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> NSRCG - PC Windows Character Generation Program, Bug reports, hints and tips for NSRCG
Eyeless Blond
post Mar 29 2004, 10:31 AM
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Dunno if these have been reported yet, but I've found a couple of bugs:

It seems I've tracked down another instance where the attributes all reset to zero. Whenever you close the NSRCG and the autosave window pops up, if you choose to save then all the attributes get set back to one.

The DATEditor can't edit entries in the Cyber.dat file without choking (Runtime error 380 Invalid property value).


All-in-all this is a wonderful utility! One thing I'd like to see added in is ECU rules for adding stuff to cyberlimbs and the like, although I'm unsure how that will work.
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Wonazer
post Mar 29 2004, 08:50 PM
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I think I may have dome something wrong somewhere. Between my desktop and my laptop I get differing situations.

When I change the options (on the desktop only. laptop works fine) to include the "beyond 1 mil" cash option from BeCKS I get this error...

0 < Spell Point Cost < 100

When I check the options again, it is not checked. When I create a new character the option is not there.

I have tried to re-install from the zip file I already downloaded, but that did not change anything. I'll re-download and try a fresh install.

In the meantime, since I am not familiar with the SSG rules for lifestyles, can I turn them off? Or, if you guys here are bored, maybe you can give the quick and skinny of them so my players aren't scratching their heads... =)

Thanks!
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Wonazer
post Mar 29 2004, 10:01 PM
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Got another one...

When I use the GM Option to add 10000 :nuyen: per karma point in the BeCKS system it only adds 10 :nuyen: to the total, not 10,000 :nuyen:.
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Eyeless Blond
post Mar 30 2004, 02:37 AM
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Ah, you're getting these too? I get the same error (and lack of actual change) when I try to "Allow beta/delta cyberware" and "Allow Cultured bioware on creation." Try this workaround for now: open up "srcg.ini"--the configuration file for the nsrcg--in a text editor like Notepad and fiddle with the settings there.
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Wonazer
post Mar 30 2004, 03:21 PM
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QUOTE (Eyeless Blond @ Mar 29 2004, 09:37 PM)
Ah, you're getting these too? I get the same error (and lack of actual change) when I try to "Allow beta/delta cyberware" and "Allow Cultured bioware on creation." Try this workaround for now: open up "srcg.ini"--the configuration file for the nsrcg--in a text editor like Notepad and fiddle with the settings there.

Eh? You can do that?? So, how can I get my book choices to stay?
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Eyeless Blond
post Mar 30 2004, 11:49 PM
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QUOTE (Nindaru)
Eh? You can do that??  So, how can I get my book choices to stay?

That is in the Books.dat file, located in the Data directory.

QUOTE (From Books.dat:)
!BOOKS.DAT - Available data books PM 960315
!------------------------------------------
! Remove * to NOT load as default.  The opposite is true as well.
!FASA Sourcebooks
! FORMAT: Name ; Abreviation
!----------------


So all you do is put a * in front of the books you want to load.
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Wonazer
post Mar 31 2004, 12:17 AM
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Thank you!
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simonw2000
post Apr 3 2004, 11:41 AM
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BUG! when I buy spell points, it takes just 25 nuyen, but when you sell them, you get 25k.
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Eyeless Blond
post Apr 3 2004, 09:46 PM
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Hm, I can't seem to reproduce this bug myself. Everything seems to work just fine for me.

There's a certain minimum amount of information you ought to report when submitting a bug. What OS are you using? Are you running anything important (eg. the DAT editor) in the background? What steps did you take to uncover this bug? Does it happen every time you do this, or only some of the time? Have you made any modifications to the program's settings or .DAT files? Etc, etc. If you don't provide enough information, noone will be able to reproduce your bug and the programmer(s) will likely disregard it.
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Shockwave_IIc
post Apr 4 2004, 02:09 PM
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Erm got an error when i attempted to reduce my polearms down from 6 (i only had 2 manovers) then the program shut it's self down.

Also got a warning/ error when i added satyr legs to a character (something like unknown multiplier, guess it was refering to the run multiplier)

Bug Report:
Platform: PC
OS: XP home
NSRCG: v3.64(13/03/04) I think
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Eyeless Blond
post Apr 5 2004, 06:02 AM
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QUOTE
Also got a warning/ error when i added satyr legs to a character (something like unknown multiplier, guess it was refering to the run multiplier)

Confirmed. Also, Kid Stealth legs (cyberware) and cyberskates don't affect run mult. at all.

Bug found in the BeCKS v.2 generation system. When you spend BeCKS Karma on a generated character's attributes, and subsequently change the character's race, all attributes are reset, as they should. However, the amount of Karma that is spent on attributes is not refunded to the character. Investigation shows, after saving, the SpentKarma= field in the saved character is not updated correctly, which is probably where the problem is. I am running Version 3.64a on win2k.

To all future bug sumitters: Please see the Mozilla Bug Writting Guidelines for details on how a bug should, ideally, be written. Skip down to the part about "How to Write a Useful Bug Report". Speaking from experience I can tell you how hard it is to track a bug without proper information, and how very often the bug takes a hundred times more effort to uncover when too little information is given. Essentially by not taking the five minutes it takes to write up useful information you are forcing the programmer to waste up to ten times as long searching for your bug. Most of the time such bugs are simply ignored, which is bad for everyone.

Note btw that I'm not the guy doing the programming for this cool system, but I think he'd appreciate having slightly more detailed bug reports. He is one, and we are many, so it would help us get our NSRCG updates faster if we took some of the load off of him at least. :)
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Johnny the Bull
post Apr 5 2004, 07:46 AM
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Bug Report:
Platform: PC
OS: Win2k Pro SP4 Build 2195
NSRCG: v3.64(13/03/04)
Problem: When building an Otaku, NSRCG does increase the base starting mental attribute cap by 2 to 8, but also adds 2 extra attribute points to be assigned. (Don't have access to Matrix ATM but IIRC that is not supposed to happen).
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Shockwave_IIc
post Apr 5 2004, 09:38 AM
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QUOTE (Johnny the Bull)
Problem: When building an Otaku, NSRCG does increase the base starting mental attribute cap by 2 to 8, but also adds 2 extra attribute points to be assigned. (Don't have access to Matrix ATM but IIRC that is not supposed to happen).

Actually it is, if your going for all 1 phys stats, doesn't happen via the becks system though
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mcmackie
post Apr 7 2004, 02:44 AM
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QUOTE (Dashifen)
mcmackie: I don't think you're program is calcualting matrix initiative and reaction correctly. On the decker info tab, I have a reaction = intelligence and initiative = 2. From this I gather that I'm automatically assumed to be running a pure DNI interface.

However, I'm not getting the response increase from the deck I purchased. I purchased a CMT Avatar which the table on page 167 of the Matrix says has a response increase of 1. This should give me a +2 to matrix reaction and a +1 to matrix initiative, but I don't see that reflected in the decker info tab (or on the print out).

Also, is there any way to mark what reality filter is used?

Dash,
It correctly calculates the additions to Reaction and Initiative. How would you want it to handle Reality Filters? Sorry but I'm not a decker. DNI? Let me know the page number and reference. I'll try my best :)
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mcmackie
post Apr 7 2004, 02:47 AM
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QUOTE (Eyeless Blond)
It seems I've tracked down another instance where the attributes all reset to zero. Whenever you close the NSRCG and the autosave window pops up, if you choose to save then all the attributes get set back to one.

The DATEditor can't edit entries in the Cyber.dat file without choking (Runtime error 380 Invalid property value).


All-in-all this is a wonderful utility! One thing I'd like to see added in is ECU rules for adding stuff to cyberlimbs and the like, although I'm unsure how that will work.

Thanks! That was very helpful in isolating the problem. New version fixes the ResetToOne bug (again).
New version of DATeditor will be uploaded with this version.
I wish that I could support ECU. I'm working with Venndigan (sic) to try to figure out a way to incorporate the Valkyrie Module (import)...
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mcmackie
post Apr 7 2004, 02:58 AM
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QUOTE (Nindaru)
When I change the options (on the desktop only. laptop works fine) to include the "beyond 1 mil" cash option from BeCKS I get this error...

Older version had this really annoying bug. Newest version should fix.
QUOTE
BUG! when I buy spell points, it takes just 25 nuyen, but when you sell them, you get 25k.

Fixed in newest version. See above.
QUOTE
Erm got an error when i attempted to reduce my polearms down from 6 (i only had 2 manovers) then the program shut it's self down.

Also got a warning/ error when i added satyr legs to a character (something like unknown multiplier, guess it was refering to the run multiplier)

Found and fixed. It shouldn't crash out now. Question: Why were you adding manuver skills to polearms? It only applies to martial arts.
Satyr Legs... Hmm. Never supported changes to run multiplier... Okay, Now I do.
QUOTE
Confirmed. Also, Kid Stealth legs (cyberware) and cyberskates don't affect run mult. at all.

Fixed the Kid Stealth but cannot support cyberskates... has something to do with QCK*2 for walking and QCK*6 for running.... It's in the notes so it will show up on your sheets. Besides, if you don't pop you skates you'll be using the normal run multiplier! :D
QUOTE
Bug found in the BeCKS v.2 generation system. When you spend BeCKS Karma on a generated character's attributes, and subsequently change the character's race, all attributes are reset, as they should. However, the amount of Karma that is spent on attributes is not refunded to the character. Investigation shows, after saving, the SpentKarma= field in the saved character is not updated correctly, which is probably where the problem is. I am running Version 3.64a on win2k.

Fixed. Thanks as I missed that!
QUOTE
Problem: When building an Otaku, NSRCG does increase the base starting mental attribute cap by 2 to 8, but also adds 2 extra attribute points to be assigned. (Don't have access to Matrix ATM but IIRC that is not supposed to happen).
It's correct ... sorry.
As for the BECKS issue:
You get two extra attribute points if you keep your physical stats at 1. BeCKS doesn't use attribute points (only Karma)... so I can't support and BeCKS has NO rules for this.

Thanks everybody who helped with the bug reports and support issues (thanks Eyeless Blond for coordinating)! If figures it would be the week I have to go out of town, hence the delay in addressing these issues. :D
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Shockwave_IIc
post Apr 7 2004, 09:14 AM
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QUOTE
Found and fixed. It shouldn't crash out now. Question: Why were you adding manuver skills to polearms? It only applies to martial arts.


I had confused myself, was cross referencing with kung-fu. :oops:
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Eyeless Blond
post Apr 11 2004, 01:50 AM
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Feature request: is it possible to add a DNI-adaptation to the Gear section? Maybe make it a check box like Caseless for ammunition? The only change is a 50% increase in price (see MM p. 38-39), and would eliminate about half the number of times I have to click on "Custom gear". :)
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Shockwave_IIc
post Apr 12 2004, 07:16 AM
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Also could it be possible to add in programming languages? i can add then myself but then i get a read/write version of it...

As i side note, how do i geas's adept powers due to magic loss?
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Eyeless Blond
post Apr 12 2004, 09:01 PM
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Silly error: the Indirect Illusion spell "Hot Potato" uses the (incorrect) Dan Quayle form. :D
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Jetmaster
post Apr 14 2004, 12:20 AM
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*Scribble* Updated dat files and program files, everything seems to be in order now.
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Shadow
post Apr 14 2004, 03:58 AM
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Bug Report:
Platform: PC
OS: WinXP SP1
NSRCG: v3.65
Problem: after installing to the D: drive I attempt to run the program, I ge the error -

Runtime error 76
Path not found.

I tried it on two different XP systems.
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TinkerGnome
post Apr 16 2004, 12:47 PM
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Something came up recently with a PC wanting to use a sawed off shotgun. Since it seems like a pretty common thing to me, and there are only a few shotguns, I'm going to update the .dat file with the data for sawed off versions of all of the shotguns (probably in a seperate menu).

Oh, mcmackie, I love your dice roller but it'd be even better if you had the option of rolling an open test (ie, no TN) which didn't drop the TN and Successes into the results box so I could do a more direct cut and paste ;) A radio button would work fine for that, I think.
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TinkerGnome
post Apr 19 2004, 02:52 AM
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Okay... I made changes, but not the ones I said I would. I added the M&M chemtech and pharm compounds as well as adding skillsoft jukeboxes by the bucket load. New .dat file mailed to you, McMackie.
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Jetmaster
post Apr 19 2004, 04:18 AM
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In keeping with these updates, I am nearly finished adding all the Otaku complex forms and Sprites/Daemons, all thats left to do is add the page numbers and notes as necessary. I figure I'll be finished tomorrow evening or so, I'll email it to you then Mcmackie.
Edit: But, as I was just testing this, I noticed something: When you remove a complex form the program does not refund the karma you've 'used' getting the form in the first place. Not a huge deal, but might want to be looked at when you get the updated dat file.
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