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ShadowWalker
QUOTE (Nebular @ Feb 22 2012, 03:59 PM) *
lol. Yeah, it's amusing when something I was so reluctant to put in ends up being so useful. smile.gif

So everyone doesn't need to worry about creating custom files to suit their needs regarding this, I've quickly created 3 different ones. The override files just go in your Chummer\data directory. (just right-click and choose Save As...)
Audio Enhancements and Visual Enhancements use [Rating] Capacity
Only Audio Enhancements use [Rating] Capacity (Visual Enhancements use [1] from the base file)
Only Visual Enhancements use [Rating] Capacity (Audio Enhancements use [1] from the base file)


Might want to add these to your custom file repository.
ShadowWalker
QUOTE (Nebular @ Feb 22 2012, 04:20 PM) *
They were changed to [1] a day or two ago since nothing I had or could find suggested they should be [Rating]. I've added links to the override files to my above post to keep the [Rating] capacity if desired. Any current characters will still have the old version unless you remove and re-add them plugins.

I don't understand why they didn't use the same rules for audio and visual enhancements they used for cyberware.
I really hate multiple ways of doing things within game rules. Consistency is king!
Cojuzei
Seem to be having an issue with summoning, binding, and banishing foci. I add it to the character, and it goes in without asking what type of spirit I want to attune it to. Then I bump up its rating, and it finally asks me to add a value to Summoning/Binding/Banishing Focus. So I enter the type of spirit, and click okay, and bump it up again...and it asks me again what value to give to the focus =/
Nebular
QUOTE (Hellfire @ Feb 22 2012, 04:06 AM) *
the ranges of the Defiance T250 shotgun (the normal version, not the short barreled version) are wrong, they are currently the same as the short barreled version and should be as any other shotgun.

I've updated the Weapons file to correct the range on the T250. Not sure why I applied the different range category to both versions of it. nyahnyah.gif
Nebular
QUOTE (Cojuzei @ Feb 22 2012, 04:19 PM) *
Seem to be having an issue with summoning, binding, and banishing foci. I add it to the character, and it goes in without asking what type of spirit I want to attune it to. Then I bump up its rating, and it finally asks me to add a value to Summoning/Binding/Banishing Focus. So I enter the type of spirit, and click okay, and bump it up again...and it asks me again what value to give to the focus =/

Aw nuts. I remember this used to be a pain with Weapon Foci as well. I'll have this fixed in the next update.
Nebular
QUOTE (Hellfire @ Feb 22 2012, 04:06 AM) *
when designing a few NSC for my latest game I stumbled upon a few glitches that are not really flaws but more of "room for improvement":
1. when you design a critter (in this case a spirit) you are not able to add a new skill with a rating of force if the initial force is >6, also you are not able to improve the skill beyond rating 6 in career mode
2. also currently there is no possibility to create a free spirit critter/NSC, only as a player character, and you cannot create those with a force greater than 6, which leads back to the problem in no. 1 that you are unable to improve skills beyond rating 6 in career mode. However due to the rules when/how spirits become free it is more likely that free spirits are > force 6. So it would be great if you could add the option when creating a spirit/critter to make him "free" (checkbox or something) and then being able to select powers from the "free spirit power" list

I'll have the maximum Skill Rating corrected for Critters in the next update (all Skills and Groups will have a maximum Rating equal to the highest Skill they have). Free Spirits can go above MAG 6 but must initiate to do so. If you're doing this in Create Mode, they'd need to be built with Karma since Initiation isn't available through the BP method.
Nebular
QUOTE (ShadowWalker @ Feb 22 2012, 03:33 PM) *
Might want to add these to your custom file repository.

... whenever I get around to do that, yes. wink.gif For now, uh, we'll call where they are my custom file repository!
ShadowWalker
QUOTE (Nebular @ Feb 22 2012, 05:46 PM) *
... whenever I get around to do that, yes. wink.gif For now, uh, we'll call where they are my custom file repository!

If it smells like, tastes like, sounds like, dances like a custom file repository, it is a custom file repository! smile.gif
Although it could also be a dragon plot...
Nebular
Build 321
  • maximum Rating for all Skill Groups and Skills are now set to match the Critter's highest maximum Skill Rating when Force or D6 is a selectable value in the Select Metatype window
  • added support for the alternate Complex Form cost optional rule from UN 39
  • added support for the optional rule to allow any Bioware to be converted to Transgenics with the GM's approval from AU 93
  • characters are now correctly limited to a number of Metamagics/Echoes equal to their Attribute + Initiate or Submersion Grade
  • Gear on the Gear tab can now be transferred between other Gear (move a plugin from one device to another, move a device to become another device's plugin, or move a plugin to a location to become its own device) by dragging-and-dropping using the right mouse button
  • added a house rule to allow players/GMs to custom mark Weapon Accessories and Mods as being part of the base Weapon
  • Cyberweapons now show their calculated damage using their limbs STR when selected on the Weapons tab
New Strings
  • Message_AdditionalMetamagicLimit
  • Message_AdditionalEchoLimit
  • Checkbox_Options_AlternateComplexFormCost
  • Checkbox_Options_AllowCustomTransgenics
  • Checkbox_Option_AllowEditPartOfBaseWeapon
  • Checkbox_Transgenic


The data file exchange stuff will likely be the next bit that I'll be working on. biggrin.gif
Grimrod
Hi

Not sure if this is a bug but in using chummer to make a phys ad
I have added a level of increased physical attribute , raising my reaction from 6 to 7 (augmentated maximum is 9)
but when I try to add a second level it make the cost 1.5 and not .75

its seesm to always make the seconf level of increasted attrubute 1.5 and not what it should be .75, unless gogin above the max

SO if it is a bug FYI smile.gif

by the way great project

Nebular
QUOTE (Grimrod @ Feb 24 2012, 02:10 PM) *
Hi

Not sure if this is a bug but in using chummer to make a phys ad
I have added a level of increased physical attribute , raising my reaction from 6 to 7 (augmentated maximum is 9)
but when I try to add a second level it make the cost 1.5 and not .75

its seesm to always make the seconf level of increasted attrubute 1.5 and not what it should be .75, unless gogin above the max

SO if it is a bug FYI smile.gif

by the way great project

What Chummer is doing is correct. It's usually .75 points/level, however, it doubles to 1.5 points/level if the increase causes your Attribute to exceed its Metatype Maximum (last part of the Power description on SR4 196). So if you're a Human with REA 5, your first point of Improved Physical Attribute (REA) is .75 points and takes you to REA 6. Your second point of Improved Physical Attribute (REA) would put you at 7. This takes you over the Human Metatype's Maximum for REA of 6, so the second point costs you 1.5 points instead of .75 points.
Grimrod
okay thanks

I re-read it and your right, the language was a little unclear at a quick glance.

Havn't played SR in a while and used to playing Hero system which is written by a lawyer wink.gif

keep up the good work
Nebular
Build 323
  • XML Manager now actively filters out duplicate items found in custom data files based on their name
  • sourcebook list in the Options window is now correctly sorted in alphabetical order when including custom books
  • Adept Powers now include a notice that their cost is being doubled when applicable in their tooltip to clarify why their cost has increased
  • fixed an issue where Vehicle Gear defined in the data file would not correctly set its quantity if one was provided
  • added support for Armor Bundles (Locations for Armor)
  • added support for sharing Custom and Override data through Omae
  • added support for sharing custom Character Sheets through Omae
New Strings
  • String_Omae_NoData
  • Message_Omae_CannotFindData
  • MessageTitle_Omae_CannotFindData
  • Message_Omae_CannotFindSheet
  • MessageTitle_Omae_CannotFindSheet
  • MessageTitle_Omae_DeleteData
  • Message_Omae_ConfirmData
  • Message_Omae_DataDeleted
  • Message_Omae_DataDeleteError
  • Message_Omae_DataDownloaded
  • MessageTitle_Omae_DataDownloaded
  • MessageTitle_Omae_DeleteSheet
  • Message_Omae_ConfirmSheet
  • Message_Omae_SheetDeleted
  • Message_Omae_SheetDeleteError
  • Message_Omae_SheetDownloaded
  • MessageTitle_Omae_SheetDownloaded
  • Message_OmaeUpload_DataName
  • MessageTitle_OmaeUpload_DataName
  • Message_OameUpload_DataDescription
  • MessageTitle_OmaeUpload_DataDescription
  • Message_OmaeUpload_DataSelectFiles
  • Message_OmaeUpload_CannotUploadSheet
  • Message_OmaeUpload_SheetName
  • MessageTitle_OmaeUpload_SheetName
  • Message_OameUpload_SheetDescription
  • MessageTitle_OmaeUpload_SheetDescription
  • Title_OmaeUploadData
  • Title_OmaeUploadSheet
  • Button_Omae_UploadData
  • Message_DeleteArmorLocation
  • Button_AddBundle
  • Button_EquipAll
  • Button_UnEquipAll
  • Tip_Power_DoublePoints
Changed Strings
  • Message_OmaeUpload_UploadFailed
  • Message_OmaeUpload_UploadComplete
  • MessageTitle_OmaeUpload_UploadComplete
ShadowWalker
QUOTE (Nebular @ Feb 24 2012, 05:44 PM) *
Build 323
  • added support for Armor Bundles (Locations for Armor)


From the esteemed writer of wit Mel Brooks,
Dr. Steward: I don't understand it! he's covered in blood and there's not a drop on you!
Van Helsing: I have been to many stakings- you have to know where to stand! You know, everything in life is location, location, location...
More locations, for vehicles and weapons. smile.gif
Locations for vehicles should be within the vehicle. Although you could also have a location for where the vehicle itself is kept, but I like to be able to say where stuff is kept within the vehicle.
Chinane
The statistics for throwing weapons (in my case, throwing knives) in the weapons tab seem a bit off.
I have 10 throwing skill, but it says 'Dice Pool: 3'

In addition to ignoring the adept's 'power throw' for +DV and +range (which i reported before), it also ignores 'missile mastery' for the additional +1 DV.
BigMrE
I'm getting an error when I go to print a character (I hadn't finalized it yet). It tells me it cannot find the sheets/omae path after the last update I did (today).
ShadowWalker
Having current and max edge would be nice to have on the Condition Monitor, right above the Regain/Spend Edge label.
Nebular
QUOTE (BigMrE @ Feb 24 2012, 10:01 PM) *
I'm getting an error when I go to print a character (I hadn't finalized it yet). It tells me it cannot find the sheets/omae path after the last update I did (today).

Yeah, I just noticed that during my game. You can fix this by going to your Chummer\sheets directory. Create a new folder, called it "omae", and you're set. I'll have this corrected in small fix update late tonight or early tomorrow.
Nebular
As promised, now that I'm back from tormenting my players, here's the fix for that stupid print error.

Build 324
  • fixed an issue where attempting to print a character without having the sheets\omae directory would throw an error
  • current and maximum Edge now appear beneath Remaining Edge on the Condition Monitor tab in Career Mode
Makki
edit: nevermind, works now.
Hellfire
QUOTE (Nebular @ Feb 22 2012, 11:36 PM) *
I'll have the maximum Skill Rating corrected for Critters in the next update (all Skills and Groups will have a maximum Rating equal to the highest Skill they have). Free Spirits can go above MAG 6 but must initiate to do so. If you're doing this in Create Mode, they'd need to be built with Karma since Initiation isn't available through the BP method.


1. Thanks for the updates, now I can create spirits >force 6 in "critter mode" and add skills with force rating >6, however this is still not possible for free spirits. I cannot create a free spirit force >6, as I am still not able to add a new skill at a rating >6. IMO the best option would be for NSC free spirits to add an option to the spirit critter generation to make them free and then get the possibility to add free spirit powers etc.

2. I have noticed an error when adding the Missile: Mine to the gear. It is impossible to print the character afterwards or when you click on the missile it shows an error: "input string not in correct format"

Also the Hardliner Gloves, even though they are under "exotic melee weapons" in Arsenal, use the unarmed combat skill which is not correctly reflected in Chummer, perhaps you can put them in the "unarmed" weapon section alongside shock gloves etc. and also link them to the unarmed combat skill, so that the dice pools show...

Many thanks.
Cojuzei
When I add a Eurocar Westwind 3K and click on Turbocharger (the grey one it comes with) I get an error and the program crashes.
Nebular
QUOTE (Cojuzei @ Feb 25 2012, 10:44 AM) *
When I add a Eurocar Westwind 3K and click on Turbocharger (the grey one it comes with) I get an error and the program crashes.

I've updated the Vehicles file to correct this. Once you grabbed the updated file, remove the car and re-add it and you should be good.
Nebular
This should fix the little snags reported in the past day or so, meaning I can take the rest of the weekend off without worrying about 'em. wink.gif

Build 325
  • added support for <throwrange /> to the Improvement Manager which increases the character's effective STR for determining the range of Throwing Weapons
  • added Dice Pool to the Sprites and Complex Forms tab in Career Mode
  • Weapons now support <useskill /> which forces them to use a particular Active Skill when calculating their Dice Pool
  • fixed an issue where Missile: Mine would cause an error to be thrown when trying to print the character
Nebular
QUOTE (Chinane @ Feb 24 2012, 08:20 PM) *
The statistics for throwing weapons (in my case, throwing knives) in the weapons tab seem a bit off.
I have 10 throwing skill, but it says 'Dice Pool: 3'

In addition to ignoring the adept's 'power throw' for +DV and +range (which i reported before), it also ignores 'missile mastery' for the additional +1 DV.

These have been corrected in the update I just posted. You'll need to remove and re-add the Throwing Knives to your character so they pick up their change. They belonged to the Gear category and weren't associated with an actual Active Skill which is something I've added in this update. To pick up the changes to the Powers, you'll just need to select Special > Re-Apply Improvements.
Nebular
QUOTE (Hellfire @ Feb 25 2012, 04:57 AM) *
1. Thanks for the updates, now I can create spirits >force 6 in "critter mode" and add skills with force rating >6, however this is still not possible for free spirits. I cannot create a free spirit force >6, as I am still not able to add a new skill at a rating >6. IMO the best option would be for NSC free spirits to add an option to the spirit critter generation to make them free and then get the possibility to add free spirit powers etc.

2. I have noticed an error when adding the Missile: Mine to the gear. It is impossible to print the character afterwards or when you click on the missile it shows an error: "input string not in correct format"

Also the Hardliner Gloves, even though they are under "exotic melee weapons" in Arsenal, use the unarmed combat skill which is not correctly reflected in Chummer, perhaps you can put them in the "unarmed" weapon section alongside shock gloves etc. and also link them to the unarmed combat skill, so that the dice pools show...

Many thanks.

I've added Free Spirit to the Spirits category for Critters with a selectable Force. The update I just posted takes care of the Missile: Mine problem. I've also updated Weapons so they can specify an Active Skill their pool should be based on since it can differ from the standard one for the category. You'll need to remove the Hardliner Gloves from your character and re-add them so they pick up the new Skill info.
Nebular
Since my group just started Season 3 of the Shadowrun Missions, I've put together the saves for all of the NPCs. If anyone is interested, you can grab them from here: http://www.chummergen.com/dev/chummer/SRM03Saves.zip.
deurk
QUOTE (Nebular @ Feb 27 2012, 07:57 PM) *
Since my group just started Season 3 of the Shadowrun Missions, I've put together the saves for all of the NPCs. If anyone is interested, you can grab them from here: http://www.chummergen.com/dev/chummer/SRM03Saves.zip.

Thanks, just did the same with mine and that will be quite useful.
They are SR4 converted right?
ChatNoir
It would be nice to have the official NPCs in Omae, maybe in a specific location. Specially since there are already items from Missions there.
The Wrestling Troll
Can you make a creation menu for ally spirits?
Right now it is possible to create ally spirits as critters, but you can't give them any spells the Mage already knows since the tab is missing. I would love to have a menu within the Characters chummer file for managing the Ally Spirit and spending Karma points on it. That would make managing ally spirits A LOT easier.

The rules for creating ally spirits and their karma costs are all in Streetmagic.
Nebular
QUOTE (deurk @ Feb 28 2012, 03:09 AM) *
Thanks, just did the same with mine and that will be quite useful.
They are SR4 converted right?

Season 3 was written for SR4, so there's no need. smile.gif There were still a handful of mistakes in their ESS calculations, Skill names, etc., but those were all corrected.
Nebular
QUOTE (ChatNoir @ Feb 28 2012, 03:24 AM) *
It would be nice to have the official NPCs in Omae, maybe in a specific location. Specially since there are already items from Missions there.

I was thinking about that yesterday when I uploaded the Season 3 stuff actually. The problem is that Omae only allows upload of 250 KB. They'd need to be manually hacked into the database. It's not a big deal to do it, I'd just need to create a new category that people can't upload to. smile.gif
Nebular
QUOTE (The Wrestling Troll @ Feb 28 2012, 07:46 AM) *
Can you make a creation menu for ally spirits?
Right now it is possible to create ally spirits as critters, but you can't give them any spells the Mage already knows since the tab is missing. I would love to have a menu within the Characters chummer file for managing the Ally Spirit and spending Karma points on it. That would make managing ally spirits A LOT easier.

The rules for creating ally spirits and their karma costs are all in Streetmagic.

I'll look into this. I think part of the solution is to just update all of the spirts in the data files to give them access to the Spells tab since they should be able to cast them anyways. The temporary work-around for this is to give them the Magician Quality. They already have MAG, so the Quality really just unlocks that tab.
ChatNoir
I did upload a character earlier with Omae, but she's referenced by her Name while other characters seem to be referenced by their aliases. It would be nice to be able to choose witch one to use since not everyone is using the same fields + the old characters where different.
Nebular
QUOTE (ChatNoir @ Feb 28 2012, 11:44 AM) *
I did upload a character earlier with Omae, but she's referenced by her Name while other characters seem to be referenced by their aliases. It would be nice to be able to choose witch one to use since not everyone is using the same fields + the old characters where different.

Whoops, apparently that never made the change when Alias and Name traded places. I'll have this fixed in the next update - Alias will be required and you can choose to display either their Alias or Name (if it's available). It'll be a pretty light one this week. smile.gif
Nebular
QUOTE (The Wrestling Troll @ Feb 28 2012, 07:46 AM) *
Can you make a creation menu for ally spirits?
Right now it is possible to create ally spirits as critters, but you can't give them any spells the Mage already knows since the tab is missing. I would love to have a menu within the Characters chummer file for managing the Ally Spirit and spending Karma points on it. That would make managing ally spirits A LOT easier.

The rules for creating ally spirits and their karma costs are all in Streetmagic.

I've updated the Critters file so that newly-created Ally Spirits now have access to the Spirits and Spells tab. The Magician's Karma expenses for teaching the Ally Spirit any Spell need to be created as a manual Karma Expense since they're technically two independent characters (also, save files have no association with each other apart from simple links to open another file smile.gif).
Nebular
Build 327
  • Omae character uploads now require an Alias (on the Common tab) instead of Name (on the Character Info tab)
  • when uploading a character to Omae, you can choose to display either the character's Alias or Name (if filled in)
  • added an option for Allow dice rolling for Skills which adds a button to each Skill to open the Dice Roller window with the Skill's dice pool already set (disabled by default)
  • Dice Roller window is now limited to a single instance to reduce confusion (all Dice Roller clicks bring this window into focus)
  • fixed an issue where the child window icon was not properly being set to the Chummer icon until it was resized
New Strings
  • Message_Omae_NPCPackDownloaded
  • Checkbox_Option_AllowSkillDiceRolling
  • Tip_DiceRoller

This update also includes a new Official NPC Packs category in Omae. All of the NPC zips that I have made available before can now be downloaded through here as well. This is also where I will be putting any future NPC zip files.
ChatNoir
Nice changes ... as always ? smile.gif

But, when I tried to upgrade my Omae character, I chose the file, changed the name but when I tried to upload I got the following error :
[ Spoiler ]
KarmaInferno
It seems that if you have more than one Empathy software in your gear, it adds them all up and applies them to Social skills.

Additionally, while I had the improperly stacked software equipped, it was allowing the skill to exceed the "20 or double attribute+skill" dice pool cap optional rule I had enabled.




-k
The Wrestling Troll
Couldn't resist and donate to you 10$ via paypal smile.gif

I used this character generator now so many times for many many characters and LOVE IT!
And since you update it almost daily and without any payment .... respect!

Keep up the good work! This generator is just amazing!
Nebular
QUOTE (ChatNoir @ Mar 1 2012, 02:19 AM) *
Nice changes ... as always ? smile.gif

But, when I tried to upgrade my Omae character, I chose the file, changed the name but when I tried to upload I got the following error :

Argh. I'll have this fixed in the next update. It's a stupid little quirk where it's trying to chop the name down the first 100 characters and doesn't like it if the name is shorter than that (missing a single if statement). If your character's name is longer than 100 character, you're fine. nyahnyah.gif
Nebular
QUOTE (KarmaInferno @ Mar 1 2012, 11:00 AM) *
It seems that if you have more than one Empathy software in your gear, it adds them all up and applies them to Social skills.

Additionally, while I had the improperly stacked software equipped, it was allowing the skill to exceed the "20 or double attribute+skill" dice pool cap optional rule I had enabled.

-k

This is how all of the modifiers work. The only ones that don't stack are the ones that explicitly state they don't stack with each other such as the Initiative modifiers. The ideal solution is probably to make the Equipped checkbox available for all pieces of Gear so you can toggle which ones are providing their bonuses.

The maximum Rating thing appears to be working correctly from what I can see. I created a test character with BOD 6 and Diving 1. Put them in Career Mode and create an Improvement for +50 Diving. It correctly caps it to 20. If a character has BOD 6 and Diving 6, Diving's maximum Rating should be 24. If they have BOD 6 and Diving 1, their maximum Rating should be 20. I can't think of any reason why it would allow them to go over if the rule is turned on. Could you email me your save file (nebular@shaw.ca) if you're still having issues with this?
Nebular
QUOTE (The Wrestling Troll @ Mar 1 2012, 12:57 PM) *
Couldn't resist and donate to you 10$ via paypal smile.gif

I used this character generator now so many times for many many characters and LOVE IT!
And since you update it almost daily and without any payment .... respect!

Keep up the good work! This generator is just amazing!

Thanks! biggrin.gif
SpellBinder
Would it be possible to have a manual set limit on the number of Dice Roller windows? In writing fiction I like to have two or three open for various opposed dice rolls. A lot easier than having a box of dice at my laptop with a rather rambunctious cat that likes to use me as a freeway overpass.
crazymykl
Would it be possible to assign certain weapons to certain limbs? It would be pretty convienient.

Also, the Adept power Penetrating Strike's AP doesn't appear on the printed sheet.
Kolinho
Fantastic piece of software, I love it!

Thank you very much, you've made my mass NPC creation a piece of piss. 100 kudos karma to you Nebular.
McDougle
Armor bundling is great, but I currently can´t see, if I´m actually wearing an Armor Bundle or not.
Gwynfallan
During one of the more recent patches the Knowsofts across all my characters suddenly stopped reporting their rating in the Knowledge Skills section. The skills are now giving me both a rating and total of 0, but are showing my related attribute. Having all my knowledge skills calculated and together was terribly convenient. Is this disappearance a glitch or is it something that can be dealt with through the Improvement Manager or other such means? I've looked through the wiki and can't seem to find anything relating to this issue.
Shortstraw
I don't suppose you would consider adding the stuff from the datahaven magazine to chummer.
Nebular
QUOTE (SpellBinder @ Mar 1 2012, 10:34 PM) *
Would it be possible to have a manual set limit on the number of Dice Roller windows? In writing fiction I like to have two or three open for various opposed dice rolls. A lot easier than having a box of dice at my laptop with a rather rambunctious cat that likes to use me as a freeway overpass.

Unfortunately it's more of limit to 1 or no limit situation. What I can do is add an option to remove the limit for 1 Dice Roller window. The tradeoff is that clicking on the Dice Roller button for Skills (if you have that enabled) will pop open a new Dice Roller window each time instead of reusing the open one if it exists.
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