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> Chummer Character Generator, Thread #2
Nebular
post Apr 1 2012, 07:06 PM
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QUOTE (ShadowWalker @ Apr 1 2012, 12:47 PM) *
I added the Cyber Holster to the Walker Mode Mod, and that worked fine, but when I click on the Cyber Holster I get an exception.

Le sigh. I'll have this fixed in the next update.
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Nebular
post Apr 1 2012, 07:07 PM
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QUOTE (ShadowWalker @ Apr 1 2012, 12:53 PM) *
The Walther Secura Kombakt w/Smartlink Heavy Pistol does not actually have a Smartlink listed under Included Accessories like similar weapons do.

Bah. The stupid thing is there is no Smarlink Accessory or Mod for Weapons. There 3 Weapons in Arsenal like this. I'm assuming they should actually have the Smartgun System Mod instead, correct?
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ShadowWalker
post Apr 1 2012, 07:13 PM
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Would it be possible to have AIs that have the Pilot Origin to use Autosofts like Skillsofts?
Profession should be treated as Active or Knowledge Skill of the same name, Maneuver as Pilot of the same name, and Targeting as the weapon skill of the same name.
Chaser = Shadowing, Covert Ops = Infiltration, Trailblazer = Tracking.
Not sure what Clearsight or Defense should be.
Defense clearly says Parry, not Dodge.
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ShadowWalker
post Apr 1 2012, 07:18 PM
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QUOTE (Nebular @ Apr 1 2012, 03:07 PM) *
Bah. The stupid thing is there is no Smarlink Accessory or Mod for Weapons. There 3 Weapons in Arsenal like this. I'm assuming they should actually have the Smartgun System Mod instead, correct?

That would be my expectation.
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b0bd3n4rd
post Apr 1 2012, 09:39 PM
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QUOTE (Nebular @ Apr 1 2012, 07:15 PM) *
These are added to the individual character sheets quite a while ago. Any line breaks you put in the note fields should automatically appear. Is there a particular sheet you're having this problem with?


I'm making my own sheet, I hadn't seen the line breaks template in yours, sorry.

BTW is it possible for a Technomancer with the Biowire Echo to get his skillsofts listed in the Skills area? Thanks.
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ShadowWalker
post Apr 1 2012, 10:05 PM
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QUOTE (b0bd3n4rd @ Apr 1 2012, 05:39 PM) *
I'm making my own sheet, I hadn't seen the line breaks template in yours, sorry.

BTW is it possible for a Technomancer with the Biowire Echo to get his skillsofts listed in the Skills area? Thanks.


They do, if it's a knowledge skill add a skill with the same name with a rating of zero and it will show up.
I know with the sheet that comes with Chummer it shows skillsofts properly, so you could probably look at how they are done in that sheet for your own.
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EpicUnknown
post Apr 2 2012, 03:31 AM
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Two errors. One, The homewrecker software suite has an availability of 12F. Which Chummer correctly displays in the list of purchasable gear. However once you do purchase it that availability jumps to 14F. Second, could you increase the size of the pop up windows such as the one that pops up when you add an exotic weapon skill? They are so short that I can't see all the buttons. It happens on every pop up window, the one I mentioned is just an example.
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Nebular
post Apr 2 2012, 03:39 PM
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QUOTE (ShadowWalker @ Apr 1 2012, 01:13 PM) *
Would it be possible to have AIs that have the Pilot Origin to use Autosofts like Skillsofts?
Profession should be treated as Active or Knowledge Skill of the same name, Maneuver as Pilot of the same name, and Targeting as the weapon skill of the same name.
Chaser = Shadowing, Covert Ops = Infiltration, Trailblazer = Tracking.
Not sure what Clearsight or Defense should be.
Defense clearly says Parry, not Dodge.

I'll update the Qualities file for the next update so that Piloting Origin (Rating 2) also grants the Skillwire bonus so they can use Autosofts.
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ShadowWalker
post Apr 2 2012, 03:41 PM
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QUOTE (Nebular @ Apr 2 2012, 10:39 AM) *
I'll update the Qualities file for the next update so that Piloting Origin (Rating 2) also grants the Skillwire bonus so they can use Autosofts.


Cool, thanks.
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Nebular
post Apr 2 2012, 03:41 PM
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QUOTE (EpicUnknown @ Apr 1 2012, 09:31 PM) *
Two errors. One, The homewrecker software suite has an availability of 12F. Which Chummer correctly displays in the list of purchasable gear. However once you do purchase it that availability jumps to 14F. Second, could you increase the size of the pop up windows such as the one that pops up when you add an exotic weapon skill? They are so short that I can't see all the buttons. It happens on every pop up window, the one I mentioned is just an example.

I'll have the Gear file updated for the next update. THe Homewrecker package will instead display as 10F when selecting but be raised to its proper 12F Rating once added. I'll also take a look at the font size thing - this only hapens when the font size in Windows is set above its standard 96 DPI ("Smaller - 100%") resolution.
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Nebular
post Apr 2 2012, 03:46 PM
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QUOTE (ShadowWalker @ Apr 2 2012, 09:41 AM) *
Cool, thanks.

Correction - available now! Had to correct another little snag in there. (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post Apr 2 2012, 06:01 PM
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QUOTE (Nebular @ Apr 2 2012, 11:46 AM) *
Correction - available now! Had to correct another little snag in there. (IMG:style_emoticons/default/smile.gif)

Programs on vehicles don't have the "Running" check box.

Not sure how this is supposed to Pilot Origin is supposed to have Autosofts show up as Skillsofts.
Their names are different than the skills they would act as, and Profession, Maneuver and Targeting have to select the skill they are acting as.
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Makki
post Apr 2 2012, 07:55 PM
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When I use "Undo Expenses" on Attribute enhancing Bioware, my attribute augmentation is not recalculated. I can get infinite Agility by buying/selling/buying/selling/... Muscle Toner
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Nebular
post Apr 2 2012, 09:58 PM
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Build 356
  • Skill Specializations can now be set when an Active Skill is Grouped in Career Mode, though doing so breaks the Skill Group
  • fixed an issue where breaking a Skill Group in Career Mode would unlock the Skill Specialization fields for the now-independent Active Skills
  • Skill Groups can no longer be re-combined if any of their Active Skills have a Specialization
  • Dice Pool for the selected Spell now includes any Spellcasting Specialization bonus if applicable
  • added a Dice Roller button for Spells, Drain, Complex Form, Fading, Weapon, and Vehicle Weapon dice pools that appear if the Dice Roller option is enabled
  • added an option to save a backup copy of a character before moving them to Career Mode (disable by default) (see below)
  • fixed an issue where the programs added from a Program Package would not be correctly associated with their parent and would throw an error when selected until the character was saved and re-loaded
  • fixed an issue where adding Gear from a custom PACKS Kit could cause packaged items such as Program Packages to create their plugins twice
  • selecting a Cyberware Plugin attached to a Vehicle Mod no longer throws an error
  • validating a character when moving to Career Mode now includes checking Cyberware Availability
  • Gear can now be added to Cyberware and Weapon Commlinks (see below)
  • windows and controls should now be more large font friendly
  • Skill tooltips now show all Rating and Dice Pool modifiers instead of only positive modifiers
  • fixed an issue where undoing the Nuyen Expense for a Bioware purchase would not remove the Bioware's Improvements properly
Changed Strings
  • Checkbox_Option_AllowSkillDiceRolling
New Strings
  • Checkbox_Option_CreateBackupOnCareer
  • Title_CreateMode
  • Message_CyberwareGear
  • MessageTitle_CyberwareGear
  • String_ExpensePurchaseCyberwearGear
  • String_ExpenseSoldCyberwareGear
  • Message_WeaponGear
  • String_ExpensePurchaseWeaponGear
  • String_ExpenseSoldWeaponGear
Creating pre-Career Mode Backups
When enabled, the Create backup of character before moving them to Career Mode option saves a copy of the character to your Chummer\saves\backup directory before they are actually placed into Career Mode, allowing you to go back and make changes to them in case they were placed into Career Mode prematurely.

Cyberware and Weapon Commlinks
Commlinks can now be added to the Commlink Cyberware and Weapon Commlink Weapon Mod items. This is still a little experimental, so please save a backup copy of your character before playing with these. These can only be applied to character-held devices; this behaviour will not be applied to Vehicles.
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ChatNoir
post Apr 2 2012, 10:11 PM
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Very nice new features !

However, the spellcasting / drain doesn't seem to take the mentor spirit bonuses into account.
For example : my Wicca is following Sky Father. She has a spellcasting skill with a rating of 4, plus a manipulation specialisation and a magic of 5. So Spellcasting (Manipulation) 9(11). But Sky Father is also providing +2 dices for Manipulation and Detection spells. That particular bonus doesn't appear on the diceroller. It's not a huge problem, having it integrated would be even better. For the Drain test also. ^^

Yeah, everytime you add something great, we find something to complain about. Sorry about that. (IMG:style_emoticons/default/nyahnyah.gif)
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ChatNoir
post Apr 2 2012, 10:16 PM
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Woh, sorry about that, I reapplied improvements and the spellcasting problem is solved.
*looks dumb*

And since the first part is ok, I now have doubts about the bonus also being applied to drain tests. I'll check that later, it's past bedtime ... I won't be able to get up to work. ^^
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Gwynfallan
post Apr 3 2012, 03:38 AM
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Yay, more updates! However, there are a few bits about skill groups that you you know about.

The skill groups don't appear to be locking properly when split. Newly purchased groups, at least, are simply dropping the existing ratings of the skills down to the group's rating. For example, in Career Mode, I purchased the Firearms skill group at rating 1. Then I realized I already had Longarms at 3 and Pistols at 1 and this purchase dropped my Longarms back to a rating 1. When I went to Undo the problem, it dropped all the skills associated with Firearms down to rating 0.

*Edit*
This is an issue with two specific file(s) rather than a wide spread problem as I thought. I realized I copied and pasted something from one character to another and those are the two files compromised. New characters and other characters don't suffer this problem. I apologize for the inconvenience.
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The Wrestling Tr...
post Apr 3 2012, 08:24 AM
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seems like mentor spirit bonuses work very well now. But I gain the bonus of my force 4 powerfocus, even if I didn't bind it yet (just bought it, so it shows up under gear)
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ShadowWalker
post Apr 3 2012, 03:01 PM
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QUOTE (The Wrestling Troll @ Apr 3 2012, 03:24 AM) *
seems like mentor spirit bonuses work very well now. But I gain the bonus of my force 4 powerfocus, even if I didn't bind it yet (just bought it, so it shows up under gear)


probably because it's defaulting to being equipped. if you uncheck that it should stop giving the bonuses. Although it still shouldn't give any bonuses until it's had karma spent on it, even if it is equipped.
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Nebular
post Apr 3 2012, 03:09 PM
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QUOTE (Gwynfallan @ Apr 2 2012, 10:38 PM) *
Yay, more updates! However, there are a few bits about skill groups that you you know about.

The skill groups don't appear to be locking properly when split. Newly purchased groups, at least, are simply dropping the existing ratings of the skills down to the group's rating. For example, in Career Mode, I purchased the Firearms skill group at rating 1. Then I realized I already had Longarms at 3 and Pistols at 1 and this purchase dropped my Longarms back to a rating 1. When I went to Undo the problem, it dropped all the skills associated with Firearms down to rating 0.
QUOTE (The Wrestling Troll @ Apr 3 2012, 03:24 AM) *
seems like mentor spirit bonuses work very well now. But I gain the bonus of my force 4 powerfocus, even if I didn't bind it yet (just bought it, so it shows up under gear)

I cannot get either of these to happen using the latest build. Power Foci appear to only be granting their bonus when they're finally Bonded from what I can see. And I've tried settings Longarms to 3 and Pistols to 1 in Create Mode then move to Career Mode, and also doing them same entirely in Career Mode and the Firearms Group appears to always gets disabled properly. Could you guys send me your save files (nebular@shaw.ca) so I can see if it's something with the characters themselves?
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ShadowWalker
post Apr 3 2012, 03:48 PM
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QUOTE (Nebular @ Apr 3 2012, 11:09 AM) *
I cannot get either of these to happen using the latest build. Power Foci appear to only be granting their bonus when they're finally Bonded from what I can see. And I've tried settings Longarms to 3 and Pistols to 1 in Create Mode then move to Career Mode, and also doing them same entirely in Career Mode and the Firearms Group appears to always gets disabled properly. Could you guys send me your save files (nebular@shaw.ca) so I can see if it's something with the characters themselves?


Unfortunately I've since bonded the focus with that character.
In my case I had a weapon focus and power focus combined. On the weapon page I had a weapon with the weapon focus mod. The weapon was showing a dice pool that included the unbonded focus. I consider this a minor thing, since the weapon on the weapon tab and the focus on the gear tab are in no way linked. I had been hoping that if the weapon had been selected while creating the weapon focus then it would show up automatically on the weapons tab similar to the way grenades did. But the way it is now is fine.
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SilverAngel
post Apr 3 2012, 08:50 PM
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At first Chummer is a realy awsom tool for Shadowrun and a great work of coding.
I startet to work on an ovride file for Minor data errors but i went in a problem now.
I tried to change the "Power Slide Mount" becaus the slot rating is Max. Slots + 1 and not -1 like it is in the Datafile.

I used following code but i get an error message when i try to add it to a weapon.

<mods>
<mod>
<name>Powered Slide Mount</name>
<category>Weapon Mod</category>
<rating>5</rating>
<slots>Rating + 1</slots>
<avail>8</avail>
<cost>3500</cost>
<source>AR</source>
<page>152</page>
</mod>
</mods>

BTW should i send you the override data file when it is done or should i directly add it to OMAE?
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Nebular
post Apr 3 2012, 09:16 PM
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QUOTE (SilverAngel @ Apr 3 2012, 03:50 PM) *
At first Chummer is a realy awsom tool for Shadowrun and a great work of coding.
I startet to work on an ovride file for Minor data errors but i went in a problem now.
I tried to change the "Power Slide Mount" becaus the slot rating is Max. Slots + 1 and not -1 like it is in the Datafile.

I used following code but i get an error message when i try to add it to a weapon.

<mods>
<mod>
<name>Powered Slide Mount</name>
<category>Weapon Mod</category>
<rating>5</rating>
<slots>Rating + 1</slots>
<avail>8</avail>
<cost>3500</cost>
<source>AR</source>
<page>152</page>
</mod>
</mods>

BTW should i send you the override data file when it is done or should i directly add it to OMAE?

Weapon Mods cannot have Ratings. Also, the Powered Slide Mount lets you attach one additional slot worth of Weapon Mods, so the <slots>-1</slots> is correct. It is consuming -1 slots (so freeing up 1) as opposed to consuming 1 slot. If there are corrections to the data itself, they should be either posted here or emailed to me so I can apply the changes to the actual data. If they're house rules to how an item work, it can be uploaded as an override file to Omae.
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Makki
post Apr 4 2012, 06:19 AM
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War p.137 has several uses for the Leadership skill stated out. This makes Leadership no longer linked to CHA only, but also to LOG and INT, depending on the use. (Which I like very much).
Would it be possible to place a check box in the options to include these dice pools into the print sheet?

Could look like that:

Leadership 6 3 3
Leadership Command 7(9) 3 4
Leadership Tactics 5 3 2
...
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The Wrestling Tr...
post Apr 4 2012, 06:35 AM
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Sent you an E-Mail with the Charfile so you can see for yourself (Happened after using the re-applying the bonuses option)
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