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ShadowWalker
QUOTE (McDougle @ Jul 25 2011, 08:47 AM) *
Could it be, that the gear is duplicated in my chummer because I didnīt delete the categories when creating custom content(i included a hoverboard and some other stuff)?

EDIT:

That was apparantly the reason for this bug... my fault. nyahnyah.gif


Still a bug I think since duplicates still shouldn't be showing up.
McDougle
That was a quick fix. I wouldnīt further concern anyone with it(could already be written in the wiki, I didnīt read through everything wink.gif )

Capsule-Rounds:

The reload-button menu should also display the different types of capsule-rounds[(empty);(chemicalA);(chemicalB); ec.] to choose from.
The way I see it, it would look like this:
Ammo: Regular Ammo
Ammo: Gel Rounds
Ammo: Capsule Rounds (empty)
Ammo: Capsule Rounds (Neuro-Stun)
Ammo: Capsule Rounds (Narcoject)
ec. ec. pp.
-> then the chemicals could also alter the weapon stats(like all other ammonitions do, too)(glad that they translate into DV and AP well).
->possible to state the side effects, too(neusea, disorientation ec.)?

-->This would also be nice for splash grenades. smile.gif
Crazy Ivan
As a possibility, how difficult would it be to add in support for a Cyberzombie? Most of it is pretty straight forward (add in all of the cyber in the book, add support for the lifestyle addition, move on), but the immunity to natural weapons, hazing, and other goodies of being the cybered undead would be cool to add I think.
McDougle
I tried to make "Custom Clothing ()" using <selecttext /> , which already works for "Trophy ()" in Gear... I canīt get it to work in armor though.
It is displaying "Enter a value for *code-rubbish". I can enter something, but that isnt displayed. It is shown as "Custom Clothing" afterwards.
Bobby
I am having a problem adding Autosofts to my Drone. I'm in Career mode, I have a Drone, I have Pilot software, and I cannot find a way to add Autosofts to either the drone directly, or the Pilot software.

Could someone guide me through this so I can see what I'm doing wrong please? I can see Autosofts when I am buying gear for the character but not on the drone plugin options.
Nebular
QUOTE (Crazy Ivan @ Jul 25 2011, 11:07 AM) *
As a possibility, how difficult would it be to add in support for a Cyberzombie? Most of it is pretty straight forward (add in all of the cyber in the book, add support for the lifestyle addition, move on), but the immunity to natural weapons, hazing, and other goodies of being the cybered undead would be cool to add I think.

Not sure. I'll have to read up on the Cyberzombies again. I know the Lifestyle for them is already in there. (It should be in the Lifestyle list as something like "Cyberzombie Lifestyle Addon"). If they need access to certain Critter Powers, it shouldn't be a big deal.
Nebular
QUOTE (McDougle @ Jul 25 2011, 08:04 AM) *
That was a quick fix. I wouldnīt further concern anyone with it(could already be written in the wiki, I didnīt read through everything wink.gif )

Capsule-Rounds:

The reload-button menu should also display the different types of capsule-rounds[(empty);(chemicalA);(chemicalB); ec.] to choose from.
The way I see it, it would look like this:
Ammo: Regular Ammo
Ammo: Gel Rounds
Ammo: Capsule Rounds (empty)
Ammo: Capsule Rounds (Neuro-Stun)
Ammo: Capsule Rounds (Narcoject)
ec. ec. pp.
-> then the chemicals could also alter the weapon stats(like all other ammonitions do, too)(glad that they translate into DV and AP well).
->possible to state the side effects, too(neusea, disorientation ec.)?

-->This would also be nice for splash grenades. smile.gif

Well, you can already add chemicals to ammo/grenades on the Gear tab. The problem is that you can't have multiple types of the same ammo for the same category of gun (so you can't have multiple occurrences of Ammo: Regular for Heavy Pistols) since adding an existing ammo increases the quantity instead (that way you don't end up with a bunch of Ammo: Regular each time you buy another 50 rounds.
Nebular
QUOTE (McDougle @ Jul 25 2011, 01:01 PM) *
I tried to make "Custom Clothing ()" using <selecttext /> , which already works for "Trophy ()" in Gear... I canīt get it to work in armor though.
It is displaying "Enter a value for *code-rubbish". I can enter something, but that isnt displayed. It is shown as "Custom Clothing" afterwards.

The bunch of characters it's spitting out is the internal ID the application uses to identify what it's working with. Armor wasn't designed to work with Improvement prompts like custom text, and it has no idea how to display it. I'll have to do some looking into this.
Nebular
QUOTE (Bobby @ Jul 25 2011, 01:32 PM) *
I am having a problem adding Autosofts to my Drone. I'm in Career mode, I have a Drone, I have Pilot software, and I cannot find a way to add Autosofts to either the drone directly, or the Pilot software.

Could someone guide me through this so I can see what I'm doing wrong please? I can see Autosofts when I am buying gear for the character but not on the drone plugin options.

You should just be able to add it directly to the drone. Right-click on the drone's name, select Add Gear, and you'll get the Select Gear window. From the Category dropdown, select Autosofts, and you should be able to pick whichever ones you'd like. Can't think of any reason why the category wouldn't be there (but stranger stuff has happened).
Nebular
QUOTE (TP13 @ Jul 24 2011, 12:57 PM) *
This program is great. it convinced me to join dumpshock after lurking for a year. I noticed a few small things after messing around with the program for awhile.

Massive amount of content...

wobble.gif So hard to try and catch all of that stuff. I really wish they'd just put it in all the compiled tables at the back of the books so I don't thave to skim every page to see if there's something missing. smile.gif I'll start adding this stuff in.
Bobby
QUOTE (Nebular @ Jul 25 2011, 08:05 PM) *
You should just be able to add it directly to the drone. Right-click on the drone's name, select Add Gear, and you'll get the Select Gear window. From the Category dropdown, select Autosofts, and you should be able to pick whichever ones you'd like. Can't think of any reason why the category wouldn't be there (but stranger stuff has happened).


Ahh, it was me being confused by the UI - I saw 'Add Gear' with 'Add as Plugin' and 'Add Nexus' and thought they were the only two options - clicking 'add gear' itself never occurred to me. Not something I'd seen elsewhere.
Nebular
QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
genetic modification critter powers(there are a few of them) available to warforms and chimerics RW 28 should be added to critter powers.

Warform levels 1,2,3,4,5 and 6, should be added as phenotype adjustment genetech RW27
Chimeric levels 1/1, 1/2, 2/1, 2/2, 3/1 and 3/2 should be added under transgenics genetech, RW28
vat growth integration, should be added under phenotype adjustment genetech RW29

I cannot find any reference to their Essence or Nuyen cost. Warform mentions increasing the cost of the Critter, but there is nothing to really indicate what the cost of the Critter is.

QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
all non-magical metagenic qualities at .1 essence and BP*25,000 cost could be included under transgenics genetech RC 110

How do you identify which ones are magical, as there is nothing in the Quality descriptions that says whether or not Quality X is magical/non-mgaical.

QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
all bioware at standard essence and cost could be included as transgenics genetech AG 93

I don't see any reference to this. All I see is that the GM must decide whether or not the Transgenics presented in the list are compatible with a character's Cyberware/Bioware.

QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
Permanent genetic infusions (braveheart, endure, inspiration, sideways) as transgenic genetech AG94

I can't really enter these without a Nuyen or Essence cost.

QUOTE (TP13 @ Jul 24 2011, 03:20 PM) *
Feywear (attached to the positive qualities list) could be added as armor mods AT 157

I'll put the example one in the Armor data file (the cost in the book is wrong based on the formula they provide), but the rest must be entered as custom data since essentially any Quality can be added to the character by them. The Quality must also be added to the character for free once they enter Career mode, since nothing has the ability to actually give a character a Quality.
McDougle
1. Splash-Grenades can choose Chemicals, Capsule-Rounds canīt.

2. Canīt they count as other ammo-types the second they choose a plugin(chemical)?
Uīd have to enter new ammo-classes for every chemical(i bet a lot of work), but that would make the management of such grenades and ammo way more easy! smile.gif
Makki
QUOTE (Makki @ Jul 24 2011, 12:09 PM) *
when using the Advanced Lifestyle option, displaying the details in the print would be nice.
e.g. in table form with the headline saying comforts, entertainment,...,qualities
and then list all lifestyles

this, just in case you missed it

and a new suggestion: Order the knowledge skills alphabetically like everything else.
Nebular
QUOTE (Makki @ Jul 25 2011, 07:17 PM) *
this, just in case you missed it

and a new suggestion: Order the knowledge skills alphabetically like everything else.

First one's already on my list. I'll add the other one as well. That one's going to be a little more tricky since you can change the name at any time.
Makki
QUOTE (Nebular @ Jul 25 2011, 07:19 PM) *
First one's already on my list. I'll add the other one as well. That one's going to be a little more tricky since you can change the name at any time.

I don't know if it that helps, but it'd be enough if the sorting happened for the print alone.
Oh and yeah, maybe separate Languages from Knowledge skills nyahnyah.gif

I can be demanding, uh creative I mean!
Shortstraw
Two minor bugs the adept powers from WA that add to mental stats only add 1 point to the augmented stat regardless of the level and Mind Over Matter from war! adds 0 to the augmented attribute.

Edit: Also advanced lifestyles need the options from running wild p40.
Nebular
Armor, Cyberware, Powers, Gear, Metamagic, Lifestyles, and Books data files have been updated to fix stuff and add missing items, along with the SR4 Character Sheet to sort Knowledge Skills by name.
McDougle
Cool thing. smile.gif

To bad I didnīt find it before the update:
Spirit Affinity doesnīt include <selecttext />.
Nebular
QUOTE (McDougle @ Jul 26 2011, 09:49 AM) *
Cool thing. smile.gif

To bad I didnīt find it before the update:
Spirit Affinity doesnīt include <selecttext />.

Easy enough. Updated Qualities file is there now. smile.gif
Minimax le Rouge
hello,
in the weapon mod. :
the Folding Stock provide 1 RC, but the Folding Stock, Powered don't.
Nebular
QUOTE (Minimax le Rouge @ Jul 26 2011, 10:25 AM) *
hello,
in the weapon mod. :
the Folding Stock provide 1 RC, but the Folding Stock, Powered don't.

Updated the Weapons data file to fix this.
Nebular
With enough people asking for an XSD file for the save files, I've finally taken the hint and put one together. smile.gif It has been rolled into the Chummer XSD Files zip found on the Chummer Wiki.
Dakka Dakka
If you remove the stock from the Ingram Smartgun X, the GasVent is removed as well. If you add it afterwards it costs a mod slot.
Nebular
QUOTE (Dakka Dakka @ Jul 26 2011, 11:13 AM) *
If you remove the stock from the Ingram Smartgun X, the GasVent is removed as well. If you add it afterwards it costs a mod slot.

Once a mod has been removed, adding a new copy of it is like installing any othe after-market mod and should consume the slot. Unused mods can just be marked as not installed if you want to keep them but not use them for the time being. Of course in this case, the GasVent shouldn't be removed if the Stock is what was deleted. That's just weird. I'll look into it.
SpellBinder
QUOTE (Nebular @ Jul 26 2011, 08:20 AM) *
QUOTE (McDougle @ Jul 26 2011, 07:49 AM) *

Cool thing. smile.gif

To bad I didnīt find it before the update:
Spirit Affinity doesnīt include <selecttext />.

Easy enough. Updated Qualities file is there now. smile.gif

Still hoping that <selecttext /> can be added to the Geas quality, too, as there are numerous limitations possible and it can be taken more than once.
suoq
Found Unrestricted Agent / Mook (Thank you!)

Can't actually attach it to the agent. (Sorry.) Agents can only take the general and matrix programs. Can add it to Commlink, but that seems wrong.
SpellBinder
Why does it seem wrong to add an agent to a commlink? Agents run off of commlinks (or similar nodes, like your car, bike, drone, etc.). The agent uses the programs that are on the commlink just as if a persona were using those same programs (albeit without the general adaptability of swapping programs as needed). All that really should be attachable to an agent (or similar) are autosofts.
Makki
QUOTE (SpellBinder @ Jul 26 2011, 04:37 PM) *
Still hoping that <selecttext /> can be added to the Geas quality, too, as there are numerous limitations possible and it can be taken more than once.

I'd like that added to the Flashback qualities, too. The trigger is after all the most important thing.
And while we're on the topic. Why not add it to SINner, so one can enter, which nationality or corp belonging the char has.
SpellBinder
Not a bad idea on the Flashback and SINner qualities (including the Criminal SINner).
ShadowWalker
QUOTE (SpellBinder @ Jul 26 2011, 07:11 PM) *
Not a bad idea on the Flashback and SINner qualities (including the Criminal SINner).


What I think would be even better is to be able to right click on a quality, and add notes to them. smile.gif
McDougle
QUOTE (ShadowWalker @ Jul 27 2011, 01:50 AM) *
What I think would be even better is to be able to right click on a quality, and add notes to them. smile.gif

Notes r great... like everything could need notes in a chargen... grinbig.gif

Iīve been silent for days about it. grinbig.gif And now you start it again. wobble.gif Its early in the morning. talker.gif
11-hour SR-GMing-Session survived. spin.gif Head is spinning. twirl.gif

Still vouching for a hide/unhide for unused skills(rating0)&unused tabs(cyberware for magicians), too, because chummer is great to manage chars and gmīing on the one hand, but the skills tab is taking too much time ingame to sort out on the other hand(i prefer the tab-system in-program over stillstanding, not in an instant changeable htmīs nyahnyah.gif ).
Wizard_Thoarin
Some magicians dabble in cyberware/bioware so hiding those should be optional... but I can see hiding the magic stuff if you haven't taken one of the qualities that give you access to magic. In general though, I'd prefer hiding of tabs be optional on character creation, character load or else just in the options menu with different options on when things are hidden and what tabs are hidden.
Dhuul
I dont know if this has been adressed before, but i just noticed the following:
If you create a technomancer without enabling any books but the corebook, the pool for resisting fading will not be calculated, because you cannot select a stream as those are in another book. I am not sure, but i think in an earlier version, Chummer did calculate that pool, but im not shure.
Nebular
QUOTE (suoq @ Jul 26 2011, 03:45 PM) *
Found Unrestricted Agent / Mook (Thank you!)

Can't actually attach it to the agent. (Sorry.) Agents can only take the general and matrix programs. Can add it to Commlink, but that seems wrong.

My understanding from reading it is that the Mook is attached to a device (like a Commlink) so it do simple hacking without you having to know how, meaning it should only be attached to a device, not a Matrix Program. Is that not correct?
Nebular
QUOTE (SpellBinder @ Jul 26 2011, 03:37 PM) *
Easy enough. Updated Qualities file is there now. smile.gif

Still hoping that <selecttext /> can be added to the Geas quality, too, as there are numerous limitations possible and it can be taken more than once.

Done. Geas, Flashbacks, and SINner Qualities have been updated to include <selecttext />
Nebular
QUOTE (Dhuul @ Jul 27 2011, 07:33 AM) *
I dont know if this has been adressed before, but i just noticed the following:
If you create a technomancer without enabling any books but the corebook, the pool for resisting fading will not be calculated, because you cannot select a stream as those are in another book. I am not sure, but i think in an earlier version, Chummer did calculate that pool, but im not shure.

Never noticed that before. I've updated the Streams data file to include a "Default" Stream which has its sourcebook set to SR4, so anyone not using Unwired can now select a Stream.
McDougle
@W_T:

I am talking about optional hiding/unhiding the whole time. Of course those options shouldnīt be lost, it should just be possible to unclutter the chargen in, for example, career-mode(because its otherwise quite nice to manage chars inside the prog). wink.gif
McDougle
I canīt DL a char named "<unknown>" in Omae(most likely cause of the brackets).
Nebular
QUOTE (McDougle @ Jul 27 2011, 09:23 AM) *
@W_T:

I am talking about optional hiding/unhiding the whole time. Of course those options shouldnīt be lost, it should just be possible to unclutter the chargen in, for example, career-mode(because its otherwise quite nice to manage chars inside the prog). wink.gif

As I have said in the past, the only tabs that will ever be hidden are Critter-, Magic-, and Resonance-related which automaticaly appear/disappear based on a character's access to that information. These settings would be on a global basis, not character-by-character, meaning that if you hid a tab, everyone would lose access to it. There is no need to debate this as it isn't happening.
McDougle
Global basis?
I do see, that I donīt even understand that... interesting.
Certainly thought it would work differently.
SpellBinder
I can understand that myself, as changing the hidden tabs would likely require Nebular to rewrite some core fundamental code of Chummer itself to try and make it work. And I do mean try, as it very well could be impossible to make it work as intended (hide a particular tab from one open character, but not another open character? yeah, I think it wouldn't work at all).

Honestly I agree with his decision. From Excel alone I already know how much of a pain in the rectum it is to try and redesign something that affects the entire book.

BTW, thanks Nebular on the above mentioned qualities.
10gauge
Great program! Best since NSRCG!

One question: All bone laces don't show their bunuses for BOD. Is that part of a greater plan? smile.gif Or does Chummer state those bonuses somewhere else... and I wasn't able to find it yet? Thanks!
Nebular
QUOTE (10gauge @ Jul 27 2011, 12:55 PM) *
Great program! Best since NSRCG!

One question: All bone laces don't show their bunuses for BOD. Is that part of a greater plan? smile.gif Or does Chummer state those bonuses somewhere else... and I wasn't able to find it yet? Thanks!

I got hung up on this for a while since Bone Lacing doesn't actually affect BOD itself, but effectively increases it for Damage Resistance Tests (otherwise it would also improve BOD-linked Skills which isn't correct). I've been trying to figure out how to handle this since one of my players has this and keeps forgetting about it as well and finally hit upon a solution. In the next update (should be ready this evening), there will be a Damage Resistance Pool field on the Condition Monitor tab in Career Mode which will show exactly how many dice the character gets for their Damage Resistance Tests and will include the bonuses from Bone Lacing. You'll need to replace you Bone Lacing (just add it back for free) once the next update is available for the bonus to take effect.
10gauge
Ah, cool. Sounds good.

Why not adding bone lace bonuses to the BAL/IMP armor tab? Those bonus dice for damage resistance tests are virtually armor, I think.
Nebular
QUOTE (10gauge @ Jul 27 2011, 02:07 PM) *
Ah, cool. Sounds good.

Why not adding bone lace bonuses to the BAL/IMP armor tab? Those bonus dice for damage resistance tests are virtually armor, I think.

Because then it be potentially contributing towards Armor Encumbrance, and would also increase a character's Armor against thing like electrical damage which is AP -half (so Bone Lacing that adds +2 to Damage Resistance would incorrectly increase a character's Armor against electrical attacks by 1). It's all a wacky juggling act with numbers. biggrin.gif
10gauge
Ok, you really have a point. biggrin.gif

Another thing: Specializing in a knowledge skill doesn't lower my remaining karma.
Dakka Dakka
QUOTE (Nebular @ Jul 27 2011, 09:10 PM) *
Because then it be potentially contributing towards Armor Encumbrance, and would also increase a character's Armor against thing like electrical damage which is AP -half (so Bone Lacing that adds +2 to Damage Resistance would incorrectly increase a character's Armor against electrical attacks by 1). It's all a wacky juggling act with numbers. biggrin.gif
Bone Lacing does in fact confer both, a bonus to BOD for Damage Resistance tests and ballistic and/or impact armor depending on the type. The latter should help against electricity and other -half attacks. Aluminum Lacing should give +2.5 dice, Titanium +3.5 against such attacks.

Dermal plating/sheath and Orthoskin should also increase the character's armor without encumbering him.
Nebular
QUOTE (Dakka Dakka @ Jul 27 2011, 03:27 PM) *
Bone Lacing does in fact confer both, a bonus to BOD for Damage Resistance tests and ballistic and/or impact armor depending on the type. The latter should help against electricity and other -half attacks. Aluminum Lacing should give +2.5 dice, Titanium +3.5 against such attacks.

Dermal plating/sheath and Orthoskin should also increase the character's armor without encumbering him.

Yes, and that's how it currently works. I was referring to the portion where he was saying that the BOD bonus could instead be applied to Armor instead. wink.gif
Nebular
QUOTE (10gauge @ Jul 27 2011, 02:40 PM) *
Ok, you really have a point. biggrin.gif

Another thing: Specializing in a knowledge skill doesn't lower my remaining karma.

Er, it should, and it seems to be working for me... Go to Tools > Options, select the Karma Costs tab and check what you have set for New Specialization (should be 2 by default).
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