IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

86 Pages V  « < 36 37 38 39 40 > »   
Closed TopicStart new topic
> Chummer Character Generator, Thread #2
bannockburn
post Aug 2 2012, 04:32 PM
Post #926


Shooting Target
****

Group: Members
Posts: 1,631
Joined: 22-April 12
From: somewhere far beyond sanity
Member No.: 51,886



Raise Magic (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
KnightAries
post Aug 2 2012, 05:14 PM
Post #927


Moving Target
**

Group: Members
Posts: 243
Joined: 15-July 12
From: Everywhere that's in the middle of nowhere.
Member No.: 53,043



I get a an error that crashes chummer when I try to add the B&E Goods PACKS Kit.

Also many of the Kits for Gear are showing repeat of the same equipment
Go to the top of the page
 
+Quote Post
forgarn
post Aug 2 2012, 06:51 PM
Post #928


Moving Target
**

Group: Members
Posts: 250
Joined: 22-December 09
Member No.: 17,988



QUOTE (ggodo @ Aug 2 2012, 12:24 PM) *
Maybe I'm being dumb, but how does one raise the force on free spirits? I'm trying to build one and I can't change any attributes.


When you create the spirit, you set the force (File -> New Critter). If you need to change it, then you would need to re-create it. I am not sure there is a mechanism for "advancing" spirits other than ally spirits. And then, I am not sure how you would do that in chummer.
Go to the top of the page
 
+Quote Post
Makki
post Aug 2 2012, 07:19 PM
Post #929


Running Target
***

Group: Members
Posts: 1,373
Joined: 14-January 10
From: Stuttgart, Germany
Member No.: 18,036



QUOTE (Hellfire @ Aug 2 2012, 11:18 AM) *
The option to print geas is actually there: just put the respective gea into the notes field (the small "post-it with pen" icon to the right of the checkbox) and then check to print notes in the options menu under the general > character and printing tab

Thx. Enough for me.
Go to the top of the page
 
+Quote Post
Hellfire
post Aug 3 2012, 04:02 PM
Post #930


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



Just noticed a bug, when using one of the example characters: I wanted to add a street sam with a different metatype, therefore I opened the character and used the "Special" menu "change metatype", however an error was thrown, whenever a new (or even the same) metatype was selected:

System.ArgumentOutOfRangeException: Value of '2' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value

Go to the top of the page
 
+Quote Post
Nebular
post Aug 4 2012, 12:34 AM
Post #931


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Build 403
  • added a house rule to allow the creation and addition of Bioware Suites
  • added support for adding and creating Bioware Suites
  • added <owncost /> to printout XML for equipment which contains just the cost of the individual item
  • fixed an issue that prevented Weapons in the Weapons list from being reordered using drag-and-drop
  • added support for Locations within Weapons
New Strings
  • Menu_SpecialAddBiowareSuite
  • Menu_SpecialCreateBiowareSuite
  • Checkbox_Option_AllowBiowareSuites
  • Title_SelectBiowareSuite
  • Label_SelectBiowareSuite_PartsInSuite
  • Title_CreateBiowareSuite
  • Message_DeleteWeaponLocation
Modified Strings
  • Message_CyberwareSuite_InvalidFileName
  • Message_CyberwareSuite_DuplicateName
  • MessageTitle_CyberwareSuite_DuplicateName
  • Message_CyberwareSuite_SuiteCreated
  • MessageTitle_CyberwareSuite_SuiteCreated
Go to the top of the page
 
+Quote Post
Nebular
post Aug 4 2012, 12:42 AM
Post #932


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (KnightAries @ Aug 2 2012, 11:14 AM) *
I get a an error that crashes chummer when I try to add the B&E Goods PACKS Kit.

Also many of the Kits for Gear are showing repeat of the same equipment

I've updated the B&E Goods Kit to fix this issue - Sequencer was renamed to Maglock Sequencer in the Gear data file but the PACKS Kit was never updated to match.

Which Kits are you seeing multiple copies of the same item in? There are a few where things like Fake License shows up multiple times, but they have different additional values like Fake License (Wired Reflexes) and Fake License (Muscle Toner).
Go to the top of the page
 
+Quote Post
Nebular
post Aug 4 2012, 12:44 AM
Post #933


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (valavaern @ Jul 26 2012, 12:38 AM) *
Is that your final answer? :3
Wrist Guards: 0/1
Ankle Guards: 0/1
Leg & Arm Casings: 1/1
Vitals Protector: 1/1
Helmet: 0/2
It's 2/6 with the helmet, 2/4 without. I think you're counting the arm & casings twice, since you've listed them in chummer separately as well as as a single unit like they are in the book.


Also, another (hopefully pretty easy) request: add the ability to separate weapons into groups just you can with armor and gear.

Thanks, and keep up the good work!

I've updated the Armor file. There is now a SecureTech PPP Armor (Ensemble) that does not include the Helmet bonus (+2/+4) and a SecureTech PPP Armor (Ensemble with Helmet) which (surprise!) includes the Helmet's bonus (+2/+6).
Go to the top of the page
 
+Quote Post
Nebular
post Aug 4 2012, 01:10 AM
Post #934


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Hellfire @ Aug 3 2012, 10:02 AM) *
Just noticed a bug, when using one of the example characters: I wanted to add a street sam with a different metatype, therefore I opened the character and used the "Special" menu "change metatype", however an error was thrown, whenever a new (or even the same) metatype was selected:

System.ArgumentOutOfRangeException: Value of '2' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value

I can't seem to get this to happen. Tried converting the Street Samurai example character to all of the standard Metatypes without any issues. My first guess would be that your copy of the SR4 example characters might be a previous version (I've updated them once or twice since their initial release to keep them semi-up-to-date). You could try downloading them through Omae as see if the new version of the file lets you convert the Metatype properly. They can be found in the Official NPC Packs category and called SR4 Example Characters.
Go to the top of the page
 
+Quote Post
Hellfire
post Aug 4 2012, 11:01 AM
Post #935


Target
*

Group: Members
Posts: 74
Joined: 26-January 12
Member No.: 48,220



QUOTE (Nebular @ Aug 4 2012, 02:10 AM) *
I can't seem to get this to happen. Tried converting the Street Samurai example character to all of the standard Metatypes without any issues. My first guess would be that your copy of the SR4 example characters might be a previous version (I've updated them once or twice since their initial release to keep them semi-up-to-date). You could try downloading them through Omae as see if the new version of the file lets you convert the Metatype properly. They can be found in the Official NPC Packs category and called SR4 Example Characters.


Did not work and still does not work. I have even downloaded a completely new version without anything custom and unzipped it into a new folder: the same problem persists. If I try to change the metatype of the example street samurai it throws the above mentioned error (after showing two times that you cannot have more than 200BP on attributes)
Go to the top of the page
 
+Quote Post
valavaern
post Aug 4 2012, 02:19 PM
Post #936


Target
*

Group: Members
Posts: 34
Joined: 22-July 12
Member No.: 53,078



QUOTE (Nebular @ Aug 3 2012, 07:44 PM) *
I've updated the Armor file. There is now a SecureTech PPP Armor (Ensemble) that does not include the Helmet bonus (+2/+4) and a SecureTech PPP Armor (Ensemble with Helmet) which (surprise!) includes the Helmet's bonus (+2/+6).


Rockin', thanks! :3
Go to the top of the page
 
+Quote Post
crazymykl
post Aug 5 2012, 01:56 AM
Post #937


Target
*

Group: Members
Posts: 43
Joined: 15-June 11
Member No.: 31,494



Is there a way to spend karma to up the rating of AI's inherit programs?
Go to the top of the page
 
+Quote Post
KarmaInferno
post Aug 5 2012, 07:49 PM
Post #938


Old Man Jones
********

Group: Dumpshocked
Posts: 4,415
Joined: 26-February 02
From: New York
Member No.: 1,699



Is there a reason the "Other Metagenetic Qualities" from RC page 110 are not displayed when you click the "Show only metagenetic qualities" box in the Add Quality panel?




-k
Go to the top of the page
 
+Quote Post
SpellBinder
post Aug 5 2012, 08:57 PM
Post #939


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Those require a separate entry in the qualities list. My custom content batch includes all the negative but only a few of the positive "other" metagenetic qualities.
Go to the top of the page
 
+Quote Post
Scarecrow
post Aug 5 2012, 09:05 PM
Post #940


Moving Target
**

Group: Members
Posts: 138
Joined: 10-July 12
Member No.: 53,016



QUOTE (Scarecrow @ Jul 30 2012, 06:14 AM) *
With that said, I have a bug to report. Tool tips work on everything, showing where the dice pool comes from, EXCEPT on weapons. When I hover the mouse over one of my automatic weapons in the Gear list, the tool tip doesn't come up. Is this a bug, or intelligent design?

Did anybody see this? Let me explain:

On a character that I have in Chummer that was created based on Karma, the tool tips do not work when hovering over dice pools for weapons. I have other characters that were built using BP that they do work on, so I'm not sure why this is happening?
Go to the top of the page
 
+Quote Post
Sid Nitzerglobin
post Aug 5 2012, 11:48 PM
Post #941


Moving Target
**

Group: Members
Posts: 171
Joined: 4-August 12
From: Cincinnati, OH
Member No.: 53,107



Hey, thanks for the great and super useful app!

I'm running into a bit of an issue trying to use override files (trying to allow the addition of mods to the powered slide mount in particular since this doesn't seem to be allowed in the standard data files). I've created an override file named override_Sid_weapons.xml starting w/ a copy of weapons.xml under the Chummer\data directory. I'm pretty sure all the formatting is fine but none of my changes seem to be showing up, even when testing w/ only a single entry from the original weapons.xml file w/ only the price changed. Items from my custom data file are working fine.

Is there something special I've got to do to get my override file to work? Any ideas on what could be going wrong if not?

TIA
Go to the top of the page
 
+Quote Post
Sengir
post Aug 6 2012, 11:17 AM
Post #942


Great Dragon
*********

Group: Dumpshocked
Posts: 5,051
Joined: 3-October 09
From: Kohle, Stahl und Bier
Member No.: 17,709



Hm, I just tried a file "override_Sid_weapons.xml" with the following content and it's working fine
CODE
<?xml version="1.0" encoding="utf-8"?>
<chummer>
    <weapons>
        <weapon>
            <name>Athame</name>
            <category>Blades</category>
            <type>Melee</type>
            <reach>0</reach>
            <damage>(STR/2+1)P</damage>
            <ap>-</ap>
            <mode>0</mode>
            <rc>0</rc>
            <ammo>0</ammo>
            <conceal>2</conceal>
            <avail>9R</avail>
            <cost>900</cost>
            <allowaccessory>false</allowaccessory>
            <source>ARG</source>
            <page>0</page>
        </weapon>
    </weapons>
</chummer>


Something else, as mentioned here Chummer by default does not charge Karma for Metatypes, although the new Printing of RC has finally made that official:
First you must choose metatype or other alternative character concept (i.e. shapeshifter, AI, sasquatch, etc.); there [SIC] Karma cost for metatype or race is equal to the BP cost for that metatype or option (i.e. if a race costs 10 BP, in Karmagen it costs 10 Karma);

And depending on how official you want to treat JH's latest bout of insanity, you'd also have to adjust the default values for Karma and max Karma on attributes...
Go to the top of the page
 
+Quote Post
Shortstraw
post Aug 6 2012, 02:32 PM
Post #943


Running Target
***

Group: Dumpshocked
Posts: 1,003
Joined: 3-May 11
From: Brisbane Australia
Member No.: 29,391



Two things in house rules
1. Spelling error in the bottom house rule should be "way" not "was".
2. Free spirit character having attributes = force option would be nice (IMG:style_emoticons/default/smile.gif)
Go to the top of the page
 
+Quote Post
Sid Nitzerglobin
post Aug 7 2012, 12:32 AM
Post #944


Moving Target
**

Group: Members
Posts: 171
Joined: 4-August 12
From: Cincinnati, OH
Member No.: 53,107



OK, not sure what was going on w/ my previous override file, but it's working now.

Still can't seem to get mod/accessories onto the powered slide rail. Thought it might just be adding <allowmod>true</allowmod> and/or <allowaccessory>true</allowaccessory> but no dice.
Go to the top of the page
 
+Quote Post
SpellBinder
post Aug 7 2012, 01:58 AM
Post #945


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



I think the override files work best only when you completely close chummer and reload. I've noticed that in testing my qualities override for adding the SURGE qualities; things don't seem to work 100% unless I close the program and relaunch it.
Go to the top of the page
 
+Quote Post
Sid Nitzerglobin
post Aug 7 2012, 03:39 AM
Post #946


Moving Target
**

Group: Members
Posts: 171
Joined: 4-August 12
From: Cincinnati, OH
Member No.: 53,107



QUOTE (SpellBinder @ Aug 6 2012, 08:58 PM) *
I think the override files work best only when you completely close chummer and reload. I've noticed that in testing my qualities override for adding the SURGE qualities; things don't seem to work 100% unless I close the program and relaunch it.


I think that was probably my issue. I was reloading the character file but not doing a full shutdown of Chummer.
Go to the top of the page
 
+Quote Post
KarmaInferno
post Aug 7 2012, 05:20 PM
Post #947


Old Man Jones
********

Group: Dumpshocked
Posts: 4,415
Joined: 26-February 02
From: New York
Member No.: 1,699



I was getting annoyed at having to look back and forth at the ShadowRun Missions documents and Chummer to make sure what qualities were legal or not.

So I made an override file.

First, I needed to add a "Shadowrun Missions" quality to the system:
[ Spoiler ]


Then the actual Override file:
[ Spoiler ]


The result, adding the zero-point Shadowrun Missions quality makes all the forbidden Qualities vanish from the Qualities selection screen.

I'm sure Nebular can code something more integral to Chummer, but this works for me so far.




-k
Go to the top of the page
 
+Quote Post
SpellBinder
post Aug 7 2012, 07:04 PM
Post #948


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Heh, that reminds me, I found a new critter in the Seattle batch I ought to add to my bundle.
Go to the top of the page
 
+Quote Post
IridiosDZ
post Aug 7 2012, 10:56 PM
Post #949


Target
*

Group: Members
Posts: 94
Joined: 28-July 11
From: NE Pennsylvania
Member No.: 34,232



I think I found a big(ish) formula error concerning commlink processor limits. They appear to be calculated as sys*3.

According to my copies of SR4A (pg 223):
QUOTE
Peripheral devices and commlinks have a processor limit equal to their System rating. Nexi have larger processor limits (System x3)


This is the tail end of the processor limit section started on pg. 222

I have looked for a setting, option, or book that could explain the discrepancy.

Go to the top of the page
 
+Quote Post
Mantis
post Aug 8 2012, 05:04 AM
Post #950


Running Target
***

Group: Members
Posts: 1,102
Joined: 23-August 09
From: Vancouver, Canada
Member No.: 17,538



Hey Nebular, great program. I mean really great. (IMG:style_emoticons/default/biggrin.gif) Two things. One, a feature request and the other something that needs to be corrected.
Various weapons do not have the correct recoil compensation or recoil related accessory/mod listed for them. I've gone through the books and compared each gun to what Chummer lists. So here are the weapons that need correction and the correction needed. I'd have just edited the files myself but then what fun would that be?

Ares Predator CW - should have 1 point of recoil comp (electronic firing)
Colt Government 2066 - should have Electronic firing in accessories
Ares HVAR - should have 4 points of recoil comp (shock pad)
XM-30 - all versions should have 1 point of recoil comp (shock pad)
XM-30 LMG -should have 3 points of recoil comp (shock pad)
Nitama Optimum - should have 1 point of recoil comp (shock pad)
Steyr AUG LMG - should have Stock listed in Accessories
Mannlicher Wildhunter - should have 1 point of recoil comp (shock pad)
PJSS Elephant Gun - should have 1 point of recoil comp (shock pad)
Ruger 100 - should have 1 point of recoil comp (shock pad)
Remington 990 - should have 1 point of recoil comp. (shock pad)
Franchi Spas-22 - should have 1 point of recoil comp (shock pad)
PJSS Model 55 shotgun = should have 1 point of recoil comp (shock pad)
Ares Desert Strike - should have 1 point of recoil comp (shock pad)
Ranger Arms SM4 - should have 1 point of recoil comp (shock pad)
Shiawase Arms Tactical Model 69 - should have 3 points of recoil comp (electronic firing - needs to be corrected in book.)
Walther MA-2100 - should have 1 point of recoil comp (shock pad)
Gel rounds - should be -1S damage.

Now the feature I'd like to see is the ability to change text colour in the software for things like money spent or weapons. It would make it easier to pick things out from the lists. Especial the karma or nuyen spent/earned page which can get quite crowded for an experienced character.
Once again, great job on this program.
Go to the top of the page
 
+Quote Post

86 Pages V  « < 36 37 38 39 40 > » 
Closed TopicStart new topic

 



RSS Lo-Fi Version Time is now: 13th April 2022 - 03:14 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.