Fortune
Mar 21 2005, 12:48 AM
QUOTE (mcmackie) |
Apologies to everyone who complained about Mnemonic before. It used to work and I never checked until Fortune brought it up. Since he's not a new user, I re-examined the program and discovered it had broken in a prior update. Thanks and again my apologies. |
Much obliged, and no problem. You do a terrific job for all of us, and I don't mean to complain about it. I just figured I'd mention it because, as you say, it did work in the past. We all really appreciate the effort you have put into this program. Thanks again.
Fortune
Mar 21 2005, 03:12 PM
Problem: Bad Karma Flaw
When this is chosen, and a character is Finalized, it initially shows the correct Karma Pool when Karma is added. After that, it then changes to a normal Karma Pool calculation (with the exception of when you view the Biography page for some reason).
For example, I am trying to recreate a 421 Karma human character with Bad Karma. I add 421 Karma, and the program then states that I have 400 available and 22 Karma Pool (which is correct). If I then go to any other page (or save), the settings change to read that I have 379 Karma available and a Karma Pool of 43. If I view the Biography page however, the settings (little red bar at the top) display the correct (400/21) calculations. This means that I cannot actually spend that last 21 Karma that should be available.
This has happened on several different characters and number combinations, and is not new to the latest update. Is it possible for you to fix this anomaly?
Nikoli
Mar 21 2005, 05:22 PM
QUOTE (mcmackie) |
QUOTE (Nikoli @ Mar 15 2005, 02:04 PM) | Been meaning to check on this, has support been added for MRJLBB optional power level changes? |
My plan has always been to incorporate MJLBB optional creation rules into the program... now to find some time ... hmmm |
Glad to hear that.
And good luck with it.
Whizbang
Mar 24 2005, 01:15 AM
Hmm...during initiation I'm getting credited for PP even when I take a metamagic as a phys adept magician...
Fortune
Mar 24 2005, 04:24 AM
That's because the FAQ is wrong!!!!!!!!
Whizbang
Mar 25 2005, 12:00 AM
What FAQ? *heard about the whole magican adept initiation thing secondhand*
Fortune
Mar 25 2005, 03:43 AM
Well, what you heard is based on the
FAQ ruling, which is inane, and not at all consistent with what the book actually says.
Syd
Mar 31 2005, 07:29 PM
I've got a character with CHA of 5, Negotiation of 4 and Fast Talking Spec. of 6. After character creation, I went to improve Negotiation to 5, and NSRCG says that only costs 5 Karma. It sould be 7, as per <new rating> x 1.5. It seems to be calculating the cost as if it was a new character...paying up to Neg 5 and then taking Fast Talking 6 (effectively rebating the karma from the Fast Talking 4->5 step). The BBB suggests that specializations are on their own after character creation, and that you do not receive "rebates" of karma (though that is specific to attribute increases related to skills).
Am I misreading or missing a rule? I hunted in this thread, NSRCG's online manual, the SR FAQ, and the errata and couldn't find anything about this.
JaronK
Apr 4 2005, 05:14 AM
BUG: I took the flaw Total Pacifist (Using Sum to 10, Human Aspected with 90k Resources and 3 Attributes and 2 Skills). I then assigned attributes: 3 in physical, 5 chr 6 int 7 wis. Had bonus attribute: wis (obviously), aptitude bioware, and total pacifist. When I moved past attributes, I was told my character was illegal... and in GM info got:
"Incompatible: Total Pacifist vs Total Pacifist cite: src.23"
Thistledown
Apr 4 2005, 04:17 PM
I had a similar bug that I listed earlier. There's a quick fix you can do by going to the incompatible .dat file, and coment out the lines dealing with total pacifist. Not a great solution, but a temporary fix.
Papadoc
Apr 14 2005, 12:21 AM
Why is it that when you "finalize" a character, any remaining funds get's changed into some stange and off the wall amount?
Tanka
Apr 14 2005, 12:28 AM
QUOTE (Papadoc) |
Why is it that when you "finalize" a character, any remaining funds get's changed into some stange and off the wall amount? |
Any remaining funds you have are divided by ten and added to your starting cash. You then recieve 3d6x100 more cash as per standard creation rules.
QUOTE (Syd) |
I've got a character with CHA of 5, Negotiation of 4 and Fast Talking Spec. of 6. After character creation, I went to improve Negotiation to 5, and NSRCG says that only costs 5 Karma. It sould be 7, as per <new rating> x 1.5. It seems to be calculating the cost as if it was a new character...paying up to Neg 5 and then taking Fast Talking 6 (effectively rebating the karma from the Fast Talking 4->5 step). The BBB suggests that specializations are on their own after character creation, and that you do not receive "rebates" of karma (though that is specific to attribute increases related to skills).
Am I misreading or missing a rule? I hunted in this thread, NSRCG's online manual, the SR FAQ, and the errata and couldn't find anything about this. |
Because the base skill Negotiation is still equal to your Cha attribute, not over.
Papadoc
Apr 16 2005, 03:04 PM
QUOTE (tanka @ Apr 13 2005, 07:28 PM) |
QUOTE (Papadoc @ Apr 13 2005, 08:21 PM) | Why is it that when you "finalize" a character, any remaining funds get's changed into some stange and off the wall amount? |
Any remaining funds you have are divided by ten and added to your starting cash. You then recieve 3d6x100 more cash as per standard creation rules.
|
Can you give me the page for this rule?
Never mind, found the awnser myself SR3.63 (4th printing)
Is the dat editor currently working correctly? I wanted to add a few of Raygun's..guns.. in that i think i might use relatively often, but whenever i go in and try to open up gear in the viewer, i get a blank list, while other parts (i know adept and magic for sure) both work.
it does open up into word however.. is that the only way to edit some of the files?
Papadoc
May 4 2005, 10:34 PM
Raygun's guns are already included in the newest version.
oh, i guess i should dig deeper then lol, thanks for the info lol <goes digging>
Jetmaster
May 5 2005, 11:05 PM
Yes, all of rayguns equipment is included in the latest version of the program, you've gotta enable his 'book' though otherwise you cant see the gear that has been added.
yep, i found it, thanks for correcting the errors of my ways
FrostyNSO
May 15 2005, 01:26 AM
So what still needs to be added to make this thing fully SR3? I see there's a coming soon or whatever for the ally spirit. Is there anything else?
Is it all on hold/abandoned since the new SR4 is on the way?
nick012000
May 22 2005, 11:40 PM
I noticed the Symbiotes and Hyperthyriod Glands don't increase the cost of lifestyle like they should. They invalidate the lifestyle selections you've already made, but they don't increase thecost of new ones.
nick012000
May 29 2005, 05:24 AM
Also, you're still charged Karma for Language skills after you've taken the Linguist PsysAd power, which is supposed to make them free.
Birdy
Jun 1 2005, 11:48 AM
Program Version: 3.68 / 20.03.2005
Operating System: Windows XP Pro, SP2, all Patches until today
P4 2.8GHz, 1GB, minimal load
Error: Crashed during finalising
Description: An old character is re-constructed using the program
Step1: Basic character generation, ends with finalising, works OK
Step2: Assign Karma and money, use Karma and money
Step3: Finalise. Banking pops up. Klicking on << in lower right after selecting
the original credstick results in a hanging program, system load 100%
Step4: Restart, reload data set, finalise again, Banking screen pops up and works
Step5: Add some karma, finalise, see step 3
This is re-produceable on another system (XP Home/SP2)
Birdy
Fahr
Jun 2 2005, 03:44 PM
what exactly are you doing to add the money?
tell me the buttons you clicked on to do it.
(trying to reproduce the bug - and maybe fix it)
Birdy
Jun 2 2005, 07:21 PM
Okay, first I go to ..Lifestyles / Banking, click on Banking, enter a sum in the Add Nuyen field, press add nuyen, select credstick, press <<, click done
<Spend money and Karma>
<Finalise and store, works>
<Second round, add karma, money as above, spend money[important]>
Finalise
Banking pops up with a negative amount in the lower right field. Select credstick, click <<, click "Done", program hangs
Birdy
Fahr
Jun 3 2005, 03:28 PM
it only happens when you spend all the money to zero? or some of the money, what about the karma, do I have to spend all of it or just some of it .
I tried your steps and did not get an error... I must be doing something slightly different
-Fahr
Fahr
Jun 3 2005, 05:53 PM
any chance you could PM me, I'll give you my email and you can send me the sr3 file and I can look it over and try it on my machine with the exact same setup....
Birdy
Jun 3 2005, 05:54 PM
QUOTE (Fahr) |
any chance you could PM me, I'll give you my email and you can send me the sr3 file and I can look it over and try it on my machine with the exact same setup.... |
Sure can do on Sunday (different maschine, different town today). You get all stages and some more description.
Birdy
mcmackie
Jun 5 2005, 09:47 PM
QUOTE (Birdy) |
QUOTE (Fahr @ Jun 3 2005, 05:53 PM) | any chance you could PM me, I'll give you my email and you can send me the sr3 file and I can look it over and try it on my machine with the exact same setup.... |
Sure can do on Sunday (different maschine, different town today). You get all stages and some more description.
Birdy
|
Fahr, I think you're doing a great job. Let me know if you can't isolate it and send me your notes with attached SR3 file. I'll look at it.
I'll try to get to the other bugs listed but am chasing the MJBB alternate character generation rules right now. I'm trying to get this out the door soon. thanks!
Birdy
Jun 6 2005, 11:37 AM
Short question Fahr:
How do I get your Email and/or how can I post you mine?
Birdy
Fahr
Jun 6 2005, 03:47 PM
check your messages - email is in there. -fahr
edit: and now in my sig as well.
Whizbang
Jun 7 2005, 12:14 AM
Odd...seems when I make a char with the same name as a previous finalized char, the spells carry over... removing them results in negative spell points available for spending.
Thistledown
Jun 7 2005, 02:26 PM
A lot of things carry over if you try to make a new character without exiting the program first, whether you finalized the previous or not. Just close the program and open it again before making any new characters.
GaiasWrath8
Jun 9 2005, 03:40 PM
HA, I got it.
Ok, one of my only problems with the program is the problem with the Essence count. If you have cyber limbs you get -5% for each partial or -10% for each full limb for both essence and cost on some items. Also, if you go in for surgery in character you can get a less essence cost. This can all be handled by adding an over ride essence button, just like the override cost button!
Ok, what do you guys think?
mrobviousjosh
Jun 11 2005, 03:00 AM
QUOTE (Thistledown) |
A lot of things carry over if you try to make a new character without exiting the program first, whether you finalized the previous or not. Just close the program and open it again before making any new characters. |
Agreed. I always notice it when cyberware starts costing double essence but closing it out isn't a big deal. This is a great program!
Kagetenshi
Jun 15 2005, 04:17 PM
McMackie: out of interest, can I get your take on why you decided to use a custom format rather than something like XML? I'm currently rewriting some of the datafiles in XML for my own purposes (I don't use NSRCG as it lacks OS X compatibility, but I do keep the datafiles on hand for quick-reference purposes), and I'm wondering if I should bother passing the changes and scheme definition back to you.
~J
ShadowDragon8685
Jun 16 2005, 04:04 AM
I'm reasonably sure I found a bug in the program.
One of the physical edges you can take raises your racial attribute max by 1. Another raises the actual SCORE by 1, and can let it exceed it's racial attribute max.
They both cost 2 points on the point-by-point chargen. However, in practice, you wind up paying for them both twice.
When you raise the max once, you have to pay 2 starting points to fill it with an actual point. But when you buy the other, the attribute starts off at 2 instead of 1, with 2 points still spent.
You can work around it, by simply raising your chargen points by 2, but it's still annoying.
Slacker
Jun 16 2005, 01:03 PM
Shadow, it is working as it should be. If you pay close attention you will notice that the Bonus Attribute Edge (which can only be taken for a single attribute) raises the score by 1 and the racial max. You are not paying for this twice. The two points spent for this are simply the 2 points spent on the edge. It may look differently because it uses up Attribute points when you are setting attributes, but that is only because the edge added 1 point to what you originally set as your number of attribute points.
The Exceptional Attribute edge (which can be taken for multiple attributes) only raises the racial max. It is never meant to give you another point. So yes you are paying a total of 4 points to get the same effect as the Bonus Attribute edge, but that is for game balancing and the reasoning behind allowing you to take it for multiple attributes.
SkeevePlowse
Jun 16 2005, 07:18 PM
Interesting little error - I'm running v3.68, for reference.
When I make a physical mage, and purchase Magical Power (For example, at level 2) for them, it gives them the appropriate amount of spell points (in this case, 12). Howeve,r if I remove Magical Power, it doesn't take the spell points away, and if I buy magical power again, it adds those spell points onto the previous (so I have 24 instead of 12).
Tanka
Jun 23 2005, 06:20 AM
What's the possibility of adding support for Twisted Way adepts? I built one a few days ago for a game I played and want to build a few other test ones to get a better feel for them.
Near as I can tell it should be something that displays a hidden box with a counter for your Potency rating, which adds itself to your current Magic rating for purposes of powers and such (have it set to 0 at start, add it to Magic rating as if it was an Initiation but without the karma loss or the gain of a metamagic/loss of a geas/altering of astral signature).
Vaevictis
Jun 26 2005, 08:05 PM
In the version I'm using, NSRCG incorrectly includes symbiotes into the bioindex factor +TN for longer healing periods. It's not in earlier versions of M&M, but in the latest Fan Pro version, the entry for symbiotes explicitly says not to count their index into longer healing periods (mm.70, "Corrected Fourth Printing (First Printing by FanPro LLC, 2003).")
QUOTE |
Do not add in the Bio Index cost of symbiotes when calculating the effects of bioware on longer healing periods (see p. 78). |
I don't know if NSRCG accounts for it, but this version also adds to mm.78 under "Lesser Immunity" the following:
QUOTE |
Do not count the Bio Index values of bioware that is specifically designed to protect against such substances; for example the Bio Index of digestive expansion does not count against ingested toxins |
I'm not sure how to programmatically address this in a reasonable manner, other than to note it, however.
brennanhawkwood
Jun 27 2005, 04:57 PM
I was looking at the XML output of the program (was thinking of putting together my own custom XSL stylesheet) and ran across a problem. They way the program is set up, the background information is dumped straight into CDATA. The problem with this is that the disable-output-escaping attribute is not supported by the Mozilla family of browsers.
That means anyone looking at one of the xml character sheets using netscape or Firefox sees this:
QUOTE |
<br><font size=4><b>BACKGROUND:</b></font><br>1) Where's your character from?<br>2) Does your character have a family?<br>3) Does your character have an ethic background?<br><b>APPEARANCE</b><br>4) What does your character look like?<br>5) What does your character dress like?<br>6) Does your character have physical quirks?<br><b>SKILLS, ATTRIBUTES, AND RESOUCES</b><br>7) Where did your character learn their Active Skills?<br>8) Where did your character learn their Knowledge Skills?<br>9) Where did your character get his goodies?<br>10) Where does your character live?<br>11) Who are your character's contacts?<br>12) Who are your character's enemies?<br>13) How did your character learn magic<br><b>PERSONALITY</b><br>14) What are your character's likes and dislikes?<br>15) What is your character's moral code?<br>16) Does your character have goals?<br>17) Does your character have personal beliefs?<br>18) Does your character have personality quirks?<br><b>RUNNING THE SHADOWS</b><br>19) Why does your character run the shadows?<br>20) How does your character view his/her role as a shadowrunner? |
...rather than the parsed HTML.
Has there been any consideration for changing the way this is handled so that it either doesn't contain all of that HTML or is stored in a proper XML structure so that it can be displayed correctly?
Tanka
Jul 12 2005, 03:59 PM
Another suggestion: Single cybereyes and accessories. The rules for them are on MandM, p. 44. Cyclops only have one eye, and can therefore only use one cybereye, so buying a pair is rather useless. I don't imagine it being too difficult to add in an option for single eyes and accessories.
Nova
Jul 20 2005, 04:05 PM
Version: 3.68 3/20/2005
I cannot seem to add a credstick. I go to gear, add one through lifestyle, I get no feedback saying it's been added.
If I finalize, I get the banking window with no credsticks listed. If I hit "add" it tells me to add it through the lifestyle section.
If I put any amount of nuyen in the "Operations/Add Nuyen" box, and hit "Add Nuyen", I almost always get "Runtime error '380': Invalid Property Value".
Apart from that, this program is amazing. Really great work to all those that worked on it.
Jrayjoker
Jul 21 2005, 08:23 PM
Have you searched this thread for the answer. I recall seeing it earlier.
Shockwave_IIc
Jul 27 2005, 10:06 PM
Down loaded the generator again yesterday after my Pc Blue screened me on friday.
There seems to be an mistake with the costing of Melanin Control. My Copy of Sota has at .25 points but the generator has it as 1. Also there's no microscopic vision option...
daforsto
Aug 19 2005, 02:54 PM
Bug Report
~~~~~~~~~~
Platform: PC
OS: Win XP Pro SP2
NSRCG: v3.68(3/20/2005)
Problem 1:
~~~~~~~~~~
When adding a custom edge or flaw using any generation system the point value of the custom edge/flaw will not be displayed in the Points box at the bottom of the screen untill another edge or flaw is added or removed.
Problem 2:
~~~~~~~~~~
When using the BeCKS generation system, you are allowed to select "ExceedRaceMax (xxx)(BKS)" for more than one attribute (BOD, QCK, STR, INT, CHR, WIL).
I believe you should only be able to selet one "ExceedRaceMax" per character.
My reasoning is as follows. When the "ExceedRaceMax" edge is chosen, regardless of race, raising that attribute beyond the newly raised "Modified Racial Limit" cost 3x the karma for the new level instead of 2x the karma (p. 244 BBB- Improving Attributes and Exceeding the Racial Modified Limit). NSRCG will even report in red "Caution: Exceeding racial mod limit or max". This is apparently not increasing the racial modified limit (thats accomplished by the edge "Exceptional Attribute"), so the "EXceedRaceMAx" edge seems to be functionally the same as "Bonus Attribute" (p.17 SRC - Bonus Attribute).
Wardancer
Sep 5 2005, 03:31 AM
I just discovered this lovely program, so I decided to get it...I try to install it, I get this error:
Setup Fatal Error: Unable to generate Installation Log File
So I get an already installed version, etc etc from one of my friends, I try to run it and I get a Runtime Error 68: Device Unavailable. A bit peeved, I copy the files to my PSP (for some damn reason, this comp won't let me put files on a CD) and transport it to my other computer. I try to run it and I get an Error 339: Something about an "MSLCOGX32" file or whatever is not registered correctly, yadda yadda. So...what ze heck is the problem?
mcmackie
Oct 10 2005, 07:06 PM
QUOTE (nick012000) |
Also, you're still charged Karma for Language skills after you've taken the Linguist PsysAd power, which is supposed to make them free. |
Actually, only a language skill of 1 is free. You pay normal costs (Karma) to increase. There is a test before you even get the free language point. This can be handled in the chargen by going NoRules mode and adding in the free language at level 1, then handling normally.
mcmackie
Oct 10 2005, 07:13 PM
QUOTE (Kagetenshi) |
McMackie: out of interest, can I get your take on why you decided to use a custom format rather than something like XML? I'm currently rewriting some of the datafiles in XML for my own purposes (I don't use NSRCG as it lacks OS X compatibility, but I do keep the datafiles on hand for quick-reference purposes), and I'm wondering if I should bother passing the changes and scheme definition back to you.
~J |
Actually, I'm building on Paolo's efforts that was started with SR2. The XML format didn't exist at the time. The difficulty with XML is also its weakness. It would difficult to "enforce" the rules. For example, I add a new field to the XML format called "COST" but a program is looking for "cost" or "price" or ... you get the point. Rigid enforcement is sometimes the only solution. This format for all of it's warts is something the community understands.
Imagine if everyone starts a new database for their program... You'll run out of volunteers very quickly... I recommend only one standard and no, it doesn't need to be mine.
It would simple to write a program to migrate even my database to another format (especially XML). All I ask is that you give my volunteers credit for the hard work they put in (don't grab my data and say it's your hard work)
mcmackie
Oct 10 2005, 07:16 PM
QUOTE (tanka) |
What's the possibility of adding support for Twisted Way adepts? I built one a few days ago for a game I played and want to build a few other test ones to get a better feel for them.
Near as I can tell it should be something that displays a hidden box with a counter for your Potency rating, which adds itself to your current Magic rating for purposes of powers and such (have it set to 0 at start, add it to Magic rating as if it was an Initiation but without the karma loss or the gain of a metamagic/loss of a geas/altering of astral signature). |
Actually, you could do it yourself. Simply add a new metamagic called whatever (twisted way potency) and that will allow you to add a magic point through initiation (drop into Norules mode to eliminate the Karma cost)... But Twisted Way mages are by canon not player characters. So I won't support natively. sorry