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> NSRCG - PC Windows Character Generation Program, Bug reports, hints and tips for NSRCG
Fygg Nuuton
post Sep 9 2003, 06:20 AM
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when i use becks to make a phys ad path of magician, and i buy magic power, if i change screens after i bujy spells, i cannot buy spells anymore, even if i buy spell points

edit: doesnt seem to work no matter what system i use
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ToThePain
post Sep 11 2003, 05:05 PM
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Couple of things: I was Using becks to create a character and saved part way through, when I came back to finish is I had a negative amount of money left...The exact amount that i had spent when I saved. Second, upon closing the program when it asks if you want to save hitting cancel is the same as hitting no, you don’t save and the program closes.
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Dashifen
post Sep 11 2003, 05:23 PM
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QUOTE (ToThePain)
Couple of things: I was Using becks to create a character and saved part way through, when I came back to finish is I had a negative amount of money left...The exact amount that i had spent when I saved. Second, upon closing the program when it asks if you want to save hitting cancel is the same as hitting no, you don’t save and the program closes.

I've encountered the money problem as well. If you go back to the generation screen, it fixes it.

-- dashifen --
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sir fwank
post Sep 11 2003, 06:19 PM
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i might be wrong about this rule but if your attribute is modified by cyber/bio/adept isn't the modified value used to calculate cost for skills?

not sure if that reads ok so i'll give an example

normal str 3
muscle replacement +2
aug str 5

so if i wanted to take edged weapons 5 i would only pay 5 skill points for because my attribute is modified to 5, i don't pay double cost for skill point #4 and #5, correct?

if that is right, then generator doesn't account for modified attributes in calculating skill costs.
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sir fwank
post Sep 11 2003, 06:23 PM
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ok it does say natural somewhere in there.

whoops #2 for me. it does work right. :notworthy:
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ToThePain
post Sep 12 2003, 01:54 AM
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QUOTE (Dashifen)
QUOTE (ToThePain @ Sep 11 2003, 12:05 PM)
Couple of things: I was Using becks to create a character and saved part way through, when I came back to finish is I had a negative amount of money left...The exact amount that i had spent when I saved. Second, upon closing the program when it asks if you want to save hitting cancel is the same as hitting no, you don’t save and the program closes.

I've encountered the money problem as well. If you go back to the generation screen, it fixes it.

-- dashifen --

It takes the Karma required for that amount of money. Putting most characters at a negative amount of karma annoying if you have skills yet to by... on the topic of skills you can go into negative territory buying Knowledge skills with regular Karma it allows you to continue buying Knowledge skills indefinitely.
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Grey
post Sep 12 2003, 05:41 AM
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QUOTE (ToThePain)
It takes the Karma required for that amount of money. Putting most characters at a negative amount of karma annoying if you have skills yet to by... on the topic of skills you can go into negative territory buying Knowledge skills with regular Karma it allows you to continue buying Knowledge skills indefinitely.

I've ran into the problem with getting to buy infinite knowledge skills as well. I've tested this a few times and it always works (or doesn't work, depending on how you look at it).
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Lich
post Sep 12 2003, 02:50 PM
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Yamaha Pulsar doesn't appear under Tasers. Edited .dat file to add another version of it, still doesn't appear, so it's a problem with the program somehow.

After Finalizing, the option buttons to pick what type of magic user you are (Shamanist, Sorcerer, Conjurer, etc), are still available, even though Tradition/Totem is grayed out. If one of the other options is selected, you can't reselect your tradition/totem again.
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mcmackie
post Sep 12 2003, 03:57 PM
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QUOTE (Lich @ Sep 12 2003, 02:50 PM)
Yamaha Pulsar doesn't appear under Tasers. Edited .dat file to add another version of it, still doesn't appear, so it's a problem with the program somehow.

After Finalizing, the option buttons to pick what type of magic user you are (Shamanist, Sorcerer, Conjurer, etc), are still available, even though Tradition/Totem is grayed out. If one of the other options is selected, you can't reselect your tradition/totem again.

It won't appear if you don't have the book that it's part of ... selected. Is that the issue?

A million details... Okay,I'll set the chargen to DISABLE the adept option buttons after "finalizing". Can anybody come up with a better word (not words) for the "finalizing" process? :)
tanks
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Lich
post Sep 13 2003, 04:24 PM
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QUOTE (mcmackie)
QUOTE (mcmackie)

QUOTE (Lich @ Sep 12 2003, 02:50 PM)
Yamaha Pulsar doesn't appear under Tasers. Edited .dat file to add another version of it, still doesn't appear, so it's a problem with the program somehow.

It won't appear if you don't have the book that it's part of ... selected. Is that the issue?

The book (cc) is selected, and the Yamaha Pulsar appears in the search window when using the Search (binoculars) function, in the correct book/page. I removed the CC book, then readded it, and it didn't appear in either case. I edited the .dat again to put it in a different book (sr3.19), and it still did not appear after saving and reloading the program. The search function shows it again, with the sr3 page. It has to be some sort of problem with the display of the Taser menu.
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mcmackie
post Sep 13 2003, 04:45 PM
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Please ship the DAT file so I can look at it. Also I need to know the version you're using right now. Click on Options button and read at the bottom of that form.
email me at: mcmackie@hotmail.com
Thanks!
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mcmackie
post Sep 13 2003, 06:03 PM
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QUOTE (mcmackie @ Sep 13 2003, 04:45 PM)
Please ship the DAT file so I can look at it. Also I need to know the version you're using right now.  Click on Options button and read at the bottom of that form. 
email me at: mcmackie@hotmail.com
Thanks!

Nevermind... Had empty lines embeded in the DAT file... Fixed. Wait for the update (later today). :)

Firstly, the troll metavariants that don't recieve dermal armour, giants and the like, still seem to get the body bonus for it on the attribute screen. Secondly, and this is really nit-picking seeing as you could just correct this with the custom gear, there's no vibro-sword/knife batteries.
Fixed. Enter the batteries using the DATeditor .

when i use becks to make a phys ad path of magician, and i buy magic power, if i change screens after i bujy spells, i cannot buy spells anymore, even if i buy spell points
Fixed.

Using becks to create a character and saved part way through, when I came back to finish is I had a negative amount of money left...The exact amount that i had spent when I saved. Second, upon closing the program when it asks if you want to save hitting cancel is the same as hitting no, you don’t save and the program closes.
Fixed. Cancel issue works with current version (3.61).

on the topic of skills you can go into negative territory buying Knowledge skills with regular Karma it allows you to continue buying Knowledge skills indefinitely.
Fixed.

After Finalizing, the option buttons to pick what type of magic user you are (Shamanist, Sorcerer, Conjurer, etc), are still available, even though Tradition/Totem is grayed out. If one of the other options is selected, you can't reselect your tradition/totem again.
Fixed.

Okay, working to upload new version now... :D
Posted now... (actually yesterday) :)
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sir fwank
post Sep 15 2003, 06:47 PM
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mcmackie,

your datedit program doesn't read the cyberware.dat file correctly. it stops at headware -> chipjack
or it gives "runtime error 9 subscript out of range"

this time i'm using the newest version, i promise.
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mcmackie
post Sep 16 2003, 02:48 AM
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sir fwank,
Okay, it was another empty line embeded in the DAT file... I've uploaded the corrected ones in all of my files. DatFiles, UpdatedExe, and NSRCG.zip...
It should work correctly now.
mcmackie ;)
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Dashifen
post Sep 16 2003, 12:59 PM
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@ mcmackie

:notworthy: :notworthy: :notworthy: :notworthy: :notworthy:
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Johnny the Bull
post Sep 16 2003, 01:12 PM
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Just a quick bug report - when you add a headware cyberdeck then remove it, it is not removed from the cyberdeck form. I'm not sure if this also occurs from gear that is added across forms (such as vehicle weapons) or if it is isolated.

I'm using v3.61 (late August 2003)
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Grey
post Sep 17 2003, 06:23 AM
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One thing that I've always had trouble with, version after version, is that I can't ever buy maneuvers for Martial Arts. I've always just assumed it wouldn't work right and done that part by hand. Is it supposed to work, or did you just put them in there as a list so we would know what we'd have to pick from?

One other thing that I thought would be great to add is a window on the skills page for Notes. We could edit the dat with information about the skill, page numbers for where the skill uses are located, advantages and disadvantages for Martial Arts, etc. How hard would it be to add something like this?
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Fygg Nuuton
post Sep 17 2003, 10:43 PM
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quick question... how do i add a cybergun to my weapons list? on the gear page it says "must add in ware" and i did, yet nothing, hmmm
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mcmackie
post Sep 18 2003, 02:22 AM
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QUOTE (Grey)
One thing that I've always had trouble with, version after version, is that I can't ever buy maneuvers for Martial Arts. I've always just assumed it wouldn't work right and done that part by hand. Is it supposed to work, or did you just put them in there as a list so we would know what we'd have to pick from?

One other thing that I thought would be great to add is a window on the skills page for Notes. We could edit the dat with information about the skill, page numbers for where the skill uses are located, advantages and disadvantages for Martial Arts, etc. How hard would it be to add something like this?

As for manuevers, you have to have 2 points in a martial art skill before you can get one manuever. As far as I know, it works (or I would have caught h*ll about by now).
Notes in skills, hmm. I already give you the book.page. There are two parts:
One: It would break the current format.
Two: there is a fine line between a game aid (NSRCG) and something that replaces the 3rd ED SR3 rulebook. I don't want to cross it. I have no idea if this would be a violation "come on mcmackie, what's one more?" :)
Is there really that big a demand?
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mcmackie
post Sep 18 2003, 02:25 AM
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QUOTE (Fygg Nuuton)
quick question... how do i add a cybergun to my weapons list? on the gear page it says "must add in ware" and i did, yet nothing, hmmm

Let's see... Hmmm. Okay, since it's cyberware, wouldn't you add it using the Augments (Cyberware) page? If you do that, it'll automatically add on the Gear page.
Reasons: I need it on the gear page so that when it's printed out, its stats are printed on the weapon page automatically. Why didn't I put on the gear page? Cause it's cyber :)
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Fygg Nuuton
post Sep 18 2003, 03:54 AM
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i was unclear, i get it implanted on the cyberwar epage, but it never shows up on the gear page.
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Grey
post Sep 18 2003, 03:34 PM
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QUOTE (mcmackie)
As for manuevers, you have to have 2 points in a martial art skill before you can get one manuever. As far as I know, it works (or I would have caught h*ll about by now).

I've never been able to get it to work. After I buy points in the skill and try to buy a maneuver I get a message "Not enough Karma/Points" or something like that. But I always have enough karma/points left over to spend.
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sir fwank
post Sep 18 2003, 08:32 PM
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mcmackie, choosing "full magician" on the BECKS generation screen does not enable the "spells" tab on the Magic screen.
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sir fwank
post Sep 18 2003, 08:48 PM
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yah know, its really cool when i post then figure out how it works...
sorry :P
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Fygg Nuuton
post Sep 18 2003, 09:11 PM
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cyberguns only show up on weapons lists if you

A) buy it as basic ware
B) buy it from "cyber weapons" the ones under cyberlimb mods doesnt work :(
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