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The Wrestling Troll
Hi there

Chummer is missing a throwing weapon (Javelin, Arsenal p. 19) and if it is possible "improvised throwing weapon" (Str/2 P) from Streetmagic p.178 under missile mastery.

And if I'm right, Chummer doesn't calculate throwing weapons damage right in combination with adepts power "power throw"
My TrollChar has Strenght 8 and Powerthrow rank 3 (+6 STR for determining range and damage) And if I use a Boomerang (Str/2 +1P) I only get 6P damage but instead it should be (8+6)/2+1 = 14/2+1 = 8P Damage for throwing that sucker.

Can you look at that problem please ?
DocReid
Hey Nebular,

Again great program. However, I'm having an issue with an AI character I'm trying to create. Runner's Companion pg. 89 specifies that Metasapient AI's should receive a set number of inherent programs equal to its rating. Is this feature included in Chummer because I cannot seem to locate it. I haven't built many matrix-based character such as hackers and technos so I may have just missed it. Do I have to add the programs to a device or something? Any help would be great. And again, thanks for such a great bit of software!
Shortstraw
QUOTE (DocReid @ Aug 9 2012, 03:09 AM) *
Hey Nebular,

Again great program. However, I'm having an issue with an AI character I'm trying to create. Runner's Companion pg. 89 specifies that Metasapient AI's should receive a set number of inherent programs equal to its rating. Is this feature included in Chummer because I cannot seem to locate it. I haven't built many matrix-based character such as hackers and technos so I may have just missed it. Do I have to add the programs to a device or something? Any help would be great. And again, thanks for such a great bit of software!

When you add a program to the AI there is a check box next to rating for inherent programs.
valavaern
QUOTE (Sengir @ Aug 6 2012, 06:17 AM) *
Something else, as mentioned here Chummer by default does not charge Karma for Metatypes, although the new Printing of RC has finally made that official:
First you must choose metatype or other alternative character concept (i.e. shapeshifter, AI, sasquatch, etc.); there [SIC] Karma cost for metatype or race is equal to the BP cost for that metatype or option (i.e. if a race costs 10 BP, in Karmagen it costs 10 Karma);

WHAT?! Ugh, and once again, it becomes nearly impossible to create a free spirit character powerful enough to even be let out of the house without adult supervision. nyahnyah.gif

Screw that rule.
KnightAries
QUOTE (valavaern @ Aug 8 2012, 04:46 PM) *
WHAT?! Ugh, and once again, it becomes nearly impossible to create a free spirit character powerful enough to even be let out of the house without adult supervision. nyahnyah.gif

Screw that rule.



Keep the rule but if people honestly think things are too weak then up the build value by the appropriate amount.
All4BigGuns
QUOTE (KnightAries @ Aug 8 2012, 08:44 PM) *
Keep the rule but if people honestly think things are too weak then up the build value by the appropriate amount.


Well, technically, you're supposed to get 1000 points if you use that karma generation now.
bannockburn
Technically, that's not official. But Chummer thankfully lets you use every amount of Karma or BP you want. So everyone should be happy.
valavaern
QUOTE (bannockburn @ Aug 9 2012, 06:16 PM) *
Technically, that's not official. But Chummer thankfully lets you use every amount of Karma or BP you want. So everyone should be happy.



Indeed; I love me some options. Also, the 1000 karma DOES pretty nicely negate the 220 'race' hit, so that's not bad. :3

Seriously, though, TRY making a free spirit with 400 BP and see what you can come up with. :3
bannockburn
I am aware of the free spirits problems wink.gif The PC Spirit creation rules are not really well thought out, admittedly.
Works okay-ish with 750 Karma, though. You can do a LOT of funny stuff with maxed Edge and Force, even if the rest of your attributes and skills are sorely lacking.

Nevertheless, the fact remains that it was one Mr. Hardy who made one comment in one board as to the 1000 Karma thing. It is not well thought out either (notice a trend there?) as it would just reinstate the gigantic problems of a 750 Karma character compared to a 400 BP character when Attributes still cost New Rating x3. This was fixed, so 750 Karma and 400BP are closer together now. Pushing it up to 1000 just calls the old issue back.
As it stands, this one statement is not official, until it appears in an Errata file somewhere on the SR4 homepage - and I hope it never does. Things are looking good though, as the same Mr. Hardy seems to have no love for errata.
valavaern
On another topic; new bug discovered.

Wen using the adept power 'Mind over Matter' to replace STR, melee weapon damages are not being appropriately re-calculated.
Shortstraw
QUOTE (valavaern @ Aug 10 2012, 09:59 AM) *
On another topic; new bug discovered.

Wen using the adept power 'Mind over Matter' to replace STR, melee weapon damages are not being appropriately re-calculated.

It does NOT replace str : "the adept is truly a master of mind over matter and may use one Mental attribute in place of one Physical attribute for any tests." Melee damage is not a test.
valavaern
QUOTE (Shortstraw @ Aug 9 2012, 09:03 PM) *
It does NOT replace str : "the adept is truly a master of mind over matter and may use one Mental attribute in place of one Physical attribute for any tests." Melee damage is not a test.


Hmmm... rats, you're right. irritating distinction to draw though, so it counts for anything EXCEPT melee damage and the optional recoil rules... kinda lame for 1.5 power points. nyahnyah.gif
Does that mean if you used it to replace Agility, it would effect your initiative test, but not your initiative score?
Shortstraw
You mean reaction but yes. Of course if you want a liberal interpretation your opponents damage resistance test would have to resist a higher damage level.
Tashiro
So, will we be getting True Drakes soon? As an aside - also, for making throw-away critters, will we have anything to make them 'finished' without having to save them too? I'd mentioned this a few months back, wondered if it was put in, or not yet.

forgarn
I am having an issue where I cannot increase any skill groups past 4 in career mode. I know that at char gen you cannot have anything higher than a 4 for a skill groups, but you can take it up to 6 after that. I have not broken the group, the "plus" is grey instead of green and the rating is a 4.
Scarecrow
Quick question on the skill groups issue: To raise the entire group, it costs 5 Karma per point you are trying to raise it to. So, for example, if you are raising a skill group to 5, you need 25 Karma. How much karma do you have to spend right now? I don't have any characters in Chummer right now that have skill groups in career mode (I only have a handful of characters, 3 of which are active, none of them have skill groups for some odd reason), so I can't test if that's the case currently.

Check the amount of karma your character has. As a test, create a copy of the character and give the copy 25 karma and see if that allows for increasing the skill groups. Just a suggestion.
forgarn
QUOTE (Scarecrow @ Aug 10 2012, 12:51 PM) *
Quick question on the skill groups issue: To raise the entire group, it costs 5 Karma per point you are trying to raise it to. So, for example, if you are raising a skill group to 5, you need 25 Karma. How much karma do you have to spend right now? I don't have any characters in Chummer right now that have skill groups in career mode (I only have a handful of characters, 3 of which are active, none of them have skill groups for some odd reason), so I can't test if that's the case currently.

Check the amount of karma your character has. As a test, create a copy of the character and give the copy 25 karma and see if that allows for increasing the skill groups. Just a suggestion.

I was trying to go to 5 and I have 89 karma to spend. In all the other skills, it you try to increase the skill and don't have enough karma it pops up a message saying that you do not have enough karma to do it.
Hellfire
QUOTE (forgarn @ Aug 10 2012, 07:24 PM) *
I was trying to go to 5 and I have 89 karma to spend. In all the other skills, it you try to increase the skill and don't have enough karma it pops up a message saying that you do not have enough karma to do it.


I have tested it and it actually works quite fine (now). However I know that this was an issue a few versions back (I pointed it out at that time: http://forums.dumpshock.com/index.php?show...74&st=3700). Is it possible that the character was created a while back and still has that issue left over from the old version?

At that time there was a workaround when switching the character to career mode: you had to save the char in career mode, close chummer and reopen the char, then the group improvement should be possible.

also one solution from Nebular at that time: "The problem is that Create Mode doesn't break Skill Groups since you can freely play around with the Active Skills and Skill Groups as desired. It won't fix existing characters, but moving a character to Career Mode will now break Skill Groups if any of their associated Active Skills having a Rating that does not match the Group's. You could modify the save file for any character you want to correct this on by finding the appropriate <skillgroup> and changing <broken> to True ("<broken>True</broken>"). "
forgarn
QUOTE (Hellfire @ Aug 10 2012, 03:41 PM) *
I have tested it and it actually works quite fine (now). However I know that this was an issue a few versions back (I pointed it out at that time: http://forums.dumpshock.com/index.php?show...74&st=3700). Is it possible that the character was created a while back and still has that issue left over from the old version?

At that time there was a workaround when switching the character to career mode: you had to save the char in career mode, close chummer and reopen the char, then the group improvement should be possible.


The character was create within the last 3 days and was put into career mode this morning. I am currently running build 403 (the latest) and I still had to close chummer and re-open it to get the skill group increase buttons to turn green.
valavaern
request for new feature: ability to adjust the maximum level for skills and skill groups during character creation, to better facilitate the creation of more advanced characters.
KnightAries
QUOTE (valavaern @ Aug 11 2012, 07:17 AM) *
request for new feature: ability to adjust the maximum level for skills and skill groups during character creation, to better facilitate the creation of more advanced characters.


You can already. When you create a new character and you are choosing your metahuman type; there is an option that you can check that says to ignore character creation rules. Check it and you can set up the character any way you want. This is unless I'm missing what you're trying to do.
ChatNoir
My understanding is that he is seeking an option to limit the skills to say 5 or 4 and the groupskill at 2 or 3 because he's playing in a street setting. Or on the contrary a max skill at 7 or 8 because they are playing "Shadowrun Superheroes". smile.gif
KnightAries
Aaahhhh... I like that request. Can we also ask for an option that allows us to modify the limits of how many skill we can have at certain levels; i.e current rules being 1 lvl 6 or 2 lvl 5 allowing us to say 1 lvl 5 or 2 lvl 4 w/ max skill group being 3 or going in the opposite direction.

I think i just repeated the request... oh well... biggrin.gif
Sid Nitzerglobin
Anyone have any ideas on how to get powered slide rails to accept mods or how to add a respirator/gas mask to a mask/helmet as a mod/accessory/gear/plugin? I've done a fair amount of tinkering w/ override and custom files (and poking around in the other data files trying to find other options) over the past week but haven't been able to figure these out so far.

I can add gas mask/respirator to a custom mask/helmet through <use gear> and add the Toxic Environment Gear category to them via override but no options show up when attempting to Add Gear from the dropdown or context menu of the mask/helmet in Chummer.

Powered slide rails continue to resist any attempt to add anything to them, throwing an "Object reference not set to an instance of an object" exception whenever I try.

An unrelated "bug" I seem to be running into: Personalized Grip, Melee seems to successfully add to the dice pool displayed in the weapon's details, but not to the dice pool displayed on the skills tab in Chummer.
valavaern
QUOTE (KnightAries @ Aug 11 2012, 11:39 AM) *
You can already. When you create a new character and you are choosing your metahuman type; there is an option that you can check that says to ignore character creation rules. Check it and you can set up the character any way you want. This is unless I'm missing what you're trying to do.

You are. :3 I don't want to totally ignore the rules to make an uber NPC, just bump up the maximums a little, say for creating a 500BP character, or 1000+ Karma character. We can change just about every other option for costs & limits, so It'd be nice to be able to adjust that, too.
valavaern
QUOTE (Sid Nitzerglobin @ Aug 11 2012, 02:13 PM) *
An unrelated "bug" I seem to be running into: Personalized Grip, Melee seems to successfully add to the dice pool displayed in the weapon's details, but not to the dice pool displayed on the skills tab in Chummer.

As well it should; putting a better grip on your sword makes you better with that sword, not with blades in general~
Sid Nitzerglobin
QUOTE (valavaern @ Aug 11 2012, 03:05 PM) *
As well it should; putting a better grip on your sword makes you better with that sword, not with blades in general~


I could see that being the case, but the dice pool modifier shows up for smartlink on the character's firearms skills.

Seems like there's more utility to going ahead and adding the bonus for equipped weapons to the dice pool under skills so you can just look one place for the total equipment/skill/quality/ware/power adjusted dice pool. The alternative would be to not add any of these modifiers to any skills in the skills block and just add an attack dice pool value including all non-situational modifiers to the stat block for each weapon.
Sid Nitzerglobin
Another minor issue: firing mode change mods show up on the weapon details in Chummer but don't appear to be carried over to the weapons block in the character sheet
Raven the Trickster
Bug report, just updated today an Muscle Toner is not adding correctly to my character. I have a human with AGI 4 and Muscle Toner 3 (in build mode, build restrictions disabled, building an opposing runner team) On the character sheet it's only showing the Agility 4, I tried dropping the Muscle Toner down to 2 and that ended up with showing Agility 4(3) instead of 4(6) which is what it should be.
KnightAries
There is an error in pricing for False Front With mimic option. Chummer is saying 12k per point which is correct for false front but the mimic option is supposed give another +4 availability (which is added) and +10k to price (which is not added).

AU 68-69

Chummer is pricing Ceramic and Plasteel components wrong. It saying rating 1 is weapon cost; Rating 2 is Weapon cost x2; Rating 3 is Weapon Cost x5 when they are supposed to be Rating 1 Weapon x2; Rating 2 Weapon x 3; Rating 3 Weapon x6. This is with my interpretation that the costs are supposed to be in addition to the cost of the weapon.

AR 149/150
Raven the Trickster
And another bug, Ceramic Bone Lacing is not correctly adding to the damage show for Unarmed attacks
KnightAries
PACKs gear kit B&E Goods throws an error when selecting the Maglock Sequencers; Though it looks like the reason is that the PACKs was created prior to the sequencers having a rating. Under the new rules they would be on par w/ a rating 4.

The same kit is also missing 1 set of lock picks

Mundane Surveillance Kit throwing an error: Looks like the Micro Camera and the Micro Microphone.

Getaway Car: Error on the Turbocharger; Looks like it doesn't have a rating.

The Basics: Error on the Fake SIN (Looks like it's missing rating) also showing 5 BP for starting funds instead of 1.
KnightAries
Corrections that I was finally able to find for the PACKS Gear kits

Emergancy Identity: Giving 5 BP for nuyen instead of 1.

Pistol Fighter: Missing Yamaha Sakura Fubuki (light Pistol), and Firearm Accessories

Machine Gun Fighter: the 2 armored vest are supposed to be 2 armored Jackets
Missing the Gas vent 3 and the Gyro Stabilization on the Stoner-Ares
Missing the tripod

Rifle Shooter: The 2 armor Vests are supposed to be armor Jackets
Missing 2 Airburst Links, 1 Bipod, 2 imaging scopes, 2 laser sights, 2 periscopes, 5 sound suppressors, and 1 Armorer Tool Kit.
The Grenades are supposed to be minigrenades with the gas being pepperpunch.

Brawler: The fake SIN is rated at 1 when it is supposed to be Rated 3.

Multi-Shooter: Grenades are supposed to be minigrenades. Missing Firearm accessories.

Weapon Augmentation: Missing Armor

Deluxe Covert Ops: Has a Camouflage Suit w/ Thermal Dampining Rating 6 instead of the Chameleon Suit w/ Thermal Dampining Rating 6. The 3 knives are missing the ceramic component modification

B&E Goods: Missing 1 Lockpick set.

Deluxe Mage gear: Missing 3 manipulation fetishes and the fetish is showing a rating.

Survivalist: Missing 1 survival Knife

Ground Combat Drones: Missing 20 points of armor modification.

Surveillance Drones: Missing Vehicle mods: Chemeleon Coating 2X Low-light and Thermographic

Spy Car: Missing the Armor Mod. Book says 20 concealed armor but that goes against the rules of max 10. 10k left over

Matrix Power User: Linguasoft is at rating 2; should be rating 3.

Hacker Pack: Novatech Navi OS and Suite: Pro User needs to be removed. Needs to be added to commlink: Armor Case(10), Biometric Lock. Also Needs adding: Customized interface, Optimization(Exploit)

I've actually gone through and made many of the fixes in a custom xml that I can send for review and possible faster repair if you like.
ChatNoir
QUOTE (Raven the Trickster @ Aug 12 2012, 03:12 AM) *
Bug report, just updated today an Muscle Toner is not adding correctly to my character. I have a human with AGI 4 and Muscle Toner 3 (in build mode, build restrictions disabled, building an opposing runner team) On the character sheet it's only showing the Agility 4, I tried dropping the Muscle Toner down to 2 and that ended up with showing Agility 4(3) instead of 4(6) which is what it should be.

Did you try to unequip the armor ? It might be the reason the agility is limited (armor encumbrance is often the problem).
The Wrestling Troll
The "PJSS Elephant Rifle" doesn't gain the +2 dice bonus from specialization "sports rifles" under Longarms.
ChatNoir
QUOTE (The Wrestling Troll @ Aug 12 2012, 01:47 PM) *
The "PJSS Elephant Rifle" doesn't gain the +2 dice bonus from specialization "sports rifles" under Longarms.

Just tried, to be more precise, the specialisation doesn't work on any sport rifles. The fonctionnality is not however complety broken since it works on Pistols (Taser). Shouldn't be a big problem to fix that.

Well, when Nebular will have more time that right now after all those changes.
zjvavrek
First, of course, many many thanks for this wonderful tool. I've been using it for months now and enjoying it immensely. (Had trouble finding a good group, decided I'd just start making character sheets to enjoy for their own sake and teach myself other character types.)

Now, the problem I've noticed. Apologies if someone brought this up ten pages back and it's currently in the "Hard problems that need some thought" pile.

Currently, Chummer's handling of Essence in Career Mode doesn't deal with Essence holes in any fashion, RAW or houseruled, because it gives back the Essence of a removed implant. I have an Alliterative Augmentation Addiction Adept Street Samurai which I have begun playing. I'm planning to grow the character by replacing Augmentations with Adept powers, and then slotting in other Augmentations. For example, when I have enough power to buy Improved Reflexes 2, I can simply remove Wired Reflexes 2 and have a nice big Essence hole to fill. However, I've tried this out in advance, using Chummer's Career Mode, and hit the following problem:

When I remove Wired Reflexes, Essence jumps up significantly (from 2.04 to 3.72). When I add a new item of Cyberware, if it drives Chummer's Essence count below 3, I lose another point of Magic. Even if what I add back is just the same Wired Reflexes, or an Essence Hole. I realize that the proper handling of Essence holes is, in terms of Rules-as-Written, odd and finicky in a way which provokes arguments about the best way to represent it or whether it's dumb-as-written, etc. (see Augmentation, p.128.)

I know how I would handle this for my own sake (separate counts of "current Essence" and "Essence cost of augmentations"), but I'd be using the "Essence holes are universal" houserule. I'm not sure how to best handle this in Chummer, but I want to make sure that it's a known issue. I look forward to using Chummer to record the growth of my character, and again, thank you for the wonderful tool.
KarmaInferno
You need to add in the appropriate size Essence Hole, it's one of the implant options.



-k
zjvavrek
As I said, even if I add an Essence Hole, Chummer notices the decrease from 3.x to 2.x and lowers the character's Magic. Besides, what would I do when I wanted to put in another aug? Even if "Essence Hole" didn't reduce Magic, I'd have to remove it from the sheet temporarily to add (for example) Titanium Bone Lacing, which would then drop Essence past an integer and reduce Magic.

I can use the program fine for this character if I tick the "Essence loss only reduces MAG/RES maximum" option, by keeping a note of the character's actual Essence. Somehow, I didn't think of trying that out before, because I was distracted by the program not handling this situation well.
Scarecrow
Not sure if this is a bug or not, but...

I was playing around with the PACKS, building a magician. I added several spell kits, but noticed that none of them included the spell Increase Reflexes, so I we t to add it manually. No big deal as the PACKS don't include everything. Or so I thought. As soon as I tried to add the spell, I got the messays that you cannot have more spells than twice your MAG score.

I checked my MAG score, which was 4. Gives me 8 spells. But through the PACKS, I already had a dozen easily. I ran a test, and I was able to add every PACK, which gives me more than twice MAG.

Is this a defect? Should the PACKS check for number of spells already added?
JonathanC
Does anyone know if there's a way to get Chummer running in OSX? I'd really love to be able to do chargen on the go with my laptop.
bannockburn
Virtual Machine wink.gif
Scarecrow
Or run a machine with multiple partitions and install Windows on one of them.

I like the VM route - just download WINE.
taeksosin
I never had much luck with WINE, personally. I went the virtualbox (https://www.virtualbox.org/) route myself.
forgarn
Was that red, rose, or white WINE?? biggrin.gif
taeksosin
All of them, mixed together in a cardboard box. Hobo style cool.gif
Valnar
Just got an error message when I added a lifestyle to my character and tried to buy more months, without having selected the lifestyle beforehand. Hectic clicking and me being tired led to the loss of 2 hours work on my char, all of which could of course have been avoided by me not being stupid and saving the character frequently.
Still, it would be nice if a newly added lifestyle would be selected automatically and maybe it would be a good idea to remove the "quit" button from the error messages, if at all possible? I mean, if the error is going to crash the program, it's going to quit anyway. If it's going to freeze it, you can just go ahead and kill it manually. If neither is the case, why would I quit the program and why would I do it using the "quit" button in the error message? That button is pretty much useless and potentially hazardous to the character.
shinyjam
Not sure if it just different interpretation, but Perceptive quality in Chummer doesn't add dice to Assessing while Herolab does.
Scarecrow
I am creating a character for kicks, and I chose the Drake quality. According to the Runner's Companion, page 75, characters can choose any of the known types of dracoforms, either from the ones listed in RC or the ones in SR4A. However, when I look at Chummer after selecting the Drake quality, I don't see anywhere that I am allowed to select which dracoform the character has, which means I have to manually type in the notes the form AND its bonuses, as well as manually note that when in dracoform any augmentation bonuses don't apply.

Is this a flaw, or is this done by design due to the complexity of being a Drake?
Thorguild
I think Chummer is double counting my Power Focus 2. I have 5 Magic and 4 in the sorcery group. My Spellcasting shows as 13. The description says Skill Rating (4) + MAG(5) + Dice Pool Modifiers (4).

When I remove and add back the Focus, the pool goes to 11.

I don't know why it double counts it at first.

Thorguild
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