Check your powers xml and the books xml. Make sure the Heightened Concern (if it exists) has the correct book code.
Well, since I'm still working on the adept powers from Shadow Spells, it won't be in there for Chummer5. I've done the spells and traditions so far. I hope to have the powers up later this afternoon.
I'm currently attempting to do the packs from run faster. I'll upload it after I've finished.
Does anyone know what inhalers would fall under? or if they're already listed in chummer?
One last question. Is it possible to have a pack cost bp/karma and nuyen?
I'd like some feedback on what I've done so far. I've added categories from run faster to packs.xml, as well as added a few things to armor.xml, gear.xml, and weapons.xml to make it easier to do some of the packs as a few items wasn't in chummer so I added them. With the way chummer is, in order to have more than 1 of the same type of weapon we have to add each one seperately. I was wondering what people thought about me adding entries for weapons that doesn't have a quantity setting (ie. Combat Knife (2), or Combat Knives (2) ) as some of the packs have more than 1 of the same type of weapon in them. Here is the work I've done so far:
I've completed the armor, core, and a few of the weapon packs. Also, any advice would greatly be appreciated as well! I was also wondering if there was a way to add notes as well as something like datasoft (the art of war, the book of five rings, the tale of the heike, and other assorted samurai writings and poetry) <-- from run faster.
@Ariketh - Thanks for the feedback. I'll switch the additions I made over to custom files (no clue why I didn't to begin with..). As for the notes, I was hoping for a way to add notes to the datasoft so that when someone selects the pack it's in, the notes are already there so that players don't have to manually type what's on a datasoft/mapsoft/ect. each time a pack with a datasoft/mapsoft/ect. is selected.
Does anyone know how to have a mod added to a imaging scope that is already installed on a rifle without adding a second scope with the mod on it?
I'm actually doing the packs from run faster which is why I'm asking since I had to make custom ammo (100-round belt) since there's an ammo pack that has 10 100-round ammo belts. The only way I can solve it currently is to make copies for each type of weapon that would use the listed types of ammo which in this case would be for light/medium/heavy machine guns. I could just avoid the ammo kits/lifestyle kits for now and concentrate on the other stuff till myself or someone else can figure out.
Ammo is not sold in clips, magazines, or belts in Chummer. I would just add the correct number of rounds to the PACK. The weapons will have the appropriate format (i.e. Belts) when you choose to reload.
Ammo is not sold in clips, magazines, or belts in Chummer. I would just add the correct number of rounds to the PACK. The weapons will have the appropriate format (i.e. Belts) when you choose to reload.
I added a custom ammo (ammo: 100-round belt) to chummer through custom data files since I had to make custom items for various other things (kimono, dufflebag, orange vest, ect.) that was included in the packs but wasn't listed in chummer originally. So far though the 100 round belt is only listed as regular ammo but I could make apds and other types of ammo variants as well. Also, ammo is considered cased as well, right?
<gears>
<gear>
<name select="Light Machine Guns">Ammo: Explosive Rounds</name>
<qty>270</qty>
</gear>
<gear>
<name select="Medium Machine Guns">Ammo: Explosive Rounds</name>
<qty>270</qty>
</gear>
<gear>
<name select="Light Machine Guns">Ammo: Regular Ammo</name>
<qty>825</qty>
</gear>
<gear>
<name select="Medium Machine Guns">Ammo: Regular Ammo</name>
<qty>825</qty>
</gear>
</gears>
</pack>
nice ;D
keep up the good work ;)
btw is it possible to add houserules?
or is it not as simple as adding a file :-[
nice ;D
keep up the good work ;)
btw is it possible to add houserules?
or is it not as simple as adding a file :-[
There are two versions of College Education.
The one in SASS which is the one in the data file costs 2 points and provides a +1 Academic Knowledge Skill Limit increase.
The one in Run Faster costs 4 points and provides a purchase discount on Academic Skills during and after character creation.
Has anyone attempted to add the metavariants into chummer? Or is that even possible?
As for the conflicting College Education quality. I made the RunFaster version end in .rf and didn't touch the SASS. We need to see what CGL will do to clarify.
As for the conflicting College Education quality. I made the RunFaster version end in .rf and didn't touch the SASS. We need to see what CGL will do to clarify.
What is there to clarify? Run Faster came out after SASS and so the most recent printing takes precedent.
What is there to clarify? Run Faster came out after SASS and so the most recent printing takes precedent.
Yes, this is standard practice and has been happening for other qualities and equipment that falls into the same predicament. The only exception to this was the Commanding Voice from Street Grimoire vs. from Stolen Souls. In that case, the earlier printed version (Stolen Souls) stayed the same, and the later printed version (Street Grimoire) was changed to Authoritative Tone.
Chummer cannot support the rules for random selection for Class I and Class II, players will have to do that outside the game and manually select the results.Would it be possible to have it record the results of the embedded Dice Roller into the character file, or at least on the character sheet?
Would it be possible to have it record the results of the embedded Dice Roller into the character file, or at least on the character sheet?
Would it be possible to have it record the results of the embedded Dice Roller into the character file, or at least on the character sheet?
That would take recoding the Chummer program itself. That is a task that is well outside my reach both in technical knowledge and in time available. It shouldn't be too hard to record the dice rolls manually in one of the text blocks used to describe the character or the notes tab once the character is in career mode.
I noticed that the "Tough As Nails" qualities allow you to take 3 Physical & 3 Stun in total, rather than limiting you to a total of 4 in whatever combination you want. I apologize in that I've not been paying full attention to this thread & kept up with discussion, but was this intentional for Chummer5?
Looking through the qualities file of the older Chummer program, it looks like the <limit> option has one value of "no" to allow a quality to be taken multiple times without limit (like allergies & addictions) and nothing else.I noticed that the "Tough As Nails" qualities allow you to take 3 Physical & 3 Stun in total, rather than limiting you to a total of 4 in whatever combination you want. I apologize in that I've not been paying full attention to this thread & kept up with discussion, but was this intentional for Chummer5?I struggled with the Tough as Nails quality. I had the choice of either allowing only 4 instances and not using the improvement function (in this case adjusting the condition monitors) or allowing "all of them" and having the value automatically adjust. The Chummer base program will need to be recoded to allow this to be limited.
There is a line that supposedly can limit the number of uses for a particular quality, but I cannot get it to work for any quality and it would not work for Tough as Nails as I have it written.
Also, in messing around to test recreating a few of my SR4 characters into the SR5 rules, I noticed that the metagenetic quality for Thermographic Vision is missing.
Hoi chummers, let me just start by saying I really appreciate you guys continuing the development of Chummer5. Your work is great and very useful.
I did notice a bug(?) when using the new SURGE qualities for claws. When attempting to add the quality, an error message appears and the quality is not added. I tried this with all three of the claw qualities, and it was the same result. Any suggestions on how to remedy this issue?
<chummer>
<weapons>
<weapon>
<name>Digging Claws</name>
<category>Quality</category>
<type>Melee</type>
<conceal>0</conceal>
<accuracy>0</accuracy>
<reach>0</reach>
<damage>(STR)P</damage>
<ap>+1</ap>
<mode>0</mode>
<rc>0</rc>
<ammo>0</ammo>
<avail>0</avail>
<cost>0</cost>
<allowaccessory>false</allowaccessory>
<useskill>Unarmed Combat</useskill>
<source>RF</source>
<page>113</page>
</weapon>
<weapon>
<name>Razor Claws</name>
<category>Quality</category>
<type>Melee</type>
<conceal>0</conceal>
<accuracy>0</accuracy>
<reach>0</reach>
<damage>(STR+1)P</damage>
<ap>-1</ap>
<mode>0</mode>
<rc>0</rc>
<ammo>0</ammo>
<avail>0</avail>
<cost>0</cost>
<allowaccessory>false</allowaccessory>
<useskill>Unarmed Combat</useskill>
<source>RF</source>
<page>113</page>
</weapon>
<weapon>
<name>Retractable Claws</name>
<category>Quality</category>
<type>Melee</type>
<conceal>0</conceal>
<accuracy>0</accuracy>
<reach>0</reach>
<damage>(STR+1)P</damage>
<ap>-1</ap>
<mode>0</mode>
<rc>0</rc>
<ammo>0</ammo>
<avail>0</avail>
<cost>0</cost>
<allowaccessory>false</allowaccessory>
<useskill>Unarmed Combat</useskill>
<source>RF</source>
<page>113</page>
</weapon>
</weapons>
</chummer>
Funny, because after reading that I looked into the XML files and did get it to work. Here's the code for the custom_RunFaster_weapons.XML file I made:
Funny, because after reading that I looked into the XML files and did get it to work. Here's the code for the custom_RunFaster_weapons.XML file I made:
Ok. I have uploaded the Metavariants file (not Non-human Sapients) and a modified priorities XML file. I know that some of the meta variants will cause Chummer to crash, but I don't have time tonight to bug hunt. I will work more on it in the next day or three. There is also a backup of the original priorities file in case anyone accidently overwrites without making their own backup.
Anyone else having issues with the Low-Light Vision and Thermographic Vision metagenetic qualities not showing up for character creation? It's seeming quite odd as the qualities are in the file, but don't show up for selection, even when the rules and limits are removed.
What's odd is that I changed the names a little, adding (Normal) for the Low-Light vision and putting a hyphen in Thermographic Vision, and suddenly they now appear.
I wish I had looked into how it was done in Chummer sooner. Here's an alternative that might be a little cleaner. It works by overriding the Low-Light Vision and Thermographic Vision qualities in the main qualities file without actually altering the primary file (a feature that was in Chummer & still exists in Chummer5), working still with the metatypes that get either one automatically and for free, yet opening it up for purchase if you purchase a Changeling quality.
https://www.mediafire.com/?n3uxc5rjx81z5z0
All that needs to be done is to have a <forbidden> tag added to the Low-Light Vision (Feline) so it prevents the regular Low-Light Vision quality from being selected at the same time, and the Low-Light Vision (Standard) and Thermographic Vision (Standard) qualities can be removed from the custom file.
Finished bug hunting the Metavariant file. I've uploaded the corrected file and to make it work I've had to update the Metagenic quality file. I've uploaded the new version of that as well.
If you have any troubles with a Metavariant, let me know what you were doing and the error details. It will help me pinpoint what needs to be fixed. I am aware of the Karma cost of certain variant races in the Priority table. I will add that later this evening, it will be a hidden 'positive' quality.
Ran into an issue with Chummer-5.Spirit Way? Maybe 'The Spiritual Way'?
It won't let me pick Spirit Way & Quickening on the same character.
Any ideas why?
I found it to be a coding issue with the Priorities.XML file against the custom_RunFaster_Metavariant_metatypes.xml file, where the Nartaki are listed as (Human) in the Priorities file, but are (Human, 4 Arms) and (Human, 6 Arms) in the custom metatypes file. Chummer5 is seeing this as three different metatypes, allowing one that doesn't exist and disallowing two that do because they're not listed with a Priority value.
Tested and found the Cyber Hold-Out to be the only one with an issue, and tracked it down to what is probably the littlest of details.
Essentially, each cyber weapon calls a real weapon to add to your Weapons tab, and the name must be precise. The "Holdout Pistol" calls for a "Cyber Hold-out" but the weapons.xml file has a "Cyber Hold-Out" in its listing.
If you're not confident in your computer skills to make the simple change, then just download this file (https://www.mediafire.com/?axb2c2f9i0bl9pw) to replace your cyberware.xml file in Chummer5's data folder.
Hi where can I find the Chummer 5
Hi where can I find the Chummer 5
https://code.google.com/p/chummer5/ (https://code.google.com/p/chummer5/)
Enjoy!
Actually some steps for magic (enabling tabs, etc.) are hard-coded in the program itself. The "extra" priority is an exact copy in the XML, but can't enable the skill choice box.
One bug I've found is that if you select the B) priority: magic (3) for sum to 10, and then get adept, you can't pick your free rank 4 skill. But you can pick the regular B) priority (only difference being it doesn't have a "3" next to it) and that works just fine, so I'm not sure it's actually a problem worth fixing.
Actually some steps for magic (enabling tabs, etc.) are hard-coded in the program itself. The "extra" priority is an exact copy in the XML, but can't enable the skill choice box.
One bug I've found is that if you select the B) priority: magic (3) for sum to 10, and then get adept, you can't pick your free rank 4 skill. But you can pick the regular B) priority (only difference being it doesn't have a "3" next to it) and that works just fine, so I'm not sure it's actually a problem worth fixing.
No other category is affected by this so simply use the real priority for magic.
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)...
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at Chummer.Gear.get_TotalCost()
at Chummer.frmCreate.CalculateNuyen()
at Chummer.frmCreate.UpdateCharacterInfo()
at Chummer.frmCreate.frmCreate_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
<gear>
<guid>f996f5c0-23af-480c-a916-2c516a212e8f</guid>
<name>Uniforms</name>
<category>Disguises</category>
<capacity />
<armorcapacity />
<minrating>0</minrating>
<maxrating>0</maxrating>
<rating>0</rating>
<qty>1</qty>
<avail>16F</avail>
<avail3 />
<avail6 />
<avail10 />
<cost>>Variable(2000-15000)</cost>
<cost3 />
<cost6 />
<cost10 />
<extra />
<bonded>False</bonded>
<equipped>True</equipped>
<homenode>False</homenode><bonus></bonus><source>SS</source><page>178</page><devicerating>0</devicerating><gearname /><includedinparent>False</includedinparent><children /><location /><notes /><discountedcost>False</discountedcost></gear>
So, hey one of my players noticed a problem -- when you pick the "karma" character creation option, you can get to the next dialog box, but then clicking "OK" does nothing. Anybody have any ideas for that?
Sorry for the delay, Typing up the positive qualities from Run Faster took longer than expected. It's about 700 lines just for the Positive qualities. I've tested the ones that provide direct bonuses, they work well enough. Some things will require coding in the base program.
One particular issue is the "Tough as Nails" quality. which is limited to a total of 4 levels with no more than three for the physical or stun CM. I can do the no more than 3 per track but cannot limit the total to four.
Original sharing link. Run faster files are in the Run Faster folder.
https://drive.google.com/folderview?id=0B3RhPHKkUyd7NkE0WlVEYXdaR1U&usp=sharing
Now to start on the negative qualities.
one of the guys in my group was asking about the ultimax rain forest carbine. chummer is apparently showing it as 11p damage and with SA/BF for firing modes....is this an error?
Hey guys, first of - as others have said - thanks for picking this up! I love community driven efforts like this, and I love Chummer5, so thanks again!
I've tried to use College Education as well as School of Hard Knocks, but neither seems to have any effect during character creation. Knowledge Skills still cost standard points, rather than half. Is this a known issue, am I doing it wrong?
Thanks again!
Oh, I'm also not having any luck with Friends in High Places. I took the Quality, but don't see any extra contact points to spend.I poked around a little in the old Chummer, looking at the Adept power Linguistics (first rank in a language is free) in particular to get an idea on how this might work. I don't believe you're doing anything wrong, but it does appear that Chummer5 is not coded in the *.EXE to properly handle these qualities.
I think I found another hold over, and that would be that centaurs start with uneducated. in chummer 5For what I can apparently find, yes, it's another holdover. I can find where pixies & sasquatch in SR5 are Uneducated, but not centaurs.
Really great work! Is there a certain place to report bugs? Because i use the new chummer a lot and would like to contribute at least a bit of bug tracking work :)May i re-new my questions from a week ago?
What i've found so far recently:
1) Metavariants don't work anymore in karmagen since edi 0.5.159.1
2) Skill groups cost 10 karma in karmagen for the first point, which should be 5.
Is the Run Faster book enabled in your options?Just took a look at the new 5.166 version. Found out that sicne a certain edition all except the GRB was disabled in the list. Beforehand every additional rulework was activated by default. So apologizes, the error was on my side.
will chummer5 add data trails and run faster soon ?
ok I found run faster ho to add it to Chummer5
A few things I'd like to ask for in a future update of Chummer5's core program. First is that in character creation when the "Ignore Character Creation Rules" box is checked that the limit for Skill Groups be lifted (currently is capped at the legal limit of 6; I know there's a workaround already). Second is that, as a House Rule, a discount to implant Essence Cost be an option, like how the previous version of Chummer for SR4 had.I also would love to have the discount to implant essence cost be an option. The one where instead of both Magic and Rating going down, only your magic cap goes down.
Is this an error or is there a step I'm missing?It's an error. New feature, new code, so I'm not surprised it's a little buggy. I'll take a look at it and see what's going on.
A few things I'd like to ask for in a future update of Chummer5's core program. First is that in character creation when the "Ignore Character Creation Rules" box is checked that the limit for Skill Groups be lifted (currently is capped at the legal limit of 6; I know there's a workaround already). Second is that, as a House Rule, a discount to implant Essence Cost be an option, like how the previous version of Chummer for SR4 had.That shouldn't be a problem.
Just noticed another thing - when a character is marked as created and saved, it is no longer possible to buy more months of lifestyle. You can add a new lifestyle, though you are not charged for it, but there is no way to buy extra months.
Build 168:Thank you very much for the consideration.
Application Change:
Did some stuff to make spell descriptors show up in character sheets.
Karma carry-over for build methods other than Point Buy fixed to 7. You may need to reset your options to defaults for this to take effect. Tools > Options > Karma Costs.
Fixed an issue with skills changing their values incorrectly.
Fixed an issue with discounts for knowledge skills not working properly.
Data Change:
Fixed a fault with the calculation of Net ranges that caused a crash.
Data Trails content added. Some additional functionality for commlink dongles and such is still required, so they haven't been included yet. Much thanks to Iridios for his work with this.Is this an error or is there a step I'm missing?It's an error. New feature, new code, so I'm not surprised it's a little buggy. I'll take a look at it and see what's going on.A few things I'd like to ask for in a future update of Chummer5's core program. First is that in character creation when the "Ignore Character Creation Rules" box is checked that the limit for Skill Groups be lifted (currently is capped at the legal limit of 6; I know there's a workaround already). Second is that, as a House Rule, a discount to implant Essence Cost be an option, like how the previous version of Chummer for SR4 had.That shouldn't be a problem.Just noticed another thing - when a character is marked as created and saved, it is no longer possible to buy more months of lifestyle. You can add a new lifestyle, though you are not charged for it, but there is no way to buy extra months.
That's... odd. I'll have to fiddle with that.
Just noticed another thing - when a character is marked as created and saved, it is no longer possible to buy more months of lifestyle. You can add a new lifestyle, though you are not charged for it, but there is no way to buy extra months. This is in version 5.166
R.
I notice the default free knowledge points is set at 3xInt + Log. Core book says 2x. did this get changed somewhere?Interesting, as I'm seeing it at 2x when I mess around a little. I don't have the absolutely latest version at the moment, though (161).
I'm pretty sure C5iA is doing that. The latest version pulled in the Data Trails stuff from Iridios (probably with some minor modifications, but it should all be there). I don't know that anyone has done the Chrome Flesh stuff yet, but it probably won't be too long.Started over from scratch, added nothing, selected all books, created a new character... no PACKs. Not even gear PACKs.
If you are having problems, you should remove everything and start fresh with the latest Chummer 5A and NOT add any community content. That might be what is hosing it for you since it is all already included. If someone (usually Iridios) does Chrome Flesh (or any future content), you can add those until C5iA includes them, then be sure to manually pull the ones you added so they don't conflict. Just keep an eye on the release notes so you know when that happens.
Can genemods and symbionts be improved through grades? It also appears as though biocompatible costs are available for cyberware grades, but not bioware grades. Unhandled exceptions occur with soft nanohives and Holdout Pistol [Cyber Implant Weapon].The issue with the Cyber Hold-Out is due to a typo in the cybernetics list; a lower case 'o' in the name of the weapon called by the implant (the cyberweapon calls on a "Cyber Hold-out" but the actual weapon is labeled as "Cyber Hold-Out" instead; it is case sensitive). This is an old issue that crept back up for me as well since I last updated the cyberware.xml file for Chrome Flesh.
Started over from scratch, added nothing, selected all books, created a new character... no PACKs. Not even gear PACKs.Is there a community file that has PACKS that is known to work well? I haven't seen one, though I do remember a discussion a while ago about how limitations in the program prevented many of the packs from being added using just data files. The conversation (and a link to some - possibly incomplete - files) can be found here (http://forums.shadowruntabletop.com/index.php?topic=19033.msg339864#msg339864) earlier in this thread. I don't know if the files will work with the newer builds of Chummer (or at all), but you can certainly try them. I suspect there is a good reason why they haven't been included in the official Chummer release, but C5iA will have to answer that question - it's possible he just hadn't noticed they were available.
Still an improvement, functionally, but... also still not complete (IMO, of course).
Wish I could say, as Chummer5.170.1 now requires Administrative access on my computer where it didn't before, and stops working almost right away.
I couldn't find control rig booster from chrome flesh. (I find the bioware stuff... any tips?)
I suspect there is a good reason why they haven't been included in the official Chummer release, but C5iA will have to answer that question - it's possible he just hadn't noticed they were available.Honestly, the last time I tried to use those files I wound up having to gut about 80% of it and rewrite the rest, and then a recalcitrant hard drive decided to flip some bits and die. Getting PACKs going again is on the list, but it's a relatively low priority.
Anyone else just lose the biocompatability versions of 'ware?They're no longer necessary; the guy I got the Chrome Flesh data from didn't realise that you could use a certain key to discount the grades directly. That said, I think I need to do some rework on the math, as apparently Biocompatibility is now a 10% modifier to the cyberware grade instead of the base Essence cost.
I'd love to see a Life-Modules character creation mode added, but I'm guessing that's not much of a priority (no pun intended)Infected are sadly still a work in progress. Chummer wasn't built to have a cascading set of optional powers that are attached directly to the metatype and changing that is its own cascade of failure, so I have to mess about with qualities. As a bonus you get a handy reminder in your quality list of the Infected options you took. I'll have it cleaned up for release, but I got a bit distracted with the shiny chrome ball.
I noticed that there are attribute qualities for infected, but I haven't been able to figure out how to actually make infected characters (or make an existing character infected). Is it possible, or are the qualities just floating around?
I couldn't find control rig booster from chrome flesh. (I find the bioware stuff... any tips?)Appears not to have been added. I haven't had a lot of time to go through the data and fix all the broken/missing stuff as yet.
Life Modules are currently in a basic test phase, which is why they need to be enabled in the options. When we get to the full release it'll be a default option. I need to redo the documentation from the other guy, but the basic way that Life Modules work is through Stages and Modules. Stages are your Formative Years, Nationality, Teen Years, etc. We currently only have the first three defined, because data entry is tedious. For each Stage you're able to select a Module, from which there may be several Versions. This is for things like UCAS(Canada) or what have you. Life Modules will also pregenerate a background story for your character in the Background field, which can use whatever key you feel like entering as a data source. So you can use <metatype><random><ork><troll></random></metatype>, enter $METATYPE into the Story field when you're writing up the life module entry, and it will randomly select either the ork or troll. It's pretty neat. Translation support is gonna be interesting though.Wish I could say, as Chummer5.170.1 now requires Administrative access on my computer where it didn't before, and stops working almost right away.
I just tried the new version. There isn't any Life-Module creation in it from what can see, nor is it mentioned in the update notes.
Edit: Nevermind, you have to unlock it under global options first. But almost all the modules are missing, and it doesn't seem to go past Teen years.
Also found this in the lifemodule.xml (http://puu.sh/iZIEI/d5b7aef63b.png)
Not sure what to make of this. Maybe make Rick Astley my mentor spirit.
Post-Addition: I can't seem to get the Proto-Transhuman quality to work correctly, is anyone else having this problem?
Next version should have that fixed, Kincaid.
Could we get a check box on the qualities form to hide metagenetic qualities? There is a check box to hide non-metagenetic qualities but it would be nice to be able to do the opposite if you aren't going to be changeling. Thanks.It's something I've been meaning to do. The general idea is to expand the filter capabilities, so that you can find qualities that are only from a certain book, or have a karma cost between x and y. With any luck I should be able to knock at least the metagenetic part out this weekend.
So I've got most of my campaign characters built in 5.139, would really like to update to 5.173, but when I just did a standard install of 5.173 it wouldn't read my old files.If I had to guess, I'd say it's freaking out about your lifestyles. The core-book ones broke in some annoying way I haven't bothered to look at yet. What errors are you getting?
The idea of having to re-enter all my old notes regarding Karma and Nuyen gains and expenditures makes me grumpy, is there any way to just import my old character file into the new Chummer?
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.Quality.Load(XmlNode objNode) in M:\Coding\chummer5a\Chummer\Classes\clsUnique.cs:line 1241
at Chummer.Character.Load() in M:\Coding\chummer5a\Chummer\Classes\clsCharacter.cs:line 1641
at Chummer.frmMain.LoadCharacter(String strFileName, Boolean blnIncludeInMRU, String strNewName, Boolean blnClearFileName) in M:\Coding\chummer5a\Chummer\frmMain.cs:line 599
at Chummer.frmMain.OpenFile(Object sender, EventArgs e) in M:\Coding\chummer5a\Chummer\frmMain.cs:line 580
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.96.0 built by: NETFXREL2STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
Assembly Version: 0.5.173.0
Win32 Version: 0.5.173.0
CodeBase: file:///C:/Users/Jonathan/Desktop/Chummer5/Chummer5.exe
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.Quality.Load(XmlNode objNode) in M:\Coding\chummer5a\Chummer\Classes\clsUnique.cs:line 1241
at Chummer.Character.Load() in M:\Coding\chummer5a\Chummer\Classes\clsCharacter.cs:line 1641
at Chummer.frmMain.LoadCharacter(String strFileName, Boolean blnIncludeInMRU, String strNewName, Boolean blnClearFileName) in M:\Coding\chummer5a\Chummer\frmMain.cs:line 599
at Chummer.frmMain.mnuMRU_Click(Object sender, EventArgs e) in M:\Coding\chummer5a\Chummer\frmMain.cs:line 252
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.96.0 built by: NETFXREL2STAGE
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
Assembly Version: 0.5.173.0
Win32 Version: 0.5.173.0
CodeBase: file:///C:/Users/Jonathan/Desktop/Chummer5/Chummer5.exe
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I have updated to the latest version and now my old characters will not load at all and new character I have made with the new version will load but get an error message and are loaded up as a karma build (even if they were not) with 400 karma left to spend, regardless of how far in the creation process they have gone. I am not the most tech savvy, but if there is any information to supply from there that would be helpful let me know.Short version, the load method means that if something goes wrong and you try to ignore the error, it loads up with default values. If you can take a copy of the error you receive and post it here, I should be able to figure out what's wrong.
I'm assuming that if I make that edit, future updates will be able to conform the save file to the needed parameters?Yup!
I get this when trying to run this version...
https://www.dropbox.com/s/32u3f51fiobu0bp/Screenshot%202015-09-15%2020.36.59.png?dl=0
For negative qualities I couldn't find other Common Allergie levels aside from [Extreme]. Uncommon Allergies were just fine.Hrm. The common allergies are fixed in the current dev build. Could you give me a little more detail about the skill group issue? I haven't been able to replicate it in Priority or Karmagen.
When I choose skill groups for a character and break them afterwards, the values are reset to the group value despite keeping the karma expenditure listed in the respective log.
For negative qualities I couldn't find other Common Allergie levels aside from [Extreme]. Uncommon Allergies were just fine.
<quality>
<id>e89db285-8db9-4a9c-80cb-94d87b86a80b</id>
<name>Allergy (Common, Mild)</name>
<karma>-10</karma>
<category>Negative</category>
<metagenetic>yes</metagenetic>
<limit>no</limit>
<bonus>
<selecttext />
</bonus>
<source>SR5</source>
<page>78</page>
</quality>
I just noticed that in gear/weapons, the thrown weapon category is missing (was looking for the urban tribe tomahawk, from R&G, couldn't find it, then realized that the entire category of thrown weapons isn't there.
I first noticed in 5.173, but downloaded 5.174 just to be sure, and the issue is in both.
I just noticed that in gear/weapons, the thrown weapon category is missing (was looking for the urban tribe tomahawk, from R&G, couldn't find it, then realized that the entire category of thrown weapons isn't there.
I first noticed in 5.173, but downloaded 5.174 just to be sure, and the issue is in both.
It's under Gear/Ammunition.
I'm having an issue with life modules. All the modules that are supposed to give options for stats or skills... don't. I can tell by the code that they're supposed to, but nothing comes up when selecting them.
Unhandled Exception has Occurred in your application
Unable to cast object of type "Chummer Gear" to type "Chummer Commlink"
The ghetto workaround I had for that was just making a 'Skip Further Education' Life Module that costs nothing. I'll make sure it's in the next build.That sounds perfect. I'm boning up on the whole XML thing now, lots of work involved there....
I'm having trouble replicating it, so if there's anything you can do to guarantee that it'll happen I'd love to know what you do....OK for example:
...as to personalised grip, Hard Targets is not yet accepted for Missions play as the hardcopy version still needs to be released.Is this supposed to be in the chummer5 forum?
...as to personalised grip, Hard Targets is not yet accepted for Missions play as the hardcopy version still needs to be released.
...as to personalised grip, Hard Targets is not yet accepted for Missions play as the hardcopy version still needs to be released.If Missions requires a hardcopy version of a book for rules to be legal, how would SASS be acceptable in Missions? It only ever got a digital release. Anyway, not a Chummer problem as far as I'm concerned. If you'd prefer, you can make a custom_weapons.xml file and put in a replacement for it, but I don't see a point in having two versions of the same item.
Just updated. Now most of my firearms are coming up chummer.listitem.
After latest update, many of the guns can't be choose (program crash)I'm getting the feeling that your weapons.xml file is damaged for some reason. Could you please extract this zip file into your data folder? You should be prompted to replace the existing weapons.xml file. https://my.mixtape.moe/nosoiu.zip
That did the trick. Thanks a ton!...as to personalised grip, Hard Targets is not yet accepted for Missions play as the hardcopy version still needs to be released.If Missions requires a hardcopy version of a book for rules to be legal, how would SASS be acceptable in Missions? It only ever got a digital release. Anyway, not a Chummer problem as far as I'm concerned. If you'd prefer, you can make a custom_weapons.xml file and put in a replacement for it, but I don't see a point in having two versions of the same item.Just updated. Now most of my firearms are coming up chummer.listitem.After latest update, many of the guns can't be choose (program crash)I'm getting the feeling that your weapons.xml file is damaged for some reason. Could you please extract this zip file into your data folder? You should find be prompted to replace the existing weapons.xml file. https://my.mixtape.moe/nosoiu.zip
In unrelated news, Chummer overwhelmed the connection limit on the fileservice I was using to store the update files, so they terminated my free access. Will have something else sorted out soon, but for the interim the autoupdate's going to be offline for a while.
...hmm wasn't aware of that. Need to speak with someone in the group then. Maybe I was given misinformation then because SASS is listed among the books permitted in the current Missions FAQ....as to personalised grip, Hard Targets is not yet accepted for Missions play as the hardcopy version still needs to be released.If Missions requires a hardcopy version of a book for rules to be legal, how would SASS be acceptable in Missions? It only ever got a digital release. Anyway, not a Chummer problem as far as I'm concerned. If you'd prefer, you can make a custom_weapons.xml file and put in a replacement for it, but I don't see a point in having two versions of the same item.
My guess is that it only requires hardcopy release for products that will get one.
@FasterN8: That's a rather arbitrary decision, isn't it?
Missions filter isn't really a problem to implement, it's just limited to qualities at the moment as a proof of concept. If you can give me a list of the things I'd need to limit then I can work it up.
...hmm wasn't aware of that. Need to speak with someone in the group then. Maybe I was given misinformation then because SASS is listed among the books permitted in the current Missions FAQ.
...thank you.
Is there a any idea of what the target date for the dead tree version of Hard Targets might be?
So I modified my life modules file to automatically give me Sorcery 1 and Conjuring 1. I figure the best way to provide options for those would to have sub menus on Magical education for each awakened quality, so for magicain it could have the first choice as Sorcery 1 & Conjuring 1, choice two could be Sorcery 1 and Enchanting 1, choice three would be Conjuring 1 and Enchanting 1. That looks like it would work fine.
In the teen years, magical education, for the skills you would normally get to choose, it doesn't give you the options, nor the skills. You probably already know that one already.
Just noticed that on the Fugitive Life module it doesn't give you the Street Knowledge: [City] + 2. Also, if you would like me to post these minor things elsewhere, let me know where!I added <group>Street</group> and now it shows up. Did it for UCAS Denver as well. Starting to get the hang of this.
Chummer 5a Version .0.5.177 Sum to 10I have this as well.
When I try to add a commlink in both gen mode or career mode, error message is:
Unable to cast object of type 'Chummer.Gear' to type 'Chummer.Commlink'.
also, not a bug or anything, but is there any inkling of a chance that you will go back through all the cyber/bio/adept powers etc and add the descriptor text from the book? i hate having to go back through 6+ books now every time im building a character going "what did this do again?" (i might be willing to help with some of this, in the form of typing the text/adding it to the code if need be)
How do you link the books? If you go into options you find the interface for linking the PDF reader and the books, except the books part doesn't work.also, not a bug or anything, but is there any inkling of a chance that you will go back through all the cyber/bio/adept powers etc and add the descriptor text from the book? i hate having to go back through 6+ books now every time im building a character going "what did this do again?" (i might be willing to help with some of this, in the form of typing the text/adding it to the code if need be)
It has always been the way of Chummer as a non licensed fan work to not add descriptions to avoid legal problems. I imagine Herolab pays to license the material from CGL or Topps or someone. As Chummer is a competing product that is free, we should be grateful enough that cease and desist letters haven't ever gone out. There is the capability to link your own pdf's to the entries rather than having copyrighted text reproduced, and this is a pretty fast and effective way to see the text. This is likely the only reason Chummer is left in peace.
Thanks for this. I should have copied my lifemodules data file before I updated. Will probably roll back to get it back. When I open the lifemodules file it is all over the place now, hard to work on.
Righto, 5.178 quicky hotfix release for the Edge and Cyberdeck stuff.
https://github.com/chummer5a/chummer5a/releases/tag/5.178
How do you link the books? If you go into options you find the interface for linking the PDF reader and the books, except the books part doesn't work.Keh? How doesn't it work?
As for the life modules, I've been meaning to go through the life modules and vet them all properly. Currently it's still in pseudo-beta, so it's not my highest priority. There's currently no reliable way to select from multiple choices for life modules; I suspect I'm going to have to build up a new form like the mentor spirit selector to actually handle it properly.I have been debugging life modules, almost all the way through the nationalities. Would you like me to send you the file (along with the worksheet detailing what I did) to you when I am done?
Any advice?No clue. Um. Try running as administrator, maybe?
there's no rules for upgrading foci I don't exactly have anything to work off.
How do you recommend upgrading a Weapon Focus in Cummer?Before you sell the focus, you can go into the "Karma and Nuyen" tab and right-click on the karma and nuyen consts individually and you will have an option of "Undo Expense" which will give you back the karma (unbonding the focus at the same time) and the nuyen (removing the item associated with the cost), doing all the math for you by itself. You can then simply purchase the new one at the higher cost and bind it.
this is my current process:
Selling the weapon for 100% of cost (it will not include the weapon focus cost IIRC)
closing Chummer
Editing the Chummer File in notepad
Refunding the binding Karma/Nuyen difference
Opening File again in Chummer
Re-buying weapon at full cost with all relevant mods
Re-buying weapon focus at new cost
Re-binding weapon focus at new cost
There has to be a simpler way than this. any suggestions?
i have not looked into creating a stacked focus yet, mainly because i dont understand what it does..... one item with 2 Foci enchants? do they have to be the same force? or is it considered "upgrading"
That's... odd. Edge is supposed to be excluded from that calculation. Will investigate.
Edit: can't replicate it in the current nightly build for priority or karmagen.
https://github.com/chummer5a/chummer5a/releases Grab the latest one from here.
Adept powers currently have this annoying bug that causes the rating to reset to the free levels granted by foci or adept way bonuses. I'm looking into fixing it at the moment. It's... odd. I'll have to take another look at that code
ZombieAcePilot: You can make override files (http://www.chummergen.com/chummer/wiki/Custom%20Data%20Files.ashx), yes. Generally the best way for things to get fixed is to raise them as issues either here or in the issue tracker (https://github.com/chummer5a/chummer5a/issues). I can't fix things I don't know are broken. I left an extra line in the weapons class that was causing internal accessories to use their default settings instead, so I've fixed that.
Gendo: Generally that's because Chummer's trying to preserve your current magic rating. Would need more detail to be sure.
ZombieAcePilot: You can make override files (http://www.chummergen.com/chummer/wiki/Custom%20Data%20Files.ashx), yes. Generally the best way for things to get fixed is to raise them as issues either here or in the issue tracker (https://github.com/chummer5a/chummer5a/issues). I can't fix things I don't know are broken. I left an extra line in the weapons class that was causing internal accessories to use their default settings instead, so I've fixed that.
Gendo: Generally that's because Chummer's trying to preserve your current magic rating. Would need more detail to be sure.
I have no idea why, but during character creation i lost -5 karma when i buy cyberware or bioware.
@ZombieAcePilot: Most recent nightly build is here (https://github.com/chummer5a/chummer5a/releases/tag/Nightly-v5.179.656). The auto-update mechanism proved to be a bit too fragile given that I don't have access to a file-sharing service I can control, so its use has been discontinued.
@ZombieAcePilot: That would be the replacement updater, which I didn't think to code out from firing on the nightlies. Ignore that, it'll just download 5.178. Just extract the nightly.zip somewhere and use that for now, I intend to have 179 ready in a few days.
@Squirrel: That would be because one's from Street Grimoire, the other's from Shadow Spells. Different drain values and such.
@Atlessa: That's.. interesting. Could you upload your character file somewhere for me to dissect? It looks like it can't read the character's skillwires for some reason.
Hrm. Well that's interesting; that character's crashing because it can't find a mentor spirit called Neko in the mentors file; is that a custom mentor you made?
Skills are in the middle of being rewritten largely due to shit like that. There's a lot rather delicate code in there at the moment that tends to break in one way or another if you look at it funny. I can see why the exotic skills aren't going away and should have it in the next build, but the best way to remove the skill for now would just be opening the file up in notepad and deleting the node for it....thanks for the tip, never thought about doing that. Saved a lot of rebuilding.
I am very grateful for and impressed with your work. I appreciate all the work you do to help us all enjoy the game more.
- It is not possible anymore to set a language as "native language".If you leave it at 0 ranks it will say it is N, which means native.
- Picking up Cyber- and/or Bioware with an awakened character (i.e. with a MAG rating), the MAG value is not decreased (the maximum value is, but not the actual MAG rating).
If you leave it at 0 ranks it will say it is N, which means native.
Chummer assumes the MAG value set on the Attributes tab is the final Value you want, and 'increases' it (with Karma, iirc) when you spend essence.
As long as that is happening, this is working as intended. (If not, then therein lies the bug. ;) )
5.178 had a calculation bug for priority and sum to ten with special attributes that's been fixed in the most recent build, that should fix your issue. I noticed the language skill issue the other day, will have it fixed soonish.
...it was actually working correctly when I printed from another system using the same printer. Don't know why it should have changed as both systems use the same printer drivers and they are configured the exactly same as well. One system is Win 10 the new one, Win 7 but don't think that should have any bearing unless something in the programme allows it to work properly in 10 but not 7.
If I had access to a scanner I would send a scan file that shows it was working (versions: 0.176, 0.177, and 0.178)
I do remember that Chummer5 suddenly stopped working with XP (I believe ver 0.172)
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating > 0 or total > 0)]"/>
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating > 0 and total > 0)]"/>
...both systems use FF. so the browser is not the culprit....it was actually working correctly when I printed from another system using the same printer. Don't know why it should have changed as both systems use the same printer drivers and they are configured the exactly same as well. One system is Win 10 the new one, Win 7 but don't think that should have any bearing unless something in the programme allows it to work properly in 10 but not 7.
If I had access to a scanner I would send a scan file that shows it was working (versions: 0.176, 0.177, and 0.178)
I do remember that Chummer5 suddenly stopped working with XP (I believe ver 0.172)
I would recommend checking the XLS files in the sheets directory. I don't think what you are describing would have anything to do with print drivers you are using. It may have something to do with what web browser you are using and what version. Most likely, though, the issue is in either the Shadowrun 5 (Grouped Skills by Rating).xsl or the Shadowrun 5 (Grouped Skills by Name).xsl or both. I believe that is where the what skills are supposed to be included. The files I'm referencing are from version 178 so I'm not sure if they would still have the same name under an older version.
EDIT: Actually it could be almost any of the XLS files depending on what format option you selected in the drop down in the print preview.
Ok, did a test and what you are looking for is a line like the following in the XLS file that corresponds to the print layout you choose from the drop down on the print preview screen....I have no idea how or where to do that as I don't mess with coding or scripting.Code: [Select]<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating > 0 or total > 0)]"/>
change the or to andCode: [Select]<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating > 0 and total > 0)]"/>
and you should be in business. There should be at least two places in the file where you will need to change this value.
Ok, did a test and what you are looking for is a line like the following in the XLS file that corresponds to the print layout you choose from the drop down on the print preview screen....I have no idea how or where to do that as I don't mess with coding or scripting.Code: [Select]<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating > 0 or total > 0)]"/>
change the or to andCode: [Select]<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating > 0 and total > 0)]"/>
and you should be in business. There should be at least two places in the file where you will need to change this value.
...apologies for the late response.Ok, did a test and what you are looking for is a line like the following in the XLS file that corresponds to the print layout you choose from the drop down on the print preview screen....I have no idea how or where to do that as I don't mess with coding or scripting.Code: [Select]<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating > 0 or total > 0)]"/>
change the or to andCode: [Select]<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating > 0 and total > 0)]"/>
and you should be in business. There should be at least two places in the file where you will need to change this value.
Well, if you want them here are the edited copies of the files to display only skills with at least one rank if you want to try them. Each file corresponds to the same character sheet layout from the drop down menu.
Note: In order to attach them I had to rename the file to use the .txt file extension. In order to use them you would need to rename them back to the .xsl file extension.
...still having print formatting woes.The fact that it works correctly on one computer and not on another clearly suggests something is different on that computer. It could be anything then, including how the program reacts to the printer, or vice-versa.
I did a test just a short while ago on a housmate's system (where I was printing the files form before I got a connection from my system to the printer) and on that computer only the skills with ratings greater than 1 show as should happen. When I took that same flash drive (which has a copy of the Chummer Programme and all it's modules on it) inserted it into in my machine, opened up the programme, the file and then clicked print, all the zero rating skills show.
Both systems have the exact same printer programme and drivers, so unless there is some sort of issue between the Chummer Programme and Win 7, I am at a total loss to figure out why this is happening. It is not only wasting space/paper but it makes it difficult to find the skills the character actually has.
I tested it in older versions and it occurs as well so it is not an issue with just the .178 release. I even went as far as uninstalled .178 and reinstalled it in case there was some type of corruption however the issue still persisted.
AI have a bunch of annoying differences for priority builds as they have a different priority table. Currently you can't build them in priority or sum-to-ten.
Kincaid, I believe this has been fixed in the nightly builds; I haven't had an opportunity to bump everything up again to a new major version as yet.
with the new build i am having trouble doing almost anything, every couple of minutes the program comes up with an error, and as far as i can tell its the same error.
Value of '1' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum
visible-crash-id"-"7097547e-0dd5-44b2-99db-8d129f9f6801
this happenes every time i try to create a new character. i have attached the dump files for reference.
Also, when using the chummer built in error reporter, my computers internet is slowed down to the point of every other thing that is trying to use the network on the computer is disconnected and has to reload pages/reconnect to videos/streaming from this computer to another times out etc. any thoughts on this?
the crashdump.dmp file is too large for me to upload here, hopefully this will clue you in on whats happening. i could upload it to my FTP if necessary. let me know
I started a life module guy but it didn't seem that adding modules took away my karma.. I updated via the check for update options Sunday. So, I think it was 5.183?
If you make a shortcut to the file and change the shortcut's icon, that icon will be what's visible on the taskbar. Only other way you could do it would be to fork the Chummer code and manually inject your own icon.
Not sure what I can do for you then Tim, it works fine for me in Windows 10 and it's been a standard workaround since Vista. You are launching it from the shortcut, right?
Tim, this'll work to override the icon: http://www.howtogeek.com/75983/stupid-geek-tricks-how-to-modify-the-icon-of-an-.exe-file
Sorry for missing you EiraHaexa! Your problem slipped off the page by the time I got around to checking back in here. I can't replicate the issue with any of my test characters in creation or career mode. Can you either upload your character file or show me the error code you get?
I'm not tech savvy enough to have figured out how to take a screenshot on my PC yet (anyone know how to do that on a Windows 10 laptop?).
Vampires and infected are terribly broken and I don't recommend using them. That said, you should be able to see them if you enable the Run Faster book and select them from the Metasapients dropdown in the creation form.
That problem tends to be that you haven't taken any ranks in the skill. 1.5 times zero is still zero, so it won't let you put any further ranks in it. If that's not the case, please raise it as an issue (https://github.com/chummer5a/chummer5a/issues/new) and upload your character file for me to take a look at it.
Incidentally, new Chummer version is go! It's accessible via GitHub (https://github.com/chummer5a/chummer5a/releases/latest) or via the Update menu in Tools. The changelog is a bit wordy to post here and converting it into list items properly is a pain in the butt, so you can find it here (https://raw.githubusercontent.com/chummer5a/chummer5a/master/Chummer/changelog.txt).
That problem tends to be that you haven't taken any ranks in the skill. 1.5 times zero is still zero, so it won't let you put any further ranks in it. If that's not the case, please raise it as an issue (https://github.com/chummer5a/chummer5a/issues/new) and upload your character file for me to take a look at it.
Incidentally, new Chummer version is go! It's accessible via GitHub (https://github.com/chummer5a/chummer5a/releases/latest) or via the Update menu in Tools. The changelog is a bit wordy to post here and converting it into list items properly is a pain in the butt, so you can find it here (https://raw.githubusercontent.com/chummer5a/chummer5a/master/Chummer/changelog.txt).
Crashed after updating. Now it won't work at all. My antivirus shut it down. Also got an error message saying I don't have the right permissions.
Lasers aren't in the dropdown list because I'm an idiot and tend to forget that CGL don't have sensible things like keyword lists when they're working on these things. Per RAW, lasers are a weapon category. Per RAW, turrets don't list lasers as a valid weapon category. I'll fix it when I get a chance.
I can't replicate the knowledge skill issue, can you upload an affected character file and provide steps to reproduce it?
YNT softweave is intended in that there's no RAW stating otherwise, so I default to floor. If you can provide a reference stating it should be ceiling instead, I'll switch it out.
Right, so. Fixed the rounding calculations for armour mods, gear and some other stuff.
Calculations for the capacity increasing mods now works again properly; items that do this will need the <softweave /> bonus applied. I'm really not a fan of locking away things like that behind specifically named improvements, but there's a chunk of annoying work involved in genericising it for existing characters. One day or another I'm going to do something about a loading shim to manage characters with old improvements that won't cause issues, but that's probably a long way off.
As for the metamagic technique issue, I can't replicate it. At what point does it crash? Clicking the button to open the form, selecting a metamagic, accepting the selected metamagic, etc.? If it's crashing out, you're probably getting a prompt to send a notification to us. If you click No, what are the top five lines or so of the exception report?
Thaaaat's interesting. What version are you running, 183?
Hrmmm. So there's no message like this with a View Error Details at the bottom? https://bd23.https.cdn.softlayer.net/80BD23/142.4.51.106/blog/wp-content/uploads/2009/08/program_has_stopped_working_error.png
Does it happen with all characters? Like you enable the house rule, make an adept in karmagen, go to the tab, click the button and crash immediately?
EiraHaexa, if it's not happening for all characters, can you upload the character file?
kyoto kid, just remove the <created>True</created> flag from the character file in notepad, should be around line 57. I'll look into what could have caused the file to not be saved properly.
EiraHaexa, if it's not happening for all characters, can you upload the character file?...thanks, that did it.
kyoto kid, just remove the <created>True</created> flag from the character file in notepad, should be around line 57. I'll look into what could have caused the file to not be saved properly.
@firebug: I've fixed the Assensing part in the latest nightly. Karma costs for powers are kind of a mess, since there's some overlap with other stuff. I'll look into fixing it, but as is the best way to manage it yourself is to make a custom karma expense on the Karma and Nuyen tab and add the power for free.
Point Buy, yes? This issue should be fixed in the latest nightlies.
Hrm. I haven't been able to replicate it; if you've still got a copy of the pre-career file I'd like to see it and figure out what's going on.
Strictly speaking, if the character is valid aside from that, you can just open the file up in notepad and change the Created node to True on line 57 or so. I'll fix up the availability issue as soon as possible in the nightly builds....thanks, did that and it works. Fortunately this is a non missions character I created for a home campaign.
The Explorer and Aware option should work in the new nightly build, 5.196.10.
Known bug, resolved in current nightly builds.
A crack sprite has the stat-block Attack (CHA) L, Sleaze (INT) L+3, Data Processing (WIL) L+1, Firewall (LOG) L+2. They also have ranks in Computer, Electronic Warfare and Hacking equal to their Level.
A crack sprite has the stat-block Attack (CHA) L, Sleaze (INT) L+3, Data Processing (WIL) L+1, Firewall (LOG) L+2. They also have ranks in Computer, Electronic Warfare and Hacking equal to their Level.
After I posted my question, I realized that page 254 of SR5 has an Example sidebar which explains how it works. In the example, a Level 3 Courier Sprite makes a Matrix Perception (Computer +INT) check and rolls 6 dice.
In Chummer, a level 3 courier sprite would be rolling 9 dice on this (3 in Computer, 6 in INT because it's Sleaze is L+3.) I think the way Chummer is calculating it disagrees with the rules. Those stats for Matrix Attributes are mainly for determing limits. In the example from the book, the limit on the courier sprite's Matrix Perception test would be 4, because it's Data Processing is L+1.
Is the option to ignore encumbrance enabled?
I can't update Chummer. When I check for updates, I get a message to check my firewall and proxy settings. I saw this on Github, but didn't see a fix yet?I've had periodic issues with the update function...find it easier to simply download the new version and go from there. (YMMV)
Thanks!
Can't reproduce it. Mentor's Mask is the most likely culprit....thanks, removed that and the power point total is now correct. Mentor's Mask is something that really doesn't come into play for her much anyway as she is based off the Adult Wednesday Addams character. Yeah, a charming. creepy, and devious gal.
I'm trying to create an Awakened character in Chummer 5, but it never lists MAG under attributes. I've heard selecting "Re-Apply Improvements" can fix this, but I've tried that and no joy.Hi all, still having this issue and wondering if anyone has any input. I've taken some screenshots to show what I'm experiencing.
Is it maybe the fact that I'm trying to create an Aspected Magician with a D priority in Magic causing this issue?
Off the top of my head, the specialisation issue should be fixed in the current nightly build.
I should be able to sort it for the next nightly build; subscribe to https://github.com/chummer5a/chummer5a/issues/2694 and you'll get an email notification when I close it.
<?xml version="1.0" encoding="utf-8"?>
<chummer>
<cyberwares>
<cyberware>
<id>edfd91df-5b5e-41f4-806a-cf919ffce220</id>
<name>Quicken Increase Body</name>
<category>Bodyware</category>
<ess>0</ess>
<capacity>0</capacity>
<avail>2</avail>
<cost>0</cost>
<source>SR5</source>
<page>288</page>
<bonus>
<specificattribute>
<name precedence="0">BOD</name>
<val>Rating</val>
</specificattribute>
</bonus>
<minrating>1</minrating>
<rating>9</rating>
</cyberware>
<cyberware>
<id>f55c363b-699c-48cf-8077-73c51166c54a</id>
<name>Quicken Increase Reflexes</name>
<category>Bodyware</category>
<ess>0</ess>
<capacity>0</capacity>
<avail>2</avail>
<cost>0</cost>
<source>SR5</source>
<page>288</page>
<bonus>
<initiative precedence="0">Rating</initiative>
<initiativepass precedence="0">FixedValues(0,1,1,2,2,3,3,4,4)</initiativepass>
</bonus>
<minrating>1</minrating>
<rating>9</rating>
</cyberware>
</cyberwares>
</chummer>
Can't replicate the issue with the MAG attribute going missing.
Location deletion should have been fixed in the latest build along with the previous issue with locations not being stored properly.
As for the druid tradition, I'm honestly acting on the assumption that they screwed it up again, but it's more likely that I just overlooked it originally. Since there's no actual different name for it I'm a bit stymied about what to do.