Data category in Omae. I didn't add it to the actual data files since it was an April Fool's Day joke release in the same manner as the previous one that allowed Dragon PCs. But all of the information is there!

The issue with melee Weapons not calculating their DV properly is the result of a stupid mistake I made a couple of builds ago when I attempted to fix splash Weapons not receiving their DV bonuses correctly. I was checking for "(" in the Weapon's DV to see if it was a splash Weapon, completely forgetting that melee Weapons included that, and should instead have been checking for "/m)". Fixed in the next update.

I'll start to look over the other issues tomorrow.
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Nebular
post Jun 22 2013, 04:18 PM
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Build 484
  • added support for <essencemax /> to the Improvement Manager which increases the character's maximum Essence
  • changed the Essence Custom Improvement to only affect the current value of the character's Essence as intended
  • characters now record their Essence when MAG/RES is added to them and use that point to determine Essence Penalties instead of basing it on the Metatype's maximum Essence value (corrects issues for Latent Technomancer/Latent Awakening)
  • fixed an issue where Melee Weapons would incorrectly believe they contained splash damage in their DVs and showed their DV formula instead of their calculated DV
  • changed how Weapons calculate their Ammo capacity to correct an issue with adding the Extended Clip Weapon Mod to Weapons that have multiple clips
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