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Nebular
QUOTE (ggodo @ Jul 31 2011, 01:09 PM) *
ok, this is an odd bug. I add Uneducated, and it only gives me back 8 points, but it still counts it as 20 for the qualities limit. anyone else have that happen?

This will happen if you put any points into Technical Active Skills before you took Uneducated. You're getting back the 20 BP from taking Uneducated, but all of your Technical Active Skills are now costing you twice as many BP as before.
SpellBinder
Something I noticed a while ago, Celerity is the only quality that is adding to a character's speed. Satyr Legs also add to speed (and would wager both fully double your speed), and while I haven't quite figured out how the raptor legs cybergear is supposed to work, they too will add to speed.
Nebular
QUOTE (SpellBinder @ Jul 31 2011, 01:37 PM) *
Something I noticed a while ago, Celerity is the only quality that is adding to a character's speed. Satyr Legs also add to speed (and would wager both fully double your speed), and while I haven't quite figured out how the raptor legs cybergear is supposed to work, they too will add to speed.

Cyberware and Qualities data files have been updated to add the movement bonuses to these (and the Gymnastics bonus to Raptor Legs)
McDougle
Just noticed the dropdown for active-skills...


OH MY GAWD, THANK YOU!

I was sooooo hoping this would somehow make it into chummer. notworthy.gif
Neko Asakami
Ancient History has given us permission to use his alternate PACKs in Chummer. Could we get them added as either a semi-official (like the German books) or as an additional download? I would be really appreciative. Link to the file is here: http://www.shadowrun2.com/PACKS_Platinum.pdf He gave me permission here.
Nebular
Vehicles data file has been updated to include the corrected values found in the updated copy of This Old Drone, meaning the drones from there no longer suck (and take 100 rounds to accelerate to top speed)!
McDougle
At first I thought I wouldn´t have anything to contribute/suggest this night, but here it is:

As of yet chummer isn´t checking for availability, even though the prog is already calculating it.

It would be great to
a) Have chummer check on availability in "normal" charbuilds(ie check if enough "Restricted Gear"-Qualities were taken(if necessary;above 12), when a char is marked as created).
b) Provide an option for "Houserule/Optional Rule: Set Availability"

p.s.:
Restricted Gear could need a < selecttext /> then(are several entries possible? (for Restriced Gear2&3)).

p.p.s.:
Searchable Qualities would also be great. smile.gif


Chummer is getting better by the day! cyber.gif
Shortstraw
Also blackmarket pipeline doesn't have an option to select a contact and type of gear so there is no discount.
Burrito Al Pastor
QUOTE (McDougle @ Aug 1 2011, 02:51 PM) *
It would be great to
a) Have chummer check on availability in "normal" charbuilds(ie check if enough "Restricted Gear"-Qualities were taken(if necessary;above 12), when a char is marked as created).
b) Provide an option for "Houserule/Optional Rule: Set Availability"


Although this would be nice, I think it'd be most realistic to have an integrated list of "Here's things about your character which might not be actually legal" including notifications of going over +/- 35 points of Qualities, having gear (or too much gear) of inappropriate availability, having Qualities you don't normally qualify for (metagenic qualities without SURGE or metavariant metatype, for example) not having spent enough points on money for the amount of nuyen you've spent, etc. (This is significant in the case of restricted gear because GMs might reasonably disagree about what constitues "one item" - assault cannon ammo being a good example case.)
Minimax le Rouge
hello,
When creating an adept with the Increased Reflex power, and a Suprathyroid Gland bioware, 1 Reaction point is missing.
The increased Reflex is incompatible with other increase to initiative.
Suprathyroid gland, or magic that increase Reaction are not initiative boosters.
Dakka Dakka
QUOTE (Minimax le Rouge @ Aug 2 2011, 09:36 AM) *
Suprathyroid gland, or magic that increase Reaction are not initiative boosters.
Actually it is not that clear. The description of Wired Reflexes makes Reaction Enhancers Initiative Enhancements. So it seems even indirect increases to Initiative are considered Initiative Enhancements as well.
QUOTE ('SR4A p. 343')
Wired reflexes cannot be combined with any other form of Initiative enhancement, except Reaction Enhancers.

Whether this is RAI remains to be seen.
Minimax le Rouge
Reaction enhencer is the only implant that don't boost initiative AND is specified as an initiative enhancer.

Wired Reflex, Move By Wire, Synaptic Booster, Increase Reflex spell or power, and some drugs are initiative enhancers.

Upgrading the reaction lead to an initiative augmentation, but not directly.

The non-cumulative rules, are designed to avoid the creation of a character with 18 Initiative pass.
Nebular
QUOTE (Minimax le Rouge @ Aug 2 2011, 08:17 AM) *
The non-cumulative rules, are designed to avoid the creation of a character with 18 Initiative pass.

Well, this is why the rules clearly cap the number of passes a character can have to 5.
QUOTE (SR4A page 68)
The maximum number of Initiative Passes a character can have is 5, but most character types can only ever achieve 4.

Granted, the original rule was written before books like Augmentation and all of those books with the fun toys in it came about and made getting to 4 and 5 (and potentially higher) easier, but it still stands. smile.gif

I don't see why Suprathyroid Gland and MAG-based REA increases wouldn't affect Initiative. There is nothing stating that they don't contribute towards INI, and like other Attribute-based Tests and totals, it uses your Augmented Attribute to calculate the total unless it explicitly says otherwise.
Nebular
QUOTE (McDougle @ Aug 1 2011, 05:51 PM) *
At first I thought I wouldn´t have anything to contribute/suggest this night, but here it is:

As of yet chummer isn´t checking for availability, even though the prog is already calculating it.

It would be great to
a) Have chummer check on availability in "normal" charbuilds(ie check if enough "Restricted Gear"-Qualities were taken(if necessary;above 12), when a char is marked as created).
b) Provide an option for "Houserule/Optional Rule: Set Availability"

p.s.:
Restricted Gear could need a < selecttext /> then(are several entries possible? (for Restriced Gear2&3)).

p.p.s.:
Searchable Qualities would also be great. smile.gif

Chummer is getting better by the day! cyber.gif

Whoops. The Availability thing was something I was intending to do but completely forgot about. I'll probably put the maximum Availability in the same window where you set the BP when creating a new character since this can change on a per-character basis, rather than stuffing it in the Options window.

Qualities will be searchable in the next update.
Minimax le Rouge
About Initiative : I found no official answer, but two schools:

* Initiative is a derived attribute. Something boosting reaction or intuition (but not Initiative or Initative pass)isn't a Iniative Booster, except Reaction Enhancer.
In that version Suprathyroid Gland should be compatible with Improved Reflex

* Whatever change Initiative is an initiave Booster. And Initiave Boosters aren't compatible whit each other, except Reaction enhancer in some cases.
In that version, the Improved Physical Attribute (Rea) Power, must not stack with Improved reflex.


Actually in Chummer, S. Gland isn't compatible, but Improved Reaction is.


Another point :
If the Improved Reflex lead the Reaction Attribute over the racial max. , the price become double.
Nebular
QUOTE (Minimax le Rouge @ Aug 2 2011, 10:34 AM) *
* Whatever change Initiative is an initiave Booster. And Initiave Boosters aren't compatible whit each other, except Reaction enhancer in some cases.
In that version, the Improved Physical Attribute (Rea) Power, must not stack with Improved reflex.

Turns out this is a bug in how Attributes are calculating their bonus based on Improvement Precedence - they're incorrectly adding Precedence 0 (supercede all other bonuses) with items that have no Precedence (such as Improved Physical Attribute). This will be corrected in the next update.
TP13
QUOTE
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.


Critter costs are on RW 34. Warforms cost double the base cost plus 30%(of double) for each genetic modification with a max of 6 genetic modification critter powers RW 27. Chimerics cost triple the base cost plus 30%(of triple) for most genetic modification powers and plus 50%(of triple) for each chimeric modification power with a max of two chimeric critter powers and 3 other genetic modification critter powers RW 28. There are no essence costs associated with either template as there is no language for it and both example critters have essence 6. If you dont want to include critter costs you can still include the genetic modification powers as mundane critter powers. All are on RW 28.

Attribute Enhancement
Skill Enhancement
Thicker Hide
Pheremone Encoding
Potent Venom
Chimeric Ability
TP13
For permanent genetic infusions the nuyen cost is the same as for normal genetic infusions. Taking one is a gamble and it requires 5 hits to be permanent. Essence cost is listed as .4 each on the top left of pg 94 AG.
KarmaInferno
The Codeslinger quality does not appear to ask what Matrix Action it applies to.




-k
Nebular
QUOTE (TP13 @ Aug 2 2011, 08:19 PM) *
If you dont want to include critter costs you can still include the genetic modification powers as mundane critter powers. All are on RW 28.

QUOTE (TP13 @ Aug 2 2011, 08:27 PM) *
For permanent genetic infusions the nuyen cost is the same as for normal genetic infusions. Taking one is a gamble and it requires 5 hits to be permanent. Essence cost is listed as .4 each on the top left of pg 94 AG.

QUOTE (KarmaInferno @ Aug 2 2011, 11:15 PM) *
The Codeslinger quality does not appear to ask what Matrix Action it applies to.

Critter Powers, Bioware, and Qualities data files have been updated to include these changes. The Critter Powers one has been update to just include the Powers. Since Critters are just Critters you create and not actual Gear a character can purchase, I don't think the Chimera or Warform templates will be included.
Wizard_Thoarin
Future add on for Chummer...

I'd really like to have a save file for Campaign information I can mail to my players so that I know they have the right books turned on and off. As part of that feature I'd like to be able to have the ability to include any custom data files I'm allowing (my creations or others). It might also include information on my preferred build method be it BP, Karma, or any of the other alternate character creation systems. It would also be nice that once a campaign file is loaded if it attached a note to the created and maintained character as being legal by the settings in the campaign file.

Thanks for the great work,
McDougle
QUOTE (Wizard_Thoarin @ Aug 3 2011, 09:54 PM) *
Future add on for Chummer...

I'd really like to have a save file for Campaign information I can mail to my players so that I know they have the right books turned on and off. As part of that feature I'd like to be able to have the ability to include any custom data files I'm allowing (my creations or others). It might also include information on my preferred build method be it BP, Karma, or any of the other alternate character creation systems. It would also be nice that once a campaign file is loaded if it attached a note to the created and maintained character as being legal by the settings in the campaign file.

Thanks for the great work,


It could also include predefined settings for availability and bp/karma-Count. wink.gif
Aku
QUOTE (Wizard_Thoarin @ Aug 3 2011, 02:54 PM) *
Future add on for Chummer...

I'd really like to have a save file for Campaign information I can mail to my players so that I know they have the right books turned on and off. As part of that feature I'd like to be able to have the ability to include any custom data files I'm allowing (my creations or others). It might also include information on my preferred build method be it BP, Karma, or any of the other alternate character creation systems. It would also be nice that once a campaign file is loaded if it attached a note to the created and maintained character as being legal by the settings in the campaign file.

Thanks for the great work,



Sort of like my request a few days ago to save book listed per chum file, instead of a universal saving
Nebular
QUOTE (Wizard_Thoarin @ Aug 3 2011, 02:54 PM) *
Future add on for Chummer...

I'd really like to have a save file for Campaign information I can mail to my players so that I know they have the right books turned on and off. As part of that feature I'd like to be able to have the ability to include any custom data files I'm allowing (my creations or others). It might also include information on my preferred build method be it BP, Karma, or any of the other alternate character creation systems. It would also be nice that once a campaign file is loaded if it attached a note to the created and maintained character as being legal by the settings in the campaign file.

Thanks for the great work,

I'm going to have to do some digging around and thinking on this. This is going to require a lot of code to be rewritten if it ends up happening.
Nebular
Build 169
  • added support for <restricteditemcount /> to Improvement Manager which increase the number of items over the set Availability the character is allowed to start with
  • added Max Avail field to the Select BP window which sets the maximum Availability of items a character can start the game with (only checked when a character attempts to enter Career Mode)
  • added the ability to search for Qualities in the Select Quality window
  • Augmented Attribute calculations now properly adhere to Improvement Precedence
KarmaInferno
QUOTE (McDougle @ Aug 3 2011, 05:07 PM) *
It could also include predefined settings for availability and bp/karma-Count. wink.gif

Or, perhaps, a Shadowrun Missions setting. smile.gif



-k
Minimax le Rouge
Hello,
i am back with the initiative boosters problem. After a long reasearch in my books, I found an official NPC that cumulate a suprathyroid gland and a wired reflex.
QUOTE
Ghost Cartel P56 (i dont give is name, it would be spoil)
B_____A____R_____S____C__I__L__W_Edg__Ess__Init__IP
5(9)__3(4)__5(9)___4(5)__7__5_4__6__5____1.0__14__1(4)
Augmentations: (All deltaware)
Adrenaline Pump (3), Damage Compensator (11), Dragon’s Hide, Nictating Membrane, Orthoskin, Platelet Factories, Suprathyroid Gland, Titanium Bone Lacing, Wired Reflexes (3)


he have 5(9) reaction, 1(4) IP, and 14 initiative. The reaction augmentation from the Suprathyroid Gland is added to is reaction attribute normaly. I think the non-cumulative rule is for IP only. And Reaction Enhancer is a special implant with special rules.

Dakka Dakka
QUOTE (Minimax le Rouge @ Aug 4 2011, 08:21 PM) *
Hello,
i am back with the initiative boosters problem. After a long reasearch in my books, I found an official NPC that cumulate a suprathyroid gland and a wired reflex.
AFAIK Ghost Cartels has Characters that are not RAW legal.
QUOTE (Minimax le Rouge @ Aug 4 2011, 08:21 PM) *
I think the non-cumulative rule is for IP only. And Reaction Enhancer is a special implant with special rules.
It may be the intention of the rule to only forbid the stacking of extra passes, but the description of Wired Reflexes makes Reaction Enhancers a form of Initiative Enhancement. So at least one form of indirect enhancement of the Initiative Score is considered Initiative Enhancement. I see no reason why other implants that work in the same way would not be considered thusly.

Without the "except Reaction Enhancers" you could argue that indirect enhancement is irrelevant, but unfortunately it is there.
Nebular
QUOTE (Dakka Dakka @ Aug 4 2011, 02:38 PM) *
AFAIK Ghost Cartels has Characters that are not RAW legal.
It may be the intention of the rule to only forbid the stacking of extra passes, but the description of Wired Reflexes makes Reaction Enhancers a form of Initiative Enhancement. So at least one form of indirect enhancement of the Initiative Score is considered Initiative Enhancement. I see no reason why other implants that work in the same way would not be considered thusly.

Without the "except Reaction Enhancers" you could argue that indirect enhancement is irrelevant, but unfortunately it is there.

I have to agree with Dakka Dakka on this one. Even the NPCs in SR4A break the rules, have incorrect item names, incorrect numbers, and incorrect BP totals, so I wouldn't take any NPC as being a shining example of how things work. nyahnyah.gif
McDougle
SM, p.103:

It is not possible to make an Ally-Spirit yet(this would be complicated I guess, so please comment on the likeliness of such an addition).
SpellBinder
From what I've read about ally spirits, and seen in DK's spreadsheet, yes I wager this would be complicated.

Easiest initial solution I can think of is a new tab tat is hidden from all unless the awakened character has the "Ally Spirit" metamagic so character information can be pulled for the creation of the spirit and karma deducted accordingly.
TP13
AR 32. Ballista Missile MK4 should have a set sensor rating of 4
AR 32. Great Dragon Anti Tank Missile should have a set sensor rating of 3

AG 20. Wildcard Nano Prototype with a set rating of 3 should be added to nanoware. Although the nuyen price is free with the quality, it does count as a nanoware system in a hive.

I’m not sure if its possible to add bonuses to gear ratings, but if it is an equiped nano-biomonitor should add +1 to the rating of all medical nanoware systems (Anti-Rad, Nantidotes, Universal Nantidotes, Nanosymbiotes, O-Cells, Trauma Control System) according to the german version and a developer post. dumpshock link

Chemical Seal doesn’t seem to show up as an equipable armor mod. It is in the XML files but the appropriate armors (full body etc.) aren’t set up to take it.

In character generation the BP/Karma costs for increasing the rating of a martial art are correct. After a character is created the karma costs for increasing the rating of a martial art do not scale correctly.

AR 26. High Velocity Weapons (Ares HVAR, Ares HVBR, Ingram Supermach 100, all HV modified weapons) should fire 12 rounds for a full burst.

AR 30. Miniguns (GE Vindicator Minigun, Ruhrmetall R506 Balmung, GE Vindicator Light Autocannon, GE Vanquisher Heavy Autocannon) should fire 15 rounds for a full burst and 30 rounds for suppressive fire.

The following weapons have incorrect DV/AP stat blocks (Fischetti Tiffany Needler is 6P not 8P, Taurus Multi-6 is 4P not 1P, HK MP-7 has -1AP, HK-229X has -1AP,

The following weapons have ammunition DV/AP modifiers included in their stat blocks (Fischetti Tiffany Needler, Raecor Sting, Ares Viper Slivergun, Mossberg AM-CMDT, Remington 990, Street Sweeper, HK-229X, HK G12A4M). This causes problems when Armor Piercing Flechette or High Power Ammo are later loaded into the weapons. I’d recommend stripping the ammo modifiers from the generic stat blocks so when the correct ammo (Flechette/AP Flechette or High Power) is loaded the stat blocks show up correctly.

SR 207/208. The Increase/Decrease Attribute spells should not be available to affect Magic and Edge attributes.

SR 337. The micro flare launcher and grapple gun are correctly listed under survival gear but both are also stated as Exotic Ranged Weapons. I’m not sure if you can implement this but I thought I’d mention it.

SR 335. As above the Monofilament Chainsaw is also an Exotic Melee Weapon.
Silver12
This might have already been posted, but didn't see it - when I try to save my character in career mode, I am getting an error saying I have too many items above the 12 availability.

However, I only have one item above Avail 12, and I do in fact have the Restricted Gear (1) quality?

Not sure if this was a bug or not. Went through all the other gear and there is nothing above 12 there....

Thanks for your hard work; much appreciated and great program!!

KarmaInferno
1. Is there a way to add cyberlimb mods to vehicular mechanical arms?

2. I notice that a lot of equipment from Runner's Companion is not in the XML files.

3. On the printout, vehicle Autosofts are listed in the vehicle box, but do not show their ratings nor any specializations (like Targeting needs to specify what type of weapon).




-k
Nebular
QUOTE (Silver12 @ Aug 4 2011, 10:10 PM) *
This might have already been posted, but didn't see it - when I try to save my character in career mode, I am getting an error saying I have too many items above the 12 availability.

However, I only have one item above Avail 12, and I do in fact have the Restricted Gear (1) quality?

Not sure if this was a bug or not. Went through all the other gear and there is nothing above 12 there....

Thanks for your hard work; much appreciated and great program!!

If you added the Restricted Gear Quality before the last update, you'll need to remove the Quality from your character, then re-add it so it can pick up the Quality's new properties to allow 1 piece of restricted Gear.
Nebular
QUOTE (KarmaInferno @ Aug 4 2011, 10:22 PM) *
2. I notice that a lot of equipment from Runner's Companion is not in the XML files.

I need page numbers and categories so I know what I'm looking for. I try to catch all of the stuff that's in those nicely formatted tables, but sometimes they're missed, or never in those tables which makes it really hard to pick them out. nyahnyah.gif
Nebular
QUOTE (TP13 @ Aug 4 2011, 04:44 PM) *
AR 32. Ballista Missile MK4 should have a set sensor rating of 4
AR 32. Great Dragon Anti Tank Missile should have a set sensor rating of 3

Weapons don't support Sensor Ratings, so these won't be included.

QUOTE (TP13 @ Aug 4 2011, 04:44 PM) *
Chemical Seal doesn’t seem to show up as an equipable armor mod. It is in the XML files but the appropriate armors (full body etc.) aren’t set up to take it.

Chemical Seal is only available for Full Body Armor, though the Armor was missing a tag to say that those Mods were allowed. I've updated the file to fix this.

QUOTE (TP13 @ Aug 4 2011, 04:44 PM) *
In character generation the BP/Karma costs for increasing the rating of a martial art are correct. After a character is created the karma costs for increasing the rating of a martial art do not scale correctly.

Whoops. Increasing it should be 10 Karma per level since you're moving from a 5 BP to 10 BP Quality (so 10 Karma to 20 Karma = 10 Karma expense). I'll have this fixed in the next update.

QUOTE (TP13 @ Aug 4 2011, 04:44 PM) *
The following weapons have incorrect DV/AP stat blocks (Fischetti Tiffany Needler is 6P not 8P, Taurus Multi-6 is 4P not 1P, HK MP-7 has -1AP, HK-229X has -1AP,

The Needler's damage is correct as this was updated in an errata. The Tuarus was trying to do math on the DV of 4P/5P - I've updated the Weapons file.

QUOTE (TP13 @ Aug 4 2011, 04:44 PM) *
SR 207/208. The Increase/Decrease Attribute spells should not be available to affect Magic and Edge attributes.

Spells data file has been updated.
Nebular
QUOTE (McDougle @ Aug 4 2011, 02:54 PM) *
SM, p.103:

It is not possible to make an Ally-Spirit yet(this would be complicated I guess, so please comment on the likeliness of such an addition).

I've updated the Critters data file to include Ally Spirit. That's as close as they'll get. Any Karma expenses your character incurs from having one will need to be done as manual entries.
KarmaInferno
QUOTE (Nebular @ Aug 4 2011, 10:53 PM) *
I need page numbers and categories so I know what I'm looking for. I try to catch all of the stuff that's in those nicely formatted tables, but sometimes they're missed, or never in those tables which makes it really hard to pick them out. nyahnyah.gif


Heh, I only recently realized that Runner's Companion even HAS equipment, so I understand.

Anti-sensor gear: Page 34-35
Lifestyle Gear & drones: Page 150-152


-k
TP13
AR 32. Ballista Missile MK4 should have a set sensor rating of 4
AR 32. Great Dragon Anti Tank Missile should have a set sensor rating of 3

QUOTE
Weapons don't support Sensor Ratings, so these won't be included.


these are not weapons they are specific ammunition for specific weapons systems. Both are missiles and as such have sensor ratings. All of the other missiles included in the gear section have sensor ratings.
McDougle
And now I understand, why my sam had to pay such enormous amounts of Karma for a simple martial art. XD
Will have to rebuild that one in career(lucky to make several saves for a char)...
Nebular
QUOTE (TP13 @ Aug 5 2011, 12:46 AM) *
AR 32. Ballista Missile MK4 should have a set sensor rating of 4
AR 32. Great Dragon Anti Tank Missile should have a set sensor rating of 3

these are not weapons they are specific ammunition for specific weapons systems. Both are missiles and as such have sensor ratings. All of the other missiles included in the gear section have sensor ratings.

Ah, I see. Completely forgot that in the Gear file they're given a Rating since it affects the cost of most of them. I've updated the Gear file to include fixed Ratings for these missiles. grinbig.gif
Nebular
QUOTE (McDougle @ Aug 5 2011, 05:19 AM) *
And now I understand, why my sam had to pay such enormous amounts of Karma for a simple martial art. XD
Will have to rebuild that one in career(lucky to make several saves for a char)...

You could always keep using the same file without having to go back to an older copy. Just create a Karma Gained entry, set it for the amount of Karma he should be refunded, and check the Refund box so it doesn't count towards your Career Karma total.
McDougle
I will look into refunding that Karma.

Ally Spirits don´t work properly yet:

-it is not possible to select the underlying type of spirit(i wanted to create a ghost of man-ally for example)
-the spirit got the power "sapience" twice
-it starts with all abilites at 1, maximum 4(a force5-Spirit should have most attributes at 5, or higher, depending on the type of spirit choosen)

Thats all i found at first look.
TP13
DW 32 Esprit Delta IV Torpedo has a set sensor rating of 4
DW 33 Trafalgar Anti Ship Missile has a set sensor rating of 5
MST 19. SS-N-49 Sirocco Missile has a set sensor rating of 3
MST 20 Saab Seeker AIM-11R has a set sensor rating of 4
MST 21 Krupp Phoenix MKVI has a set sensor rating of 5
MST 21 Izom MT-87J Torpedo has a set sensor rating of 2
MST 22 Ares Demonfire has a set sensor rating of 2
MST 38 Dassault Lancia has set sensor rating of 5
MST 39 Esprit Poignard has a set sensor rating of 5
MST 39 Esprit Cazador Del Cielo is not a vehicle missile just a regular missile, it has a set sensor rating of 6

AR 44. Chemical Seal is a valid Armor Mod for all armors. its in the sidebar.
AR 44. Audia and Visual Enhancements should be valid armor mods for helmets. I cant seem to find a way to plug them in.

From the Arsenal German Content Payload Tip Arrows should be added to ammunition

The following weapons have a duel fire capability (Walther Palm Pistol, PJSS Model 55, PJSS Elephant Rifle). If its possible it would be nice to also show the augmented DV and Recoil and have a second Single Shot Fire mode firing two rounds
longbowrocks
So... Exotic weapon proficiencies. Does chummer allow you to get improved ability for these with the adept?
Dakka Dakka
QUOTE (TP13 @ Aug 5 2011, 09:00 PM) *
AR 44. Chemical Seal is a valid Armor Mod for all armors. its in the sidebar.
The rule to which the sidebar refers only applies to armor suits (Full Body Armor and Urban Explorer Jump Suit in SR4A only). The decription of the Chemical Seal says the same thing.
QUOTE (TP13 @ Aug 5 2011, 09:00 PM) *
AR 44. Audia and Visual Enhancements should be valid armor mods for helmets. I cant seem to find a way to plug them in.
For close-faced helmets only IMHO.
Nebular
QUOTE (longbowrocks @ Aug 6 2011, 02:48 AM) *
So... Exotic weapon proficiencies. Does chummer allow you to get improved ability for these with the adept?

This will be fixed in the next update. The Select Skill window will include any appropriate Exotic Skill that the character has already selected.
Nebular
QUOTE (TP13 @ Aug 5 2011, 02:00 PM) *
... Sensor Rating Stuff ...

From the Arsenal German Content Payload Tip Arrows should be added to ammunition

The following weapons have a duel fire capability (Walther Palm Pistol, PJSS Model 55, PJSS Elephant Rifle). If its possible it would be nice to also show the augmented DV and Recoil and have a second Single Shot Fire mode firing two rounds

These will be corrected in the next update (later today). The Helmet description on SR4A 327 says that any helm can be tricked out with visual aids, so I'll add the Vision Enhancement category to all Helmets and let the GM/players decide what's appropriate. Chemical Seal options will be added to Form-Fitting Full-Body Suit, Full Body Armor, Urban Explorer Jumpsuit, and all Military Grade Armor.
enkidu
Just two small things I've noticed under "Audio Sensors and Enhancements"

Both the microphone and micro-microphone have an availability of 6 when they should both be zero.

Also the add-ons for the micro-microphone gives you Vision Enhancements instead of audio.


Cheers for this by the way. It's great to have everything in one spot.
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