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> NSRCG - PC Windows Character Generation Program, Bug reports, hints and tips for NSRCG
Fortune
post Sep 19 2003, 12:16 AM
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QUOTE (Grey)
QUOTE (mcmackie @ Sep 18 2003, 02:22 AM)
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.

That's strange, because I have never had a problem with maneuvers, as long as I have the required 2 BP (or Karma)/maneuver available.
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mcmackie
post Sep 19 2003, 03:30 AM
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QUOTE (Grey)
QUOTE (mcmackie @ Sep 18 2003, 02:22 AM)
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.

Critical information: You're using BeCKS and you're generating a new character. This is the only way to get the bug... (Would have been helpful to isolate the problem)... Right then, I've posted the fix already.
Note: I only use the points/priority system and thus only those were tested. Many of the new bugs are BeCKS (an afterthought add-in to the program). :)
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mcmackie
post Sep 19 2003, 03:36 AM
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QUOTE (Fygg Nuuton)
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 :(

Yes. The note about
"from cyber weapons under cyberlimb mods" was the key as I tested under the basic.... Okay, I've uploaded the new Cyber.DAT file that fixes it.
Anybody could have fixed it by changing the names of the Cyberweapons to the correct name that is listed under basic cyberweapons.... I did a cut and paste job...
Note: There is a one-to-one correspondance between the names listed in gear.dat and cyber.dat triggered by the (CYB) in the name. Once you understand that, anybody can figure the rest out. :D
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Fygg Nuuton
post Sep 19 2003, 04:12 AM
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QUOTE (mcmackie)
QUOTE (Fygg Nuuton @ Sep 18 2003, 09:11 PM)
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 :(

Yes. The note about
"from cyber weapons under cyberlimb mods" was the key as I tested under the basic.... Okay, I've uploaded the new Cyber.DAT file that fixes it.
Anybody could have fixed it by changing the names of the Cyberweapons to the correct name that is listed under basic cyberweapons.... I did a cut and paste job...
Note: There is a one-to-one correspondance between the names listed in gear.dat and cyber.dat triggered by the (CYB) in the name. Once you understand that, anybody can figure the rest out. :D

D'oh

i guess it won't work when you buy it in alpha grade for the same reason?
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Grey
post Sep 28 2003, 09:21 PM
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I'm using the latest download of NSRCG and its still not calculating the cost of attributes correctly, when using BeCKS. When buying them, you only have to pay karma for 1-6, then any racial mods are added on after that. As it stands right now, an Orc starts off at 4 Body and buying a 5th point costs 10 karma. It should only be 4 karma, because you are really only buying from 1 to 2, not from 4 to 5.
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mcmackie
post Sep 28 2003, 10:53 PM
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QUOTE (Grey)
I'm using the latest download of NSRCG and its still not calculating the cost of attributes correctly, when using BeCKS. When buying them, you only have to pay karma for 1-6, then any racial mods are added on after that. As it stands right now, an Orc starts off at 4 Body and buying a 5th point costs 10 karma. It should only be 4 karma, because you are really only buying from 1 to 2, not from 4 to 5.

It is correct according to the current version of BeCKS v2. You can look it up at Shadowrun Supplimental. As a matter of fact, your particular example is listed.

As for the Alpha Cyberware weapons, the next version will fix.
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last_of_the_grea...
post Sep 29 2003, 12:16 AM
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Hmmm...I loaded the NSRCG on my computer. The "window" it's contained in (even when maximized) is just not big enough. It cuts off the right side and I can't get it to expand to fit it. Is this a common problem or just my computer?
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Dragoonkin
post Oct 4 2003, 03:16 AM
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Are you running in 640x480 resolution? NSRCG needs minimum 800x600 resolution.
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TinkerGnome
post Oct 4 2003, 01:46 PM
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I've noticed that the program doesn't follow the FAQ ruling:
QUOTE (SR3 FAQ)
Strictly speaking, bioware cannot raise an attribute's natural rating above the Attribute Maximum.

Which is more of a clarification than a ruling, really.
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last_of_the_grea...
post Oct 4 2003, 03:12 PM
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QUOTE (Dragoonkin)
Are you running in 640x480 resolution? NSRCG needs minimum 800x600 resolution.

I run it at 800x600...but I use the large font display...shanged it to normal and now it works. However...it won't print. I'm certain I'mnot doing things right, though so I'm gonna experiment.
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Dragoonkin
post Oct 4 2003, 10:21 PM
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The "Print" button doesn't actually PRINT the sheet...all it does is save the sheet (and associated subsheets) in HTML format in \NSRCG\HTML\, where you can open them up in your browser and print them from there.
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mcmackie
post Oct 5 2003, 11:16 PM
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QUOTE (Dragoonkin)
The "Print" button doesn't actually PRINT the sheet...all it does is save the sheet (and associated subsheets) in HTML format in \NSRCG\HTML\, where you can open them up in your browser and print them from there.

Correct. New version fixes much of the issues discussed. Yes. It's default is 800x600 with small (normal) fonts.
Also, printing only creates an HTML file that you can open and print with your browser.

Last issue: exceeding natural attribute using biowear.... looking into it.
Lastest version 3.61c now uploaded.
thanks
mcmackie
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Buzzed
post Oct 6 2003, 12:24 AM
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You know what would be really really really really cool? A "create random character" button.

Basically impossible, but cool.
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Dragoonkin
post Oct 6 2003, 03:08 AM
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There's something about that on the program's webpage...it basically says that's what the Archetypes are for.
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Buzzed
post Oct 6 2003, 03:23 AM
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Click on the up and down arrows in the edges and flaws section when no edges or flaws are on the list and the program crashes. Runtime error 381 or something like that. Invalid array.
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Dirge
post Oct 6 2003, 05:35 PM
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Bug:

I am having a hard time with the printing, and I'm not sure if it is a Bug, or something I have done wrong.

Basically when I print either of the characters I have built (both mages) I am not getting anything past spells on the character sheets, and if I try to use the separate sheets option I get blank HTML pages. The XML is coming up completely blank but I'm not sure if that is even working yet.

I have also tried to just load, and finalize a couple of the archetypes and then print them, and get the contacts table (just the title “Contacts”, and the column headings), but no contacts are showing up, and when I try to look at the characters contacts (i.e. switch to the contacts page in the pull down) I get “run-time error ‘55’: file already open” and an “OK” button which when clicked causes the program to exit.

This was a problem for me on Thursday night with the last version (6.31b?), and is still a problem with 6.31c which I decided to try first before reporting this.
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mcmackie
post Oct 6 2003, 11:40 PM
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QUOTE (Dirge)
Bug:

I am having a hard time with the printing, and I'm not sure if it is a Bug, or something I have done wrong.

Basically when I print either of the characters I have built (both mages) I am not getting anything past spells on the character sheets, and if I try to use the separate sheets option I get blank HTML pages. The XML is coming up completely blank but I'm not sure if that is even working yet.

I have also tried to just load, and finalize a couple of the archetypes and then print them, and get the contacts table (just the title “Contacts”, and the column headings), but no contacts are showing up, and when I try to look at the characters contacts (i.e. switch to the contacts page in the pull down) I get “run-time error ‘55’: file already open” and an “OK” button which when clicked causes the program to exit.

This was a problem for me on Thursday night with the last version (6.31b?), and is still a problem with 6.31c which I decided to try first before reporting this.

Oops.. Old version got uploaded somehow... New version has replaced it.

I've downloaded it and tested it to verify it works and it does...
Sorry and good luck :D
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The Dastardly De...
post Oct 7 2003, 03:07 AM
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Maybe I'm and idiot or something, but I can't figure out spending karma. I create a character, finalize it, add karma, spend it, and the program keeps track. Then I finalize (or save) the character, and my karma spent resets to whatever is in my pool. Every time I open the character, I have all my earned karma available to spend on improvements. ?
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mcmackie
post Oct 8 2003, 02:31 AM
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QUOTE (The Dastardly Deejmeister)
Maybe I'm and idiot or something, but I can't figure out spending karma. I create a character, finalize it, add karma, spend it, and the program keeps track. Then I finalize (or save) the character, and my karma spent resets to whatever is in my pool. Every time I open the character, I have all my earned karma available to spend on improvements. ?

I just tested it (current version) and it works correctly. What version are you using? If it is current, ship me your SR3 file and I'll try to find the error...thanks
mcmackie
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Deacon
post Oct 8 2003, 05:51 AM
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Problem with the DAT files: I don't know where the person who added these got his information, but the rules for the Chemical Gland state: "A chemical gland is a sac ... designed to produce a single naturally occurring compound." (Emphasis mine.)

I don't think either Narcoject, nor Gamma-Scopolamine, count as naturally occuring.
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K Oz
post Oct 8 2003, 01:33 PM
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QUOTE (Deacon)
Problem with the DAT files: I don't know where the person who added these got his information, but the rules for the Chemical Gland state: "A chemical gland is a sac ... designed to produce a single naturally occurring compound." (Emphasis mine.)

I don't think either Narcoject, nor Gamma-Scopolamine, count as naturally occuring.

It says so in the first sentences of the gland's description. And no, narcoject and gammascopolamine are no natural substances, so you can't produce them by means of the chemical gland (although the Corporate Security Handbook says that gammascopolamine is derivated from a natural toxin of some plant). But there are other possibilities: nature has many venoms to offer that are either stunning (like some spider or insect venoms) or deadly (venoms from snakes etc.).
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Cochise
post Oct 8 2003, 09:55 PM
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QUOTE (Deacon)
Problem with the DAT files:  I don't know where the person who added these got his information, but the rules for the Chemical Gland state: "A chemical gland is a sac ... designed to produce a single naturally occurring compound."  (Emphasis mine.)

I don't think either Narcoject, nor Gamma-Scopolamine, count as naturally occuring.

*lol* ... Sorry, nothing against your opinion (since I agree that neither Narcojet nor Gamma-Scopulamine should be allowed to be produced by the chemical gland for players), but did you ever notice that this gland is capable of producing elemental arsenic?

Two major problems:
1. arsenic normally doesn't occur in that state in nature.
2. None of our food sources normally contain enough arsenic-based compounds that you'd be able to produce a daily dose of arsenic that is large enough to kill a person.

Still the chemical gland will allow you do just that rulewise.

Next thing is that any organic compound can potentially be considered to be "natural" => Gamma-Scopulamine is described as derivate of natural Scopulamine just as the Fugu-family. If it's possible to tailormake a chemical gland that produces the "natural" version of any of these poisons, there should be no problem of making certain changes to the DNS-Code of said gland that leads to the production of those derivates.
Same goes for Narcojet ...
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Deacon
post Oct 9 2003, 04:18 AM
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Arsenic is one of the poisons specifically mentioned in Man & Machine that the chemical gland can produce. As to whether the arsenic it makes is elemental arsenic or whatever, I don't know. Shadowrun is not a game where reality makes the rules; Shadowrun is a game where the rules make reality.
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Kurb
post Oct 9 2003, 07:00 AM
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QUOTE
Shadowrun is not a game where reality makes the rules; Shadowrun is a game where the rules make reality.


Oh damn that drek gave me goosebumps. Amen. AMEN. :eek:
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Cochise
post Oct 9 2003, 09:20 AM
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QUOTE (Deacon)
Arsenic is one of the poisons specifically mentioned in Man & Machine that the chemical gland can produce. As to whether the arsenic it makes is elemental arsenic or whatever, I don't know. Shadowrun is not a game where reality makes the rules; Shadowrun is a game where the rules make reality.

The problem remains: The interpretation of what can be considered "natural" depends on personal opinions.
So these rules do create reality, but not everyone envisions the same reality based on these rules ...
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