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> Chummer Character Generator, Thread #2
The Wrestling Tr...
post Aug 8 2012, 06:07 AM
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Hi there

Chummer is missing a throwing weapon (Javelin, Arsenal p. 19) and if it is possible "improvised throwing weapon" (Str/2 P) from Streetmagic p.178 under missile mastery.

And if I'm right, Chummer doesn't calculate throwing weapons damage right in combination with adepts power "power throw"
My TrollChar has Strenght 8 and Powerthrow rank 3 (+6 STR for determining range and damage) And if I use a Boomerang (Str/2 +1P) I only get 6P damage but instead it should be (8+6)/2+1 = 14/2+1 = 8P Damage for throwing that sucker.

Can you look at that problem please ?
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DocReid
post Aug 8 2012, 05:09 PM
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Hey Nebular,

Again great program. However, I'm having an issue with an AI character I'm trying to create. Runner's Companion pg. 89 specifies that Metasapient AI's should receive a set number of inherent programs equal to its rating. Is this feature included in Chummer because I cannot seem to locate it. I haven't built many matrix-based character such as hackers and technos so I may have just missed it. Do I have to add the programs to a device or something? Any help would be great. And again, thanks for such a great bit of software!
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Shortstraw
post Aug 8 2012, 11:02 PM
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QUOTE (DocReid @ Aug 9 2012, 03:09 AM) *
Hey Nebular,

Again great program. However, I'm having an issue with an AI character I'm trying to create. Runner's Companion pg. 89 specifies that Metasapient AI's should receive a set number of inherent programs equal to its rating. Is this feature included in Chummer because I cannot seem to locate it. I haven't built many matrix-based character such as hackers and technos so I may have just missed it. Do I have to add the programs to a device or something? Any help would be great. And again, thanks for such a great bit of software!

When you add a program to the AI there is a check box next to rating for inherent programs.
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valavaern
post Aug 8 2012, 11:46 PM
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QUOTE (Sengir @ Aug 6 2012, 06:17 AM) *
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);

WHAT?! Ugh, and once again, it becomes nearly impossible to create a free spirit character powerful enough to even be let out of the house without adult supervision. (IMG:style_emoticons/default/nyahnyah.gif)

Screw that rule.
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KnightAries
post Aug 9 2012, 02:44 AM
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QUOTE (valavaern @ Aug 8 2012, 04:46 PM) *
WHAT?! Ugh, and once again, it becomes nearly impossible to create a free spirit character powerful enough to even be let out of the house without adult supervision. (IMG:style_emoticons/default/nyahnyah.gif)

Screw that rule.



Keep the rule but if people honestly think things are too weak then up the build value by the appropriate amount.
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All4BigGuns
post Aug 9 2012, 11:13 PM
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QUOTE (KnightAries @ Aug 8 2012, 08:44 PM) *
Keep the rule but if people honestly think things are too weak then up the build value by the appropriate amount.


Well, technically, you're supposed to get 1000 points if you use that karma generation now.
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bannockburn
post Aug 9 2012, 11:16 PM
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Technically, that's not official. But Chummer thankfully lets you use every amount of Karma or BP you want. So everyone should be happy.
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valavaern
post Aug 9 2012, 11:49 PM
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QUOTE (bannockburn @ Aug 9 2012, 06:16 PM) *
Technically, that's not official. But Chummer thankfully lets you use every amount of Karma or BP you want. So everyone should be happy.



Indeed; I love me some options. Also, the 1000 karma DOES pretty nicely negate the 220 'race' hit, so that's not bad. :3

Seriously, though, TRY making a free spirit with 400 BP and see what you can come up with. :3
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bannockburn
post Aug 9 2012, 11:55 PM
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I am aware of the free spirits problems (IMG:style_emoticons/default/wink.gif) The PC Spirit creation rules are not really well thought out, admittedly.
Works okay-ish with 750 Karma, though. You can do a LOT of funny stuff with maxed Edge and Force, even if the rest of your attributes and skills are sorely lacking.

Nevertheless, the fact remains that it was one Mr. Hardy who made one comment in one board as to the 1000 Karma thing. It is not well thought out either (notice a trend there?) as it would just reinstate the gigantic problems of a 750 Karma character compared to a 400 BP character when Attributes still cost New Rating x3. This was fixed, so 750 Karma and 400BP are closer together now. Pushing it up to 1000 just calls the old issue back.
As it stands, this one statement is not official, until it appears in an Errata file somewhere on the SR4 homepage - and I hope it never does. Things are looking good though, as the same Mr. Hardy seems to have no love for errata.
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valavaern
post Aug 9 2012, 11:59 PM
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On another topic; new bug discovered.

Wen using the adept power 'Mind over Matter' to replace STR, melee weapon damages are not being appropriately re-calculated.
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Shortstraw
post Aug 10 2012, 02:03 AM
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QUOTE (valavaern @ Aug 10 2012, 09:59 AM) *
On another topic; new bug discovered.

Wen using the adept power 'Mind over Matter' to replace STR, melee weapon damages are not being appropriately re-calculated.

It does NOT replace str : "the adept is truly a master of mind over matter and may use one Mental attribute in place of one Physical attribute for any tests." Melee damage is not a test.
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valavaern
post Aug 10 2012, 03:11 AM
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QUOTE (Shortstraw @ Aug 9 2012, 09:03 PM) *
It does NOT replace str : "the adept is truly a master of mind over matter and may use one Mental attribute in place of one Physical attribute for any tests." Melee damage is not a test.


Hmmm... rats, you're right. irritating distinction to draw though, so it counts for anything EXCEPT melee damage and the optional recoil rules... kinda lame for 1.5 power points. (IMG:style_emoticons/default/nyahnyah.gif)
Does that mean if you used it to replace Agility, it would effect your initiative test, but not your initiative score?
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Shortstraw
post Aug 10 2012, 05:20 AM
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You mean reaction but yes. Of course if you want a liberal interpretation your opponents damage resistance test would have to resist a higher damage level.
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Tashiro
post Aug 10 2012, 05:32 AM
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So, will we be getting True Drakes soon? As an aside - also, for making throw-away critters, will we have anything to make them 'finished' without having to save them too? I'd mentioned this a few months back, wondered if it was put in, or not yet.

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forgarn
post Aug 10 2012, 03:34 PM
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I am having an issue where I cannot increase any skill groups past 4 in career mode. I know that at char gen you cannot have anything higher than a 4 for a skill groups, but you can take it up to 6 after that. I have not broken the group, the "plus" is grey instead of green and the rating is a 4.
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Scarecrow
post Aug 10 2012, 04:51 PM
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Quick question on the skill groups issue: To raise the entire group, it costs 5 Karma per point you are trying to raise it to. So, for example, if you are raising a skill group to 5, you need 25 Karma. How much karma do you have to spend right now? I don't have any characters in Chummer right now that have skill groups in career mode (I only have a handful of characters, 3 of which are active, none of them have skill groups for some odd reason), so I can't test if that's the case currently.

Check the amount of karma your character has. As a test, create a copy of the character and give the copy 25 karma and see if that allows for increasing the skill groups. Just a suggestion.
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forgarn
post Aug 10 2012, 06:24 PM
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QUOTE (Scarecrow @ Aug 10 2012, 12:51 PM) *
Quick question on the skill groups issue: To raise the entire group, it costs 5 Karma per point you are trying to raise it to. So, for example, if you are raising a skill group to 5, you need 25 Karma. How much karma do you have to spend right now? I don't have any characters in Chummer right now that have skill groups in career mode (I only have a handful of characters, 3 of which are active, none of them have skill groups for some odd reason), so I can't test if that's the case currently.

Check the amount of karma your character has. As a test, create a copy of the character and give the copy 25 karma and see if that allows for increasing the skill groups. Just a suggestion.

I was trying to go to 5 and I have 89 karma to spend. In all the other skills, it you try to increase the skill and don't have enough karma it pops up a message saying that you do not have enough karma to do it.
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Hellfire
post Aug 10 2012, 07:41 PM
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QUOTE (forgarn @ Aug 10 2012, 07:24 PM) *
I was trying to go to 5 and I have 89 karma to spend. In all the other skills, it you try to increase the skill and don't have enough karma it pops up a message saying that you do not have enough karma to do it.


I have tested it and it actually works quite fine (now). However I know that this was an issue a few versions back (I pointed it out at that time: http://forums.dumpshock.com/index.php?show...74&st=3700). Is it possible that the character was created a while back and still has that issue left over from the old version?

At that time there was a workaround when switching the character to career mode: you had to save the char in career mode, close chummer and reopen the char, then the group improvement should be possible.

also one solution from Nebular at that time: "The problem is that Create Mode doesn't break Skill Groups since you can freely play around with the Active Skills and Skill Groups as desired. It won't fix existing characters, but moving a character to Career Mode will now break Skill Groups if any of their associated Active Skills having a Rating that does not match the Group's. You could modify the save file for any character you want to correct this on by finding the appropriate <skillgroup> and changing <broken> to True ("<broken>True</broken>"). "
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forgarn
post Aug 10 2012, 08:47 PM
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QUOTE (Hellfire @ Aug 10 2012, 03:41 PM) *
I have tested it and it actually works quite fine (now). However I know that this was an issue a few versions back (I pointed it out at that time: http://forums.dumpshock.com/index.php?show...74&st=3700). Is it possible that the character was created a while back and still has that issue left over from the old version?

At that time there was a workaround when switching the character to career mode: you had to save the char in career mode, close chummer and reopen the char, then the group improvement should be possible.


The character was create within the last 3 days and was put into career mode this morning. I am currently running build 403 (the latest) and I still had to close chummer and re-open it to get the skill group increase buttons to turn green.
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valavaern
post Aug 11 2012, 02:17 PM
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request for new feature: ability to adjust the maximum level for skills and skill groups during character creation, to better facilitate the creation of more advanced characters.
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KnightAries
post Aug 11 2012, 04:39 PM
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QUOTE (valavaern @ Aug 11 2012, 07:17 AM) *
request for new feature: ability to adjust the maximum level for skills and skill groups during character creation, to better facilitate the creation of more advanced characters.


You can already. When you create a new character and you are choosing your metahuman type; there is an option that you can check that says to ignore character creation rules. Check it and you can set up the character any way you want. This is unless I'm missing what you're trying to do.
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ChatNoir
post Aug 11 2012, 04:59 PM
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My understanding is that he is seeking an option to limit the skills to say 5 or 4 and the groupskill at 2 or 3 because he's playing in a street setting. Or on the contrary a max skill at 7 or 8 because they are playing "Shadowrun Superheroes". (IMG:style_emoticons/default/smile.gif)
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KnightAries
post Aug 11 2012, 05:18 PM
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Aaahhhh... I like that request. Can we also ask for an option that allows us to modify the limits of how many skill we can have at certain levels; i.e current rules being 1 lvl 6 or 2 lvl 5 allowing us to say 1 lvl 5 or 2 lvl 4 w/ max skill group being 3 or going in the opposite direction.

I think i just repeated the request... oh well... (IMG:style_emoticons/default/biggrin.gif)
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Sid Nitzerglobin
post Aug 11 2012, 07:13 PM
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Anyone have any ideas on how to get powered slide rails to accept mods or how to add a respirator/gas mask to a mask/helmet as a mod/accessory/gear/plugin? I've done a fair amount of tinkering w/ override and custom files (and poking around in the other data files trying to find other options) over the past week but haven't been able to figure these out so far.

I can add gas mask/respirator to a custom mask/helmet through <use gear> and add the Toxic Environment Gear category to them via override but no options show up when attempting to Add Gear from the dropdown or context menu of the mask/helmet in Chummer.

Powered slide rails continue to resist any attempt to add anything to them, throwing an "Object reference not set to an instance of an object" exception whenever I try.

An unrelated "bug" I seem to be running into: Personalized Grip, Melee seems to successfully add to the dice pool displayed in the weapon's details, but not to the dice pool displayed on the skills tab in Chummer.
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valavaern
post Aug 11 2012, 07:58 PM
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QUOTE (KnightAries @ Aug 11 2012, 11:39 AM) *
You can already. When you create a new character and you are choosing your metahuman type; there is an option that you can check that says to ignore character creation rules. Check it and you can set up the character any way you want. This is unless I'm missing what you're trying to do.

You are. :3 I don't want to totally ignore the rules to make an uber NPC, just bump up the maximums a little, say for creating a 500BP character, or 1000+ Karma character. We can change just about every other option for costs & limits, so It'd be nice to be able to adjust that, too.
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