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> Chummer Character Generator, Thread #2
Sengir
post May 12 2012, 12:59 AM
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QUOTE (SpellBinder @ May 12 2012, 01:18 AM) *
If you're using different rule sets for different games (these are in the "settings" folder, not the "data" folder), you can create different defaults for the characters.

I know, that's why I did not expect that rule to be still enabled (IMG:style_emoticons/default/wink.gif)
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Thirty Second Ar...
post May 14 2012, 07:35 AM
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I'd hate it if this was a stupid question, but how do I get this to run? 0.383 is pitching a "Default Language Missing: Could not load default language file!" error under Windows XP Pro.

Edit: User error. Program runs fine, user has been publicly embarrassed, all is right with the world once more.
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SpellBinder
post May 14 2012, 09:25 AM
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Sadly my XP box has been out of commission for quite some time so I cannot load Chummer onto it and see how it runs (you'd be amazed at the usefulness of an older systems and programs at times). Unfortunately my google searches have turned up more about changing the Regional And Language Options instead. I honestly don't see how this can be a factor, especially if an older version of Chummer worked for you.

Now normally I'd flat out suggest a more up to date (and confirmed working) version of the program for any software, but 384 has only a minor change dealing with magicians and spirits compared to 383. On the other hand, downloading the latest and at least comparing files might reveal something missing or corrupt. Beyond that, I'm sorry but I've got no ideas.
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phlapjack77
post May 14 2012, 09:30 AM
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QUOTE (Thirty Second Artbomb @ May 14 2012, 03:35 PM) *
I'd hate it if this was a stupid question, but how do I get this to run? 0.383 is pitching a "Default Language Missing: Could not load default language file!" error under Windows XP Pro.

I got this error one time, but it was entirely my fault - I had interrupted an update of an existing Chummer app, and the current installation of Chummer didn't end up having the necessary language files. The only option was to take off and nuke it from orbit, downloading from the website to start over.
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Thirty Second Ar...
post May 14 2012, 10:31 AM
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Well, now I feel dumb. I forgot to uncheck "Do not extract pathnames" in powerarchiver, and everything got dumped in one folder. This is probably a sign I should be going to bed.
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Nemo
post May 14 2012, 08:22 PM
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Hello Nebular,

the Cyber Saftey Firearm Accessor from Augmentation p.40/41 is missing. The Cyber-Implant is there, but the corrosponding Weapon-Modifikation is missing. You need both Components for effect.
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SpellBinder
post May 14 2012, 09:10 PM
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QUOTE (Thirty Second Artbomb @ May 14 2012, 03:31 AM) *
Well, now I feel dumb. I forgot to uncheck "Do not extract pathnames" in powerarchiver, and everything got dumped in one folder. This is probably a sign I should be going to bed.

Ah, just gotta love how logical and unadaptive computers are at times.
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Nebular
post May 15 2012, 04:02 AM
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Sorry, still alive but been busy flying out to Calgary, looking for a place to live, signing the job offer, flying back, feeding the dumpster behind my place, packing up everything that isn't needed right away, prepping for one final 2 night gig with the band, and all of the other bothersome stuff that comes with moving to another city in a relatively short time. (IMG:style_emoticons/default/wobble.gif) Not sure if there will be an update this week as I've had no time to touch the code since last week's update. With any luck I'll be able to get some quick tweaks done over the long weekend coming up.
QUOTE (Hellfire @ May 11 2012, 12:53 PM) *
Somehow the Chummer version on the website is still the .383 version and not the current .384.
I guess that is due to the website crash?
The place that hosts the server might have been doing some maintenance on the machine. Everything seems to be OK now.

I'll take a look over the other stuff posted on here tomorrow if I get some time between things. (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post May 15 2012, 04:14 AM
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QUOTE (Sengir @ May 11 2012, 05:14 PM) *
I found another "Object reference not set to an instance of an object" error. This time it happens when I slect the weapon mount on a Doberman with a weapon installed
:
CODE
System.NullReferenceException:  Objektverweis wurde nicht auf eine Objektinstanz festgelegt. (The object reference was not set to an instance of an object)
   bei Chummer.frmCreate.RefreshSelectedVehicle()
   bei Chummer.frmCreate.treVehicles_AfterSelect(Object sender, TreeViewEventArgs e)
   bei System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
   bei System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
   bei System.Windows.Forms.TreeView.WmNotify(Message& m)
   bei System.Windows.Forms.TreeView.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I can't seem to reproduce this error. If you have a save file that is currently experiencing this, could you email it to me at nebular@shaw.ca so I can see what the issue might be?
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SpellBinder
post May 16 2012, 03:15 AM
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Been looking at the Tata Hotspur, it's standard upgrades, and even tried doing a little research around here (which actually turned up nothing). Basically been thinking that due to the lack of definition in the Engine Customization that it should be listed with both and not just the Speed version. Does also make for easier math considering a fully customized engine's bonuses perfectly offset the penalties of the smart tires.

Also, in clicking on the Smart Tires for the Tata Hotspur in Chummer returns an error, likely because the quantity is at zero and should be something greater.

Added: This happens to the Double Revolution too.
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Nebular
post May 17 2012, 01:19 AM
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QUOTE (The Wrestling Troll @ May 11 2012, 10:04 AM) *
If you implant a grapple gun you can't select it as a weapon as described in Shadowrun Corebook p. 337

Should be a Weapon with 5s damage, Singleshot, 1(m) ammo
QUOTE (Hellfire @ May 11 2012, 11:30 AM) *
One thing I just noticed: the Defiance EX Shock Taser should also be useable as a melee weapon (I guess it should be a club), can you perhaps add a melee weapon stat for 0 NY, so that it is selectable and shows in the melee weapon box when printing out the character?
QUOTE (Nemo @ May 14 2012, 02:22 PM) *
the Cyber Saftey Firearm Accessor from Augmentation p.40/41 is missing. The Cyber-Implant is there, but the corrosponding Weapon-Modifikation is missing. You need both Components for effect.

I've updated the Weapons file to include these missing items. The Weapons, Gear, and Books data files have also been updated to include the new content from Gun Heaven 2. The Deathdealer Ammo will not properly add its +1 bonus to the Weapon's Dice Pool until the next update.
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Nebular
post May 17 2012, 01:22 AM
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QUOTE (SpellBinder @ May 15 2012, 09:15 PM) *
Been looking at the Tata Hotspur, it's standard upgrades, and even tried doing a little research around here (which actually turned up nothing). Basically been thinking that due to the lack of definition in the Engine Customization that it should be listed with both and not just the Speed version. Does also make for easier math considering a fully customized engine's bonuses perfectly offset the penalties of the smart tires.

Also, in clicking on the Smart Tires for the Tata Hotspur in Chummer returns an error, likely because the quantity is at zero and should be something greater.

Added: This happens to the Double Revolution too.

I've updated the Vehicles data file to correct this. This also would have happened with the Transys Steed.
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Nebular
post May 17 2012, 01:28 AM
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QUOTE (Sengir @ May 11 2012, 04:14 PM) *
I found another "Object reference not set to an instance of an object" error. This time it happens when I slect the weapon mount on a Doberman with a weapon installed
:
CODE
System.NullReferenceException:  Objektverweis wurde nicht auf eine Objektinstanz festgelegt. (The object reference was not set to an instance of an object)
   bei Chummer.frmCreate.RefreshSelectedVehicle()
   bei Chummer.frmCreate.treVehicles_AfterSelect(Object sender, TreeViewEventArgs e)
   bei System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
   bei System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
   bei System.Windows.Forms.TreeView.WmNotify(Message& m)
   bei System.Windows.Forms.TreeView.WndProc(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Found the problem. Fixed in the next update.
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Nebular
post May 17 2012, 01:33 AM
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Speaking of next updates, now is probably the best time to release this one. (IMG:style_emoticons/default/smile.gif)

Build 385
  • added support for Ammo affecting the Dice Pool of the Weapon they've been loaded into
  • fixed an issue where selecting a Weapon attached to a Vehicle Weapon Mount would occasionally throw an error
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SpellBinder
post May 17 2012, 06:19 AM
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Looks like my mention about the Tata Hotspur's standard equipment got missed.
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Nebular
post May 17 2012, 01:57 PM
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QUOTE (SpellBinder @ May 17 2012, 12:19 AM) *
Looks like my mention about the Tata Hotspur's standard equipment got missed.

Whoops! I read it and then completely forgot about it. (IMG:style_emoticons/default/nyahnyah.gif) I've updated the Vehicles file to add the additional Engine Customization for Acceleration for the Hotspur.
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SpellBinder
post May 18 2012, 07:31 AM
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Thanks.

Got my own custom content files updated now, short of Gun Heaven 2 & S.O.X. at the moment, with an expansion on SURGE qualities. At least with the negative qualities that can be taken with SURGE or not (like Albinism), you'll now be able to set them apart.
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MarvinCZ
post May 18 2012, 05:50 PM
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Hello!
First, I want to say this is by far the best character editor I've used. Very easy and intuitive to use. Thanks.

I've got a small issue when calculating prices for gear with prices per multiple items (like ammo or RFID tags) and plugins (using Add as Plugin).

Example:
I use projectiles with combat chemicals. I like to specify the payload as a plugin.

Correct function: Gas Minigrenades with 1 Breathtaker as plugin calculate the total price correctly, because their price is defined per 1 grenade.
Incorrect function: Injection Darts with Narcoject calculate the total price incorrectly. I need to use 10 units of Narcoject to get the correct total price. Because the darts have their price defined per 10 darts, it costs 1/10th of the Narcoject price per dart, instead of the full price. The plugin price should be included per item, not per bundle - 10 darts in this case.

The same happens with Sensor RFID Tags and sensors as plugins (prices per 20 units).

It isn't much of a problem - I can avoid it by using the different number of units of the plugin, but it was quite confusing before I figured out what was going on.
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SpellBinder
post May 18 2012, 08:23 PM
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Tested and saw the same with capsule rounds too, where the drugs were being multiplied by the bundle of 10 and not by an individual round.

And to the one person who downloaded a copy of my custom content, please re-download it. Found I had a few errors in my override file that didn't show until I tried to create a new character.
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ShadowWalker
post May 19 2012, 02:18 AM
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On the Weapons tab could you put a tool tip on the Dice Pool for the weapons.
Trying to figure out why a weapon with an installed weapon focus isn't showing the skill + attribute + weapon focus rating.

I also noticed that attached Grenade Launchers such as the one on the Colt M22A3 when loaded with ammo is showing the main weapons ammo amount not the 6 the grenade launcher should have.
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SpellBinder
post May 19 2012, 06:55 AM
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Anyone else getting an error when trying to add powers to an Ally Spirit during critter creation? This is what I get when I click the "Add Power" button:
CODE
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmSelectCritterPower.cboCategory_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
at System.Windows.Forms.ListControl.set_SelectedValue(Object value)
at Chummer.frmSelectCritterPower.frmSelectCritterPower_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Never happens for any other spirits, just Ally Spirits. On the same subject, and maybe related (I don't know), Chummer's giving Ally Spirits only one Power Point per 3 Force, instead of 1 for 1 (SM, page 104).
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SpellBinder
post May 21 2012, 01:32 AM
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Found another when checking through Gun Heaven 2 & Chummer. The high powered weapons, like the Onotari Arms Rhino Hunter, have their stats including the benefits of high powered ammo already (and is noted with every single high powered gun). Chummer is doubling this up, making the Rhino Hunter an 11P AP -4 rifle when loaded with the only ammo they can take. I haven't double checked this, but I'd wager that all of the guns that have "High-Power Chambering" as a default mod are going to need their damage reduced by 2 and the AP worsened by 1.
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Hellfire
post May 21 2012, 03:34 PM
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QUOTE (ShadowWalker @ May 19 2012, 03:18 AM) *
I also noticed that attached Grenade Launchers such as the one on the Colt M22A3 when loaded with ammo is showing the main weapons ammo amount not the 6 the grenade launcher should have.


The same is true for ranges of grenade launcher. All grenade launchers attached to weapons show the range of their respective "parent" weapon and not of the grenade launcher itself.
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Hellfire
post May 21 2012, 03:45 PM
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QUOTE (SpellBinder @ May 21 2012, 02:32 AM) *
Found another when checking through Gun Heaven 2 & Chummer. The high powered weapons, like the Onotari Arms Rhino Hunter, have their stats including the benefits of high powered ammo already (and is noted with every single high powered gun). Chummer is doubling this up, making the Rhino Hunter an 11P AP -4 rifle when loaded with the only ammo they can take. I haven't double checked this, but I'd wager that all of the guns that have "High-Power Chambering" as a default mod are going to need their damage reduced by 2 and the AP worsened by 1.


I don't think that this (the notation in GH2) is consistent throughout GH2. For example the Terracotta Arms AM-47 with DV 9 and AP -3 seems to be quite "normal" for a sniper rifle, therefore the +2DV -1 AP from HP rounds should be added when using HP rounds for a total of DV 11 and AP-4.

However I agree that:
Shiawase Arms Heavy Tactical, even though it is not specifically mentioned, already includes the modification of HP rounds (otherwise you wouldn't arrive at a DV 7 AP-2 Heavy psitol).
The same is true for Onotari Arms Rhino Hunter & Urban Hunter & Cavalier Arms Sheriff, where it is explicitly mentioned that the HP mod is already included in the stats.
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SpellBinder
post May 21 2012, 04:22 PM
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Yeah, you're right. Checked and the AM-47 doesn't say the High-Power is included, but compared to other heavy pistols it looks like it should.

Wouldn't be the first typo I've already seen in this PDF.
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