All4BigGuns
Jul 19 2012, 05:04 PM
QUOTE (Chance359 @ Jul 19 2012, 11:58 AM)
I have a small issue, it keeps trying to use logic + hacking instead of program + hacking, I've tried the house rules window, what did i do wrong?
I just ignore that slight little "glitch". The skills used in hacking are all Logic-linked even if the actual actions taken in the Matrix pretty much ignore the attribute. That said, I've actually been tempted to try adding the attribute into the mix (on top of what's currently used) to see how it works when I run.
RelentlessImp
Jul 20 2012, 12:25 AM
Was recreating a character, found a missing item; Hidden Gun Arm Slide/Hidden Arm Slide (SR4a pg 322). I've added it into my own copy of Chummer's gear.xml, just thought you should know it was missing in the files.
SpellBinder
Jul 20 2012, 04:41 AM
They're not missing. They're firearm accessories. You'll find them in the Weapons tab, not the Gear tab.
Cojuzei
Jul 20 2012, 05:14 AM
Found another bug. At least I'm pretty sure it's a bug. I'm initiating my mystic adept and it's only letting me raise the Magician side of the MAG attribute to 6. I initiate to, say, 10 and Magician is still limited to 6. I can go in notepad and manually change it, and the program is fine after that (at least I think so, haven't initiated again) but I thought I'd bring this to your attention in case I'm either doing something wrong or this is indeed a bug.
RelentlessImp
Jul 20 2012, 06:43 AM
QUOTE (SpellBinder @ Jul 19 2012, 10:41 PM)
They're not missing. They're firearm accessories. You'll find them in the Weapons tab, not the Gear tab.
Well I feel silly now. But that's an odd place for it, considering other holsters are in the Gear tab.
SpellBinder
Jul 20 2012, 07:14 AM
No worries. We all make mistakes.
But personally I think it's fine for the arm slides to be with the gun itself. They're what makes "the Derringer up the sleeve" work.
taeksosin
Jul 20 2012, 07:25 AM
Having an odd issue with datajacks of all things. Whenever I add one to my character, it doesn't subtract the correct amount of essence. For example, my current character has Tailored Pheromones 3 (.6 Ess), Alphaware Muscle Toner 2 (.32 Ess) and an Alphaware Datajack (0.08 Ess). This adds up to exactly 1 point of essence, yet Chummer seems to think my essence ought to be 5.04 Ess. What gives?
Mikel
Jul 20 2012, 07:52 AM
Having an odd issue with Ammo in career mode. trying to add a spare clip for a weapon (Ares Executive Protector) and add a new type of ammo to it (I have Stick and Shock, adding Ex-Explosive) - and instead of adding a new spare clip like it should it ONLY increases the existing stock of ammo with Stick and Shock ammo. Splitting the stack doesn't help. very Frustrating
KnightAries
Jul 20 2012, 08:14 AM
QUOTE (taeksosin @ Jul 19 2012, 11:25 PM)
Having an odd issue with datajacks of all things. Whenever I add one to my character, it doesn't subtract the correct amount of essence. For example, my current character has Tailored Pheromones 3 (.6 Ess), Alphaware Muscle Toner 2 (.32 Ess) and an Alphaware Datajack (0.08 Ess). This adds up to exactly 1 point of essence, yet Chummer seems to think my essence ought to be 5.04 Ess. What gives?
Tailored Pheromones and muscle toner are both bioware while a datajack is cyberware. When both bio and cyber are used the lower of the two essence is divided by 2.
tailored pheromones 3 (.6) + Alphaware Muscle Toner 2 (.32) = Bioware Essence .92
Alphaware Datajack (.08) =Cyberware Essence .08 / 2 (because it's smaller amount then you bioware essence) = .04
Bio (.92) + Cyber (.04) = .96
6 - .96 = 5.04 essence
Hope this helps.
RelentlessImp
Jul 20 2012, 08:38 AM
QUOTE (KnightAries @ Jul 20 2012, 02:14 AM)
Tailored Pheromones and muscle toner are both bioware while a datajack is cyberware. When both bio and cyber are used the lower of the two essence is divided by 2.
tailored pheromones 3 (.6) + Alphaware Muscle Toner 2 (.32) = Bioware Essence .92
Alphaware Datajack (.08) =Cyberware Essence .08 / 2 (because it's smaller amount then you bioware essence) = .04
Bio (.92) + Cyber (.04) = .96
6 - .96 = 5.04 essence
Hope this helps.
Page reference: SR420a, page 86, Creating a Shadowrunner, Assign Resources, Cyberware and Bioware, second paragraph.
taeksosin
Jul 20 2012, 10:58 PM
+1 derp to me. Thanks guys.
Scarecrow
Jul 21 2012, 12:15 AM
So I'm looking at a Technomancer I made, and he's in career mode. I looked at the Complex Forms tab, and I clicked on one of the forms (Smartlink 1), and the drop down list for Dice Pool defaults to...Aeronautics Mechanic? Wait, that can't be right, can it?
I clicked on several other Complex Forms the character has, and the drop down for Dice Pools defaults to...Aeronautics Mechanic? Again?
If Complex Forms work the same as normal programs, then shouldn't the Dice Pool be set based on the base skill associated with the form? For example, Attack should fall under Cybercombat (if I'm correct, and I could be wrong), so shouldn't the dice pool default to Cybercombat and not Aeronautics Mechanic?
ChatNoir
Jul 21 2012, 09:45 AM
I would guess that's because Aeronautics Mechanic is the first skill in alphabetical order. In fact, Chummer seems to keep your last choice.
I'd guess the reason is that there's a common use (see the Common Skill) but some situations may require some original mix. Chummer gives you the information for the usual use of the form (for 90% of the time) but you have to choose the proper skill.
Maybe, having the Common Skill selected in the list would be easier in most situation and only having to change on occasions you do something less conventionnal.
valavaern
Jul 23 2012, 12:48 AM
Hey there, just found this program, and I gotta say, it beats the pants off of scribbling things out in a text file. :3
A couple of little things I've found~
Bugs:
- Hardliner gloves won't calculate their dicepool properly for using unarmed combat unless you change the datafile entry for them to actually ~be~ unarmed instead of 'exotic melee weapon'.
- For the Vashon Island Synergist Business Line of armored clothing, the Suit jacket and Longcoat are missing their concealable holsters, and the Longcoat is missing its +2 concealability.
- Free Spirit's 10% discount on lifestile costs shouldn't be getting applied to advanced lifestyles.
Suggestions:
- It would be nice if there were some way to Quicken spells during creation. Even if the effects aren't factored in to the dice pools, at least record the spell and karma spent on it.
- I'd love an option, when using Karma generation, to be able to carry an amount of un-spent Karma over to career mode.
- The ability to improve 'included' mods on armor, without outright replacing them. For example, upgrading a Berwick Line jacket's chemical protection from 1 to 2, instead of just deleting the base and adding the new protection.
And thanks for making such a great program!
All4BigGuns
Jul 23 2012, 03:38 AM
QUOTE (valavaern @ Jul 22 2012, 07:48 PM)
Hey there, just found this program, and I gotta say, it beats the pants off of scribbling things out in a text file. :3
A couple of little things I've found~
Bugs:
- Hardliner gloves won't calculate their dicepool properly for using unarmed combat unless you change the datafile entry for them to actually ~be~ unarmed instead of 'exotic melee weapon'.
- For the Vashon Island Synergist Business Line of armored clothing, the Suit jacket and Longcoat are missing their concealable holsters, and the Longcoat is missing its +2 concealability.
- Free Spirit's 10% discount on lifestile costs shouldn't be getting applied to advanced lifestyles.
Suggestions:
- It would be nice if there were some way to Quicken spells during creation. Even if the effects aren't factored in to the dice pools, at least record the spell and karma spent on it.
- I'd love an option, when using Karma generation, to be able to carry an amount of un-spent Karma over to career mode.
- The ability to improve 'included' mods on armor, without outright replacing them. For example, upgrading a Berwick Line jacket's chemical protection from 1 to 2, instead of just deleting the base and adding the new protection.
And thanks for making such a great program!
It is a great generator, isn't it? Much better to my mind than the "official" one which costs more than SW:TOR + Game Time Card cost when that game first came out in order to have all the information.
As to your suggestions:
1: Not sure on this one, as I haven't tried doing such a thing, but not that big a deal to me, personally.
2: There is the option already. At a base (as per the rules) you can carry over up to 5 karma. This can be changed in the program by altering that figure somewhere in Options.
3: Replacing the modification is how you have to do it by the Rules As Written. I can understand having a house rule checkbox for this, but as is, it follows the rules.
valavaern
Jul 23 2012, 03:53 AM
QUOTE (All4BigGuns @ Jul 22 2012, 11:38 PM)
It is a great generator, isn't it? Much better to my mind than the "official" one which costs more than SW:TOR + Game Time Card cost when that game first came out in order to have all the information.
As to your suggestions:
1: Not sure on this one, as I haven't tried doing such a thing, but not that big a deal to me, personally.
2: There is the option already. At a base (as per the rules) you can carry over up to 5 karma. This can be changed in the program by altering that figure somewhere in Options.
3: Replacing the modification is how you have to do it by the Rules As Written. I can understand having a house rule checkbox for this, but as is, it follows the rules.
2:huh, okay, just need to dig around more and find it, then~
3:went back and read up on that; yeah, kinda annoying, especially when using Max Modification rules... I'll renew my request as a new house rule, then~
The Wrestling Troll
Jul 23 2012, 01:14 PM
I have a small problem with the career mode of chummer
Once you spent Karma on a Spell and you press "save" you can't undo that expense at a later point. There's always the message "no undo history for this item"
This is very annoying since I had to redo a whole char only because i took the wrong spell and pressed save by accident :/
Hope you can fix that!
bannockburn
Jul 23 2012, 01:16 PM
Just go into the Karma & Nuyen tab, rightclick the entry you want to undo and chose 'undo'
Works fine.
Chance359
Jul 23 2012, 02:20 PM
Two quick suggestions:
Can you add an option in the house rules tab about the cost of skillsofts. My gm is in favor of using the prices from the 4th ed core book vs the 20th anv book
Can we get an option to create our own skillsoft cluster?
The Wrestling Troll
Jul 23 2012, 02:30 PM
QUOTE (bannockburn @ Jul 23 2012, 02:16 PM)
Just go into the Karma & Nuyen tab, rightclick the entry you want to undo and chose 'undo'
Works fine.
I tried that and i get the message "there's no undo history for this item"
bannockburn
Jul 23 2012, 02:33 PM
Interesting. I just tried with different save files and it works everywhere. I'd guess, you maybe haven't applied an update or there's something wrong with your save file, but there are more qualified folks than me to evaluate this
Edit: Ah, now I see. Sorry, I didn't read that this pertains to spells only. Just tried it, and you're right, of course.
SpellBinder
Jul 23 2012, 06:00 PM
QUOTE (Chance359 @ Jul 23 2012, 07:20 AM)
Two quick suggestions:
Can you add an option in the house rules tab about the cost of skillsofts. My gm is in favor of using the prices from the 4th ed core book vs the 20th anv book
Can we get an option to create our own skillsoft cluster?
Regarding the skillsofts cost, there's no need for a house rule. You can either write in a custom gear XML file with an alternate name for the skillsofts, or an overwrite XML file that'll replace the existing entry. In the later, you can even set the value so you can increase the cost to the higher nuyen value.
Gomez Addams
Jul 23 2012, 10:02 PM
When I try to add Martial Arts to a character - pre-existing or new - I click on the Add Martial Art button, the little window pops up where you're supposed to select your style, but it's empty, and the Source: line stays blank. If I try to add the Black Belt Skill PACK to anything, the whole program chokes on an Exception Error. There's a martialarts.xml file in the Data directory, but I have no idea if it's corrupted or not... I've had the same issue pulling down the 399 version several times on several machines. Am I doing this wrong, or is it a bug?
ChatNoir
Jul 23 2012, 10:53 PM
Strange, it works here. Both the PACK and manually.
Try closing the program, delete the MA file and run the program. It should download it again.
valavaern
Jul 24 2012, 12:15 AM
Another suggestion: I'd love to have a lucifer lamp flashlight option for mounting on weapons~
Also, on that note, lucifer lamp bulbs should have a rating, and their price = rating x 100.
Nebular
Jul 24 2012, 12:19 AM
QUOTE (Gomez Addams @ Jul 23 2012, 04:02 PM)
When I try to add Martial Arts to a character - pre-existing or new - I click on the Add Martial Art button, the little window pops up where you're supposed to select your style, but it's empty, and the Source: line stays blank. If I try to add the Black Belt Skill PACK to anything, the whole program chokes on an Exception Error. There's a martialarts.xml file in the Data directory, but I have no idea if it's corrupted or not... I've had the same issue pulling down the 399 version several times on several machines. Am I doing this wrong, or is it a bug?
My first guess would be that you may not have enabled any of the sourcebooks that include Martial Arts. All of the windows will only show content from the books you have enabled; by default, only the SR4 book is enabled which doesn't include Martial Arts. If you go to the Tools menu > Options, you can turn on the sourcebooks you'd like to use. When you restart Chummer after selecting the books (specifically Arsenal), you should see the list of Martial Arts.
Nebular
Jul 24 2012, 12:24 AM
QUOTE (All4BigGuns @ Jul 19 2012, 10:24 AM)
I guess I consider that to be too literal an interpretation for my tastes. Might I at least suggest a selection in your 'house rule' section of the program for it?
I'll have this in the next update.
Nebular
Jul 24 2012, 12:31 AM
QUOTE (Chance359 @ Jul 19 2012, 10:58 AM)
I have a small issue, it keeps trying to use logic + hacking instead of program + hacking, I've tried the house rules window, what did i do wrong?
Which tab are you looking at? On the Skills tab it will always use LOG since the Skills tab is just to show the Skill's value itself. On the Complex Forms tab, after you select a Complex Form, you should be able to select an Active Skill from the list next to Dice Pool which should give you the proper value of Hacking Rating + Complex Form Rating. The alternate behaviour of Skill Rating + Attribute (no Complex Form Rating) will only occur if you have enabled the Use alternate Matrix Attribute (UN 39) option in the Options window (and restarted the application to pick up the change).
Nebular
Jul 24 2012, 12:37 AM
QUOTE (Cojuzei @ Jul 19 2012, 11:14 PM)
Found another bug. At least I'm pretty sure it's a bug. I'm initiating my mystic adept and it's only letting me raise the Magician side of the MAG attribute to 6. I initiate to, say, 10 and Magician is still limited to 6. I can go in notepad and manually change it, and the program is fine after that (at least I think so, haven't initiated again) but I thought I'd bring this to your attention in case I'm either doing something wrong or this is indeed a bug.
Definitely a bug! Apparently the MAG split thing doesn't recognise Initiation until you close and re-open the save file. This only seems to be affecting Career Mode. I'll have this fixed in next update.
Nebular
Jul 24 2012, 12:52 AM
QUOTE (Scarecrow @ Jul 20 2012, 06:15 PM)
So I'm looking at a Technomancer I made, and he's in career mode. I looked at the Complex Forms tab, and I clicked on one of the forms (Smartlink 1), and the drop down list for Dice Pool defaults to...Aeronautics Mechanic? Wait, that can't be right, can it?
I clicked on several other Complex Forms the character has, and the drop down for Dice Pools defaults to...Aeronautics Mechanic? Again?
If Complex Forms work the same as normal programs, then shouldn't the Dice Pool be set based on the base skill associated with the form? For example, Attack should fall under Cybercombat (if I'm correct, and I could be wrong), so shouldn't the dice pool default to Cybercombat and not Aeronautics Mechanic?
As ChatNoir said, it's largely due to a Complex Form having a "commonly used" Skill instead of "always used" Skill; there may be situations where another Skill might be called for. That said, I do like the idea of at least selecting the commonly used Skill by default. I'll have this in the next update. If the common use Skill is "Varies", however, then it will just grab the first Skill in the list.
Nebular
Jul 24 2012, 01:17 AM
QUOTE (The Wrestling Troll @ Jul 23 2012, 07:14 AM)
I have a small problem with the career mode of chummer
Once you spent Karma on a Spell and you press "save" you can't undo that expense at a later point. There's always the message "no undo history for this item"
This is very annoying since I had to redo a whole char only because i took the wrong spell and pressed save by accident :/
Hope you can fix that!
Yikes! That's
supposed to already be there! All of the code to perform the undo is there, but it's not actually attaching the undo history info to the Expense. I'll have this fixed in the next update!
Nebular
Jul 24 2012, 01:39 AM
QUOTE (valavaern @ Jul 22 2012, 06:48 PM)
Bugs:
- Hardliner gloves won't calculate their dicepool properly for using unarmed combat unless you change the datafile entry for them to actually ~be~ unarmed instead of 'exotic melee weapon'.
- For the Vashon Island Synergist Business Line of armored clothing, the Suit jacket and Longcoat are missing their concealable holsters, and the Longcoat is missing its +2 concealability.
- Free Spirit's 10% discount on lifestile costs shouldn't be getting applied to advanced lifestyles.
I'll have the Hardliner Gloves piece fixed in the next update. This is affecting all Exotic Weapons that use a Skill other than the standard Exotic Melee Weapon or Exotic Ranged Weapon Skills.
As for the Vashon Island pieces, these should already have the Conceal modifiers applied to them. Since Armor cannot be pre-equipped with Gear (as in the Concealable Holsters), they instead just have a flat modifier to Concealability. The Suit Jacket should have a -2 bonus to Concealability while the Longcoat should have a -4 bonus to Concealability.
I'll have to think about the Free Spirit Lifestyle cost a bit. It's another one of those wacky little exceptions.
Gomez Addams
Jul 24 2012, 01:43 AM
QUOTE (Nebular @ Jul 23 2012, 05:19 PM)
My first guess would be that you may not have enabled any of the sourcebooks that include Martial Arts. All of the windows will only show content from the books you have enabled; by default, only the SR4 book is enabled which doesn't include Martial Arts. If you go to the Tools menu > Options, you can turn on the sourcebooks you'd like to use. When you restart Chummer after selecting the books (specifically Arsenal), you should see the list of Martial Arts.
Derp. That is precisely correct - I completely forgot that MA was added in sourcebooks. Much obliged.
Nebular
Jul 24 2012, 01:57 AM
QUOTE (valavaern @ Jul 23 2012, 06:15 PM)
Another suggestion: I'd love to have a lucifer lamp flashlight option for mounting on weapons~
Also, on that note, lucifer lamp bulbs should have a rating, and their price = rating x 100.
I've updated the Weapons and Gear data files to add these.
Nebular
Jul 24 2012, 01:58 AM
The Vehicles data file has been updated to include the content from the German edition of the Runner's Black Book. Many thanks to Jan for providing the list of goodies!
valavaern
Jul 24 2012, 02:28 AM
QUOTE (Nebular @ Jul 23 2012, 08:39 PM)
I'll have the Hardliner Gloves piece fixed in the next update. This is affecting all Exotic Weapons that use a Skill other than the standard Exotic Melee Weapon or Exotic Ranged Weapon Skills.
Cool. For now, I just over-wrote them to be unarmed combat weapons... which wouldn't be a bad thing to do in chummer, either, since calling them an exotic weapon seems like it was a bit of a catagorization derp on the publisher's part in the first place. :/
QUOTE (Nebular @ Jul 23 2012, 08:39 PM)
...Since Armor cannot be pre-equipped with Gear...
Ummm... yes they can...
<gears>
<usergear>Concealable Holster</usergear>
</gears>is all it takes... :x I already edited my data file, and it works perfectly~ There are a couple of of other 'jackets' that come with holsters that you'll want to add in... I think the Actioneer Suit has one in fact. :x
QUOTE (Nebular @ Jul 23 2012, 08:39 PM)
I'll have to think about the Free Spirit Lifestyle cost a bit. It's another one of those wacky little exceptions.
Yeah, I figured that'd be the trickiest one to use...
valavaern
Jul 24 2012, 06:20 AM
Another request for house rules/feature to be included: the ability to create bioware suites/packages just like you can for cyberware~
All4BigGuns
Jul 24 2012, 05:57 PM
*twitches as he waits for SR2050 to enter the program*
Scarecrow
Jul 24 2012, 07:24 PM
QUOTE (Nebular @ Jul 23 2012, 05:19 PM)
My first guess would be that you may not have enabled any of the sourcebooks that include Martial Arts. All of the windows will only show content from the books you have enabled; by default, only the SR4 book is enabled which doesn't include Martial Arts. If you go to the Tools menu > Options, you can turn on the sourcebooks you'd like to use. When you restart Chummer after selecting the books (specifically Arsenal), you should see the list of Martial Arts.
Any chance of changing this so that you don't have to restart Chummer to see the options selected? It's not that big of a deal to have to restart the application, but it would be nice if we didn't have to.
All4BigGuns
Jul 24 2012, 07:57 PM
QUOTE (Scarecrow @ Jul 24 2012, 02:24 PM)
Any chance of changing this so that you don't have to restart Chummer to see the options selected? It's not that big of a deal to have to restart the application, but it would be nice if we didn't have to.
I haven't had to restart the entire program to do it, just close and reopen the character window.
Chance359
Jul 25 2012, 02:51 PM
I've got "Attitude" checked as an available book, but Chummer isn't showing some of the armor options (carbon-boron, kevlar threading ect). Did I miss something?
Scarecrow
Jul 25 2012, 05:16 PM
QUOTE (Chance359 @ Jul 25 2012, 06:51 AM)
I've got "Attitude" checked as an available book, but Chummer isn't showing some of the armor options (carbon-boron, kevlar threading ect). Did I miss something?
They are, technically and according to the book, armor mods that can be added to clothing and other armors. If you add, say, clothing, and then add an armor mod you'll see that they are there.
valavaern
Jul 25 2012, 06:37 PM
QUOTE (Scarecrow @ Jul 25 2012, 12:16 PM)
They are, technically and according to the book, armor mods that can be added to clothing and other armors. If you add, say, clothing, and then add an armor mod you'll see that they are there.
Yeah, they'll only show up for stuff in the 'clothing' catagory of armor.
All4BigGuns
Jul 25 2012, 07:05 PM
QUOTE (valavaern @ Jul 25 2012, 12:37 PM)
Yeah, they'll only show up for stuff in the 'clothing' catagory of armor.
It really should be able to go on to the Lined Coat and stuff like that though. The interpretation of just being the 'business suit' "armors" and the specific "Armored Clothing" item is quite honestly too strict an interpretation.
Chance359
Jul 25 2012, 08:31 PM
I'd suggest allowing it for only the basic armors listed in the core book.
All4BigGuns
Jul 25 2012, 08:46 PM
QUOTE (Chance359 @ Jul 25 2012, 03:31 PM)
I'd suggest allowing it for only the basic armors listed in the core book.
I respectfully disagree. I think it should be allowed for anything that looks like clothing.
bannockburn
Jul 25 2012, 09:07 PM
QUOTE (All4BigGuns @ Jul 25 2012, 09:05 PM)
It really should be able to go on to the Lined Coat and stuff like that though. The interpretation of just being the 'business suit' "armors" and the specific "Armored Clothing" item is quite honestly too strict an interpretation.
It is not 'too strict'. It is quite specific.
QUOTE ("Attitude @ p. 160")
Most clothing does not come with any ballistic or impact protection, but new techniques allow for some protection. Carbon-boron infusion, Kevlar threading, and Delta-amyloid coatings are available. (Layered protection rules still apply). these modifi cations can be added to regular clothing or to armor clothing (p. 326, SR4A)
Just wanting it, doesn't make it so.
Chance359
Jul 25 2012, 09:20 PM
Fair enough, i just wish if they're going to introduce something like that, a bit more explanation should be in order. I also dis like the fact that in over a year since Attitude was release, there has been no official answer to this.
A possible answer
All4BigGuns
Jul 25 2012, 09:39 PM
It just makes no sense that they can't be applied to a Lined Coat or something similar.
Nebular
Jul 25 2012, 11:29 PM
QUOTE (valavaern @ Jul 23 2012, 08:28 PM)
Ummm... yes they can...
<gears>
<usergear>Concealable Holster</usergear>
</gears>
is all it takes... :x I already edited my data file, and it works perfectly~ There are a couple of of other 'jackets' that come with holsters that you'll want to add in... I think the Actioneer Suit has one in fact. :x
Huh, shows how long it's been since I worked on that bit.
I thought I had looked through the data file and couldn't find any case of Gear being included and didn't see it in the code. No idea how I completely overlooked that. I'll have this added to the Armor file in the next update.
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