Shadowrun

Shadowrun General => General Discussion => Topic started by: Iridios on (12:36:07/12-20-14)

Title: Chummer5 Support
Post by: Iridios on (12:36:07/12-20-14)
In the absence of Adam Schmidt to update Chummer5 (We miss you Adam please come back).  I have started creating some custom files for Chummer.  The first ones I have done are for Shadow Spells.  Not everything has been added yet, but it's a start.

I think we as a community can make Adam's return a bit easier if he has data files already compiled for the books that have come out since the last update.  I do realize that not every change is possible to cover with the data files, but if we can lessen his load...

Here is what I have started for Shadow Spells https://drive.google.com/folderview?id=0B3RhPHKkUyd7NkE0WlVEYXdaR1U&usp=sharing

If anyone has any similar files already compiled and you are willing to share please do so.  I like the Chummer program and wish to see it live on.
Title: Re: Chummer5 Support
Post by: Tarislar on (12:58:32/12-20-14)
Question.

I recently used Chummer for the 1st time & I noticed a lot of stuff from Shadow Spells was in there, but, 1 thing that was absent was the adept ability Heightened Concentration (Concern).

Was this skipped just due to the typo of the name or was it not included for some reason?

Title: Re: Chummer5 Support
Post by: jim1701 on (13:20:48/12-20-14)
Check your powers xml and the books xml.  Make sure the Heightened Concern (if it exists) has the correct book code. 
Title: Re: Chummer5 Support
Post by: Iridios on (14:37:07/12-20-14)
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.
Title: Re: Chummer5 Support
Post by: Iridios on (14:59:44/12-20-14)
And now the Shadow Spells powers file is up.  Please keep in mind that I am one person working on these files (at this point) so the files will come slowly.
Title: Re: Chummer5 Support
Post by: Namikaze on (16:58:49/12-20-14)
Great effort Iridios.  I was planning on working on a custom file for my Advanced Technomancy rules (in the GM Tools section), but it got backburnered with a lot of other projects.  Mostly my issue is that I'm not too familiar with XML and all the tags that are used in Chummer.  Can you give me some pointers though?  I think it wouldn't be hard for me to implement the Paragons and Streams from 4th edition, but I suppose I could use some sort of framework to build from.  Additionally, I don't know the tags, so if you can point me in the right direction then it'll make it a lot easier for me to justify spending time making my adaptations.

I might even be able to add content from actual books, and not just my house rules.  :P
Title: Re: Chummer5 Support
Post by: Rebeldawg on (18:02:51/12-20-14)
From what I've noticed the tags are pretty easy to grasp since they're used in a similar manner to tags like <hide></hide> (examples). I'd suggest going into the chummer data directory and opening one of the files and look how powers, spells, ect. are listed to get an idea.
Title: Re: Chummer5 Support
Post by: Iridios on (19:11:11/12-20-14)
There is a well documented Chummer Wiki at
http://www.chummergen.com/chummer/wiki/Data-File-Overview-sr5.ashx

The different data files and the tags they use are documented.  That is where I would start.
I did find one thing.  According to Adam, each entry should have a GUID.  I have not used them and the files still seem to work.  I do plan on adding them down the road.  Adam does provide a GUID generator which is linked from the page I just linked.
Title: Re: Chummer5 Support
Post by: Tarislar on (19:37:56/12-20-14)
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.


Okay, I just realized what I was seeing was "Stolen Souls" powers, not "Shadow Spells" powers.
So that explains why its not there.

Thanks for the work your doing Iridios.

Title: Re: Chummer5 Support
Post by: Iridios on (20:58:24/12-20-14)
Just uploaded a corrected spells file for Shadow Spells.  Didn't realize that rituals was in the same data file as spells, also found a mistake in the drain code of a spell.
Title: Re: Chummer5 Support
Post by: Namikaze on (22:42:30/12-20-14)
Ahh, excellent - I thought I had remembered a wiki being around for Chummer 4, but I'd completely forgotten all about it.  I'll poke around this week and see if I can make up a file for some technomancer goodness.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (09:18:12/12-21-14)
I'm currently attempting to do the packs from run faster. I'll upload it after I've finished.
Title: Re: Chummer5 Support
Post by: Lusis on (10:02:03/12-21-14)
I'm currently attempting to do the packs from run faster. I'll upload it after I've finished.

Pre-Thanks!
Title: Re: Chummer5 Support
Post by: Rebeldawg on (13:14:11/12-21-14)
Does anyone know what inhalers would fall under? or if they're already listed in chummer?
Title: Re: Chummer5 Support
Post by: Lusis on (13:18:03/12-21-14)
Does anyone know what inhalers would fall under? or if they're already listed in chummer?

Don't think they are. I've been using the syringe entry to cover those. I would treat them the same way.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (15:51:23/12-21-14)
One last question. Is it possible to have a pack cost bp/karma and nuyen?
Title: Re: Chummer5 Support
Post by: Lusis on (16:21:23/12-21-14)
One last question. Is it possible to have a pack cost bp/karma and nuyen?

As in splitting the cost between Karma and Nuyen? As I understand it; it's an either/or deal.

All it really amounts to is convenience, and maybe getting around the Karma-to-Nuyen conversion limit. 
Title: Re: Chummer5 Support
Post by: Rebeldawg on (15:46:20/12-22-14)
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:

https://drive.google.com/file/d/0BwhNUS1jw2qjTUdSdFJNOWwzR1k/view?usp=sharing

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.
Title: Re: Chummer5 Support
Post by: Ariketh on (17:33:12/12-22-14)
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:

For easy (re)distribution, I recommend doing separate custom files using the custom datafile rules (http://www.chummergen.com/chummer/wiki/Custom%20Data%20Files.ashx). Just adding new entries to the existing files can be problematic.

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.

There is a feature in Chummer to add notes directly to an item. Once item is added to your inventory, right click on the item, click "notes". It's a text field so put in whatever you want. Click the X to close the window and save the notes. The item should change text color to a dark red to indicate it has a note.  If you don't want those notes to save, delete them, then close the window. The item text shouldn't change color. There's an option in the menu to print those items when you print the character sheet. Tools, Options, Character and Printing tab, check "Print Notes".

Edited to add: You don't need to do this for any individual datasofts you purchase. When you buy one, Chummer throws a popup that allows you to fill in the datasoft's contents. The improvement manager (http://www.chummergen.com/chummer/wiki/Improvement-System.ashx?HL=improvement) page on the wiki should help with specifying in the packs. (I'm not familiar with how they work. I know I have some code in the mentor spirit and tradition conversions I did, but I can't remember exactly which ones I applied the text field entry with.

Incidentally, it (the notes feature) also allows you to manually enter rules shorthand on a per character basis. The kind of stuff Chummer avoids due to copyright and licensing issues.

-Ariketh
Title: Re: Chummer5 Support
Post by: Rebeldawg on (18:17:05/12-22-14)
@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.
Title: Re: Chummer5 Support
Post by: Ariketh on (20:07:04/12-22-14)
@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.

I figured after I made the initial post, which is why I edited in a reference to the improvement manager page. Different things (abilities, items, powers, etc) have slightly different xml variables for filling in the blank AND there's a variable to force a popup box to type into. I don't know items well enough to give an example.  But as an example for adept powers involving skills, there is the selectskill and selectgroup variables to manage what the user sees and has available. With one of those, instead of offering an option, you can specify a specific skill, so that Unarmed Combat shows up for a mentor spirit providing a bonus to unarmed combat without having to select it from a list (IIRC.)

-Ariketh
Title: Re: Chummer5 Support
Post by: Iridios on (19:43:53/12-23-14)
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.

Title: Re: Chummer5 Support
Post by: Rebeldawg on (23:35:41/12-23-14)
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?
Title: Re: Chummer5 Support
Post by: jim1701 on (23:40:44/12-23-14)
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?

You can do it.  The problem is that it won't add to the cost like it should.  Just right click on the scope and select add gear.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (00:15:37/12-24-14)
Sorry, I should have made myself more clear. In adding items to chummer through custom datafiles (not characters made with chummer) is there a way to have mods install on an item such as a scope without adding a second scope? (ie. having vision enhancement added onto an item when the item is placed in ones inventory such as a scope on a weapon.)
Title: Re: Chummer5 Support
Post by: jim1701 on (01:05:19/12-24-14)
Not that I can see. 

I tried adding a /accessory/gears/gear element to a custom item and the item showed up to be selected but the gear was not included.  I don't think the code is looking for a pre-attached vision enhancement when it comes to accessories.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (10:24:47/12-24-14)
The only solution I could come up with to my problem was to create a custom version of the weapons with the mods installed on the scopes but change the name slightly. While it would work, it's not exactly an ideal solution to the problem. Would adding "Requires Skilljack" to software that requires a skilljack be a good idea? Is there a way to add a lifestyle in a pack? I could also use help in adding a popup menu with a list of weapon types to some ammo packs that require a type of weapon.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (09:46:09/12-26-14)
How easy is it for someone to change Chummer to allow multiple priorities to use Sum to 10 char gen?  I have modified characters by leaving unused points (dropping and A to B for example).  It would be nice to allow the other choices though, BBBDE or ABBEE.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (14:35:58/12-26-14)
I don't think anyone's figured out how to change priorities yet.
Title: Re: Chummer5 Support
Post by: Ariketh on (15:50:49/12-26-14)
Due to the nature of the system, the duplicate priority slots were something he had to hard code. It is (was?) one of the next major upgrades, IIRC.

Of course, with Adam MIA, there's no telling if/when it will be done. In his original Chummer thread, there's a link to the code I believe, so in theory someone could take up where he left off. But that's way beyond me. I can barely string enough xml together to make that play nicely with custom files.

-Ariketh
Title: Re: Chummer5 Support
Post by: Iridios on (18:55:44/12-26-14)
Hope everyone had a Merry Christmas or Happy what ever holidy you celebrate.  I have just uploaded a more completed qualities file.  It is only missing "Poor Self Control (Compulsive)"  which will be added this weekend.  Same link as always.

Some notes about the negative qualities.

Dimmer Bulb (154):  No workable way to do this.  Can only allow select text and manual adjustment using improvement tab.
In Debt (156):  Highly inelegant.  Really could use a way to select the rating and have the Karma cost and Nuyen adjusted from there.
Paraplegic (157):  Cannot adjust movement without recoding  Chummer.
Pie Iesu Domine. Dona Eis Requiem. (158): Cannot force CM to show 1 dmg.  That damage is 'conditional' anyhow.

Edit: Poor Self Control (Compulsive) added.



Title: Re: Chummer5 Support
Post by: Rebeldawg on (19:52:22/12-26-14)
I managed to solve most of the problems I was having. The only problem I haven't solved is how to make a list of weapons selectable for specific types of ammo (ie. light/medium/heavy machine guns for belt ammo). Any help solving this would greatly be appreciated!
Title: Re: Chummer5 Support
Post by: Iridios on (22:41:20/12-26-14)
I haven't looked into that at all.  I'm focusing on Run Faster which has quite a lot of information.  Hopefully within a week I'll have something working (roughly) for the Metavariants.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (23:19:51/12-26-14)
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.
Title: Re: Chummer5 Support
Post by: 8-bit on (23:32:39/12-26-14)
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.

While I know nothing about coding, it should be noted that Chummer does have a modification for weapons to accept 100-round belts (as a modification to the weapon itself). You could just code it as 100 rounds with the name "10 100-Round Belts; only compatible with the 100-Round Belt modification" or something along those lines. Not sure how to hardcode it without making specific copies, as you have.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (23:40:51/12-26-14)
I could just make the ammo packs and leave it to where when it's added to someone's character the dialog box pops up and they select the correct type of weapon from the list just as it would be if you were to add ammo to a character outside of the pack.
Title: Re: Chummer5 Support
Post by: Iridios on (10:20:36/12-27-14)
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.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (12:50:42/12-27-14)
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?
Title: Re: Chummer5 Support
Post by: 8-bit on (13:09:34/12-27-14)
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?

Ammo comes in cased and caseless varieties, with caseless becoming more and more popular. They both have the same cost, and they aren't considered different rules-wise.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (13:13:41/12-27-14)
I was curious because in one of the packs it had ammo listed as cased so I made a custom listing (ammo: regular ammo (cased) since it wasn't listed in chummer. I probably could have just listed it as ammo: regular ammo though. Here is what I've done so far if anyone is interested:

https://drive.google.com/file/d/0BwhNUS1jw2qjcFl2SlBXMGpySEU/view?usp=sharing


I made it to where when clips are added to guns, instead of having a bunch of  separate clips (for 2 or more) I made it to an option to add
Spare Clips (2) could be added instead. That can be done for up to 10 clips/speed loaders but if people prefer the old way I will remove
those entries. Feedback is always appreciated!
Title: Re: Chummer5 Support
Post by: Iridios on (18:18:54/12-27-14)
Looking at the PACKS data file for the original Chummer, I see that they list the quantity of ammo not worrying if it's a belt or not.

For example:
         <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>
Title: Re: Chummer5 Support
Post by: Rebeldawg on (21:15:42/12-27-14)
The amount of ammo isn't the problem because I have no problem doing it the way you've listed. The problem I'm having is trying to
avoid having multiple listings for each ammo pack. As an example I'll use ammo pack #1 from run faster. It consists of 1000 rounds of
ammo with a cost of 2000, so in order to keep the cost at 2000 I'd have to make about 12 copies of ammo pack #1 for each type of gun
that can use the type of ammo listed. I may skip the ammo packs and let people choose the ammo they want/need themselves.
Title: Re: Chummer5 Support
Post by: Iridios on (22:51:13/12-27-14)
Ok.  I'm looking at the PACK now and see your problem.  I ran into similar problems with the qualities file.  There is no way that I know of to make Chummer ask for the weapon type.  I would just end up doing copy and paste.  Then change the weapon type.  It isn't pretty, but until we have someone who can change the way Chummer works it is what we have.
Title: Re: Chummer5 Support
Post by: k_night on (05:13:49/12-28-14)
when i put the run faster files in my chummer i get the following when i try to open the add quality tab

************** Exception Text **************
System.Xml.XmlException: The 'bonus' start tag on line 1837 position 8 does not match the end tag of 'quality'. Line 1841, position 7.
   at System.Xml.XmlTextReaderImpl.Throw(Exception e)
   at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args)
   at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag)
   at System.Xml.XmlTextReaderImpl.ParseEndElement()
   at System.Xml.XmlTextReaderImpl.ParseElementContent()
   at System.Xml.XmlTextReaderImpl.Read()
   at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace)
   at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc)
   at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)
   at System.Xml.XmlDocument.Load(XmlReader reader)
   at System.Xml.XmlDocument.Load(String filename)
   at Chummer.XmlManager.Load(String strFileName)
   at Chummer.frmSelectQuality.frmSelectQuality_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.ContainerControl.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)
Title: Re: Chummer5 Support
Post by: Iridios on (09:12:01/12-28-14)
Problem fixed K_night.  I had missed a closing  "bonus" tag due to a copy/paste error.  Thanks.  Uploaded the corrected file.
Title: Re: Chummer5 Support
Post by: k_night on (17:55:34/12-28-14)
nice  ;D
keep up the good work ;)

btw is it possible to add houserules?
or is it not as simple as adding a file :-[
Title: Re: Chummer5 Support
Post by: Rebeldawg on (19:21:47/12-28-14)
The packs from run faster is mostly finished. I skipped the ammo packs and most of the lifestyle packs except for the bug-out pack so
you'll have to add your own lifestyle and ammo for now. One of the decker packs is empty as there was a typo in the pack which listed
the contents of a previous pack and not the software it was supposed to have. I am including a list of items that I added so others can use
them as well. I added items with (2+) to keep things tidy. I will remove them if requested.

Custom Items:
Kimono
Backpack
Binoculars, Digital
Disposable Inhaler
Disposable Syringe
Duct Tape
Dufflebag
Orange Vest
Sound Link
Syringe
Tanto (Uses combat knife stats)
Knives (2)-(4)
Survival Knives (2)
Wakizashi (Uses sword stats
Machete (Uses sword stats)
Bokken (Uses club stats)
Combat Knives (2)
Throwing Knives (2)-(4)
Parashield Dart Pistols (2)
Aztechnology Striker (5)
Spare Clips (2)-(10)
Speed Loaders (2)-(10)


https://drive.google.com/file/d/0BwhNUS1jw2qjZ3lMT0J6VlUtZUU/view?usp=sharing
Title: Re: Chummer5 Support
Post by: Rebeldawg on (19:23:24/12-28-14)
nice  ;D
keep up the good work ;)

btw is it possible to add houserules?
or is it not as simple as adding a file :-[

I could be wrong but I believe it's not currently possible to add houserules to chummer.
Title: Re: Chummer5 Support
Post by: Iridios on (22:41:02/12-28-14)
nice  ;D
keep up the good work ;)

btw is it possible to add houserules?
or is it not as simple as adding a file :-[

Unfortunately, adding houserules requires recoding the base program.
Title: Re: Chummer5 Support
Post by: Namikaze on (00:09:11/12-29-14)
The base program came with a slew of common house rules, like doubling the number of initial Contact points.  Unfortunately those all had to be yanked, and haven't been reproduced.
Title: Re: Chummer5 Support
Post by: Miri on (00:15:45/12-29-14)
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.
Title: Re: Chummer5 Support
Post by: Namikaze on (00:28:22/12-29-14)
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.

The Run Faster version supersedes the Sail Away Sweet Sister version.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (12:33:34/12-29-14)
Because who would spend 2 karma to increase Mental Limit for just Academic Knowledge Skills.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (14:14:03/12-29-14)
Has anyone attempted to add the metavariants into chummer? Or is that even possible?
Title: Re: Chummer5 Support
Post by: jim1701 on (15:24:06/12-29-14)
Has anyone attempted to add the metavariants into chummer? Or is that even possible?

You have to modify the priorities.xml file and create a custom_metatypes.xml.  I tried creating a custom_priorities.xml but chummer choked on it.  You will also need to a custom_qualities.xml to hold any qualities the metavariant may have.  Generally just a descriptive quality will work if the quality does not offer a uniform bonus.  The only real trick is the karma surcharge a lot of the metavariants have.  What I did was create a positive quality that can only be seen by a character of that particular metavariant but it is up to the user to add that "quality" and it will count against the positive karma total.  I don't have a better solution at this time though.  I did manage to download the code this weekend but honestly I don't know when I'll have time to really poke through it. 

Being able to do meta sapients, infected and shifters may be more if a trick though since they all have quirks that aren't going to fit the chummer mold at this time.  It might be possible to modify priorities so that meta sapients powers could be added via the adept tab.  It would also most like be an imperfect solution at best.
Title: Re: Chummer5 Support
Post by: Iridios on (05:52:47/12-30-14)
I'm actually working on the meta variants and meta genetic qualities, but with holidays (and return to work) it is slow going.  Will have something hopefully in about a week.

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.

And a suggestion.  If you modify the priorities file make a back up of the original first so you can fall back easily if the mod doesn't work.  I'll work on that after the metagenetics are done.
Title: Re: Chummer5 Support
Post by: Miri on (08:10:40/12-30-14)
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.
Title: Re: Chummer5 Support
Post by: Namikaze on (11:55:22/12-30-14)
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.

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.
Title: Re: Chummer5 Support
Post by: Iridios on (20:01:27/12-30-14)

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.

Which being a recent event is what I am half expecting CGL to do again.  If both my Run Faster file and the original quality file have qualities of the same name I found that the original file takes precedence and either only shows the SASS version or no version.  If a user wishes to remove the SASS versions from the original file that is their choice (just remember to make a backup).
Title: Re: Chummer5 Support
Post by: GDS on (14:53:43/01-01-15)
While not as elegant as the direct support would be, but (by duplicating entries with a different id) priorities.xml can be tweaked to enable  the SumTo10  generation method.
(The 10 is not actually enforced of course, but it is easy to use.)

as custom add-onhttps://celedyr.agr.unideb.hu/public.php?service=files&t=f6089ae92fca80efa2070beb20b6374b (https://celedyr.agr.unideb.hu/public.php?service=files&t=f6089ae92fca80efa2070beb20b6374b) or fully replacehttps://celedyr.agr.unideb.hu/public.php?service=files&t=2a54f8b4180a09781e377d25172d1088 (https://celedyr.agr.unideb.hu/public.php?service=files&t=2a54f8b4180a09781e377d25172d1088) priorites.xml

Simply choose the "X extra" for the category if you need to use a priority again). 
Title: Re: Chummer5 Support
Post by: Iridios on (15:50:29/01-03-15)
https://drive.google.com/folderview?id=0B3RhPHKkUyd7NkE0WlVEYXdaR1U&usp=sharing (https://drive.google.com/folderview?id=0B3RhPHKkUyd7NkE0WlVEYXdaR1U&usp=sharing)

Metagenic Qualities files is uploaded with both positive and negative qualites.  The restrictions for cyberware and bioware haven't been added to it yet, but that is my next project.  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.  The only major deviation from the book is that I changed Class III to cost 25 Karma to avoid breaking the hard limit set in Chummer.

I also plan on making a version of the file in which the different levels of Surge give you different amounts of Karma, similar to way it worked in 4th Ed.
Title: Re: Chummer5 Support
Post by: Lusis on (18:35:12/01-03-15)
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?

Great work on this!
Title: Re: Chummer5 Support
Post by: Iridios on (18:55:06/01-03-15)
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.
Title: Re: Chummer5 Support
Post by: Lusis on (18:50:32/01-04-15)
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.

Fair enough.

Title: Re: Chummer5 Support
Post by: SpellBinder on (03:52:07/01-05-15)
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?
Title: Re: Chummer5 Support
Post by: Iridios on (05:09:56/01-05-15)
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.
Title: Re: Chummer5 Support
Post by: SpellBinder on (14:58:13/01-05-15)
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.
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.

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.
Title: Re: Chummer5 Support
Post by: Iridios on (05:27:55/01-06-15)

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.

That is because Thermo Vis (and presumably lo lite) is listed in the main quality file and Chummer prefers the 'native' file to the custom ones.  Quick fix is to edit the custom file to rename the quality.  I will do that on my copy later this evening.
Title: Re: Chummer5 Support
Post by: Rebeldawg on (11:45:32/01-06-15)
You could do like I did with sound link which isn't available by itself as a audio enhancement but is available in cyberears. What I did was
copy the listing for sound link in cyberware and created a custom version available under audio enhancement which points to the cyberware
version, which allows it to be used on audio devices. I'm surprised it wasn't included from the beginning since it was available on cyberears.
Title: Re: Chummer5 Support
Post by: rty1243 on (12:04:20/01-06-15)
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?
Title: Re: Chummer5 Support
Post by: Iridios on (18:58:54/01-06-15)
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?

Ok.  After much testing I cannot get natural weapons to work in any way.
First I tried to emulate the method used in the original Chummer.  That didn't work.
I tried to make a 'Quality' category in the custom weapons file.  Nope
I tried modifying the original weapons file with both the 'Quality' category.  Again, nope.
... recategorized the natural weapons as other categories (e.g. unarmed).  Still no go.

At this point it looks like to get these to work Chummer will need to be recoded.  So I have removed the addweapon line from the quality file and reuploaded it.  You will have to manually add the natural weapons.  And unfortunately, the "Add Natural Weapon" function is still coded for the SR4 base damage of Str/2.
Title: Re: Chummer5 Support
Post by: SpellBinder on (16:11:43/01-07-15)
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:

Code: [Select]
<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>
Title: Re: Chummer5 Support
Post by: rty1243 on (18:59:55/01-07-15)
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:


Thanks! Mind posting the file? I can't seem to find it if you already have.
Title: Re: Chummer5 Support
Post by: Iridios on (20:27:05/01-07-15)
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:


The only thing I had missing was the <accuracy></accuracy> line.  That's what I get for working on these files while tired.  Now to see if the add weapon line works in the qualities file.
Title: Re: Chummer5 Support
Post by: Iridios on (20:42:12/01-07-15)
That also fixed the issue with using the quality to add the natural weapons.  I've uploaded the latest copy of the quality file and a natural_weapons file.  Both to be found under the Run Faster folder.

Much Thanks to SpellBinder.  Remember kids, sometimes having a second pair of eyes is helpful :P

I would also like to add that the Chummer Wiki doesn't mention that the <accuracy> line is required.

2nd Edit.  Updated the natural_weapons file to set the accuracy to the Physical Limit.
Title: Re: Chummer5 Support
Post by: Iridios on (23:19:39/01-07-15)
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.
Title: Re: Chummer5 Support
Post by: Miri on (23:53:57/01-07-15)
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.

Would you be willing to post a link to all these files?
Title: Re: Chummer5 Support
Post by: SpellBinder on (00:39:25/01-08-15)
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.
Title: Re: Chummer5 Support
Post by: Iridios on (04:27:43/01-08-15)
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 was aware of this and meant to 'fix' and upload the file for this.  If the Custom and Original data file have an item with the same name then Chummer prefers the original.  LoLite and Thermo are both in the original qualities file.  They are there to support the metatype racial traits and are 'hidden'.  Changing the name of the qualities in the custom file is the 'fix'.  I'll make the fix later this evening and re-upload the file.

As always, the sharing link is https://drive.google.com/folderview?id=0B3RhPHKkUyd7NkE0WlVEYXdaR1U&usp=sharing (https://drive.google.com/folderview?id=0B3RhPHKkUyd7NkE0WlVEYXdaR1U&usp=sharing)
Title: Re: Chummer5 Support
Post by: Iridios on (05:25:36/01-08-15)
Fixed the Metagenic quality file so that Low-Light and Thermographic show up.  I added '(Standard)' to the name of the qualities.  Now to begin the bug hunt for problems with the metatype variants.
Title: Re: Chummer5 Support
Post by: Iridios on (17:32:53/01-08-15)
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.

After that is done I need to focus on planning for my campaign.  Infected and Non Human Sapients will come next week or so.  I expect that the NH Sapients will be of similar difficult as the variants.  I haven't read the Infected section closely enough to gauge how difficult it will be.
Title: Re: Chummer5 Support
Post by: SpellBinder on (18:52:08/01-08-15)
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.
Title: Re: Chummer5 Support
Post by: Iridios on (21:27:46/01-08-15)
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.

This will work, although I haven't tested it.  One of my goals is to keep the number of files to a reasonable level and to reduce confusion.  The only concession is making separate files for different sections of the book.  May I have your permission to upload this to my location to share it with those who wish to implement it?
Title: Re: Chummer5 Support
Post by: SpellBinder on (22:03:01/01-08-15)
I kinda figured that about the different files for different books, based on how everything you have is named, so I kept the naming convention with this override file.

It should work, too.  I did a little bit of testing myself before posting to make sure there were no errors.

And I should've said so in the earlier post, but you most certainly do have permission to upload a copy to the others.  It's why I put it in my mediafire folder and linked for sharing.
Title: Re: Chummer5 Support
Post by: Sir_Prometheus on (13:18:56/01-09-15)
So first of all, holy crap, thanks for all the work.

Do I literally just drop these files into the data folder, that's it? 
Title: Re: Chummer5 Support
Post by: SpellBinder on (17:04:14/01-09-15)
Almost.  Once you've dropped the XML files into the data folder you'll need to launch Chummer5 and go to Tools > Options and make sure that the new books for Run Faster & Shadow Spells are enabled.  If they're not, check them, hit [OK], and then close and relaunch Chummer5.  Otherwise you should be good to go.
Title: Re: Chummer5 Support
Post by: Sir_Prometheus on (17:06:55/01-09-15)
OK, thanks.  I'll let you know how it goes!
Title: Re: Chummer5 Support
Post by: GDS on (10:24:03/01-10-15)
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.


Arrgh. You have beaten me posting that ...

Bug:

priorities.xml Heritage A:
          <name>Gnome (Dwarf) (Dwarf)</name>

Page 93 says that cyclops keep thgermographic vision  (missing form the table at page 104 though). 

Some suggestions:

Allergies can be specified on the line, no need to duplicate the quality.
<quality select="Sunlight">Allergy (Common, Mild)</quality>

The "Ususual Hair" quality would benefit from a <selecttext/> directive anyway, so it also could be back-linked, avoiding triplicating entries just for the metavariants

Define "Metavariant" and "Metaspaient" for  the <category> field  so they are hidden behind the dropdown box and don't clutter up the list when not needed.


The karma surcharge should be a negative quality and counts against the limit as per page 102. I have tested several possible solutions to trigger them automatically but nothing worked so the easiest is to name them so they shows up as the first item in the negative list.
https://celedyr.agr.unideb.hu/public.php?service=files&t=0ed3b63e3f2e4ec68cbbb8358805abdb (https://celedyr.agr.unideb.hu/public.php?service=files&t=0ed3b63e3f2e4ec68cbbb8358805abdb)
Title: Re: Chummer5 Support
Post by: GDS on (16:05:40/01-10-15)
Metasapients are done.

Priorities.xml needs to be replaced (compatible with Iridios' previous work) for metatype and allowing inherent magic at heritage E.
Title: Re: Chummer5 Support
Post by: Iridios on (20:16:13/01-10-15)
Many thanks to SpellBinder and GDS for their help on these files.  I've uploaded copies to my shared folder for completeness.  I've added tags into the file names to identify the authors as GDS or SpellBinder (SB).  Files I have authored do not have such a tag.  I've also uploaded my latest versions of the metavariant file and the metagenic qualities file.

Now, for a bit I will need to focus on prepping for my upcoming campaign.
Title: Re: Chummer5 Support
Post by: Tarislar on (13:38:27/01-12-15)
Ran into an issue with Chummer-5.

It won't let me pick Spirit Way & Quickening on the same character.

Any ideas why?
Title: Re: Chummer5 Support
Post by: SpellBinder on (16:13:36/01-12-15)
Ran into an issue with Chummer-5.

It won't let me pick Spirit Way & Quickening on the same character.

Any ideas why?
Spirit Way?  Maybe 'The Spiritual Way'?

If maybe you could give a few more details on this character, please?  Awakened type, initiation, qualities, and the sort.
Title: Re: Chummer5 Support
Post by: Iridios on (19:50:15/01-12-15)
I just tried to make a mystic adept with the Spiritual Way and a level of Initiation with Quickening.  It worked out fine.  We will need to see what you attempted and in what order.  Also details from the error message will be helpful.
Title: Re: Chummer5 Support
Post by: SpellBinder on (02:12:38/01-20-15)
Minor thing, I happened to check how my override file worked and noticed I screwed up the Low-Light vision quality just a little.  In essence it will allow a changeling to take it twice provided that you chose the Feline version first.  I've uploaded a fixed version here (https://www.mediafire.com/?hb7c7ve07nh5c08).  Just save it to the data folder and overwrite the existing file.
Title: Re: Chummer5 Support
Post by: ratfink1978 on (23:55:34/01-24-15)
I've noticed the Nartaki dont show up on my copy of the new Metas, did i miss something or did i find a glitch?
Title: Re: Chummer5 Support
Post by: SpellBinder on (00:43:03/01-25-15)
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.
Title: Re: Chummer5 Support
Post by: Poindexter on (14:11:39/01-25-15)
Any word on when a version that supports run faster is happenin?

Or am i dumb and it's already out?
Title: Re: Chummer5 Support
Post by: Imveros on (14:20:05/01-25-15)
they have fan made mods that work fairly well. You just have to look further back in this thread and then move the files to the data folder. Its worked well for me so far. I used them to make the gnome decker i put on the creation forums a few days ago!
Title: Re: Chummer5 Support
Post by: Iridios on (04:42:08/01-26-15)
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.

I did the 4 Arm/6 Arm segregation.  I thought I had it coded in the priorities file as well.  I haven't focused on it much lately because I am prepping a major campaign in my game.  I'll try to look into it this week.
Title: Re: Chummer5 Support
Post by: Kincaid on (09:21:32/01-26-15)
I apologize if this has been answered elsewhere, but does anyone know how to get Chummer to deduct Essence for cyberguns implanted into meat arms?  I get an error message whenever I try to add it.
Title: Re: Chummer5 Support
Post by: SpellBinder on (14:02:35/01-26-15)
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.
Title: Re: Chummer5 Support
Post by: Kincaid on (14:11:07/01-26-15)
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.

+1 Favor for SpellBinder, many thanks :)
Title: Re: Chummer5 Support
Post by: Kincaid on (16:50:55/01-30-15)
Is the karmagen file working correctly?  When I try to create a new character using 800 karma, no options on the metavarient dropdown menu appear and the chargen process comes to a halt.
Title: Re: Chummer5 Support
Post by: SpellBinder on (17:12:56/01-30-15)
I believe that the karmagen system is more integral to the program than just editing an XML file or three, especially since Chummer5 had to be rebuilt to work with the priority system.

Personally I'd love to have the karmagen system up and running as I personally hate the priority system.  It'll also make converting SR4 to SR5 characters easier.
Title: Re: Chummer5 Support
Post by: Sir_Prometheus on (02:55:13/02-04-15)
So, I've tried this out, and the new data files work great!  Thanks.

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. 
Title: Re: Chummer5 Support
Post by: Draca on (05:05:35/02-04-15)
Hi where can I find the Chummer 5
Title: Re: Chummer5 Support
Post by: jim1701 on (09:05:26/02-04-15)
I found that to fix this you need to make the Talent category use the "real" category letters.  The other categories can apparently take whatever value you want but Talent has to be A, B, C, D, E for the skill dropdown to work.
Title: Re: Chummer5 Support
Post by: Imveros on (09:33:44/02-04-15)
Hi where can I find the Chummer 5

https://code.google.com/p/chummer5/ (https://code.google.com/p/chummer5/)

Enjoy!
Title: Re: Chummer5 Support
Post by: Draca on (02:20:29/02-05-15)
Hi where can I find the Chummer 5

https://code.google.com/p/chummer5/ (https://code.google.com/p/chummer5/)

Enjoy!

Thanks a lot
Title: Re: Chummer5 Support
Post by: GDS on (12:38:26/02-06-15)

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.
No other category is affected by this so simply use the real priority for magic.   
Title: Re: Chummer5 Support
Post by: Sir_Prometheus on (13:07:10/02-06-15)

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.
No other category is affected by this so simply use the real priority for magic.   

Cool, that's what I was doing, but thanks for the explanation on why it's that way. 
Title: Re: Chummer5 Support
Post by: Nevyn on (11:24:25/02-24-15)
Error messages in Chummer 5 when opening any subsequent character.

Loading the first character is ok... Loading any character afterwards causes an error. I cannot find an email address for sending this to the developer.


Quote
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)...


Title: Re: Chummer5 Support
Post by: Raven2049 on (18:43:26/02-24-15)
strange, i have no problem opening multiple characters... what kind of custom files do you use? have you tried turning them off one by one while trying to open multiple characters? whats your OS/computer stuff?
Title: Re: Chummer5 Support
Post by: KarmaInferno on (22:30:28/02-24-15)
Nevyn, Chummer is a fan-made program. Originally created by Nebular, taken over by Adam. Lately Adam has been absent from the boards so a few other folks here stepped up to fix/update things while he's away.

Post bugs here. The people most likely to be able to fix them are here anyhow.


-k
Title: Re: Chummer5 Support
Post by: Nevyn on (23:50:10/02-24-15)
Thanks guys.

My error report was mistaken somewhat. It isn't the order but the files. One does not error and the others do.

Quote
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)

That's the error.

System is windows 7 Enterprise 64 bit.

The characters are here:
This does not error:
https://www.dropbox.com/s/i7g48dydnhwcg1u/Nevyn.chum5?dl=0

This does error:
https://www.dropbox.com/s/vigr7tdcm82tfiq/The%20Face.chum5?dl=0

Nevyn has no Cyberware, all other characters do.
Title: Re: Chummer5 Support
Post by: Nevyn on (00:16:35/02-25-15)
I copied the save file and deleted all of the collections in the XML one at a time until the error message stopped occurring.

The error is in the GEARS collection.

Ok - the issue is in the gear below:

Quote
<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>&gt;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>
Title: Re: Chummer5 Support
Post by: Sir_Prometheus on (11:02:34/02-25-15)
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?
Title: Re: Chummer5 Support
Post by: jim1701 on (11:17:07/02-25-15)
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?

There was a karma creation option in the previous version for 4th edition but from what I can tell in the code isn't wired to do anything in this version. 
Title: Re: Chummer5 Support
Post by: Hobbes on (22:01:34/02-25-15)
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.

Very minor bug report, Trust Fund quality needs         <quality>SINner (Corporate)</quality>     added.  You've got National and Corporate Limited, missed that one. 
Title: Re: Chummer5 Support
Post by: Syntetesh on (03:24:43/02-27-15)
First, thank you for the time you spend on Chummer5

It's my first attempt to use it  (for creating a changeling)

When I pick Surge III Chummer5 apply a 25 Karma cost but the book list a 30 Karma cost. (Class I and II apply the right cost)
And may be not related to Chummer5 but my poor eyes, I can't find in the book where it stated that changeling automaticly gain the Distinctive Style negative quality.
Title: Re: Chummer5 Support
Post by: Nevyn on (08:50:07/02-27-15)
Let me first echo the prior sentiment... Thank you for your hard work. I've been away from the game for a few years (since 3rd ed) and am so amazed at this community and this app.

Secondly:
Once I have downloaded Chummer5 from https://code.google.com/p/chummer5/ what do I need to do or download next, after checking the boxes in the Options? I have downloaded files from this space: https://drive.google.com/folderview?id=0B3RhPHKkUyd7NkE0WlVEYXdaR1U&usp=sharing and have copied them into the data folder.

Now when I look up the PACKS I see error messages on the Adept kits, the Skill kits, the Gear kits and the Complex Forms kits. All of the items are listed as Chummer.ListItem

Also - I've been asked to download RunFaster to help with karmic character creation to 850 points but I downloaded the files in the RunFaster folder and still cannot use Karma.

Title: Re: Chummer5 Support
Post by: Nevyn on (15:54:19/03-06-15)
Is there a way I can find an older version of the application. I think that there must be a flaw with the 5.139 version that is making some of the pack types impossible to use.
Title: Re: Chummer5 Support
Post by: Xexanoth on (12:59:25/03-07-15)
I encountered a weird Bug with the Chummer in the Bodyware Systems, the punctuation in values seems to be completely off in several Wares.

Titanium Lacing uses 15 Essence instead of 1.5, Shockhand 25 instead of 0.25, it gets even more out of whack when i change ANY Ware away from "Standard".
Used Titanium Lacing goes to 1875 Essence and 2.250.000Nuyen instead of 1,875 and  22.500.(and everythin else has the same problems)

The weirdest thing about it, is that the problem only exists on my PC, when i copied the Chummer files to my Laptop it works completely fine, giving me the correct values on everything.
(Tested it with another Laptop works correctly too)

Anyone knows what could cause this?

Another smaller thing according to Chummer i can buy a "Holster" SR5 Page 436(Armor enhancement), but i can only find "Concealed Holster" and "Quickdraw Holster"  in the Book (which then makes me wonder why there are no normal holsters in the game) and i can't find anything about a normal holster in the Firearms section. Is that an oversight in the German Corebook or was it added in another Book?
Title: Re: Chummer5 Support
Post by: SpellBinder on (23:35:54/03-07-15)
Regarding the Holster, I wouldn't put it as an oversight in the German core book but the American as there is no such gear listed (the American SR5 page 436 actually covers some Ammo & Explosives).

As for the punctuation for Essence costs, I can only guess at it being related to the Region settings of that one particular computer, and I'm figuring this from issues Nebular had in making Chummer (which Chummer5 is based on) work with in handling the difference of using a comma or a period for a decimal point.  If not in the Region settings, then wherever in your computer that handles the display for the decimal point (comma vs. period).
Title: Re: Chummer5 Support
Post by: Xexanoth on (07:12:41/03-08-15)
Thanks that solved it,

the problem was the difference between the "Region"(German) and "Format"(English) setting, setting the latter back to German solved the problem.
Title: Re: Chummer5 Support
Post by: Deacon on (15:05:10/03-08-15)
I have to ask this: Is there going to be support added to the program for Run Faster?  (The version I have doesn't have it, and I updated last week.)
Title: Re: Chummer5 Support
Post by: Aethelwulf1972 on (13:09:53/03-15-15)
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?
Title: Re: Chummer5 Support
Post by: 8-bit on (13:32:01/03-15-15)
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?

Missions FAQ (https://dl.dropboxusercontent.com/u/12034805/Shadowrun%20Missions%20Chicago%20FAQ%20Update%20v1.2.pdf); page 20.

Yes, that's correct. Gun H(e)aven 3 is incorrect.
Title: Re: Chummer5 Support
Post by: Raven2049 on (21:00:31/03-25-15)
loss of confidence is showing up as a -5 neg quality instead of its book listed -10.


easily remedied but just putting this out there
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (14:27:34/03-31-15)
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!
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (15:19:52/03-31-15)
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.
Title: Re: Chummer5 Support
Post by: SpellBinder on (16:13:37/03-31-15)
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.

As a workaround my suggestion would be to finish the character as normal and migrate it to Career Mode, and then immediately give yourself an amount of free karma (there's a checkbox to toggle so it doesn't count towards your career karma total) to advance your knowledge skills accordingly.  For the contact(s), just add it in once you're in Career Mode.
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (20:56:08/03-31-15)
Per SR5 p. 386 Contacts have a Connection rating of 1-12, but can't be above 6 at creation.

I tried adding in a contact after creation, and it won't let me go above 6 for Connection rating.
Title: Re: Chummer5 Support
Post by: SpellBinder on (21:47:13/03-31-15)
That appears to be another holdover from the old Chummer, where Connection & Loyalty capped at 6.  The one workaround I can think of to cover that could break the character file, so it should go without saying to create a backup copy or a working copy before proceeding to edit the save character in a program such as Notepad (it's basically an XML file with a different extension) and manually change the contact's Connection to 8.  Best case scenario it works; worst case Chummer crashes trying to load that particular save.

Editing the character file directly is also another way to fix the previous issue with the Knowledge skills, but I'm honestly not sure about most people's confidence in doing something like this.
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (22:39:20/03-31-15)
Well, for the time being, I just put their actual Connected stat in the notes.... :)
Title: Re: Chummer5 Support
Post by: Triskavanski on (08:43:25/04-03-15)
I think I found another hold over, and that would be that centaurs start with uneducated. in chummer 5
Title: Re: Chummer5 Support
Post by: SpellBinder on (18:22:36/04-03-15)
I think I found another hold over, and that would be that centaurs start with uneducated. in chummer 5
For what I can apparently find, yes, it's another holdover.  I can find where pixies & sasquatch in SR5 are Uneducated, but not centaurs.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (09:47:39/04-14-15)
So in the apparent disappearance of Adam, I've been doing some coding work to port in the Run Faster content. You may have seen me around on /tg/ or Reddit.

Changelog is available here (https://github.com/chummer5a/chummer5a/blob/master/Chummer/changelog.txt), latest release is available at https://www.dropbox.com/sh/p5yimzsgljq3nnn/AAAa2q6l970NAkUUtZ4CvOgpa?dl=0 (https://www.dropbox.com/sh/p5yimzsgljq3nnn/AAAa2q6l970NAkUUtZ4CvOgpa?dl=0) or https://github.com/chummer5a/chummer5a/releases/latest (https://github.com/chummer5a/chummer5a/releases/latest).

Generally speaking it's easier for me to keep track of issues if they're raised on the issue tracker (https://github.com/chummer5a/chummer5a/issues) as well, especially as these captchas are annoying.

Disclaimers: I'm a comparatively average coder compared to the previous devs, so things are more than likely to break. I don't have any official endorsements either; I've tried my best to get hold of Adam to no avail, so eh.
Title: Re: Chummer5 Support
Post by: brasso on (12:04:16/04-14-15)
Hey Chummer - if you'd like any assistance with dev of c5, I am able to spend a *small* part of my week resolving issues.
Title: Re: Chummer5 Support
Post by: SpellBinder on (19:36:45/04-14-15)
A working karmagen system in Chummer 5, I love it!  May have to play around with it some.  Already noticed a few house rules I would've asked for, so thanks for already implementing them. :)

And don't worry about the captcha, it'll stop after you've made your 10th post here.
Title: Re: Chummer5 Support
Post by: k_night on (20:05:29/04-15-15)
Nice work  ;)

Question: is it possible to add house rules? ???
Problem: i cant choose a meta-variant in priority or sum to 10

Keep up the incredible work  ;D
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (01:53:28/04-16-15)
House rules can be enabled through Tools > Options. Actually adding custom rules would require code. If you raise it as an enhancement request in the github I can take a look at implementing it, depending on the scope.

Metavariants have a bug that I accidentally pushed in from someone else's commit, I'll have them fixed up tonight.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (09:44:39/04-19-15)
Build 162
Application Change:

Data Change:

New Strings:

Title: Re: Chummer5 Support
Post by: k_night on (09:55:38/04-19-15)
lol i guess the bug with meta-variants is gone :P
they don't even appear as an option anymore :'(

edit: my bad, didnt notice that the update turned of the books in my options :-[
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:14:38/04-19-15)
I stopped pushing out the default.xml settings with my builds a while back. I know I had a reason for it at the time, but for the amount of annoyance it's given me I should probably just keep it in. Still, you should be able to just keep your settings file and just copy the new files over.
Title: Re: Chummer5 Support
Post by: Raven2049 on (10:27:12/04-19-15)
so we have to redownload the program? or do you have a separate link for the updated files? (and where may that be?)
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (11:09:31/04-19-15)
The latest version is always available at https://github.com/chummer5a/chummer5a/releases/latest or https://www.dropbox.com/sh/p5yimzsgljq3nnn/AAAa2q6l970NAkUUtZ4CvOgpa?dl=0. Download the zip, make a backup of your current folder if you're sensible enough not to trust some robot on the internet and extract into the path.
Title: Re: Chummer5 Support
Post by: k_night on (11:39:38/04-19-15)
No problem ;)
I was just used to the old way, now i know :)
That'l teach me to be lazy and not to check my configs before posting :P :-[
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:47:38/04-22-15)
Build 163
Administrative Change:
- Controls (Skills, groups, etc.) moved into a separate folder because I'm tired of looking for them and can't be bothered prefixing. Organisation is love. Organisation is life.

Application Change:
- AUTOMATIC UPDATES ENABLED. Now I just have to not forget to update the version metadata every time I fiddle with something...
   - To use automatic updates, open the Tools window and click on Check For Updates. Any new file versions should be available for download. Select the files, hit the download button and cross your fingers.
- Fix for Friends in High Places causing a crash due to invalid bounds.
- Fixed an issue with free karma knowledge reverting values to 0.
- Rewrite of Knowledge Skill BP calculation to support free points. Needs some logic validation.
- Fixed an issue with the Blind (Mage) quality causing an exception.
- Added functionality for the Jack of All Trades, Master of None quality.
- Added functionality for the College Education quality from Run Faster.

Data Change:
- Updated some spells with correct ranges, from the errata.
- Updated some martial arts, courtesy of Urs Zeidler.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (11:38:08/04-22-15)
Just downloaded the new version.  Knowledge skills are broken. They don't deduct from the points.  You can add all the ranks you want and it doesn't deduct from either karma or free points.  I tried this in priority and sum to ten.  used it as the first thing I did, no no other factors should be in play.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (11:46:06/04-22-15)
Crap, I see the problem. Enable the house rule 'Karma Build: Free Knowledge Skills Like Priority Build'. I appear to have messed up the logic for priority and sum-to-ten while making it work for karmagen.
Title: Re: Chummer5 Support
Post by: anchoress on (12:12:57/04-22-15)
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 :)

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.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (12:48:30/04-22-15)
That fixed it. 

How do you make College Education from Run Faster Work?  When I choose academic knowledge skills, it still costs me one build point per rank, rather than 2 for 1
.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (16:47:35/04-22-15)
The half price discount only applies to karma values, if I'm interpreting the rounding correctly. Reduce skill point cost by half to 0.5, which is then rounded back up to 1. Is it not working for karma for you?
Title: Re: Chummer5 Support
Post by: SmilinIrish on (17:45:40/04-22-15)
Wording of the College Education:

the character can buy Academic Knowledge skills at half price (rounded up) during character creation. After character creation, Academic.  Knowledge skill ranks of 3 or higher receive a 1 Karma cost reduction for each rank.

Hard Knocks:

the character can buy Street Knowledge skills at a rate of 2 for 1 during character creation. After character creation, Street Knowledge skill ranks of 3 or higher receive a 1 Karma cost reduction for each rank.

Tech School Education:

the character can buy Professional Knowledge skills at a rate of 2 for 1 during character creation. After character creation, Professional Knowledge skill ranks of 3 or higher receive a 1 Karma cost reduction for each rank.

Since the default character gen method is priority, the quality would have to address the build from a free knowledge points perspective, not just the karma buy perspective.  The powers seem to be intended to do the same thing in each case.  I interpret this to mean that for three knowledge skill points in character gen, I get six ranks of that knowledge skill (or for two point, I get rank four). 

After character gen, the cost of knowledge skill rank 3 and up is reduced by one each. 

Title: Re: Chummer5 Support
Post by: SmilinIrish on (17:49:04/04-22-15)
A huge thank you for your work, by the way. The work around that I was using was to click "ignore character creation rules" so that I could make the ranks correct to print the character sheet. 
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:39:00/04-22-15)
Sure, I completely agree that that's probably how the rule is supposed to be interpreted based on the other qualities. But in the absence of an errata to say otherwise, I have to go with RAW, which says that you half the cost, then round up.
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (14:52:14/04-27-15)
Hey Chummeer5, is your work based on the original files hosted on google, or is it based on the Chummer5A files that have been on github for a while?

I ask because I've run into some errors in the information on the Chummer5A version, and have been instructing my players to use the google host and manually update per the instructions earlier on this thread.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:19:38/04-27-15)
If you're referring to code.google.com/p/chummer5a/, that's my work, yes. Google Code is being discontinued, so I ported the project over to github a month or so ago.
Title: Re: Chummer5 Support
Post by: anchoress on (15:56:35/04-28-15)
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 :)

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.
May i re-new my questions from a week ago?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:34:02/04-28-15)
Metavariants are working fine in 5.164, I'm not aware of any issues they had in the first place. Skill groups were also fixed back in like 5.161 or something.
Title: Re: Chummer5 Support
Post by: anchoress on (18:56:34/04-28-15)
In Charmagen it wasn't possible (for me, at least) to choose a metavariant from the typical metatypes (orks, elfs, etc. were working, but the choice boxes for dryads, ogres, etc. were empty). 5.164 isn't released yet, right? Just took a look at http://chummer5a.github.io/chummer5a/ and it still says 5.163 is the newest version.

Anyways, i don't want to sound like a jerk! It is great, that you keep chummer alive and i really appreciate it :)
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:54:03/04-28-15)
Is the Run Faster book enabled in your options?
Title: Re: Chummer5 Support
Post by: SpellBinder on (20:26:48/04-28-15)
Also, do you still have the custom & override files from our previous attempts at keeping Chummer5 current with the released books?  I found an issue with the metavariants at one point, which resolved itself when I removed said custom & override files from the data folder.
Title: Re: Chummer5 Support
Post by: anchoress on (03:01:27/05-07-15)
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.

What if ound out is that there is still a mechanic implemented combined to the "Catlike" positive quality. It should add +2 to your sneaking dicepool. But as long as you don't have a skill rating of 3 it adds 0 or just 1 point to the sneaking DP. It is easily reproduceable.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (03:39:46/05-07-15)
Yup, that's a mea culpa. Left some code in the wrong spot. I'll have it fixed up tonight.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (11:54:14/05-08-15)
Hrm. Okay, so what was going on here is the previous dev left in code references to the Maximum Modified Rating rule from SR4, in which you couldn't have more than 1.5 of your current rating. For some reason the default setting is defaulted to enabled, but the line that controls whether the state of the it's actually saved was removed. Fixed in the next version, anyway. As an interim fix, you can open up settings.xml and change enforcemaximummodifiedrating to False.
Title: Re: Chummer5 Support
Post by: Raven2049 on (11:11:22/05-10-15)
having a problem with the new install of chummer 5. i get the program installed and it does its updates and all is peachy. then i go to enabled all the books in the options and open up my characters and play around. the first time i do this everything works great. that is, after i install activate the options and open a file during the same instance it opens and i have no problems.

when i close the program and reopen it then try to hit any button or open any option or file i get an unhandled exception.

im not at my desktop currently so i cant post an image yet but i will.

any thoughts?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (16:53:57/05-10-15)
Chummer isn't very good at graceful failures; my first thought is something to do with a language file not being read properly, but it could be not saving/loading your settings properly. I'd have to see the exception to say more.
Title: Re: Chummer5 Support
Post by: runarm on (20:29:16/05-19-15)
I've been playing around with karmagen using build 5.166, and when I try to mark the character as created and save I get the following error:
This character is not valid and breaks the following rules:
1 over alloted Special Attribute point limit
With some trial and error I found out that apparently Chummer did not like that I had reflex recorders on this character. Once I removed that bit of bioware, it was happy.

Another issue are the contactss. No matter which combination of options from the "house rules" section I use, I can't get these to work right with karmagen. I can get the free points to appear, but if I go over them, chummer simply says I have -X points left of whatever I started with and does not take the overflow off my regular karma.

R.
Title: Re: Chummer5 Support
Post by: Roguewind on (12:11:44/05-24-15)
I'm using the priority build, and I'm having a similar issue with the cost of contacts.  The free contacts appears but it appears there's an issue with the formula calculating how many you've spent.

Title: Re: Chummer5 Support
Post by: runarm on (13:01:20/05-26-15)
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.
Title: Re: Chummer5 Support
Post by: Basic on (12:51:56/05-29-15)
will chummer5 add data trails and run faster soon ?
Title: Re: Chummer5 Support
Post by: Kincaid on (13:32:09/05-29-15)
will chummer5 add data trails and run faster soon ?

Run Faster support is already out there--I think there's a link to the files somewhere in this thread.
Title: Re: Chummer5 Support
Post by: Basic on (20:55:22/05-29-15)
ok I found run faster ho to add it to Chummer5
Title: Re: Chummer5 Support
Post by: Miri on (06:04:29/05-30-15)
ok I found run faster ho to add it to Chummer5

Paste a copy of the files into the Chummer5/data directory then restart Chummer.  Once you restart go into Tools Options and check all the boxes of the books you want access to.
Title: Re: Chummer5 Support
Post by: SpellBinder on (01:27:54/06-05-15)
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.
Title: Re: Chummer5 Support
Post by: Sinistra on (19:19:57/06-24-15)
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.
Title: Re: Chummer5 Support
Post by: Sterling on (07:36:05/06-25-15)
Having a problem using the Positive Quality "Made Man".

To begin with I would choose the quality, and a blank drop-down choice box would appear.  Pressing OK created an error.

I then tried creating a Group Contact and naming it "Mafia".  As expected the Loyalty box is greyed out at rating 1.  I then chose "Made Man" and this time the drop-down automatically chose "Mafia", but the Loyalty value remained at 1 and was still greyed out.

Is this an error or is there a step I'm missing?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (21:35:41/06-27-15)
Build 168:
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.
Title: Re: Chummer5 Support
Post by: Triskavanski on (21:48:02/06-27-15)
Hurrah JohnnyFive is back in business.
Title: Re: Chummer5 Support
Post by: SpellBinder on (03:16:50/06-28-15)
Build 168:
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.
Thank you very much for the consideration.
Title: Re: Chummer5 Support
Post by: Raven2049 on (10:57:48/06-28-15)
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.

may be silly stating this but you do know you click on the green "+" arrow after you select your lifestyle to purchase more months right? you buy them one at a time in this manner.
Title: Re: Chummer5 Support
Post by: Triskavanski on (11:20:33/06-28-15)
Something I'd like to see, is being able to Sum-to-X. This would totally allow people to also easily do High Life/Street Scum (High life is Sum to 15, street scum is sum to 6. )
Title: Re: Chummer5 Support
Post by: Beaumis on (18:39:14/06-28-15)
Buying skillgroups after chargen doesn't seem to give you the skills. I tried to buy the athletics group, spend 5 Karma and got nothing.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (01:42:55/06-29-15)
I notice the default free knowledge points is set at 3xInt + Log.  Core book says 2x.  did this get changed somewhere?
Title: Re: Chummer5 Support
Post by: SpellBinder on (02:10:52/06-29-15)
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).
Title: Re: Chummer5 Support
Post by: SmilinIrish on (02:54:52/06-29-15)
You can change it to be 2, I just keep finding it set at 3
Title: Re: Chummer5 Support
Post by: SpellBinder on (10:40:42/06-29-15)
Just updated and now I see what you're talking about.  Funny thing I found in messing around is that after enabling the house rule to modify the free karma multiplier, hitting OK, then going back in to disable it the setting now keeps resetting to 2 whenever it's disabled.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (12:42:06/06-29-15)
Yeah, it's no big deal at all, just making sure there wasn't some errata I missed. It was Int+log x3 in SR4.
Title: Re: Chummer5 Support
Post by: jim1701 on (16:33:37/07-01-15)
Tried to add Active Hardwires to Chummer but I could only get the skill to add as a bonus rather than add the skill itself.  Either Chummer needs modification to make it work or I just don't know the right tag to add. 
Title: Re: Chummer5 Support
Post by: Meaty on (05:21:25/07-05-15)
Hi there,
first I want to thank you for continuing Chummer! It helps a LOT! :-)

I noticed that from Build 167 onward (up till Build 169), if you buy Skill Groups with Karma the Karma is removed and the Group Rating rises, but it has no effect on the skills (individual Dice Pools stay the same as before).
Seems odd because it worked in Build 166. Right now I am working around it by editing the save files.

Cheers!
Title: Re: Chummer5 Support
Post by: BetaCAV on (15:27:06/07-05-15)
It would be really great if there were someone willing to repackage Chummer5 with all the user-created support files in all the right locations (and keep up with newer versions). I completely understand why C5iA might not want to do this on top of all the other work he's doing, but I can never seem to get everything working with it... no idea if I'm missing some files, or grabbing them from the wrong places, or even just putting them in the wrong place(s).

Failing that, a consolidated post of links to everything, would be a lesser (but still big), help
Title: Re: Chummer5 Support
Post by: Malevolence on (02:01:08/07-07-15)
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.


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.
Title: Re: Chummer5 Support
Post by: SpellBinder on (11:20:43/07-07-15)
Chrome Flesh is already in the mix.  I downloaded 5.169 last week from https://github.com/chummer5a/chummer5a/releases/latest and it was there, along with a few little fixes.

And yes, do remove the older custom & override files for Run Faster & Shadow Spells as they do cause conflicts.
Title: Re: Chummer5 Support
Post by: Kincaid on (11:44:12/07-07-15)
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].
Title: Re: Chummer5 Support
Post by: BetaCAV on (15:27:25/07-07-15)
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.


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.
Started over from scratch, added nothing, selected all books, created a new character... no PACKs. Not even gear PACKs.
Still an improvement, functionally, but... also still not complete (IMO, of course).
Title: Re: Chummer5 Support
Post by: SpellBinder on (15:34:11/07-07-15)
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.

In looking at the Biocompatibility qualities (and seeing they, and many qualities from Chrome Flesh, are also listed twice in the qualities.xml file) I noticed that they're missing code to grant a discount:

<bonus><cyberwareessmultiplier>90</cyberwareessmultiplier></bonus>
<bonus><biowareessmultiplier>90</biowareessmultiplier></bonus>

Also noticed an issue with the hard nanohive and smartskin as well as the soft nanohive; it's coming from the use of braces in the calculation for the item's Availability and the braces must be removed to clear this.  Braces are used in Capacity only, and to tell Chummer whether or not an item has capacity (like cybereyes) or uses it (like a cyberweapon).

Genetech and symbiots previously were not available in grades like cyberware and bioware, and likely are not still.
Title: Re: Chummer5 Support
Post by: Malevolence on (00:07:23/07-08-15)
Started over from scratch, added nothing, selected all books, created a new character... no PACKs. Not even gear PACKs.
Still an improvement, functionally, but... also still not complete (IMO, of course).
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.
Title: Re: Chummer5 Support
Post by: Atlessa on (09:40:45/07-14-15)
Glad I found this, since I was working with an OLD Chummer 5 for a long time.

Noticed shapeshifters were still missing, and since I play a vulpine...
https://dl.dropboxusercontent.com/u/10082925/RP/Shadowrun/Shadowrun%205/Chummer5/data/Custom_Shapechanger_XMLs.zip


Things to note:
-Karma cost for priority/sum to ten is not 'hard' implemented.  You'll find positive qualities called [animal] surcharge that cost the right amount. (if someone knows how to make Chummer exclude them from the 25 Karma maximum, please tell me and I will change them accordingly)
-Similarly, natural weapons need to be added manually under the street gear/weapons tab.  Cost and availability have been set to 0.
There is a negative quality called "NOT uneducated" which COSTS 8 karma, and thus counts as a 'rebate' to the 25 karma maximum.  I decided this was ok, since the rules explicitly allow replacing 'uneducated' with one or more qualities of similar value, OR pay for it with 'hard karma'
-Similarly, non-human shapes are available as positive qualities.  So far I only went for the 'standard' meta-types (Dwarf, Elf, Orc, Troll), but if someone wants a specific meta-variant, I will gladly update the files for them.  (It's A LOT of work adding them all, and I'm not sure all that many players go this route?)  These, too, count towards the 25 karma maximum. Not sure how to make Chummer ignore them... (see above)

Title: Re: Chummer5 Support
Post by: SpellBinder on (11:36:17/07-14-15)
Sadly Chummer5 isn't built at the foundation level to actually handle shifters as they are in SR5 as all shifters have two Attribute profiles after character creation that you must keep track of and pay karma for separately to improve.
Title: Re: Chummer5 Support
Post by: FST_Gemstar on (13:34:30/07-14-15)
Anyone else just lose the biocompatability versions of 'ware?
Title: Re: Chummer5 Support
Post by: MawileParty on (16:36:16/07-14-15)
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)

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?
Title: Re: Chummer5 Support
Post by: SpellBinder on (23:49:18/07-14-15)
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.
Title: Re: Chummer5 Support
Post by: MawileParty on (00:36:12/07-15-15)
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?
Title: Re: Chummer5 Support
Post by: gilga on (06:01:12/07-15-15)
I couldn't find control rig booster from chrome flesh. (I find the bioware stuff... any tips?)
Title: Re: Chummer5 Support
Post by: MawileParty on (17:45:50/07-15-15)
I couldn't find control rig booster from chrome flesh. (I find the bioware stuff... any tips?)

I believe its listed under nanoware.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:27:45/07-15-15)
Oh hey, the forums decided to let me log in again. Neat.

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)

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?
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 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.

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?
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.

Prototype Transhuman is just a placeholder, it doesn't have an associated bonus yet. There should be an Essence Antihole item you can use to emulate it though. I think I'll build something into the UI that marks placeholders in red or something.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (12:08:14/07-16-15)
Build 171:
Application Change:

Fixed an issue with Priority characters not loading properly. Malformed XML file.
Data Change:

Accuracy for the Cougar Fine Blades altered.
Chakram weapon added.
The PPSK-4 has had a Collapsed Frame accessory added to it that confers -6 Concealability to represent the collapsible box thing you can put it in. Accessory mods can also no longer be installed on the gun.
Blowgun range changed.
Sound suppressor added to the Barret.
Missing Ammo from Run and Gun added.
Skilljacks and Skillwires have had their costs adjusted to match Chrome Flesh values, because apparently errata isn't a thing that's done these days.
Wireless Skillsoft Networks have been added as Lifestyle Qualities. Yes, Advanced Lifestyles are still a little broken. It's on the list.
IMPORTANT NOTE:.NET 4.5.1 IS CURRENTLY A REQUIRED COMPONENT. CHUMMER WILL CRASH ON VERSIONS BELOW 4.5.1.

We're looking at a way to maintain some level of backwards support for .Net 4, but the new things we can do are neat so we want to keep them. Best case scenario we find a convenient way to mass-deploy a second chummer executable that doesn't use any of the new 4.5.1 code.
Title: Re: Chummer5 Support
Post by: SpellBinder on (02:10:22/07-19-15)
Guess from here on out administrative access is going to be the norm for Chummer5, but at least knowing that .NET needed to be updated fixed the the crash issue that appeared.  I'm not opposed to updating as necessary, just updating for the sake of updating.  If there's neat things that can be added to Chummer5 as a result then I welcome the change.

* Still limited to a skill group level of 6 when "Ignore Character Creation Rules" is checked.
* The entry for the Holdout Pistol in Cyberwear.xml is still calling upon a "Cyber Hold-out" when the actual weapon is called a "Cyber Hold-Out" (note the capital "O").
* Still hoping for the house rule Essence Discounter like the old Chummer has.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (11:34:06/07-19-15)
I'm not entirely sure why people are getting a UAC prompt, so I'll be looking into that. The .net surprise update was mostly just a miscommunication; I was discussing it with the other dev, he added it in on his merge, and I didn't take any notice of the change. We're fiddling with a way to implement a legacy mode that won't use the new features, but given that the only OS that is limited to .Net 4 is now officially End-of-Lifed, eh. The cool/cheaper things we can do with the new features carry more weight than supporting legacy XP boxes, to my mind. Anyway, next release might have support for .net 4 again. Sorry again for not communicating it to you guys earlier.

Those issues you raised shouldn't be particularly difficult to sort out spellbinder, I'll have them put in to the next release.
Title: Re: Chummer5 Support
Post by: SpellBinder on (19:59:52/07-19-15)
For me the UAC started with version 170.0, while 169 didn't have it.  Hopefully that'll give you an idea where to start looking.

And thanks so much for your work.
Title: Re: Chummer5 Support
Post by: Malevolence on (00:50:10/07-20-15)
I don't do this personally, so I don't know the details, but is .NET 4.5.1 supported by non-windows versions of .NET (Mono/Wine)? That's the only issue I can see - people still on XP need every push they can get to ditch it, but OSX and Linux users could be affected if the emulators get broken.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (01:35:45/07-20-15)
Mono support actually broke a fair while back, apparently. The previous dev was looking into it, but it's not something I've put a lot of thought into as yet. Anyway, looks like there's something janky with the app manifest that's causing the UAC prompt. Shouldn't be too hard to sort out.
Title: Re: Chummer5 Support
Post by: Lormyr on (08:06:17/07-23-15)
So, question for Chummer and programming in general newbs like myself. Once you have the base Chummer put into a folder and running normally, where is the correct location to add the extra files from the Run Faster and Shadow Spells updates so that they will load correctly? I placed them into the data folder, but that does not seem to be working.

Thanks for the assistance!
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (08:44:43/07-23-15)
They go in the Data folder, but you then have to enable the specific book in Tools > Options. If you're using my version of the application, all Run Faster and Shadow Spells content has already been added.
Title: Re: Chummer5 Support
Post by: Jack_Spade on (09:07:11/07-23-15)
@Chummer 5 is Alive

Could you post a current link to your version in your signature? That would really cut down my search time  ;)
Title: Re: Chummer5 Support
Post by: Lormyr on (11:48:56/07-23-15)
Awesome, that totally worked. Thanks man!

Next question: I have found out how to enable Quickening in the improvements tab. You can then go to the sells selection and select spells to Quicken. Is there a way to set the numeric variables for things like Increase Attribute when quickened?
Title: Re: Chummer5 Support
Post by: jim1701 on (14:35:32/07-25-15)
With weapons when you add a modification to a pre-installed accessory the cost is not reflected in the weapon's price.  For example when I add vision modification to the internal smartgun system that comes with the Ares Sigma 3 the price should go up 250 but it doesn't.  I believe it is due to the "part of base weapon" flag.  Currently I just make a note and adjust the funds once in career mode. 
Title: Re: Chummer5 Support
Post by: Kincaid on (15:02:13/07-27-15)
The karma discount from Jack of All Trades was working in 1.169 but it seems as though it no longer is in subsequent versions.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (00:35:22/07-29-15)
Next version should have that fixed, Kincaid.
Title: Re: Chummer5 Support
Post by: jim1701 on (01:58:05/07-29-15)
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.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (02:06:05/07-29-15)
I second that request.  Unless your are playing that, its a lot of drek to sift through. 

Great job on the program.  Thank you for all you've done.
Title: Re: Chummer5 Support
Post by: Kincaid on (08:18:46/07-29-15)
Next version should have that fixed, Kincaid.

Awesome, thanks!  It also seems as though the karma discount from JoaT was never applied to Knowledge and Language skills, just active skills.
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (12:55:16/09-10-15)
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.

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?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:40:57/09-10-15)
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.

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?
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?
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (19:20:34/09-10-15)
Here's what I get when I load one of the files. I can give you a block for each of my characters if it is helpful. Let me know. (I've probably got six or so)

Code: [Select]
************** 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.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:33:23/09-10-15)
Hrm. It doesn't like one of your character qualities. Would it happen to be a dwarf?
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (20:11:29/09-10-15)
Nope, that character is a Troll. Here's the box of rejection letters I get for my Elf Channeler.

Code: [Select]
************** 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.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (20:26:15/09-10-15)
ooookay. So none of your qualitites have the metagenetic tag. The trycatch that's supposed to STOP it from breaking doesn't. Sigh. Okay, the quick and dirty fix is to open up your character files in notepad, find each quality and add <metagenetic />. That will stop it from crashing. I'll fix up that crash to do a null test instead of the trycatch over the weekend.
Title: Re: Chummer5 Support
Post by: halflingmage on (23:08:09/09-10-15)
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.
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (23:23:18/09-10-15)
I'll make edits and report back. Thanks!
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (23:48:28/09-10-15)
Bam! Did the trick! I'm assuming that if I make that edit, future updates will be able to conform the save file to the needed parameters?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (00:04:58/09-11-15)
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!
Title: Re: Chummer5 Support
Post by: MadDogMaddux on (00:56:50/09-11-15)
Thanks, Omae!

Seriously, this is so much better than Hero Lab.
Title: Re: Chummer5 Support
Post by: Atlessa on (22:20:40/09-11-15)
I just got "Expression must evaluate to a node-set"  after adding the trauma-damper bioware to my awakened character.

[spoiler]************** Exception Text **************
System.Xml.XPath.XPathException: Expression must evaluate to a node-set.
   at MS.Internal.Xml.XPath.XPathParser.ParseNodeTest(AstNode qyInput, AxisType axisType, XPathNodeType nodeType)
   at MS.Internal.Xml.XPath.XPathParser.ParseStep(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseRelativeLocationPath(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseLocationPath(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParsePathExpr(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseUnionExpr(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseUnaryExpr(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseMultiplicativeExpr(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseAdditiveExpr(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseRelationalExpr(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseEqualityExpr(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseAndExpr(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseOrExpr(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseExpresion(AstNode qyInput)
   at MS.Internal.Xml.XPath.XPathParser.ParseXPathExpresion(String xpathExpresion)
   at System.Xml.XPath.XPathExpression.Compile(String xpath, IXmlNamespaceResolver nsResolver)
   at System.Xml.XPath.XPathNavigator.Compile(String xpath)
   at Chummer.Cyberware.get_TotalAvail()
   at Chummer.frmCreate.RefreshSelectedCyberware()
   at Chummer.frmCreate.treCyberware_AfterSelect(Object sender, TreeViewEventArgs e)
   at System.Windows.Forms.TreeView.OnAfterSelect(TreeViewEventArgs e)
   at System.Windows.Forms.TreeView.TvnSelected(NMTREEVIEW* nmtv)
   at System.Windows.Forms.TreeView.WmNotify(Message& m)
   at System.Windows.Forms.TreeView.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: 0.5.170.1
    Win32 Version: 0.5.170.1
    CodeBase: file:///D:/Eigene%20Dateien/Dropbox/Public/RP/Shadowrun/Shadowrun%205/Chummer5/Chummer5.exe
----------------------------------------
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
    Assembly Version: 4.0.0.0
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----------------------------------------[/spoiler]
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (23:59:04/09-11-15)
Yeah, there's a screwup in the data file. It's fixed in the next version, but in the interim you can just change the Availability Rating. https://github.com/chummer5a/chummer5a/pull/376/files
Title: Re: Chummer5 Support
Post by: HaikenEdge on (09:27:23/09-13-15)
As somebody who's not too good at pulling together individual files, may I inquire as to when the next update for Chummer5a as one file might be?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (09:57:43/09-13-15)
Hrm; probably around this time tomorrow? There's not much more I wanted to put into the next build anyway and my master's at a stable state. I've gotten a bit slack with updates of late, MGSV's eaten a frightening amount of my free time. Anyway, yeah. Tomorrowish.
Title: Re: Chummer5 Support
Post by: HaikenEdge on (09:59:09/09-13-15)
Thanks for the update, and I totally understand why Metal Gear Solid V would be time consuming; I may not own a copy, but I'm that way with any open-world or stealth games. When I first got Mad Max, the amount of time I sank into it, until I became obsessed with Shadowrun 5E...
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:21:19/09-15-15)
Something's janky with the executable updater, so please update via the github files for now: https://github.com/chummer5a/chummer5a/releases/latest

Build 174:
Application Change:
- Calculation of Essence discounts is now multiplicative instead of additive. I am assured this is a good thing.
- Fixed the default values for free karma knowledge. If you have an existing settings file, please reset to defaults by clicking Tools > Options > Karma Costs > Reset to Default.
- Issues with Sum to Ten character generation artifically granting a MAG value higher than the metatype maximum should be fixed. I expect it'll break again in a week or so somehow, so please let me know if you experience any issues.
- Chummer's main window now shows the current version in the title to aid troubleshooting.
- Fixed a crash issue with Dwarves and the Resistance to Pathogens/Toxins metaquality, courtesy of Argo2445.
- Fixed a crash caused by missing information in SURGE qualities.
- Fixed a crash when trying to add items that include the selecttext bonus to vehicles.
- Public Awareness is no longer an automatically calculated value.
- Positive Metagenetic Qualities are hidden by default UNLESS you have one of the Changeling qualities, or disable the 'hide qualities I can't take' checkbox. Not particularly happy with the implementation for this; feedback appreciated.

Data Change:
- Magical Education Life Module now has a proper karma cost; prevents crashes.
- Myostatin Inhibitor genemod now adds 1 Strength. The karma cost needs additional code support and hasn't been implemented properly yet.
- Fixed skill usage for cyber implant weapons.
- Fixed missing categories for the Attention-Seeking and Sadistic variants of Poor Self Control.
- Fixed an issue with the Net weapon that caused a crash.
- Fixed a crash issue with the Trauma Damper, courtesy of SolitarySky.
- Changed the Priority B Elf's Special points to 6.

Translation Changes:
- Added French translations courtesy of sethsatan.

Oh, and there's currently a small UI issue with cyberware not showing the correct Essence cost. We're looking into it now. There will likely be a hotfix in a day or two for small issues that crop up like that.
Title: Re: Chummer5 Support
Post by: Atlessa on (14:38:03/09-15-15)
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
Title: Re: Chummer5 Support
Post by: Sterling on (16:01:29/09-15-15)
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

That's a Windows 10 issue - it's picking up on the fact that Chummer5 has no publisher info.
Title: Re: Chummer5 Support
Post by: Atlessa on (16:41:09/09-15-15)
a) Why has this never been an issue before?
b) I'm not on windows 10.  I'm on 8.1
Title: Re: Chummer5 Support
Post by: SpellBinder on (17:51:25/09-15-15)
Just put the latest version of Chummer5 on my Windows 8.1 tablet for the first time ever, launched, and got no such alert.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:37:36/09-15-15)
Doesn't do it for me or my test bunnies either, but I compiled it so I'd be surprised if it did. No idea why it would have started doing it suddenly, but I'm not particularly interested in buying a cert to make it not do it.
Title: Re: Chummer5 Support
Post by: jim1701 on (01:12:26/09-16-15)
If you google windows smartscreen there are directions for changing the settings or turning smartscreen off.
Title: Re: Chummer5 Support
Post by: dougch on (01:58:33/09-16-15)
how are you utilizing life modules? im going bananas trying to find how to sue them in here.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (02:05:11/09-16-15)
Open options, you should see a checkbox for enabling Life Modules, then you should see a new button next to Delete Quality. They're still betaish, so we didn't want to make them a default option just yet.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (09:59:58/09-16-15)
Great work on this, thanks for hiding the metagenic qualities.  Been driving me nuts.  Also like it that Adept as a quality is hidden too. 
Title: Re: Chummer5 Support
Post by: SmilinIrish on (10:07:44/09-16-15)
Seems like the new build broke "College Education" and "Linguist", didn't check "School of Hard Knocks" or "Tech School Ed".  Sum to Ten, Standard Gen.  Started a new character to make sure it wasn't an old file causing problems.
Title: Re: Chummer5 Support
Post by: Atlessa on (11:14:54/09-16-15)
Here's a tiny one, that I think still deserves mention:

The Autopicker is listed in the books with  Rating x 500
Chummer5 says it costs Rating x 250

(Or has there been an errata that I missed?
Title: Re: Chummer5 Support
Post by: silveroak on (08:43:23/09-18-15)
I switched to this build so I could use some of the newer character creation methods, but during the game it was an absolute disaster. It kept giving me unhandled exceptions, refused to change tabs between characters and sometimes between tabs on a character, the karma and nuyen history kept disappearing, and it was chock full of calculations errors and just generally glitchy behavior. Is there a stable version I can load that also includes life modules options?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (09:12:34/09-18-15)
Short version no, but I haven't seen it ever remove tabs. What calculation errors did you get?

The linguist and such are apparently only working for karma purchases, and I've just now read College Education again and realised I coded it wrong. I'll sort that out now.

Autopicker, I dunno. Will fix.
Title: Re: Chummer5 Support
Post by: ikarinokami on (10:43:07/09-18-15)
not sure if this has been mentioned, but both expanded volume and augmented immune system from chrome and flesh go to rating 4 but seem to be limited to rating 3 in chummer 5
Title: Re: Chummer5 Support
Post by: Lucean on (03:25:34/09-21-15)
For negative qualities I couldn't find other Common Allergie levels aside from [Extreme]. Uncommon Allergies were just fine.
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.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (06:58:04/09-21-15)
For negative qualities I couldn't find other Common Allergie levels aside from [Extreme]. Uncommon Allergies were just fine.
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.
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.
Title: Re: Chummer5 Support
Post by: Lucean on (07:39:11/09-21-15)
I ported a Character over from a previous build because of a crash when trying to open the char in the latest build (maybe due to lifestyle, as I know now).
During karma-creation I purchased several skill groups (Athletics, Stealth, Electronics), which were later split because of buying specializations.
Applying career karma I tried to raise some skills above rating 6. I saved, closed the character and re-opened it and the skills were back at group level.

I could replicate it with a Prime Sum-to-ten build where I put Stealth at 6 and Athletics at 4 and raised individual skills in career mode.
It not only reduced skills back from above rating 6 but also a Computer rating 3 back to Electronics 1.
Title: Re: Chummer5 Support
Post by: silveroak on (20:56:15/09-21-15)
It didn't close tabs, it just wouldn't switch to them. It also refuses to activate the character made with life modules based on the fact it has too many points in skills. Not sure how to get around that. As to what errors, usually it was some kind of undefined object error- most of the files were ported from an earlier version of chummer5.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (21:01:40/09-21-15)
Can you upload your character file somewhere? https://mixtape.moe is pretty painless.
Title: Re: Chummer5 Support
Post by: ratfink1978 on (09:57:16/09-22-15)
For negative qualities I couldn't find other Common Allergie levels aside from [Extreme]. Uncommon Allergies were just fine.

Im also noticing this in karma, and prioity builds.
Title: Re: Chummer5 Support
Post by: silveroak on (10:50:15/09-22-15)
Opening the file gave me an unhandled exception:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at Chummer.frmCareer.cboTradition_SelectedIndexChanged(Object sender, EventArgs e) in D:\Coding\chummer5a\Chummer\frmCareer.cs:line 19608
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at System.Windows.Forms.ListControl.set_SelectedValue(Object value)
   at Chummer.frmCareer.frmCareer_Load(Object sender, EventArgs e) in D:\Coding\chummer5a\Chummer\frmCareer.cs:line 1148
   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)


************** 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: 0.5.174.0
    Win32 Version: 0.5.174.0
    CodeBase: file://MINI/Users/Ray/Documents/Shadowrun/Chummer5.174/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
----------------------------------------

I'll look for somewhere to post the actual file later.
Title: Re: Chummer5 Support
Post by: silveroak on (11:54:06/09-22-15)
It also crashed when I tried add an initiation level, and will not allow me to add arts or rituals from street grimoire, even when I have the book checked as allowed source material.
Title: Re: Chummer5 Support
Post by: Atlessa on (12:37:43/09-22-15)
Code: [Select]
<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>

Pretty sure they should NOT be metagenetic...
Title: Re: Chummer5 Support
Post by: silveroak on (15:47:34/09-22-15)
here is (a copy of) the file that is causing most of the problems: file (https://onedrive.live.com/redir?resid=1EAED6FE51D56BAB!9680&authkey=!AJJJApPZWPeWnEo&ithint=file%2cchum5)
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:53:33/09-22-15)
@Atlessa: Allergy thing is fixed in the next build, I'm not sure where that crept in from.

@Silveroak: Your character loads fine for me. I can get it to crash by disabling Street Grimoire, so there's something odd going on. Could you upload your settings file?
Title: Re: Chummer5 Support
Post by: SpellBinder on (23:20:27/09-22-15)
Regarding the allergies, likely a holdover from the old Chummer for SR4a, as the allergies were also allowed metagenetic qualities and you could cut the list down to show only those, but otherwise the allergies remained always visible because they didn't require any of the SURGE qualities to become visible.  It's possible any of the other general qualities that were also legal metagenetic qualities will do the same if they haven't already been cleaned.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (00:55:30/09-23-15)
Hrm. Unless I wrote the code wrong, only positive metagenetic qualities should be hidden anyway. I'll take a look after work.
Title: Re: Chummer5 Support
Post by: Fariq on (04:42:25/09-23-15)
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.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (06:39:04/09-23-15)
If you encounter an error, your character will not load completely. All of the values will be defaults. Take a screenshot or copy the error you get. I'm mostly interested in the first five lines or so.
Title: Re: Chummer5 Support
Post by: silveroak on (09:49:56/09-23-15)
I did that above.
Title: Re: Chummer5 Support
Post by: Beta on (09:56:56/09-23-15)
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.
Title: Re: Chummer5 Support
Post by: Atlessa on (10:40:21/09-23-15)
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.
Title: Re: Chummer5 Support
Post by: Beta on (11:36:55/09-23-15)
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.

Thank you!
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (00:39:20/09-24-15)
Yeah, throwing weapons are a little... odd.

So someone just raised an issue about Metamagics not being available; anyone know why Anchoring would require both the metamagic AND art versions of Quickening?
Title: Re: Chummer5 Support
Post by: silveroak on (10:58:24/09-24-15)
Because that is how it is laid out in street grimoire. The theory is you get the art quickening and take the metamagic quickening as part of the initiation, and the whole thing is just an extra I to dot or t to cross. Really the arts don't make a lot of sense in general except as an organizational tool, but then you apparently have to initiate them, even the ones which have no metamagics...
Title: Re: Chummer5 Support
Post by: SmilinIrish on (11:02:18/09-24-15)
I believe there is a setting in Chummer under options that that you ignore the art requirement for metamagics
Title: Re: Chummer5 Support
Post by: Halinn on (22:31:27/10-20-15)
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.
Title: Re: Chummer5 Support
Post by: Dinendae on (22:42:02/10-20-15)
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.

I had the same problem with a couple of modules I was playing with the last couple of days:

Celebrity gives the point it's supposed to to CHA, but you're supposed to get two more points that you assign a point each to two other attributes. Unfortunately, outside of magic (and I'm guessing Res), you can't place those points in the first column. Trying to put them in the second column charges you karma. Magical Education gives you two points that you spend (a point each) on skill groups (which skill groups depends on if you are an adept, magician, mysad, or aspected). If you try to wait to put those skill points until you take that module, the first column in the group skills section is locked. I found a workaround for it in that if you grab the magician, mysad, aspected, or adept quality first, you can place the two points before you start selecting life modules.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (02:01:30/10-24-15)
Life Modules do still need a bit of work. There's some annoying edge cases we haven't licked yet.

Anyway, new version of Chummer! http://pastebin.com/E9DWqvFc
Title: Re: Chummer5 Support
Post by: Strange on (15:50:15/11-14-15)
Thanks for the Chummer5 hard work!  I have 5.176 right now, which looks to be the most current.  Any luck in getting life modules with options (like postgraduate studies) to work?
Title: Re: Chummer5 Support
Post by: kyoto kid on (20:09:52/11-14-15)
...just downloaded and installed the latest.  Genemods now affect attributes.   ;D
Title: Re: Chummer5 Support
Post by: kyoto kid on (00:24:35/11-16-15)
..OK found a small glitch.  Built a character along the following steps:

Took Priority C for Magic/Adept which starts with a Magic Attribute of 4
Took Priority E for Metatype which grants 1 Special Attribute Point.
Applied the SAP to Magic to raise it to 5
After completing the other build steps Purchased 1.7 Essence of Bio.which reduced the MA to 3
Spent 20 spare Karma in the "Apply Karma" step to reset the character's MA at 4.

All this works fine and all the point totals are listed as being spent (0). 

So I saved and close the character but when I reopened it later, I found in the Base column for attributes, the value for Magic was reset to 4 (instead of being 3) and in the Build summary, Special Attributes are listed as being at -1.instead of 0 even though it also shows the value of 1 in the Karma field under Magic.  As there is a negative point value in the build summary, the character cannot be moved to Career Mode.

Also in The Adept Powers tab, if I had powers on a focus or granted by a mentor spirit, any adds to them from spending PP's would not save and the powers would be set to just whatever the focus or Mentor Spirit awarded when I would open the character at a later time (the PP's spent would show as being unspent again).. 
Title: Re: Chummer5 Support
Post by: kyoto kid on (02:42:20/11-16-15)
..OK found another issue in the latest version.  This one occurs when adding a Commlink in the Gear Tab.  Whenever I attmpt to purchase a commlink (any model) I get the following Error:

Quote
Unhandled Exception has Occurred in your application

Unable to cast object of type "Chummer Gear"  to type "Chummer Commlink"

After clearing the error dialogue, whatever commlink is purchased has a device rating of "0".
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (03:09:14/11-16-15)
That's... interesting. I can't replicate that. Are you using the 5.177 prerelease, or 5.176?
Title: Re: Chummer5 Support
Post by: kyoto kid on (04:24:38/11-16-15)
...the 5.177 pre-release,
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (06:19:55/11-16-15)
Hrm. Okay, any additional details? Create mode, career mode? Does it only do it for commlinks, or cyberdecks as well?
Title: Re: Chummer5 Support
Post by: kyoto kid on (15:40:38/11-16-15)
...just tested that and yep, Cyberdecks as well.  Also shows 0 for capacity.

Looks like there may be some kind of mix-up with Ammo as it shows a Quantity of "10" (which is greyed out.) and any time you click on it (even to delete it), the error popup appears again (same happens for commlinks as well).  There is also no listing of the various attributes like Sleaze or Firewall for either commlinks or cyberdecks.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (16:31:58/11-16-15)
No listing makes sense, it's not properly creating the item so it can't load any of the settings. I'm not sure what could be causing this though. Will have to investigate further.
Title: Re: Chummer5 Support
Post by: kyoto kid on (16:43:05/11-16-15)
...yeah, will probably just set one up using the Custom Gear  "catch all" then swap out when the fix is available as I need to ready the character for a Missions session tomorrow.  I could roll back to the previous version I was using but then I don't get the attribute/skill adds for Genemods she has and that's trickier to fix.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (16:46:58/11-16-15)
From memory the genemods all used existing improvements, so you could just copy the bioware.xml file out?
Title: Re: Chummer5 Support
Post by: kyoto kid on (03:00:44/11-17-15)
...I could but there are some other new items added (like the more comprehensive clothing lists) that I like.  No biggie to set one up as Custom Gear at the same price, as the character sheet prints out added comments.  Since the character is not a decker I really just need the device rating and firewall on the sheet.
Title: Re: Chummer5 Support
Post by: Strange on (01:38:13/11-18-15)
Also, I know that life modules are not complete, but is there a way you could add a choice in the further education part to skip further education?  If I knew how to help I would.  I am a CIT major but I just started, so I have no know how now.  Brown cow.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (03:10:19/11-18-15)
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.
Title: Re: Chummer5 Support
Post by: kyoto kid on (03:59:18/11-18-15)
...found another issue, this time when adding accessories to some weapons. The same error  message that appears for Commlinks and Cyberdecks also pops up in this case.  Doesn't happen in every instance, seems sort of random.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (05:54:27/11-18-15)
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.
Title: Re: Chummer5 Support
Post by: Strange on (15:18:52/11-18-15)
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....
Title: Re: Chummer5 Support
Post by: Halinn on (15:27:25/11-18-15)
Would it also be possible to add the State College/University module to Real Life Modules, with the condition that you need to have picked Community College first?
Title: Re: Chummer5 Support
Post by: kyoto kid on (15:55:00/11-18-15)
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:

1. Purchased a Ruger Warhawk, went to add Personalised Grip (which appears twice in the listing) and when I click on OK, the Unhandled Exception error pops up.  It occurred with any other mod like Trigger Removal, Quick Draw Holster, etc.

2. Chose an Ares Predator V and the same issue occurred.

3 when I clicked "Delete" for another weapon I was using as a test, the error popped up again.

It seems that some accessories work fine while others don't as I was able to add a Bayonet to an M1 Garand, but not "Custom Look" or a Shock Pad...

This didn't occur in ver .175 (the last update I used).

Also I noticed that in viewing the .xml file for weapons in the .177 Data file in notepad, all the code looks "jumbled" and is not formatted line by line like in .ver 175.
Title: Re: Chummer5 Support
Post by: kyoto kid on (17:28:21/11-18-15)
...OK this is really weird.

Opened the backup of the build mode for one of my characters and noticed the remaining Karma is showing as -167. When I clicked on the skills tab I noticed all the individual skills (save for Perception and the skill group Athletics) indicated they were purchased with Karma instead of skill points (I used the Priority Build).  Furthermore, all the fields under the column for Points for all these skills are locked out  (grey) and in the build summary tab, it shows Active Skills:  24 of 36 (only the Perception skill and the Specialisations used SPs).

the labels for two of the specialisations I took were missing as well: (Swords) for Blades and (Urban) for Sneaking.

The same occurs.when I open it in the previous edition I have (.175)

So now I have to waste a lot of time rebuilding the backup from scratch because there is no other way I can fix it as the points column is permanently locked (even reducing a skill to 0 doesn't unlock the Points field for that row).

I am clueless as to what would have caused this as I when built the character, I purchased all the skills with Skill Points.

-----

As I understand there was a ver .176, Did that fix the issue with Genemods and Attributes/Skills?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:21:34/11-18-15)
The nightlies aren't intended as a live build, they're more or less a way for me to shake out the bugs. As is it sounds like it thinks the character was built as Karma; if you open up the chum5 file what does it say the build method is?
Title: Re: Chummer5 Support
Post by: kyoto kid on (19:04:36/11-18-15)
...definitely Priority as it has the "Build Summary" instead of "Karma Summary" tab

I ran another quick test where I tried to purchase a "new" skill from the Combat skill group with the SPs that show as still being unspent. Only the following three skills show up as being able to be purchased with SPs:

Archery
Heavy Weapons
Throwing Weapons

Automatics, Clubs, and Unarmed Combat  have the "point" fields locked out so they can only be purchased with Karma.

If I go back to .175 to rebuild the backup file, then my Genemods will not modify Attributes or Skills.  This is why I asked the question about ver .176.

Don't mind helping out with the testing and debugging, however, I also need to have a viable character for my missions sessions.  Right now I could not commit this character to career mode because of the Karma deficit.
Title: Re: Chummer5 Support
Post by: Rift_0f_Bladz on (15:46:49/11-20-15)
So, I just downloaded Chummer5. I enjoy the program. I am having issues with it letting me select the FN HAR, some weapon mods (especially extended clips), and not showing names of any of the machine pistols
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (21:01:13/11-20-15)
Do a Check for Update; there was a bug with the weapons.xml, I never got around to pushing out a proper fix for it.
Title: Re: Chummer5 Support
Post by: kyoto kid on (21:50:44/11-20-15)
...rolled back to ver 5.176 and like in ver 5.175, bonuses from Genemods  to Attributes or Skills are not being applied.

Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:15:02/11-21-15)
Like I said before, the genemod improvements are all existing improvements, so you'd just need to copy the bioware.xml file from 5.177 and put it into a 5.176 release build. Hoping to get a new release version completed tonight, so we'll see if that shakes out the existing bugs.
Title: Re: Chummer5 Support
Post by: kyoto kid on (01:15:45/11-22-15)
...OK thanks.

Just hope I don't get that Karma skills glitch again.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (02:52:04/11-22-15)
Build 5.177 is available here, or via Auto-Update (https://github.com/chummer5a/chummer5a/releases/tag/5.177).

Application Change:

- Fixed a crash when selecting positive lifestyle qualities.
- Life Module backstories are now generated by a button press on the Character Info page.
- Print Preview mode is accessible from a context menu in the Character Print Viewer.
- Vehicles, Cyberware and Drones now have a Matrix Condition Monitor tracker. Note; the cyberware CM is effectively limited to 'root' devices, as in cyberlimbs, Wired Reflexes, things you wouldn't normally expect to be attached to other things. While I can fiddle with this setting easily enough, a bit of internal testing just left my testers confused as to whether they were bricking the parent device or not. Looking for feedback on this.
- Refactored a chunk of the Improvements code to use the new Log formatting. Mostly just stops it from throwing warnings at me during builds, but is a bit more human-readable.
- Fixed a bug that stopped lifestyle qualities from loading properly when edited.
- Fixed an incorrectly calculated Drain value.
- The Create Natural Weapon form can now select STR in addition to the current STR/2 option.
- Fixed an issue that caused the prompt for adding an enhancement metamagic to show the wrong value.
- Fixed an issue with Basic Lifestyles not being editable.
- Fixed an issue with Lifestyle costs not calculating correctly for metatypes and some other edge cases.
- The Adept Powers panel now includes an automatic scroll button that triggers when the list of powers exceeds the panel height.
- Fixed some issues with genemods being able to benefit from cyber/bioware grades.
- Gear and Cyberware can now use the variable value Parent Cost in a similar manner to Weapon Cost for weapon accessories. Currently this is used exclusively for the Implant Medic Hard Nanoware.
- Concealability modifiers for Gear can now be based on Rating. Currently used for the Extended Clip modifier.
- Fixed a calculation issue for lifestyle qualities.
- Fixed some issues that cropped up for 'ware that adds qualities (Daredrenaline, Metatype Reduction, etc.)
- Implemented support for selecting the slot that a weapon modiciation occupies. May break in interesting ways, but should allow holdouts and such to attach spare clips again.
- Commlinks and cyberdecks can now switch their ASDF attributes around. This capability will be properly segregated out into Cyberdecks in a later patch.
- Previous Priority selections are preserved when you use the Change Priority Selection button in Create Mode. Fixes #497.
- Fixed an issue that stopped Sum to Ten from completing properly.
- Fixed some calculation and appearance issues for special attributes.
- Build Summary for Primary and Special Attributes during Priority/Sum to Ten now shows Karma cost in addition to point cost expenditure.
- Fixed a crash in the Spell Selection window caused by clicking the Accept Form button with a Category node selected.

Data Change:

- Fixed an issue with Cloaks from HT that caused a crash.
- Fixed missing data values for discounted adept powers.
- Adept Way Discount values enabled for all eligible powers (IE, anything except powers that cost .25.)
- Fixed an issue with gas-vents that caused a crash.
- Renamed the Low-Light Vision metagenetic quality to prevent it from clashing with the metatype quality.
- Renamed the Magic Sense metagenetic quality to prevent it from clashing with the metatype quality.
- Fixed incorrect data values for the Extreme Cyber-Implant weapon.
- Hard Nanoware from Chrome Flesh has been added. Because of the way it interacts with cyberware, the Implant Medic is listed as a piece of cyberware.
- Altered the way Weapon Accessories are handled to enable pre-configured Ratings. Custom-made weapons with built-in accessories will need to have their format changed to <accessories><accessory<name>Whatever</name></accessory></accessories>. Existing characters should load properly; please contact me if you run into any issues with this.
- Fixed a crash caused by the Extended Clip.
- Added Nanoware from Chrome Flesh.
- Proper bonuses added for most of the genetech from Chrome Flesh. Myostatin Inhibitor still doesn't have the karma discount, because it's tedious to implement.
- Fixed the minimum INT for Wakyambi to 2.
- Holdouts have had the <allowaccessory> tag set to true as a result of code changes to how accessories can be attached to a weapon. May not take effect on existing weapons; if not, remove and re-add the weapon.
- Renamed the description for the Cat Mentor to not refer to Infiltration.
- Removed the Sail Away, Sweet Sister version of the Personalised Grip, as it's replaced by the Hard Targets version.

New String:

- Menu_FilePrintPreview

Renamed String:

- String_OverContactPoints renamed to String_OverPriorityPoints
Title: Re: Chummer5 Support
Post by: kyoto kid on (03:32:56/11-22-15)
...as to personalised grip, Hard Targets is not yet accepted for Missions play as the hardcopy version still needs to be released.
Title: Re: Chummer5 Support
Post by: Strange on (04:22:24/11-22-15)
...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?

I found a work-around for the life modules, when you don't want to pick a college.  You can just click the box labeled "show only life modules I can take", then choose real life from the drop down menu right above it.  It's a bit counter-intuitive, though.

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.
Title: Re: Chummer5 Support
Post by: Strange on (04:36:43/11-22-15)
Just updated.  Now most of my firearms are coming up chummer.listitem.
Title: Re: Chummer5 Support
Post by: Dinendae on (06:05:52/11-22-15)
...as to personalised grip, Hard Targets is not yet accepted for Missions play as the hardcopy version still needs to be released.

Personalized Grip also appeared in one of the pdf enhanced fiction products some time back, and is indeed Missions legal. There was a slight problem with it, in that a cost wasn't given: The author was expecting it to appear with other weapon mods in Run & Gun, and he later clarified that it should cost 100 nuyen.
Title: Re: Chummer5 Support
Post by: Jimmy_Pvish on (12:45:37/11-22-15)
After latest update, many of the guns can't be choose (program crash)
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (16:53:36/11-22-15)
...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


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.
Title: Re: Chummer5 Support
Post by: Strange on (18:02:43/11-22-15)
...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.
That did the trick.  Thanks a ton! 
Title: Re: Chummer5 Support
Post by: kyoto kid on (18:14:33/11-22-15)
...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.
...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.
Title: Re: Chummer5 Support
Post by: Halinn on (18:24:51/11-22-15)
My guess is that it only requires hardcopy release for products that will get one.
Title: Re: Chummer5 Support
Post by: Strange on (18:38:43/11-22-15)
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!
Title: Re: Chummer5 Support
Post by: FasterN8 on (18:39:10/11-22-15)
My guess is that it only requires hardcopy release for products that will get one.

That is correct. 
For releases that will have hardcopy, they become missions legal 30 days after their announced street date.  For pdf-only releases, they become missions legal 30 days after they become available on pdf.  So while Hard Targets is not yet missions legal, customized grip is because it was in a previous release.  Again, not a Chummer issue, but that's the rule for each type of release.

      I don't know if this has been requested before, so I'll stick it in here since it's slightly related.  Is there a way to put in a feature that allows you to display only missions-legal options?  This mostly applies to qualities, but there's also some magical traditions that are disallowed and probably some other things I can't think of at the moment.   As a CDT agent, I'm frequently coming across players who have accidentally chosen options that are not missions legal.  I'd be happy to write up the file for items that go on the disallowed/illegal list.

Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:49:56/11-22-15)
@Strange: Generally adding issues to the github is easiest for me, but it's not a big deal. As long as you're not burying issues in Reddit threads that I never read and then get stroppy that I didn't see it, anything's good.

@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.
Title: Re: Chummer5 Support
Post by: FasterN8 on (19:08:20/11-22-15)
@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.

What is arbitrary, the 30-day wait time?  I think that is to give GMs a grace period to know the material before over-zealous players steamroll them on day 2 with all the new toys and rules that they've just found.... Or maybe to get the FAQ updated with missions specific stuff for that release.

As far as the disallowed qualities, they are on pg 13 of the FAQ here: https://www.facebook.com/SRMissions/   But for your convenience, standby for a PM excerpt of the qualities that are specifically disallowed.

I'll also comb through the FAQ for other missions-specific rules that might fall under this feature later.  Let me know if there's anything else I can do.

EDIT:  Duh.  I just realized the qualities filter was already there under the options menu.  I'll get on the other items soon.
Title: Re: Chummer5 Support
Post by: Dinendae on (00:45:41/11-23-15)
...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.

The Missions rules on legality are as follows:

1. If the supplement will be pdf only, it becomes legal 30 days after release, unless it is entirely optional (Bullets & Bandages) or the Missions FAQ forbids it.

2. Some pdfs are mostly illegal (Assassin's Primer), since most of it is optional (Codes of Honor), with a few items that are legal (SVD sniper rifle).

3. Supplements that will have a pdf and hardcopy become Missions legal 30 days from the announced street date of the physical book. Optional rules in those books are generally illegal, as well as anything Missions specifically doesn't all from that book (certain qualities, etc.).

Normally this wouldn't be an issue, but Personalized Grip is a special case. It was in a pdf only supplement near the start of 5th Edition, and was listed again in Hard Targets. Since it was already Missions legal from the pdf only supplement, it remains that way. Hopefully that makes more sense.

Title: Re: Chummer5 Support
Post by: kyoto kid on (03:09:48/11-23-15)
...thank you. 

Is there a any idea of what the target date for the dead tree version of Hard Targets might be?
Title: Re: Chummer5 Support
Post by: Dinendae on (03:21:24/11-23-15)
...thank you. 

Is there a any idea of what the target date for the dead tree version of Hard Targets might be?

Unfortunately I have no idea. You could check their twitter feed, and see if it says there, or perhaps their facebook page? Personally I try to avoid social media like the plague, so I generally don't find out until someone posts it on these forums.
Title: Re: Chummer5 Support
Post by: Strange on (14:53:22/11-23-15)

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.
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.
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.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (11:33:06/11-24-15)
Chummer 5a Version .0.5.177  Sum to 10

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'.

Title: Re: Chummer5 Support
Post by: Hache on (11:50:10/11-24-15)
Hi, and thanks for your wonderfull tool ! I have a small issue since the last update (update from the previous version).

Chummer 5a 0.5.177 Sum to 10
When I create a character, then select "Change Priority Selection", I get the error message :

InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex

Details :
[spoiler]See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at Chummer.frmSumtoTenMetatype.LoadMetatypes()
   at Chummer.frmSumtoTenMetatype.frmSumtoTenMetatype_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.ContainerControl.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
    Assembly Version: 0.5.177.0
    Win32 Version: 0.5.177.0
    CodeBase: file:///G:/jdr/SR5/Shadowrun5E/Chummer5/Chummer5.exe
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
    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: 4.0.30319.34238 built by: FX452RTMGDR
    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: 4.0.30319.34251 built by: FX452RTMGDR
    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: 4.0.30319.34270 built by: FX452RTMGDR
    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: 4.0.30319.34234 built by: FX452RTMGDR
    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: 4.0.30319.34209 built by: FX452RTMGDR
    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.


[/spoiler]
Title: Re: Chummer5 Support
Post by: SmilinIrish on (12:05:05/11-24-15)
That's odd. Change priority option works for me without problems
Title: Re: Chummer5 Support
Post by: Strange on (13:16:51/11-24-15)
Chummer 5a Version .0.5.177  Sum to 10

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'.
I have this as well.
Title: Re: Chummer5 Support
Post by: Raven2049 on (17:24:31/11-24-15)
both instances of Living Focus has page reference of SG 1

Weapon Category DV Improvement does not work. I can add any and all numbers/names etc i want in there and it wont even add the listing to my "improvements" page.

would it be possible to get another Improvement option of "Increase Category Accuracy"? specifically for the instance of Martial Arts, and Two Weapon Style Attack. It adds +1 to DMG of weapon, and +1 to Accuracy of the weapon. Not sure how much work it would be to add those mods when you select the technique, so doing it through the Improvements page is the next best thing.

While were on the subject of Martial Arts, Fiore de Libre is listing 2 martial art techniques that i cannot find anywhere, Strike the darkness, and Neija, are these errors? or am i looking in the wrong book?

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)

Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:55:35/11-24-15)
The commlink thing's fixed in 5.178; as a workaround, if you make sure your RCCs, Cyberdecks and Commlinks are at the TOP of the list, it won't crash. Currently it tries to loop through all of your gear to find a specific commlink, but then it tries to convert the gear into a commlink to check what it is. Anyway, fixed in 5.178, which I'm hoping to get out tonight.

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.

Neijia and Strike the Darkness are in sidebars on page 140 and 141 of Run and Gun. Neijia's for beating up spirits, strike the darkness is for being Zatoichi.

Descriptors for gear is a bit of a thorny issue. Unlike Herolab and their ability to bribeconvince CGL to look the other way, Chummer is restricted by an inability to reproduce text in a copyrighted document. Something something not transformative enough, something something I can't be bothered dealing with legal headaches for a programming challenge. I'd want something from CGL clarifying the limits of what can be done before I put any serious work into implementing that.
Title: Re: Chummer5 Support
Post by: SmilinIrish on (23:18:01/11-24-15)
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. 
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (06:33:58/11-25-15)
Righto, 5.178 quicky hotfix release for the Edge and Cyberdeck stuff.

https://github.com/chummer5a/chummer5a/releases/tag/5.178
Title: Re: Chummer5 Support
Post by: Strange on (12:53:25/11-25-15)
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.
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.
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
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (14:58:26/11-25-15)
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?
Title: Re: Chummer5 Support
Post by: irthinker on (18:24:58/11-25-15)
Hello!

Thank you to everyone and anyone involved in supporting Chummer!

Where would you like bug reports submitted?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:39:09/11-25-15)
https://github.com/chummer5a/chummer5a/issues is easiest for me to keep track of and quietly weep about never getting below 50 open tickets.
Title: Re: Chummer5 Support
Post by: irthinker on (20:12:00/11-25-15)
I just downloaded 5.178, unzipped it, and tried to run it.  I just get a spinny dial over my File Explorer window.  I have tried restarting my computer.

Chummer 5.177 runs without issue.

I have tried downloading 5.178 a second time.  Same results.

I am using Windows 8.1.

Any advice?
Title: Re: Chummer5 Support
Post by: Strange on (11:11:13/11-26-15)
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?

Edit: done with nationalities and formative years. Specializations aren't done, however, nor is exotic weapon for Eskimo.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (16:13:16/11-26-15)
Any advice?
No clue. Um. Try running as administrator, maybe?

@Strange: That would be excellent, yes. Thanks for putting in the effort!
Title: Re: Chummer5 Support
Post by: Raven2049 on (08:42:03/11-29-15)
How do you recommend upgrading a Weapon Focus in Cummer?

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"
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (14:52:22/11-29-15)
Stacked foci are a thing from 4th. I should probably pull that out. As far as upgrading goes, the easiest is probably just to edit the file manually and add karma/nuyen expenses, since there's no rules for upgrading foci I don't exactly have anything to work off.
Title: Re: Chummer5 Support
Post by: Halinn on (15:48:42/11-29-15)
there's no rules for upgrading foci I don't exactly have anything to work off.

Street Grimoire p. 230
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (21:44:32/11-29-15)
Well, nuts. I guess I'll have to put some work into making upgrades available at some point then.
Title: Re: Chummer5 Support
Post by: SpellBinder on (01:45:27/11-30-15)
How do you recommend upgrading a Weapon Focus in Cummer?

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"
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.

As for creating a stacked focus, it's a holdover from SR4's Street Magic.  Simply put you add the benefits of two or more foci into a single focus (yes, this is a single item).  The karma cost to bind is the sum of all parts, the monetary cost to buy is the sum of all parts, and the Force of the focus itself is the sum of all parts (enchantments do not have to be of the same type or of equal level).  It counts as a single focus to activate and against your limit of active foci.  For example, a stacked Force 3 Centering and Force 3 Power focus would cost 27 karma to bind, 81,000 nuyen to purchase, count as a single Force 6 focus when active, and gives you the benefits of both at the same time.  For some reason, though, Chummer5 has a hard limit of a sum of Force 6 on stacked foci.
Title: Re: Chummer5 Support
Post by: Rift_0f_Bladz on (10:56:57/12-04-15)
Foregrip has be errated to be either barrel or underneath weapon solt, which chummer is not allowing.
Title: Re: Chummer5 Support
Post by: Beta on (11:21:29/12-04-15)
An upgrade request, if you ever have time.

For vehicles, could you list the number of seats?  This has come up for me oddly often when building characters, when I'm trying to remember just how big the various things are, and would it move a team?  When Rigger 5 adds a bunch of new vehicles then I definitely won't be able to recall everything from memory!
Title: Re: Chummer5 Support
Post by: Rift_0f_Bladz on (11:29:26/12-04-15)
Also, One Trick Pony is not giving the free extra martial arts technique either (might be human error). It worked in the previous version.

Instead of another post, Chemical Seal takes up 6 capacity as noted on pg. 438 CRB.
Title: Re: Chummer5 Support
Post by: Beta on (22:53:59/12-06-15)
A detail which I think is incorrect: autopicker is coming up at a cost of 250 * rating, while in the core rules it seems to be 500 * rating (and I don't see anything in the errata about it)
Title: Re: Chummer5 Support
Post by: Jack_Spade on (02:34:40/12-07-15)
Since the last update, tasers aren't displayed correctly anymore. It only shows "custom.item" to select. And if you select you get an error. (Will paste the code as soon as I'm back at my PC)
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (07:38:01/12-07-15)
You're using 5.177. Please update via https://github.com/chummer5a/chummer5a/releases/latest.
Title: Re: Chummer5 Support
Post by: Jack_Spade on (07:47:09/12-07-15)
Ah, thanks, I was relying on the auto-update function.
Title: Re: Chummer5 Support
Post by: Raven2049 on (21:51:46/12-16-15)
Knockout is listed wrong in the spells, it is a Touch spell and its listed as LOS
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:04:56/12-17-15)
Knockout's fixed in 5.179, thanks for pointing it out.

Just a brief head's up I'm not dead, I've just been busy. Next update should be within a few days, I'm trying to get the auto-updater functional again but it's going to be a rewrite because the old system was kinda pointless.
Title: Re: Chummer5 Support
Post by: Atlessa on (13:17:18/01-04-16)
Found a straaaaaange bug today:


Character is Orc (not sure if it matters, gonna do more testing soon)
Character has <6 essence
Character raises Edge from 1 to 2 with Karma


Chummer deducts 15 Karma  (should be 10)
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:34:27/01-04-16)
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.
Title: Re: Chummer5 Support
Post by: Devil on (23:50:16/01-05-16)
Cloaks have armor instead of capacity. They should only have capacity. HT 184

Shiawase Arms Simoom is nowhere to be found. Exotic Ranged Weapon. HT 184
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (00:13:47/01-06-16)
Cloaks are fixed in the nightlies. The Simoom needs to be added; I left it out previously because its stupid magazines used to crash Chummer. Will be fixed soon.
Title: Re: Chummer5 Support
Post by: Atlessa on (04:38:26/01-06-16)
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.

I'm using 0.5.178, which is the latest version I can find (please tell me if there's a newer one?) and it even lists "Fixed a calculation issue for the Edge attribute when using Sum-To-Ten or Priority." in the patchnotes.

But the issue most certainly appears for me.

After doing some more testing:
-I use sum-to-ten for all my characters.
-character Race does not matter
-It happens in 'create' mode. Did not test 'career' mode
-It happens any time the character spends Karma to raise Edge, sometimes even without cyberware installed.  (depends on exact priority configuration)

From what I can tell, Chummer miscalculates the current/new EDGE values ONLY for the actual Karma expenditure. The sidebar entry "Special Attributes" lists the correct values.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (05:35:45/01-06-16)
https://github.com/chummer5a/chummer5a/releases Grab the latest one from here.
Title: Re: Chummer5 Support
Post by: Atlessa on (08:56:00/01-06-16)
https://github.com/chummer5a/chummer5a/releases Grab the latest one from here.

Okay, I grabbed the Nightly-v1.0.614, and in this build it's even worse. 
Chummer now deducts 20 Karma (Should be 10) for raising EDG from 1 to 2,
25 Karma (should be 15) for raising EDGE from 2 to 3,
100 Karma (should be 30) for raising EDGE from 5 to 6
AND now also does it regardless of current essence.

Also the side bar in some cases does not list correct Values.  (lists 16 Karma for 2 to 3, 34 Karma for raising from 5 to 6)

-Happens in Priority and Sum-to-Ten Build
-Create mode
-Selected Race seems to not matter
-Essence used seems to not matter

Title: Re: Chummer5 Support
Post by: celondon on (14:38:32/01-06-16)
Here's an odd one:

I have an Adept with Improved Ability 2 (Exotic Ranged Weapon) as a power.

He also has a Qi focus with Improved Ability 2 (Exotic Ranged Weapon.)

He is in Career Mode.

Whenever I load the file, his power is reduced to Improved Ability 1 (Exotic Ranged Weapon), available PP increases to 0.5 and the bonus from the Qi focus (which still shows as Bound) is nowhere to be found.

Any thoughts?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (21:57:36/01-06-16)
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 Atlessa, I can't replicate it but there could be something odd going on.
Title: Re: Chummer5 Support
Post by: celondon on (23:55:14/01-06-16)
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

No worries. I'm using the "Improvements" tab to force it to the correct values as a workaround at the moment, so not a huge impact. Just wanted to let you know about it. Also, awesome work on this. Thanks for doing it!
Title: Re: Chummer5 Support
Post by: kyoto kid on (03:26:45/01-09-16)
[posted in wrong thread]
...still having issues breaking skill groups after entering Career Mode.

For example, when I increase a single skill (2 > 3), it deducts the karma properly and raises the skill's base rating.  However after I save and close the character, then open  it up later, I find the base skill is reset back to the original skill group rating (2) while the Karma spent on improving the single skill still shows as being applied  in the Karma/Nuyen tab.

I tired setting both rules options to allow for breaking skill groups with Skill Points, but that doesn't help either.  Sort of frustrating as I only recently discovered I've been playing the character with lower skill ratings than she actually has.
Title: Re: Chummer5 Support
Post by: kyoto kid on (03:41:47/01-09-16)
....another small bug.

After thinking about  picking up a new skill in career mode (exotic ranged weapon), changed my mind and went to the Karma/Nuyen tab to delete the Karma expenditure. This usually resets whatever skill/attribute Karma was spent on to the original value (in this case setting the rating to 0 for the skill), The Karma spent was returned, but neither the skill or the rating was removed from the character's skill list. Even refreshing the list did not remove it.  I did not save the character at any time and even after exiting (clicking "No") and opening the file up again, the skill was still there.

I can find no way to remove it other than going to the backup of the original build version, saving it to career mode (overwriting the broken file), and re entering all the Karma/Nuyen awards and expenditures for the last several months all over again
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (20:57:12/01-10-16)
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.
Title: Re: Chummer5 Support
Post by: ZombieAcePilot on (06:17:01/01-13-16)
Is there no way to override chummer? It is just wrong about a great many things. Won't let you put a silencer on a gun that comes with integral gas vent, Response interface gear double charges you, and the list goes on and on.
Title: Re: Chummer5 Support
Post by: Gendo on (06:54:54/01-13-16)
I have no idea why, but during character creation i lost -5 karma when i buy cyberware or bioware.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (07:08:37/01-13-16)
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.
Title: Re: Chummer5 Support
Post by: ZombieAcePilot on (07:24:21/01-13-16)
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.

Fixed that where? My chummer isn't detecting any updates available at this time.
Title: Re: Chummer5 Support
Post by: Gendo on (07:33:03/01-13-16)
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.

What kind of details ?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (07:45:06/01-13-16)
@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. 

@Gendo: Minimum would be Chummer version, build method, priority selection, steps required to reproduce the issue.
Title: Re: Chummer5 Support
Post by: Gendo on (07:48:58/01-13-16)
OK, 5.178 version, priority D/B/E/A/C, augmentation was bought after qualities, attributes, contacts and skills.
Title: Re: Chummer5 Support
Post by: Atlessa on (08:41:19/01-13-16)
I have no idea why, but during character creation i lost -5 karma when i buy cyberware or bioware.

That's exactly the same issue I noticed earlier this month.   Set your Karma to the minimum, and see if it happens again?
(The two issues are definitely related somehow...)
Title: Re: Chummer5 Support
Post by: ZombieAcePilot on (10:09:28/01-13-16)
@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.

Are there directions anywhere with what to do with this? Am I supposed to be replacing certain files?

I extracted the entire thing. When I start chummer it opes a box with a download button. When I hit it a bar fills and does nothing. The button is replaced with one that reads restart. I hit that button and it closes. Chummer never opens.
Title: Re: Chummer5 Support
Post by: Squirrel on (13:08:11/01-13-16)
I was using version 0.5.179.656.0
The spell "pulse" appears twice in the list of manipulation spells.

I wanted to thank you!
You do great work considering what you have to handle. *thumbs up, all 4*
Title: Re: Chummer5 Support
Post by: Atlessa on (15:02:39/01-13-16)
I get this error message when opening an old character in the newest build:

[spoiler]See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at Chummer.SkillControl.RefreshControl() in C:\projects\chummer5a\Chummer\Controls\SkillControl.cs:line 1137
   at Chummer.SkillControl.set_SkillCategory(String value) in C:\projects\chummer5a\Chummer\Controls\SkillControl.cs:line 1035
   at Chummer.SkillControl.cboKnowledgeSkillCategory_SelectedIndexChanged(Object sender, EventArgs e) in C:\projects\chummer5a\Chummer\Controls\SkillControl.cs:line 331
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at System.Windows.Forms.ListControl.set_SelectedValue(Object value)
   at Chummer.SkillControl.set_KnowledgeSkill(Boolean value) in C:\projects\chummer5a\Chummer\Controls\SkillControl.cs:line 901
   at Chummer.frmCareer.frmCareer_Load(Object sender, EventArgs e) in C:\projects\chummer5a\Chummer\frmCareer.cs:line 680
   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.ContainerControl.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)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.34014 built by: FX45W81RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer5
    Assembly Version: 5.179.656.0
    Win32 Version: 5.179.656
    CodeBase: file:///D:/Eigene%20Dateien/Dropbox/Public/RP/Shadowrun/Shadowrun%205/Chummer5/Chummer5.exe
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
    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: 4.0.30319.34239 built by: FX452RTMGDR
    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: 4.0.30319.34250 built by: FX452RTMGDR
    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: 4.0.30319.34262 built by: FX452RTMGDR
    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: 4.0.30319.34230 built by: FX452RTMGDR
    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: 4.0.30319.33440 built by: FX45W81RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Windows.Forms.DataVisualization
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.DataVisualization/v4.0_4.0.0.0__31bf3856ad364e35/System.Windows.Forms.DataVisualization.dll
----------------------------------------
Accessibility
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.33440 built by: FX45W81RTMREL
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.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.

[/spoiler]
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (16:27:58/01-13-16)
@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.
Title: Re: Chummer5 Support
Post by: Atlessa on (17:10:15/01-13-16)
@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.

It does that on ALL my existing characters.  None of them have skillwires... o.o

https://dl.dropboxusercontent.com/u/10082925/RP/Shadowrun/Shadowrun%205/Chummers/MitleidsFickRunde/RinNEU%20%28mit%20Hard%20Targets%29.rar
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:10:52/01-13-16)
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?
Title: Re: Chummer5 Support
Post by: Squirrel on (11:30:44/01-14-16)
Both instances of pulse have F+3 as drain and refer to street grimoire p118
Title: Re: Chummer5 Support
Post by: Atlessa on (20:44:07/01-14-16)
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?

Ack... let me send you one that doesn't use custom stuff... xD

https://dl.dropboxusercontent.com/u/10082925/RP/Shadowrun/Shadowrun%205/Chummers/Dienstags/Terra.rar
Title: Re: Chummer5 Support
Post by: celondon on (12:22:26/01-15-16)
Couple quick Gear bugs:
Skimmers do not have a Movement speed bonus
Skates have neither a Movement speed bonus nor the Physical Limit modifier

Neither enforce the "Must be purchased in pairs" limitation.

Feature Request:
For things like Skimmers, it would be really nice to have an "Is Active" toggle, so that your Limits and stats match the current mode you are operating in. I imagine this isn't as simple a task as it sounds, of course, and in Career Mode, you can use the "Improvements" tab to do this. Consider this very low priority if it makes your list at all! :)
Title: Re: Chummer5 Support
Post by: kyoto kid on (21:34:32/01-15-16)
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.
Title: Re: Chummer5 Support
Post by: ZombieAcePilot on (00:10:27/01-19-16)
Sensor enhancement for the vehicles out of the rigger 5.0 rules is not working right. It only goes up to 3 (the amount is right for 3), but doesn't go 4-6 (which is at increased cost).
Title: Re: Chummer5 Support
Post by: anchoress on (12:19:27/01-20-16)
Some issues i had:

- The "Jack of all trades, master of none" quality changes your karma value in karmagen, even though it should only change your skill costs after chargen.

- After saving a character still in charactergen (only tested in karmagen) - and if he is awakened (mage, mysad, etc.) - and loading it again, the initiation tab appears,even though it was not available directly after creating the char for the first time. This should be consistent. RAW initiation is not possible in chargen, but a checkbox in the options to enable it for chargen would be nice though.

- A feature request: A checkbox for raising skills over 6 at chargen would be awesome!

- The "Friends in high places" quality doesn't do anything in karmagen. You can do a workaround by selecting the checkbox free for the specific contacts, but this only works if you don't use karma to improve them further. F.e. you have a character with CHA 4 and the quality, he gets 4x4 = 16 points for contacts, which have to have a connection rating of 8+. You decide to create 2 contacts with 8/2. So you have to spend 20 points. 16 you spend out of your extra pool and 4 you spend out of your karma pool. In this case setting the contacts to "free" pointwise wouldn't solve the problem, because you would pay 4 extra karma for the contacts additionally to the quality.

- 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).

- It is not possible anymore to set a language as "native language".

- The bioware "Tailored Pheromones" rating is not added to the skill ratings of the acting and influence groups (like said in the rules). The limit bonus works fine though.

- The biocompatability (either bio- or cyberware) is not calculated correctly, as far as i can tell. In the rules it is stated that the actual essence cost (after applying the alpha-/beta-/etc. bonus) is dropped by 10% and rounded down to the tenth. This last part is not done by chummer right now. A 'ware with an essence cost of 0,6 would be reduced to 0,54 by chummer. By RAW it should be rounded down to 0,5.


All this was recognized in chummer version 5a178 (should be the latest official release, not a nightly version) and in karmagen.
Besides all the issues i've found, let me say: i really appreciate your work and effort you put into chummer! I work with it a lot and enjoy it every time :)
Title: Re: Chummer5 Support
Post by: boongeebee on (16:23:17/01-20-16)
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.
Title: Re: Chummer5 Support
Post by: odd on (16:29:30/01-20-16)
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.

I agree.
Title: Re: Chummer5 Support
Post by: Strange on (23:35:04/01-20-16)
- 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.
Title: Re: Chummer5 Support
Post by: Atlessa on (09:30:09/01-21-16)

- 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).

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. ;) )
Title: Re: Chummer5 Support
Post by: anchoress on (13:07:54/01-21-16)
If you leave it at 0 ranks it will say it is N, which means native.

In karmagen, if i buy a knowledge skill, it has a value of 1 and i am not able to decrease it  :-\
I remember the situation you described there and it was definitely possible in Chummer in a previous edition, but not anymore sadly (at least not in karmagen).


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. ;) )

So, if i understand you right: If i have an adept with cyberware between 0,01 and 1 essence cost, i should buy MAG up to a rating of 5 and chummer will substract the karma it would need to pay for MAG 6?
In this case, Chummer is wrong. I just created an adept with a MAG rating of 5 and picked up cyberware with an essence cost of 0,2. I lost 10 karma points making this move. It should have been 30.
The same happens if you buy a MAG rating of 2 and buy the same cyberware. It costs you 10 karma points again, which cannot be right (should be 15).

Hope this will help!
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (16:46:56/01-21-16)
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.
Title: Re: Chummer5 Support
Post by: anchoress on (18:05:28/01-21-16)
Sounds awesome :)
Title: Re: Chummer5 Support
Post by: Malevolence on (22:14:54/01-21-16)
I don't know if this is a bug or I'm maybe doing something wrong. 669 nightly, SumToTen, Human adept choosing Nosferatu.
1. I end up with both the Adept and Mystic Adept properties, charged 38 karma for the Nosferatu (Adept) quality (which is correct) AND charged 35 karma for the Mystic Adept quality (not correct, should be included in Nosferatu cost).
2. Also, I cannot select any spells since Chummer still seems to think I am just an Adept.
3. Lastly, my max attribute values don't change - all attributes are still 1/6 for minimum and maximum. Should be 1/7 for Physical attributes and 1/8 for mental.


I tried saving, exiting Chummer and the restarting ad loading the character to see if it would maybe "unstick" the changes, but no love.
Title: Re: Chummer5 Support
Post by: Atlessa on (10:44:39/01-24-16)
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.

The link in your sig only points to 5.178.  If that was just a typo on your part, then all is fine, but otherwise: Where do I get the most recent build? (maybe put a Link in your sig, too? :) )
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:57:34/01-24-16)
Oh right, I knew I left that up somewhere. Okay, so the nightlies are whatever the most recent build is that compiles. Those just pop up on https://github.com/chummer5a/chummer5a/releases a couple of minutes after I push a commit to github. Release builds are intentionally a decent length behind the nightlies, because I don't do testing properly.
Title: Re: Chummer5 Support
Post by: Malevolence on (17:56:22/01-24-16)
Adding to my post above:
4. I'm pretty sure that the points added to your attributes when taking an Infected type are not augments, but actual points added to the base, and thus do not count against the +4 max augmented bonus. I could be wrong, but from all I can read, this appears to be the way it's supposed to work.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:51:03/01-25-16)
Yeah, I've had a think about how to handle Infected; Chummer's really not built to support doing them as qualities, so they're being rebuilt as metavariants. Not a big deal, just a bunch of tedious data entry.
Title: Re: Chummer5 Support
Post by: kyoto kid on (18:59:17/01-26-16)
..how do you set the print preferences to only print skills with ratings of 1 or higher.? I keep having it print all skills which really wastes a lot of space.

I have "Print all active skill with a total score higher than 0" checked,  but in the print preview and final printing all the skills still appear.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (22:16:36/01-26-16)
Can't do it currently; the sheets have no direct connection to Chummer itself, they're essentially just a formatting tool for the .chum5 files. Would have to make a custom sheet for it, I think.
Title: Re: Chummer5 Support
Post by: kyoto kid on (04:19:08/01-27-16)
...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)
Title: Re: Chummer5 Support
Post by: jim1701 on (11:39:57/01-27-16)
...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. 
Title: Re: Chummer5 Support
Post by: jim1701 on (11:48:48/01-27-16)
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. 

Code: [Select]
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating &gt; 0 or total &gt; 0)]"/>
change the or to and

Code: [Select]
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating &gt; 0 and total &gt; 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. 
Title: Re: Chummer5 Support
Post by: kyoto kid on (01:18:08/01-28-16)
...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.
...both systems use FF. so the browser is not the culprit.

I checked the different 5E options in the print preview window and all still show skills that have no rating value assigned.
Title: Re: Chummer5 Support
Post by: kyoto kid on (01:19:35/01-28-16)
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. 

Code: [Select]
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating &gt; 0 or total &gt; 0)]"/>
change the or to and

Code: [Select]
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating &gt; 0 and total &gt; 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.
...I have no idea how or where to do that as I don't mess with coding or scripting.
Title: Re: Chummer5 Support
Post by: jim1701 on (14:23:27/01-28-16)
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. 

Code: [Select]
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating &gt; 0 or total &gt; 0)]"/>
change the or to and

Code: [Select]
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating &gt; 0 and total &gt; 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.
...I have no idea how or where to do that as I don't mess with coding or scripting.

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. 
Title: Re: Chummer5 Support
Post by: kyoto kid on (22:15:31/01-28-16)
...thank you.
Title: Re: Chummer5 Support
Post by: The Wyrm Ouroboros on (07:06:04/01-30-16)
Got Chummer5 working, yay.  Had an issue with Qi Foci, however - assigning them to a power you already possess does not add on the focus's rating, but instead replaces your rating with that of the focus.

Also, I am sad because there does not seem to be a way to Imbue items.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (08:48:36/01-31-16)
The adept power stuff should be fixed in the nightlies; item imbuing will take a while to implement, because I'm lazy and the other guy's busy rewriting the skills. I'll get to it at some point, you can subscribe to Issue 670 (https://github.com/chummer5a/chummer5a/issues/670) to get updates on the progress.
Title: Re: Chummer5 Support
Post by: Beta on (18:02:27/02-03-16)
I hit what _might_ be an error, although it could just be interpretation.

The negative quality "Pie lesu Domine. Dona Eis Requiem." comes with a free level of High Pain Tolerance.  High Pain tolerance normally costs 7 karma to buy.  Chummer 0.5.178 wouldn't let me buy more than 18 points of other positive qualities -- it didn't charge me karma for High Pain Tolerance, but was counting it towards the 25 karma limit on positive qualities.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (06:17:05/02-04-16)
That's... odd. Can you send me the affected character file?
Title: Re: Chummer5 Support
Post by: kyoto kid on (23:34:12/02-11-16)
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. 

Code: [Select]
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating &gt; 0 or total &gt; 0)]"/>
change the or to and

Code: [Select]
<xsl:variable name="items" select="skills/skill[knowledge = 'False' and (rating &gt; 0 and total &gt; 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.
...I have no idea how or where to do that as I don't mess with coding or scripting.

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.
...apologies for the late response.

Renamed the files and copied them to the Sheets folder.

The only form that worked with the "Show only skills >1" setting was the Grouped  Skills by Rating sheet.  The Grouped Skills by Name still pulled in all the zero rating skills.

Not sure what happened with the base  Shadowrun 5 sheet (which is the one I use as it lists skills alphabetically) for it looked nothing like the other two.  I have attached as screen shot of the sheet below.

As I know little about toady's scripting or coding, not sure how I can fix the two that still do not work right.

Title: Re: Chummer5 Support
Post by: Rift_0f_Bladz on (12:46:20/02-18-16)
Not sure if it has been brought up, but Chummer5 v0.5.178 is not letting me raise edge from 1 to 2 via karma since my metatype D elf give 0 special points.
Title: Re: Chummer5 Support
Post by: boongeebee on (15:04:02/02-18-16)
It looks like my vehicle only has one pool of modification slots instead of one for each of the six modification categories (Pg. 151 of Rigger 5).  This might be in the process of getting fixed for the official release since I am using the latest nightly (version 5.179.710) but I thought I'd post the problem just in case.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:09:34/02-18-16)
Rift_0f_Bladz, your issue should be fixed in the nightlies if I'm understanding it properly.
boongeebee, I haven't started working on that yet. Trying to clear through a bunch of the older issues before I get started on it.
Title: Re: Chummer5 Support
Post by: Triskavanski on (05:20:31/02-19-16)
Okay after a while I was able to find the thing.

So how do I select things like what skills postgraduate study would give?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (05:47:09/02-19-16)
Tools > Options > Life Modules Available.
It's currently hidden behind the checkbox because it's not a hundred percent implemented. Mostly the crazy ones like 'You get three skill points to spend on four skills but none of them can exceed six' that makes it into a high-school algebra puzzle.
Title: Re: Chummer5 Support
Post by: kyoto kid on (00:01:41/02-20-16)
...still having print formatting woes.

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.
Title: Re: Chummer5 Support
Post by: Strange on (01:08:32/02-20-16)
...still having print formatting woes.

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.
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.
Title: Re: Chummer5 Support
Post by: kyoto kid on (01:51:54/02-20-16)
....Well, again I don't think it is so much the different OS or even systems.  After spending most of my evening attempting to troubleshoot printer and driver settings, I downloaded a fresh copy of the .zip and installed it to see if maybe my install might have been corrupted.  Opened a character clicked print and again all the zero skills were there.

I sat for a while and wondered it cannot be in the sheets themselves so it has to be somewhere else.

Well, I finally found the cause of the issue in the default.xml file in the Settings folder: 

"<printzeroratingskills>True</printzeroratingskills>"

Apparently,  when I ticked the "Print all Active Skills with a total score higher than 0", it switched the value for that variable to "True" instead of "False".
Title: Re: Chummer5 Support
Post by: HaikenEdge on (07:59:35/02-24-16)
So, is there any word on when the next full release is? I'm kind of leery about running nightly builds, since they tend to update more than once a night.
Title: Re: Chummer5 Support
Post by: kyoto kid on (04:12:47/02-25-16)
...any chance we will see Handloaded Ammunition from Hard Targets in the Ammo section as ammo with this modifier can also be purchased at a mark up of 20%?

From R&G, We also need:

Explosives:
TNT (Rating; 5, Price: 200, Availability: 12R)
Dynamite (Rating: 3 Price: 100, Availability: 8R)
Nitroglycerin (Rating: 6 Price: 350, Availability: 11F)

Ammunition
Gyrojet Regular Ammunition (DV: 0, AP: 0 Price 80/10 Availability 12R)
Gyrojet Shock Ammunition (DV: -2S(E), AP: -5, Price 160/10, Availability: 14R)
Gauss Ammunition (DV: 0 AP: 0 Cost: 400/10, Availability: 16F)
Title: Re: Chummer5 Support
Post by: boongeebee on (17:23:24/02-25-16)
Thanks for working so hard to bring us all this.
Title: Re: Chummer5 Support
Post by: deathwishjoe on (00:28:48/06-19-16)
So my google fu is failing me for some reason.  It seems to be mentioned in the notes but for the life of me I can' fin out how to create an AI character.  what am I doing wrong?
Title: Re: Chummer5 Support
Post by: Shaidar on (09:34:48/06-20-16)
When you see the Metatype list grab the pulldown to change it to the Metasapient list, AIs is at the top.
Title: Re: Chummer5 Support
Post by: Kincaid on (15:04:08/06-20-16)
Running in career mode, when I try to add a Knowledge skill, no field is created, although the space for the field and the +specialization/+skill rank buttons appear.

It also generates the following error message

"visible-crash-id"-"1a9fcb0a-9b06-4e6b-aa7f-4710142e7cde"
"visible-build-type"-"RELEASE"
"commandline"-""C:\Users\amarshal\Desktop\Chummer 6\Chummer5.exe" "
"visible-version"-"5.181.0"
"machine-id"-"55041-008-1656361-86921"
"machine-name"-"HL3BB182"
"current-dir"-"C:\Users\amarshal\Desktop\Chummer 6"
"application-dir"-"C:\Users\amarshal\Desktop\Chummer 6\Chummer5.exe"
"visible-error-friendly"-"Property accessor 'Rating' on object 'Chummer.Skills.KnowledgeSkill' threw the following exception:'Value cannot be null.
Parameter name: value'"

Title: Re: Chummer5 Support
Post by: deathwishjoe on (16:47:43/06-20-16)
@shaidar I found it finally but it does show up in the sum to ten build method. Maybe it hasn't been done for that character creation method?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (20:08:12/06-20-16)
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.
Title: Re: Chummer5 Support
Post by: Kincaid on (08:17:21/06-21-16)
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.

Tried the latest nightly and the behavior was the same.  I'll see if I can dig back to an earlier version.
Title: Re: Chummer5 Support
Post by: Atlessa on (17:55:25/06-23-16)
Getting a pretty nasty error message when trying  to switch to the skills tab on one of my characters.
Character is attached.

I get a similar looking crash when trying to create a new character.

I tried to attach logs, but they're too large for the forums...
Title: Re: Chummer5 Support
Post by: mrdred on (21:49:10/06-25-16)
Don't have / want a github login, so in case anyone will transcribe for me:

Drone weapon mount size error.
R5 p.124 shows sniper rifle under category: huge
Chummer 5a (as of 5.181.30) doesn't allow it until heavy (presumably as that's the vehicle weapon mount category).

Checking through other drone mount categories now. Will modify this message if I find anything else.

Edit: Ok, I'm likely premature, and this feature may still be under design / update.
It looks like micro allows everything heavy does.
     mini is about right, but doesn't have the single shot grenades, nor the reach 0 on melee
     small is correct
     standard adds grenade launchers, which I believe should be large; rather than allowing underbarrel as modifiers (note, I did not check weapon mod within categories)
     Large & Heavy are correct
     Huge only has the afore-mentioned item, lack of sniper rifle.
Title: Re: Chummer5 Support
Post by: Raven2049 on (18:56:39/06-26-16)
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
Title: Re: Chummer5 Support
Post by: Atlessa on (19:45:07/06-26-16)
I think that's actually the same Error I'm getting (see about 3 posts above), where I attached a character file for reference.
Title: Re: Chummer5 Support
Post by: halflingmage on (00:16:31/06-27-16)
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 am getting the same error, both on loading characters and trying to start a new character.  I have let the program report the error a few times.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (02:58:38/06-27-16)
I believe these issues are fixed in the latest nightlies; a new major build will be released in the next few hours if you'd prefer to wait for that.
Title: Re: Chummer5 Support
Post by: kyoto kid on (03:06:33/06-27-16)
...4.181 works fine with one exception.  it seems skill groups are still a bit messed up. 

For example when I opened one of my builds in progress from a previous version, and went to the skills tab, there was no value in the Acting group for the character (the point field for it was also greyed out with only the Karma field active) yet the three skills from the group were in the character's list of skills at the rating (2) of the original group. In the Build Summary tab  it nots that I have 2 unspent skill group points and a deficit of -6 individual skill points.

It also allows me to add specialisations and change values of the skills as if the skill group had been broken (the option to set this is missing from the optional rules tab apparently replaced by by the addition of a checkbox for drone modification rules).

On the right side bar, the build summary indicated I had still two group skill points remaining which I already spent.

Unfortunately since I made a change in .181, I cannot open it in an older version as I get an unhanded exception error when  I do. As the character was not moved  to career mode yet,  there is no backup file so I have to recreate it totally from scratch.

I am running on Win7 with SP1.

Screenshot attached below.

-----
ETA

Went back and rebuilt the character in ver .178 and notice that the +1 bonus to language pools from the Linquist Quality doesn't add in. 

The bonus was reflected in ver .181, but again, skill groups are messed up and it keeps charging me basic skill points for the skills from the group causing a skill point deficit that prohibits moving the character to career mode.
Title: Re: Chummer5 Support
Post by: Kincaid on (15:51:49/06-28-16)
Still experiencing some problems with Knowledge Skills.  I can now add a new skill once I'm in career mode, but if it's a custom skill (Mathematics, for example), it doesn't deduct the cost from my current karma.  That's easy enough to do manually, but when I try to add an improvement to a Knowledge Skill--custom or otherwise--I don't get any options from the drop down.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (05:15:17/07-01-16)
Build 182:
Application Changes:
- Fixed a crash when creating MAG/RES characters using Priority/Sum-to_Ten. Fixes #922.
- Added Cyberlimbs as Plugins for Modular Connectors.
- Fixed an issue where Chummer would crash when loading a Life Module character. Fixes #925.
- Fixed an issue with taking specialisations in karmagen without the house rule for free karma points enabled. Fixes #929.
- Fixed the total cost of vehicles to include discounts from the Dealer Connection quality. Fixes #934.
- Fixed an issue that prevented the Prototype transhuman improvements from being removed. This fix does not apply to older characters.
- Fixed an issue that prevented knowledge skills from loading properly.
- The Crash Handler form's Crash ID is now selectable.
- The Crash Handler now requests permission from the user before submitting a crash report.
- Added a validation option to prevent characters from having multiple Native Language skills from entering career mode. Fixes #947.
- Fixed a crash issue caused by improvements with selectskill trying to use an Exotic skill. Fixes #921.
- Fixed a rendering issue that prevented Exotic Skills from showing up in sorted lists.
- Fixed a misleading reference to Special Attributes when validating your character.
- Fixed a crash issue with the Incompetent quality. Fixes #959.
- Added code to allow override XML files to use the ID node instead of the Name tag when finding an item to replace. Fixes #957.
- Improved the Options form to only prompt for saving if changes were made.
- Added a handler to check if there's a mismatch between a loaded character's used sourcebooks and the application's selected sourcebooks. Won't affect characters that haven't been loaded before now, changes may also be overwritten by loading the character in older versions. Closes #884.
- Increase knowledge skill rating and add knowledge skill specialization now has the right point
- All knowledge skills don't cost -1 karma anymore.
- Active Hardwires work again.
- Now promts for a name for new knowledge skills in career mode, instead of them being unnameable.
- Added onClick link for Skill-List.
- Gear that adds bonuses to skills now show up as a name instead of an id.
- Omae hid behind an options menu as the other end is outside our control and is starting to give errors. Unless a large amount of intrest is shown, a replacement won't be forthcomming.
- Fixed a Bug, where Knowledge Skill Specializations would not cost Knowledge Skill Points, even with activated house rule.
- Fixed a bug where mixed points and karma in skill groups would pay for one more karma level than intended
- Fixed a bug where changes to cyberware wouldn't update skill dicepools
- Fixed a bug where spending any karma on a skill prevented getting a specialization with skillpoints
- Fixed a weird bug where German knowledge skill types would appear sorted but would actually use the English order.
- Fixed a bug where deleting a knowledge skill would not restore the spent points/ karma.

Data Changes:
- Fixed a crash when creating an e-ghost AI. Fixes #918.
- Added the missing Nausea Gas toxin SR5. Fixes #940.
- Fixed an issue that prevented the Voice Warper gear from Hard Tartgets from being available. Fixes #962.
- Hawk eye now gives an 1 dice bonus to perception
- The Armor tab under gear has been renamed to "Clothing and Armor" to match the core rulebook
- Added several German translations provided by HaukeW.

New Strings:
- String_AttributeESSShort
- String_AttributeESSLong
- Message_OverLanguageLimit
- Tip_Omae_Warning
- Checkbox_Options_OmaeEnabled

Changelog Changes:
changelog build numbers after build 178 now match the build they are for.
Title: Re: Chummer5 Support
Post by: kyoto kid on (07:00:53/07-01-16)
...wow that's a lot of fixes and a lot of work. 

Thank you 

Downloaded and will test tomorrow...err...actually later today as it's 04:00 and I have to get some sleep (ran out of Long Haul).
Title: Re: Chummer5 Support
Post by: kyoto kid on (18:00:50/07-04-16)
...well so far works pretty good.

I think I discovered why the skill group issue with older character build files was occurring in latest releases as they lock out skill groups from which single skills are chosen..  For some reason when opening a character build file from an older version  (.179 or earlier), something in the skill group routine wasn't translating properly so it interpreted all skills as being "individual" even if they were originally part of a skill group in the older version.

Thought this was just an issue with .181 but it still also occurs in .182  .

When building a new character file from scratch everything is fine so apparently looks like a small backwards compatibility issue.  There is a fix one can do for now which is to zero out the individual skills in group, then purchase the group with group points again.

----------

ETA.

...when I tried to save a character to Career mode, I received a message that the full allotment of knowledge skill points were unspent even though I used them to purchase all the character's knowledge skills.  Seems to be a minor glitch as all the skills appear in the Skills tab with the proper values after the character is moved to career mode.
Title: Re: Chummer5 Support
Post by: Foolkiller009 on (23:05:41/07-11-16)
Seems like everytime I load up an already created character it comes up with an error and closes up.

Using Nightly-v5.182.6. Did I grab the wrong file?
Title: Re: Chummer5 Support
Post by: odd on (13:04:39/07-12-16)
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?
Title: Re: Chummer5 Support
Post by: Raven2049 on (17:28:57/07-14-16)
Error:

i dont know if its truly doing this calculation, but in the House rules in Options, the "Free contacts are calculated with augmented LOG+INT values" should be CHA values.

god it would be nice if my 6 LOG and 8 INT orc has a total of 48 free contact points to use at chargen ::)
Title: Re: Chummer5 Support
Post by: odd on (17:51:08/07-14-16)
I updated last night and loaded my guy, the karma was reduced as expected.

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?
Title: Re: Chummer5 Support
Post by: kyoto kid on (02:24:01/07-18-16)
....had a minor power outage while working on a character.  When I restarted the system, the Chummer182.exe was missing from the folder.  Everything else was there. Did a full normal shutdown and startup and it did not reappear.

Never seen an exe get wiped out like this before.

Had to unzip and reinstall.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (01:35:00/07-20-16)
Hrm. Only thing I can think of there is that the updater does some tricks to replace the executable when it updates, but that'd be a highly specific circumstance.
Title: Re: Chummer5 Support
Post by: TimTurry on (22:43:28/07-27-16)
First off, this is an amazing program you made.  This is the problem of course!

Every once in a while, I get the urge to run it while I am at work.  Well, that neon-green troll is very suspicious on my taskbar.  Is there any way I can change that to something else (like a calendar or a clock)?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (00:44:48/07-28-16)
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.

So I have a suspicion that the karma costs for MAG/RES once you've lost Essence are incorrect, but I'm not a hundred percent sure and don't have much time to look at it at the moment. Someone with access to a calculator and some graph paper mind making a couple test characters and hopefully proving me wrong?
Title: Re: Chummer5 Support
Post by: EiraHaexa on (05:38:15/07-28-16)
The program crashes for me every time I try to add a metamagic ability to an initiated awakened character. I have a grade 2 initiate character who needs both Divination and Psychometry added.

That a common issue with the program, or is it just me? Just me, isn't it? Fraggin gremlins!
Title: Re: Chummer5 Support
Post by: TimTurry on (10:35:27/07-28-16)
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.


I tried this.  Thanks to these instructions, the "windows explorer" icon (of the shortcut) is changed to the new icon.  But when launched, the important Taskbar icon remains that of a neon green troll. 
I am afraid forking the code and injecting my own icon is way above my talent.
Title: Re: Chummer5 Support
Post by: Atlessa on (16:31:14/07-28-16)
I could be mistaken, but shouldn't I be able to raise my unarmed above 6 in SR5?

https://www.dropbox.com/s/5gn1ozcdu3tizj6/Screenshot%202016-07-28%2022.26.32.png?dl=0

The button is greyed out for some reason.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (23:11:10/07-28-16)
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?

Atlessa, you should only be seeing a greyed-out button in career mode if you've hit the RatingMaximum for the skill (which is 12 +- any improvements that affect the maximum) or you don't have enough karma to increase the skill. Could you upload the character file somewhere or email it to me at chummer5isalive@gmail.com if that's not the case?
Title: Re: Chummer5 Support
Post by: TimTurry on (09:54:27/07-29-16)
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?


No worries I guess. I am a unique case.  It is weird though, because I tried it on Windows 10 at home and at work.  In both cases I click on the chummer-shortcut (that I made) that has an "earth" icon.  But when Chummer launches, the icon on the task bar is the green troll.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (12:00:53/07-29-16)
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?
Title: Re: Chummer5 Support
Post by: EiraHaexa on (16:01:16/07-29-16)
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?

It doesn't give me an error code. It'll load the metamagic pop up window halfway, and then another window will pop up saying "Chummer 5 has stopped working.", and then close the program. Won't even let me send a crash report. 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?).

Otherwise it's a great program! I've just been keeping notes about which metamagics my characters have.
Title: Re: Chummer5 Support
Post by: Dinendae on (07:53:38/07-30-16)
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?).


Hit the print screen button, then open paint (or a similar program), click on Edit, then select Paste from the drop-down menu. Then just save the file. I usually save to desktop for a pic that I am going to upload, just to make it easy to find.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:46:47/08-03-16)
Hrm. Sounds like you're using a version of Chummer that doesn't have the crash-handler included with the binaries. If you're getting an error window like this: http://www.nirsoft.net/utils/wincrashreport_windows_7.png

Then you should be able to expand the view by clicking View Problem Details. Copy that and upload it somewhere, i'll be able to home in on the problem.
Title: Re: Chummer5 Support
Post by: TimTurry on (20:33:28/08-04-16)
I start every post the same: This is the best character generator I have ever seen.  OK moving on.
I have seen a couple of characters races generated by chummer that I cannot replicate.  I have seen Pixie and Vampire characters made, and I don't know how.  A little help please.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (23:44:24/08-04-16)
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.
Title: Re: Chummer5 Support
Post by: TimTurry on (09:48:00/08-05-16)
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.

Thanks for the "Metasapients dropdown" pointer.  I found the pixie.  I later found the vampire under "qualities."
Title: Re: Chummer5 Support
Post by: boongeebee on (09:51:01/08-12-16)
Thank you for making and keeping up on this program. It has made my introduction to Shadowrun a lot easier.
I am having some trouble with the Seducer mentor spirit. When I select it, it adds the appropriate bonus for my adept(1 free level of improved ability), but I can't raise that power past the 1 free level.  Do I need to do something else?

Edit
I am using the latest Nightly (Nightly-v5.182.44) and getting the same problem on multiple computers. It happens every time I have started to make a new character, so I don't think it's the character file.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:56:50/08-15-16)
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).
Title: Re: Chummer5 Support
Post by: EiraHaexa on (16:12:53/08-15-16)
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.
Title: Re: Chummer5 Support
Post by: EiraHaexa on (16:22:03/08-15-16)
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.

Nevermind, fixed it. Had to uninstall it, wipe the residual files, and re-download it after adding the program to my antivirus' library of trusted publishers, but I fixed it.
Title: Re: Chummer5 Support
Post by: Raven2049 on (13:53:29/08-17-16)
Is there a reason Laser weapons are not in the drop down menu for weapons to be placed on Weapon mounts? I really wanted to add a Archon to my Steel Lynx.... Come to notice... why isnt there flamethrowers, and missile/rocket launchers there either? *edit* found them, you have to install a vehicle weapon mount, not a drone weapon mount. which is strange... oh well

Also, whenever i go to add an "Improvement" to a Knowledge Skill chummer crashes when i go to select the skill.
Title: Re: Chummer5 Support
Post by: k_night on (15:28:09/08-17-16)
The softweave mod rounds down instead of up, is this intended or a bug?
Also when i make a custom mod with the same formula it gives a different result ???
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (08:19:28/08-19-16)
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.
Title: Re: Chummer5 Support
Post by: k_night on (12:45:45/08-19-16)
No reference, just that math rules are that 0.5 is rounded to 1.
What about when you make a custom armor mod with the same capacity formula you get a different result?
Title: Re: Chummer5 Support
Post by: k_night on (13:14:43/08-19-16)
Also for the custom armor mod i'm trying to make, i'm trying to make it so it sets the armor rating of the modded armor to 0, but i haven't found a formula that wont crash chummer.  :-\
Title: Re: Chummer5 Support
Post by: Kincaid on (13:19:51/08-19-16)
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.

See the note on rounding sidebar on page 48, CRB.  Unless otherwise stated, round up.
Title: Re: Chummer5 Support
Post by: k_night on (14:06:47/08-19-16)
Damn, i didn't look for references for that, cause i didn't think there would be a specific answer to such a broad aspect.  :o
Thanks for the info Kincaid  ;D
Title: Re: Chummer5 Support
Post by: k_night on (18:58:55/08-19-16)
I've found a pattern in the behavior of the custom mods.
Any armor mod that modifies capacity and isn't YNT Softweave Armor,
modifies both base capacity and available capacity. :o
Title: Re: Chummer5 Support
Post by: EiraHaexa on (20:13:18/08-19-16)
Can't choose an initiation grade for magical characters when in build mode. Don't know about career mode.

Was that deliberate? Not seeing it in the changelog.
Title: Re: Chummer5 Support
Post by: Imladir on (21:42:57/08-19-16)
You can, but you have to activate a house rule, since it's normally forbidden.
Title: Re: Chummer5 Support
Post by: EiraHaexa on (07:51:27/08-20-16)
I hate to say this, but it's still crashing when I try to add a metamagic technique.  :-\
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:00:03/08-20-16)
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?
Title: Re: Chummer5 Support
Post by: EiraHaexa on (10:28:44/08-20-16)
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?

It crashes when I click the button to open the form. The window will partially open, and then it crashes. It's not giving me a prompt to send you a notification. I just get a pop up saying "Chummer 5 has stopped working. Looking for a solution to the problem.", then another that says "A problem has caused Chummer 5 to crash." and my only option is a button that says Close Program. It doesn't even tell me specifically what the error is, just that there was one.

I'm starting to think it's an issue with my computer and not with Chummer itself.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:58:47/08-20-16)
Thaaaat's interesting. What version are you running, 183?
Title: Re: Chummer5 Support
Post by: EiraHaexa on (11:15:13/08-20-16)
Thaaaat's interesting. What version are you running, 183?

Yep
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (07:15:47/08-21-16)
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?
Title: Re: Chummer5 Support
Post by: EiraHaexa on (17:23:43/08-21-16)
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?

No, and yes. Even moved the character over to career mode to try it that way. Still crashed.
This is all I get.

(https://scontent.fphx1-1.fna.fbcdn.net/v/t35.0-12/14114054_10210514214918259_2146091153_o.jpg?oh=424abd62ee2b7747b060699c5eaf2e1b&oe=57BBA730)
Title: Re: Chummer5 Support
Post by: kyoto kid on (01:41:56/08-24-16)
....using ver .182.  Created a new character for a test run.  Before saving it to career mode, I made sure that the "Create Backup of Character before moving to career mode" box was checked.  Afterwards when I opened  the backup file to make a few modifications, I found it had saved in Career instead of Build mode format (filename: Chummer\182\saves\backup\Violet (Create Mode).chum5).
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (02:34:33/08-24-16)
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.
Title: Re: Chummer5 Support
Post by: EiraHaexa on (03:04:02/08-24-16)
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.

File name is Wolf Queen.chum5.
Title: Re: Chummer5 Support
Post by: kyoto kid on (00:57:07/08-25-16)
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.
...thanks, that did it.
Title: Re: Chummer5 Support
Post by: EiraHaexa on (08:35:53/08-30-16)
Just noticed that the Norse tradition has drain set at WIL+LOG, but Street Magic has it listed as WIL+CHA.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:50:45/08-30-16)
Victim of laziness unfortunately, looks like whoever did the data entry just updated the entry from 4th edition's data and reassigned to to Shadow Spells. I'll fix it up in the next nightly.
Title: Re: Chummer5 Support
Post by: Orkus on (17:02:17/12-03-16)
So I am using the latest update to Chummer 5 (Version 5.188.3) and I am finding errors in the skill points when using the Life Modules from Run Faster. For a quick example taking Formative Years: Corp Drone should give me Electronics Skill Group +2 (Which shows up). I then take Teen Years: High School, which gives Software +2, but the list of skills still has Software at only a 2 and not 4. Also if you take any of the Rigger options you get +x to Pilot Anthroform but there is no such skill in the list and it does not default to Pilot Walker (which I assume it is supposed to be?). I understand that Life Modules are still being worked on(?) and that this has already been reported but after searching for awhile today could not find any information on this issue. Any help?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (21:26:17/12-03-16)
That would be because the life module wasn't set up to provide those skills. Fixed in the latest nightly commit.
Title: Re: Chummer5 Support
Post by: Orkus on (23:57:30/12-04-16)
Thank you!
Title: Re: Chummer5 Support
Post by: Twitch193 on (01:07:57/12-24-16)
So when you buy a sensor collar for a critter, in chummer and in Howling Shadows it says it comes with a rating 2 camera and omnidirectional microphone, but the collar has 0 capacity in chummer so you can't complete character without taking off the camera and mic.
Title: Re: Chummer5 Support
Post by: EiraHaexa on (16:33:49/12-30-16)
Is there a reason why when I hit "reapply improvements" all of my character's MAG based skills poofed into the aether? I got no karma back for it either.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:41:51/12-30-16)
Shouldn't be doing it in the current builds, there was a while where a couple of the magic qualities didn't have all the improvements they needed to.
Title: Re: Chummer5 Support
Post by: firebug on (20:12:25/01-01-17)
In my attempt to make a Vampire character I noticed my character isn't able to put  points into the Assensing skill due to all Magic skills being blocked off.  Even though I am neither an Adept or Magician, I should still be able to take Assensing due to being Dual-Natured and thus always able to see auras.

Also, though I haven't checked if it's available in Career Mode, I don't see a way to spend Karma on more critter powers.  I can add them for free though.
Title: Re: Chummer5 Support
Post by: kyoto kid on (20:22:15/01-02-17)
...using ver 1.87.

Attempting to open the selection menu of Negative Qualities in Gear/Lifestyle/Advanced Lifestyles triggers a crash.  Repeated the process a few times with all ending up in the same result.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (20:59:08/01-02-17)
@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.

@kyoto kid: I don't support old versions of Chummer. Update to the latest stable or nightly release.
Title: Re: Chummer5 Support
Post by: kyoto kid on (23:31:37/01-02-17)
...there's another one out already?  I just installed  ver .187 only a  week or so ago.

Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (23:48:27/01-02-17)
That's a fair effort, considering that 5.189.0 was released 16 days ago and 5.187.0 was released on November 6.
Title: Re: Chummer5 Support
Post by: kyoto kid on (02:54:47/01-03-17)
....must have DL'd  it just a day or so beforehand then as that was what I got when I clicked the link in the sig.  With the holidays, guess I lost track of time (especially easy to do when you get older as time seems to go by a lot faster for some reason). 

Anyway, yes,1 .89 solved the issue.
Title: Re: Chummer5 Support
Post by: EiraHaexa on (16:55:59/01-03-17)
Umm...what?

(https://cdn.discordapp.com/attachments/253255076729061376/265961104730095618/Capture.JPG)
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (20:07:17/01-03-17)
Point Buy, yes? This issue should be fixed in the latest nightlies.
Title: Re: Chummer5 Support
Post by: firebug on (21:23:07/01-03-17)
@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.

Thank you very much for all the work you've put in, I and my players benefit a lot from your effort.  It's really incredibly useful, even just as a depository for everything that's available to be in one place, it's invaluable.
Title: Re: Chummer5 Support
Post by: EiraHaexa on (21:33:27/01-03-17)
Point Buy, yes? This issue should be fixed in the latest nightlies.

Karma, and I have the latest nightly. I fixed it by allowing characters to exceed both their positive and negative quality limits.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:07:55/01-05-17)
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.


Also, looking for some feedback on the Adept Powers UI; I'm refactoring a bunch of the backend to make mentor spirits less awful to work with, so it's as good a time as any to put some polish on the power controls. Is there any additional detail that should be visible that isn't? Any ways in which the existing controls are hard to read?

[spoiler](https://i.imgur.com/yRKd9Sy.png)[/spoiler]
Title: Re: Chummer5 Support
Post by: EiraHaexa on (14:07:56/01-05-17)
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.

I already transferred over to career mode, and I don't believe I have a build mode copy. It was just an NPC for a mission I'm drawing up, so it's not a huge issue. I haven't had it happen to any other characters, so maybe it was just a one-off glitch?
Title: Re: Chummer5 Support
Post by: kyoto kid on (16:07:37/01-07-17)
...small issue with purchasing gear. when moving a character to career mode.

Sleeping Tiger suit is Availability 10 however the Ruthenium Polymer feature it has is blocking me from saving a new character to career mode.  I know this is one of those "cheat" pieces of gear (along with Zoe Second Skin) however previous releases allowed moving the character to career mode. 

As the character I am trying to save has already been created there is no way to temporarily change this limit without starting from scratch and either increasing the availability limit or turning rules "off" before moving to the build phase.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (06:26:36/01-09-17)
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.
Title: Re: Chummer5 Support
Post by: Kincaid on (13:54:45/01-09-17)
Two things re: knowledge skills in career mode.

1. When I try to add improvements to a knowledge skill, the Select Value drop down menu doesn't have any options.
2. When I add a new knowledge skill that isn't preexisting, I don't get the option to link the appropriate attribute to reflect if it's professional, interest, etc.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:42:13/01-09-17)
Provided you haven't spent the first point of karma to lock the knowledge skill, you should be able to freely change the skill category to Interest or Professional or whatever, does that not work?

I've fixed the knowledge skill issue and the armor validity issue in the latest nightly builds.
Title: Re: Chummer5 Support
Post by: kyoto kid on (02:25:19/01-13-17)
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. 

I'll keep using ver 187 for my Missions characters until the fix is in the general release as for Missions builds Advanced Lifestyle isn't used.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (22:19:11/01-21-17)
Chummer Build 5.190.0 (https://github.com/chummer5a/chummer5a/releases/tag/5.190.0) is now available.

This rollup-build is largely bug fixes again, but we have some new UI improvements that I'd like to go through. First off, we've now got a JSON Export option available for career mode characters, accessible through the Export option in the File menu. This allows exporting Chummer's 'print' data to third party services such as Roll20. For further details, please see this link (https://www.reddit.com/r/Shadowrun/comments/5ok5qe/roll20_charactersheet_chummer_import).

We've also made it easier to report issues; if Chummer crashes, you'll see a 'Create New Issue' button. Clicking that link will open our issue tracker in your default browser, with some details pre-filled. As ever, if you have an issue or feature request the easiest way to get it noticed is to raise it as an issue on GitHub (http://issues.chummer.net), but you can also contact us via Slack (https://join.chummer.net) or here, of course. We do appreciate the submission of crash reports via the Crash Handler, but it is substantially easier for the team to collaborate and keep track of Github issues.

As a final note, I've received some complaints lately that quirks in Chummer's behaviour can cause corruption of characters, rendering them unusable. I've not seen this behaviour myself, but I can appreciate the frustration this could cause. If it happens to you, or anyone you're playing with, please contact me directly either here or via chummer5isalive@gmail.com and I will do the best I can to fix it in a timely manner.

Build 190

Application Changes:

- Fixed an issue with the Spirit Control that prevented all spirits from being available.
- Fixed an issue with Vehicle Mod pricing for drones with 0 BOD being charged as though their body was 2, rather than 0.5.
- Fixed missing Karma summaries for skills in Create Mode.
- Fixed an issue with Custom magical traditions.
- Fixed an issue with creating an Ally Spirit. Fixes #1308.
- Added logic to suppress some warnings about missing books for objects that don't have a Source entry.
- Suppressed an error when rendering the skills display.
- Fixed the configuration of the discountcost quality node to properly work for negative qualities and allow selecting Adept Powers for discounts.
- Fixed an issue with searching for qualities using both the text and numerical filters.
- Fixed a calculation issue with Armour Encumbrance that prevented Custom Fit (Stack) items from counting properly.
- Added support for critter powers to cost karma.
- Renaming an item will now prepopulate the current name.
- Added proper quantity listings for child items attached to gear, such as ammo in a duffel bag.
- Fixed an issue with checking character quality limits in Karmagen.
- Altered the LanguageManager GetString method to return the key string in case of failure. Should assist with troubleshooting language faults without causing hard crashes.
- Added a dropdown on the Character Info tab to set your character's left/right-handedness.
- Added the ability for characters to have multiple mugshots.
- Fixed an issue where integrated cyberware/bioware subsystems and the field to determine what subsystems can be added used the same set of XML tags. This also re-allows cyberware and bioware to come with integrated subsystems.
- Added the ability for cyberware/bioware to derive attributes from its children.
- Added the ability for cyberlimbs to count as more than one slot (e.g. liminal body counts as two slots for Legs).
- Corrected handling of Redliner for Liminal Body, especially Liminal Body Centaur.
- Fixed an issue where the cost of cyberware/bioware grandchildren subsystems had their costs ignored.
- Added code to prevent a crash if the PDF application/web browser has not been specified.
- Fixed an issue with Depth not updating properly when changing to and/or from a Depth-enabled metatype.
- Fixed the metatype cost label in the sidebar not updating properly when loading characters with non-karma build methods and creating characters in life module build methods.
- Fixed an issue with some Depth-linked improvements not being handled properly.
- Improvements now have a "target" member string.
- Optimized the improvement removal code for size, readability, and portability.
- Fixed the improvement for swapping the attributes of a skill. The results of such an improvement show up in the skill's dice tooltip.
- Added an improvement for the swapping of attributes of a skill for a particular specialization. The results of such an improvement show up in the skill's dice tooltip.
- Corrected the Condition Monitors of vehicles to use modified values for Body and Device Rating instead of only base values.
- Corrected the Speed and Handling of vehicles to use modified values for Body instead of only base values.
- Corrected the Device Rating of vehicles to be generated from Pilot rating instead of a base value of 3.
- Optimized away some leftovers from SR4a that were taking up CPU time and lines.
- Performed minor speed optimizations related to rounding of integer division results.
- Fixed a crash when creating a piece of cyberware at a rating above its maximum or below its minimum.
- Fixed some validation issues when moving a character to career mode if they own items that have built-in accessories or mods that exceed the availability limit.
- Fixed the behaviour of the Knowledge Skill custom Improvement type to properly load existing knowledge skills.
- Changed the VehicleMod class to properly have a Parent Vehicle for modding purposes. In practical terms, this prevents an issue with Drone Attribute modifications not having their minimum rating set to Attribute +1.
- Fixed the behaviour of the SelectSkill improvement to allow filtering based on multiple categories. Properly filters the behaviour of the Improved Ability power to not show Magical Active skills.
- Added a proof-of-concept Print-to-PDF functionality into the Print window. TODO: Progress bar for saving, configurable options for margins and such.
- Fixed an error that caused missing custom books to not show their code if the book was not found.
- Increased functionality for the Export Window; there is now a window shown that contains the exported text. You can copy this text directly into wherever you need to export it, rather than saving the file and exporting.

Data Changes:

- Added missing SpellCategory improvements for the various Spellcasting foci.
- Altered the Sense Link critter/spirit power to properly refer to SR5 instead of Street Magic.
- Added missing Depth minimums for all critters.
- Corrected missing Capacity for the Sensor Collar from Howling Shadows.
- Corrected machine pistols and submachineguns to not have Under mounts.
- Added a missing detonator cap gear item.
- Added missing restrictions for the Vampire and Sukuyan infected qualities.
- Re-added the Headware category to all cyberlimbs, per RAW.
- Removed the Radar Sensor gear item, as there's no RAW that Radar is a valid Sensor Function in 5th Edition.
- Corrected issues with the sourcebooks of the Keratin Control and Living Focus powers.
- Allowed Partial Cyberskull to receive the same cyberware subsystems as a full cyberskull.
- Liminal Body Centaur now comes with four full cyberlegs.
- Fixed the Dual-Natured critter power to provide access to Assensing.
- Fixed incorrect cost discount for the Astral Hazing quality.
- Vintage quality now properly doubles accessory cost and is mutually exclusive with electronic accessories.
- Peak-Discharge Battery Packs no longer appear in the list of available accessories for weapons that cannot use them.
- Added an item for an Optical Imaging Scope, just like how there is one for Optical Binoculars in the gear section.
- Improved Range Finder now properly requires a Smartgun accessory.
- Corrected Ammo Drone to come standard with a rating 2 Maneuvering Autosoft.
- Added a vehicle mod for the illegal Reloading Drone autosoft for reloading forbidden weapons that costs 250.
- Added an entry for a Smart Wig with an integrated Trode Net that costs 100 extra.
- Added an improvement for the Intimidation limit bonus for Voice Warper.
- Master Debater and Empathic Listener now have their effects represented in skill dice pool tooltips.
- Cybereyes and cyberears now come standard with Image Link and Sound Link respectively.
- Validated critters.xml against XSD style template, fixed an issue that caused sprites to not load.
- Fixed the ability for cyberlimbs to install Cosmetic Cyberware.
- Fixed missing Capacity values for LED Tattoos.
- Fixed an incorrect book and page reference for the Great Mother mentor spirit.
- Fixed page references for the AI metatype and variants.
- Added an additional Export method for the JSON format; this is intended to support integration with the Roll20 character sheet created by Darkxryo on Reddit's /r/Shadowrun. For further details, please see this link: https://www.reddit.com/r/Shadowrun/comments/5ok5qe/roll20_charactersheet_chummer_import
- Added support for using HTML in tooltips.  Currently only supported on labels, so not accessible by most user content yet.

Custom Content Additions:

- Added the Radar Sensor gear item into an optional file called custom_radarsensorfunction_gear.xml, as there's no RAW that Radar is a valid Sensor Function in 5th Edition. Copy into the Data folder to use this.
- Added an override file for preventing cyberlimbs from having Headware, called override_cyberlimbheadware_cyberware.xml. Copy into the Data folder to use this.

Sheet Changes:

- Added proper quantity listings for child items attached to gear in the basic Shadowrun character sheets.
- Added a section to the basic Shadowrun and Fancy Blocks character sheets for additional mugshots.

New Strings:

- String_SkillFilterNoSkillGroup
- String_SkillFilterBrokenSkillGroup
- String_ExpensePurchaseCritterPower
- Label_Handedness
- Label_MugshotDimensions
- Label_InitiativeDice

Changed Strings:

- Label_OtherIP
Title: Re: Chummer5 Support
Post by: AJCarrington on (11:27:37/01-22-17)
Wow! Thanks for all the hard work and continued effort on this.
Title: Re: Chummer5 Support
Post by: Raven2049 on (09:25:38/02-26-17)
so i was building this character, and i noticed that after changing my priority selection, that i no longer had the spellcasting and other magical skills that a magician should have. So i tried to Reapply improvements and i almost immediately crashed.

any thoughts? i could rebuild him no problems, but the fact that the skills disappeared is a bug i thought you should know about
Title: Re: Chummer5 Support
Post by: Raven2049 on (09:32:37/02-26-17)
Not to double post but it wouldnt let me link 2 files, so my other character that i admittedly had been keeping paper notes for him and therefore havent opened in 2 or 3 revisions of the program, wasnt opening for me in v190.0. Gave me a unicode error. anyways, i managed to get it open by changing the UTF-XX number at the top of the character file from a 16, to a 8 and it opened fine. i made quite a few changes to the character no problems, but when i increased his magic score and went to play with his adept powers it immediately crashes and gives me a error that says 3 is not an appropriate value for value, value must be between minimum and maximum.

I tried opening the character in notepad and messing with the adept power section (or atleast anything that had a number 3 in it, which i did not touch the guid stuff, just his Increased Reflexes Adept Power) and nothing changed. i can open the character fine, i just cant touch the adept power tab.

he would be irritating to remake, but if i must i must. any thoughts for either of these guys?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (03:59:38/02-27-17)
Magical skills disappearing after changing priority selection is a known issue; I originally wanted to be able to preserve your skill levels if you changed priority selection but didn't change your actual magical skills, but it may be better to just gut the improvements and reapply on accept. I'll have a ponder and see what I can do about it. I didn't have any problems reapplying the improvements though.

As for the Rend file, the adept power system and how it interacts with mentor spirit bonuses is progressively unravelling; I've got a branch that replaces it, but there are some issues with loading existing character that will require some more work to integrate a shim. As far as fixing that character goes, change the maxlevels for your Attribute Boost power to your MAG value; it's not exactly correct, but the onload behaviour isn't correct anyway so that's about the sum of it.
Title: Re: Chummer5 Support
Post by: Raven2049 on (06:48:03/02-27-17)
ty

will try that, and i guess ill get to remaking the other character as well.

keep up the good work!
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (07:09:43/02-27-17)
Oh, right. Sorry, forgot to upload the fixes. Here you go.
Title: Re: Chummer5 Support
Post by: EiraHaexa on (17:14:14/02-27-17)
I just downloaded 5.191.27. I can't open one of my NPC character sheets from version 5.188.9 (I think). I tried rebuilding him in the version I currently have...and it won't let me add the Dracoform (Western Drake) positive quality. I select it, and nothing happens. No error, no crash, it just doesn't add the quality.

I have "ignore character creation rules" selected because he's an NPC, if that  makes any difference.

Edit: Same problem in the latest Nightly. Can't create infected characters either, crashes the program (this is from a friend, so I don't know the exact error that came up). Having problems adding several other qualities as well. Seems to be random. Sometimes one can be added, sometimes it can't. In short, Chummer 5 has become completely broken and unusable. Still can't send error reports either. Still getting the "there was an error while collecting crash information" message.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:42:51/02-27-17)
Fixed in the latest nightly, one of the bonuses was written incorrectly. The character that failed to load has been fixed as well; the Platinum Skillsoft Network got renamed and our load logic was based incorrectly on the name.
Title: Re: Chummer5 Support
Post by: Raven2049 on (16:34:54/03-06-17)
Came into a strange problem, its on my Technomancer, and when i try to increase his Resonance, it wont let me, the + is greyed out. and he has (had) more than enough karma to increase it. I got around it by subtracting the karma manually, and adding the increased Resonance via the Improvements tab. this is also the TM that has had the Compiling and Registering skills disappearing. cant link the file right this second but i will try later when im on my PC
Title: Re: Chummer5 Support
Post by: Kincaid on (09:10:30/03-09-17)
Suddenly my Synaptic Booster (Rating 1) isn't adding to my character's Reaction attribute.  It displays as 4(4) when it should be 4(5).  My unaugmented Agility displays as 4(4), which is a little weird since I'd expect it to be simply 4.  He's Infirm (1) if that's somehow messing with attribute caps.  I attempted to attach my character's .zip file, but it was too large, but here are the stats from two different characters, both with Synaptic Booster (Rating 1), running on Chummer 5.191.27.  The Reaction bonus appears on one character but not the other.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (17:39:27/03-09-17)
I'd need to see the sheet; we haven't made any noticeable changes to Infirm or the Synaptic Booster in some time, I certainly can't replicate any issues with it. Um. Infirm does drop your aug bonus by -4, which prevents the bonus from exceeding your modified metatype maximum. I guess upload the file to file.io or nya.is or something? Hell, even dumping the contents into pastebin would work.
Title: Re: Chummer5 Support
Post by: Kincaid on (12:45:10/03-10-17)
Uploaded it to nya, thanks.

https://u.nya.is/thkxtv.chum5
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (20:58:55/03-10-17)
Oh, it's encumbrance from the Vashon Island jacket and your helmet. You have 6 points of Bonus armour, but you only have 3 Strength. If you hover your mouse over the attribute for REA, you'll see that you have REA (4), Synaptic Booster (1) and Armor Encumbrance (-1). That's why it doesn't just show as 4, because there are modifiers.
Title: Re: Chummer5 Support
Post by: Kincaid on (21:54:54/03-10-17)
Ahh, must've clicked them and not realized it.  Thanks for all your help and for all your work with Chummer.
Title: Re: Chummer5 Support
Post by: Hache on (08:20:30/07-21-17)
Hello,
I can't seem to find drone modifications.

With both old and new caracter, when I select a drone and click on "Add modification", all I see is vehicule modifications. I can't seem to find things like "Assembly time improvement", "Pilot program (Drone)" or any modification listed in Rigger 5 p122->126.
I have tested with both Rigger 5 sourcebook and Rigger 5 + German-exclusive content.

Is there an option I missed ?
Sorry for disturbance.  :-[
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (08:25:31/07-21-17)
Drone-specific modifications are hidden behind the 'Use Optional Drone Rules' option in the Options menu.
Title: Re: Chummer5 Support
Post by: Hache on (09:01:31/07-21-17)
Damn, took a look at the option, but missed this part !

Thanks a lot, you're the best  ;)
Title: Re: Chummer5 Support
Post by: General-Education on (09:38:29/07-23-17)
Having an issue where chummer crashes if i try to change the books that are enabled.

link for crash file
https://drive.google.com/open?id=0B7qiduIO6sMfWDRZa05mbmJxbDQ
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (09:53:45/07-23-17)
Should be fixed in the latest nightly builds.
Title: Re: Chummer5 Support
Post by: General-Education on (11:49:43/07-23-17)
it's still occurring in latest nightly (5.193.182)

link for crash log from newest version

https://drive.google.com/open?id=0B7qiduIO6sMfSWItb3BLM292WGc

Title: Re: Chummer5 Support
Post by: General-Education on (16:17:24/07-23-17)
Now it is crashing when i attempt to print the sheet as well. this occurs in the newest nightly and most recent stable builds

crash log
https://drive.google.com/open?id=0B7qiduIO6sMfRmVOTnEtMWhZTmc
Title: Re: Chummer5 Support
Post by: General-Education on (17:50:10/07-23-17)
fixed it
Title: Re: Chummer5 Support
Post by: Gnomercy on (21:14:48/07-24-17)
This update is getting flagged by Windows...is there something odd going on? I've not updated since May but have never had this issue.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (21:17:50/07-24-17)
It's unsigned code that queries GitHub for updates, Windows occasionally chucks a tanty about applications that talk to the internet potentially being malware.
Title: Re: Chummer5 Support
Post by: Atlessa on (10:44:43/11-16-17)
I've run into an issue where loading a character in create mode, or getting to that part when creating a new character via priority or sum to ten causes chummer to crash.
It is possible that the error itself is cause by the 'attributes' page, since that is what chummer defaults to.
Karma generation works fine as far as I tried.
On top of that... the error handler never seems to be able to actually send off the crash report.

I have compiled a little RAR-package with the crashdump and a screenshot of the error message:
https://www.dropbox.com/s/d3wbjrggy8tw9dv/ChummerCrash.zip?dl=0

Also: Deleting the entire Chummer5 folder and loading the most recent nightly OR non-nightly build didn't help either. And it's only on my 'main' PC as well, my laptop works fine (but it's old and sloooow... loading a character takes 45 seconds...)

I'm out of ideas what may be causing this.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (10:25:02/12-17-17)
Couple of quick things for the people that can actually get onto the forum. New release version's out (5.169), changelog is long as hell and most easily read from Reddit (https://www.reddit.com/r/Shadowrun/comments/7j0g10/chummer_5196/) though I'd suggest using the latest nightly build for now as we fixed a lot of stuff in the last couple of days that will be encouraging me to make a new release build soon, and the whole forum thing is annoying enough that I'm considering these threads abandoned until further notice.

The easiest way to have an issue noticed and actioned is to report it on GitHub (https://github.com/chummer5a/chummer5a/issues), but you can also email me at chummer5isalive@gmail.com, join our Discord (https://discord.gg/mJB7st9) or message me on Reddit (/u/chummer5isalive).  (https://www.reddit.com/user/chummer5isalive)
Title: Re: Chummer5 Support
Post by: Tecumseh on (00:48:43/12-19-17)
These forums aren't abandoned. My continued thanks for the work that you do.

That said, I just realized I was back on 193. Up and running on 196 now, and looking forward to 197.
Title: Re: Chummer5 Support
Post by: SpellBinder on (01:15:06/12-19-17)
Maybe far from abandoned, but also unreliable as of late. How long it'll remain up is questionable, as is how long it'll stay down the next time they go down.
Title: Re: Chummer5 Support
Post by: Longshot23 on (06:51:09/01-18-18)
Just downloaded the latest build - 5.197 - and have run into a couple of issues.

2 of my existing builds forced crashes (I'm redoing one of them from 'scratch' now). Also a crash occurred when trying for an Advanced Lifestyle - Chummer5 didn't seem to like that.

All my other existing builds seemed to load up without problem.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (23:41:32/01-22-18)
Most of those issues should have been resolved by the current nightly builds; if you're still experiencing issues, please give me a synopsis of the issue and upload the .chum5 files somewhere.  You can send them directly to my email via chummer5isalive@gmail.com.
Title: Re: Chummer5 Support
Post by: Beta on (09:19:47/01-23-18)
Thanks again for maintaining this lovely tool :)

I just downloaded the nightly, and went to build an astral explorer (from Forbidden Arcana).  The option was there, but you have to choose two rating six magic skills but the drop-down boxes for that were blank, hence not only couldn't choose skills but couldn't proceed because hadn't chosen skills ...

Then I looked for the Aware option (I think that was the name, again from FA -- magic priority D, gives you asensing only).  And I didn't see it (granted that taking a two magic adept and buying astral perception is arguably a better choice, but wasn't what I was looking for).  I'm impressed how much of the new options are in place, but thought I should mention those that aren't quite there yet.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:21:28/01-23-18)
The Explorer and Aware option should work in the new nightly build, 5.196.10.
Title: Re: Chummer5 Support
Post by: Pericles on (15:42:24/01-30-18)
Hey,
New to this board. I've built two characters in Chummer with no problems, but now I'm running into something strange with Knowledge skills. I'm doing a Priority build, standard.  My INT is 4 and my LOG is 5, so I should have 18 points to divide up among knowledge skills. That's what Chummer tells me I have, too. But when I add a knowledge skill, it automatically gives me 10 points in it, and it says I still have 18 knowledge points to spend.  I've started several new characters to see if ht eproblem keeps happening, and it does. 

I'm running Chummer 5.197.1, on Windows 7.  (But I've also seen this on my Windows 10 computer at home.)

Any help?  Am I crazy?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:20:05/01-30-18)
Known bug, resolved in current nightly builds.
Title: Re: Chummer5 Support
Post by: Beta on (18:25:15/01-30-18)
The Explorer and Aware option should work in the new nightly build, 5.196.10.

Finally had a chance to try it, all is good. Thanks!
Title: Re: Chummer5 Support
Post by: Pericles on (01:51:38/01-31-18)
Known bug, resolved in current nightly builds.

Thanks, that worked!
Title: Re: Chummer5 Support
Post by: warderbrad on (19:53:51/02-02-18)
I wanted to make sure if I am doing something wrong.  I just started using Chummer and when I put in knowledge skill for firearms and get a specialization in modifications.  Then I get a second firearms with a specialization in pistols.  When the character is loaded up from a save all the firearms skills (if I did this more than just 2 times) appear as whatever the top one is.  Am I misunderstanding the rules in that you cannot specialize more than once in a given knowledge skill?  Am I inputting it into chummer wrong?  I am not sure what it is.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (04:34:01/02-03-18)
I can't reproduce that behaviour in current nightly builds, if I'm understanding you correctly. With regards to knowledge skills, you can only have one specialisation at character creation. Chummer won't stop you from taking multiple knowledge skills with the same name, but I wouldn't encourage it.
Title: Re: Chummer5 Support
Post by: warderbrad on (12:42:54/02-03-18)
Ok so I was trying to do something wrong with the character build.

Basically I had
Firearms 2 with spec in Modification
Firearms 1 with spec in Pistols
Firearms 1 with spec in Longarms
Firearms 1 with spec in Automatics

When I saved and loaded I had 4 lines of Firearms 2 with spec in Modification.

It is just a newbie mistake.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:20:36/02-04-18)
Either way it shouldn't have happened, but it's likely that it was a bug that we've already resolved in nightly builds.

Also we probably don't need to have two separate threads running for Chummer support, may as well stick with the other one: http://forums.shadowruntabletop.com/index.php?topic=17200.0
Title: Re: Chummer5 Support
Post by: AJCarrington on (09:25:50/02-05-18)
Let me know if you'd like this thread closed or merged in with the other.
Title: Re: Chummer5 Support
Post by: Pericles on (18:29:51/02-05-18)
Ok, I'm back with more Chummer questions. lol.

So, I just started using Chummer to record my Sprites stats, using the Critter rules. There was something that surprised me, and it has to do with their attribute ratings and how they affect their dice pools for their skills. 

So according to page 252 of SR5, sprites have a device rating equal to their level, and their Matrix Attributes are based on their level and what type of sprite they are. For this discussion, let's assume that all my sprites are level 6. 

I compile a Crack Sprite. I thought, since his device rating is 6, then all his attributes (regular, not Matrix) would be 6 as well. Thus for his skills, all his dice pools would be 12. Admittedly, that seems a little goofy because it's basically saying sprites skills are always equal to levelx2.

So for Computer he'd have a DP of 12, and for a Data Processing test his limit would be 8, because a Crack Sprite's Data Processing = Level +2.

However, when I put him into Chummer, it is giving him a LOG of 8, clearly because Data Processing is based on LOG.  Thus, Chummer is giving him a Computer Dice Pool of 14 (Level of 6+ Data Processing of 8.)   

So my questions are: is this in fact what Chummer is doing?  And are those the official rules on Sprites? 

Thanks for your patience!

Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (04:52:53/02-06-18)
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.

@AJCarrington: I'm not super fussed either way.
Title: Re: Chummer5 Support
Post by: AJCarrington on (06:30:56/02-06-18)
No worries...I'll leave things as they are.
Title: Re: Chummer5 Support
Post by: Pericles on (13:57:14/02-06-18)
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. 




Title: Re: Chummer5 Support
Post by: Pericles on (11:20:32/02-08-18)
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.

I hope I didn't offend anyone with this post. Chummer is a fantastic piece of software; I was just trying to make sure my sprites were correct. 
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (17:32:40/02-08-18)
You'd be astounded at how much it would actually take to offend me, don't worry about it.
Title: Re: Chummer5 Support
Post by: Raven2049 on (08:28:17/02-12-18)
Any chance that you will include the updated Errata for Priority Builds soon? I know i can just "give myself the stuff" after creation, but id like to not have to remember to do so ^_^

specifically im talking about the Core Priority Changes for Technomancers as listed here: http://forums.shadowruntabletop.com/index.php?topic=24595.msg492902#msg492902
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (08:44:27/02-12-18)
All errata flagged as Official has been implemented as of 5.196, unless something got sneaked in recently.
Title: Re: Chummer5 Support
Post by: Raven2049 on (09:54:37/02-12-18)
Ah! theres my problem, i just built a guy (TM) that had priority C for his abilities, and it wasnt giving me the correct boosts. just had to download the correct version and redo priority selection.

it did not tell me that i had "new" points to play with tho. i basically had to reload all the options
Title: Re: Chummer5 Support
Post by: Pericles on (14:00:43/02-12-18)
Is there a way to record what items are slaved in your PAN, in Chummer? Other than notes...
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (17:35:15/02-12-18)
Currently no, it's intended to be included as part of #633 (https://github.com/chummer5a/chummer5a/issues/633), but I hate doing UX stuff so I've never gotten around to putting any serious thought into it.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (09:35:58/02-14-18)
Righto, attempting to get Chummer back towards a monthly-ish milestone release, so we're only a couple of days late, but hey, Valentine's Day! That's gotta mean something, right? This sprint's been quite heavy on house-cleaning and bugfixes, so if there's some issue you've noticed recently and you've been on the last milestone build, there's a good chance we've fixed it over the last month. Check it out here (https://github.com/chummer5a/chummer5a/releases/tag/5.198.0)!
As ever I need to start out by thanking Delnar_ersike, olstefan, joha4270 and everyone else who's submitted pull requests or issues to assist with making Chummer better, you all help a fantastic amount with improving the application.

If you're looking to get hold of the developers in a hurry, have suggestions, questions or anything else, you may find it helpful to join our Discord (https://discord.gg/mJB7st9), but you can always submit issues via Github (https://github.com/chummer5a/chummer5a/issues/new).
Title: Re: Chummer5 Support
Post by: Pericles on (09:36:20/02-17-18)
Should Chummer be lowering a character's STR and AGI by 1 point for every 2 full points their +x to Armor items exceed their STR?  I've tested it with a few different characters and it doesn't seem to be doing it.

Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:49:06/02-17-18)
Is the option to ignore encumbrance enabled?
Title: Re: Chummer5 Support
Post by: Pericles on (12:23:49/02-19-18)
Is the option to ignore encumbrance enabled?

I've looked all through the Options and I don't see that option, but I don't remember ever selecting any option like that. All my options are pretty much default except for what books to use and to have it start in priority mode.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (18:53:29/02-21-18)
Hrm. At some point an invisible option snuck in. I've fixed that in the latest nightly build, but in the meantime, open your options.xml file and look for  ignorearmorencumbrance, change the field inside it to False.
Title: Re: Chummer5 Support
Post by: Pericles on (21:07:33/02-21-18)
Fixed, thanks! 
Title: Re: Chummer5 Support
Post by: Pericles on (12:39:08/02-26-18)
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?

Thanks!
Title: Re: Chummer5 Support
Post by: Lormyr on (16:43:58/02-26-18)
Only the core sheet select under the toxin resistance section, it appears that the Adapt power Natural Immunity is not calculating into the totals. Are there plans to address this, or perhaps create a work around under the improvements tab? That would also be useful for mages that quicken prophylaxis.

Thanks! Really love this program.
Title: Re: Chummer5 Support
Post by: AJCarrington on (08:57:12/02-27-18)
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?

Thanks!
I've had periodic issues with the update function...find it easier to simply download the new version and go from there. (YMMV)
Title: Re: Chummer5 Support
Post by: Pericles on (13:23:30/02-27-18)
Thanks! Yeah, I can do that until it gets fixed.

Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (23:13:38/02-28-18)
@Lormyr: That issue is fixed in the latest nightly build.

WRT the update function, this should be fixed in the current nightly build, as some changes were made to the SSL/TLS channel.
Title: Re: Chummer5 Support
Post by: Lormyr on (09:03:01/03-01-18)
Thank you sir, much appreciated.
Title: Re: Chummer5 Support
Post by: Pericles on (11:25:57/03-01-18)
Thanks so much!
Title: Re: Chummer5 Support
Post by: Pericles on (16:34:31/03-02-18)
I'm back again...lol.

Chummer is telling me to take the Initate power Fixation, I have to have Advanced Alchemy. It's actually the opposite: Advanced Alchemy requires Fixation.


Thanks!

Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (20:52:08/03-02-18)
You need to add the High Art of Advanced Alchemy, or enable the optional rule that disables Art requirements.
Title: Re: Chummer5 Support
Post by: Pericles on (21:04:16/03-02-18)
According to page 153 of Street Grimoire, the High Art of Advance Alchemy requires Fixation. An Islamic Alchemist (FA 70) who initiates is required to take the following, in order: Fixation, Quickening, Advanced Alchemy, Anchoring.

Has something been errata'd regarding this?


Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (22:00:50/03-02-18)
No, the metamagic Advanced Alchemy requires Fixation. The High Art (God I hate Street Grimoire) doesn't have that requirement. I've amended the requirements logic for that section to not trigger the Art requirement if you're not using Street Grimoire, but as is, you'd need to first add the Art of Advanced Alchemy to one initiate grade then add the Fixation metamagic. 
Title: Re: Chummer5 Support
Post by: Pericles on (22:03:02/03-02-18)
Oh, ok!  What genius decided to call two different things Advanced Alchemy?  ;D

Thanks for clearing that up!
Title: Re: Chummer5 Support
Post by: kyoto kid on (04:26:33/03-23-18)
...OK installed the latest (.198) and have a couple questions. 

First of all I can no longer apply vision mods to a Baliistic mask as in the past. The only related gear category I get when adding an accessory is for Vision Devices and that only included cameras.

Second after transferring over an older character who is a Mystic Adept, I notice when I initiate it adds a power point as well as lets me choose a metamagic.  I don't think this is correct it is either one or the other not both.

On the plus side I do like the look of the new character sheet form, though the skills block does not size to screen width as the other blocks do. Also like the fact that when dealing with expendable gear one can specify how many units were used instead of having to click off each single unit one at a time (really handy for ammo and reagents).


Title: Re: Chummer5 Support
Post by: tequila on (16:30:22/03-25-18)
I'm not seeing Muscle Replacement under Cyberware or Muscle Augmentation and Muscle Toner under Bioware.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:03:44/03-25-18)
Can't replicate any of those issues in the current nightly build.
Title: Re: Chummer5 Support
Post by: tequila on (22:06:22/03-25-18)
Just downloaded the nightly. I must have something selected that's causing the Muscle augs to not show up.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (23:04:01/03-25-18)
Brand new character, any other commonalities to it?
Title: Re: Chummer5 Support
Post by: tequila on (09:51:46/03-26-18)
[duncecap]It was Celerity. I forgot the downside of having it - no muscle 'ware.[/duncecap]
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (03:22:50/03-30-18)
New milestone build for Chummer is out. Long-ass changelog visible here (https://pastebin.com/p8pJuhXF).

Milestone build available from http://stable.chummer.net, per usual.

Thanks go out to our other devs delnar ersike, olstefan, joha4270 and everyone else who's submitted pull requests or issues.

If you're looking to get hold of the developers in a hurry, have suggestions, questions or anything else, you may find it helpful to join our Discord (https://discord.gg/mJB7st9), but for issues it's best to submit issues via Github (https://github.com/chummer5a/chummer5a/issues/new).

Bunch of fixes, not much new stuff for this release.

On a background note, I've started work on refactoring a bunch of the current logic to support us pulling up stumps and migrating the UI to Xamarin or WPF or something else that provides a more modern experience, and potentially allows us to more easily support non-Windows environments, but at a minimum it'll create cleaner code and possibly introduce some new bugs, but that just makes us agile!

One of our other devs, /u/OLStefan, is beginning work on a refactor of how Life Modules work, which will hopefully actually bring them into viability at some point.

I've had some queries lately about what people can do to support the project. Extra coders are of course always welcome, but one of the major things that's been left languishing is documentation for our content systems. While the old wiki (http://www.chummergen.com/chummer/wiki/) is still serviceable, I'd quite like to pull it all into the wiki on GitHub (https://github.com/chummer5a/chummer5a/wiki) and update it to the current standards. Doesn't require a massive amount of skill, but an understanding of the data structure would of course be beneficial. If nothing else it's a matter of copying the old content and updating the formatting to match.

If you happen to be or know a UX guy, I'd really like to get some input on ways that we can improve the interface. At this point I don't even see the code - it's just blonde, redhead - so my perspective on presentation is a bit skewed.

We could also do with someone to sanity-check the data, particularly with little-used stuff like Critters, but a general sweep of everything to identify what's missing or non-functional would be greatly appreciated.

Happy Easter, all.
Title: Re: Chummer5 Support
Post by: Bewilderbeast on (17:16:33/03-31-18)
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.

Is it maybe the fact that I'm trying to create an Aspected Magician with a D priority in Magic causing this issue?
Title: Re: Chummer5 Support
Post by: kyoto kid on (00:09:31/04-03-18)
...here are screen shots of the Initiation and Adept powers tab.  Power points should be 6.00 with 0.00 unspent as the character learned a metamagic at grade 1

Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (00:24:56/04-03-18)
Can't reproduce it. Mentor's Mask is the most likely culprit.
Title: Re: Chummer5 Support
Post by: kyoto kid on (00:48:46/04-03-18)
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.

Is that some kind of a bug which is hard to squash?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (00:53:39/04-03-18)
Not a bug, adepts with Mentor's Mask get a free power point, mages get reduced drain. MysAd is both, so they get both.
Title: Re: Chummer5 Support
Post by: kyoto kid on (02:02:08/04-03-18)
...didn't know that.  need to check to see if that is missions legal (though I had the Missions FAQ 1.4 checked in the optional rules).
Title: Re: Chummer5 Support
Post by: kyoto kid on (23:30:33/04-05-18)
....any chance we could get the different drug grades (Pharmaceutical and Designer) in the drugs section with the appropriate prices?  I have to keep hacking the Gear.xml file to add them in every new version and with the recent changes now have to assign them a new ID as well or it just loads the base item when purchasing).

[mistakenly posted in the other Chummer4 thread]

Also when I had a troll character purchase an Osmium Mace it had an accuracy of only 1 even though the character has a natural 8 STR (which should make it ACC 5).
Title: Re: Chummer5 Support
Post by: Bewilderbeast on (12:32:13/04-07-18)
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.

Is it maybe the fact that I'm trying to create an Aspected Magician with a D priority in Magic causing this issue?
Hi all, still having this issue and wondering if anyone has any input. I've taken some screenshots to show what I'm experiencing.

Start: I pick priority.
Step 1: It gives me the default priority spread.
Step 2: I select the priority spread I want, select my metatype, aspected magician, and conjuring as the aspect.
End: It takes me to the attributes screen, with no Magic attribute to be found, even though it's registering in the qualities section that my character is aspected. I also notice it seems to be automatically adding 10 karma to my starting nuyen, which is weird...

Anyone know what's going on? Am I doing something wrong?
Title: Re: Chummer5 Support
Post by: Bewilderbeast on (16:03:38/04-08-18)
It seems that making adepts allows the Magic rating to show up fine, but it's giving me trouble with any sort of aspected or full magician. Help? Really driving me nuts...

EDIT: I just tried creating a magician without changing my priority selection. Like, creating a new character, and then changing nothing (which happens to assign it Magic B). This allows Magic to show up in Attributes fine. So it seems like something is going with priority selection?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (19:17:41/04-08-18)
Should be working properly in current nightly builds.
Title: Re: Chummer5 Support
Post by: Bewilderbeast on (15:15:19/04-09-18)
Yup, downloaded the latest nightly and it seems to be working now.

Thank you!
Title: Re: Chummer5 Support
Post by: ChromeCoyote on (01:03:50/04-10-18)
I've had the same issue in the past (3?) builds, so posting it here.

I'm making an Adept, choose a Way as a quality, go to the Adept Powers page, pick a power that gets a discount from the Way I selected and it appears with the check box next to the power, as expected. Everything is fine.

Then I click that check box to get the discount, and Chummer5 crashes immediately.

Happens consistently, over and over, always the second I click the check box.

Currently using version 5.119.11 and it just happened again.
Title: Re: Chummer5 Support
Post by: Pericles on (14:32:38/04-15-18)
I'm having trouble adding a Specialization for an Active Skill, when in Career Mode. I have the 7 karma available but the option to add a specialization isn't there.  I tried it with another character too and had the same problem. 
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (03:24:15/04-16-18)
Off the top of my head, the specialisation issue should be fixed in the current nightly build. Adept power issue will be fixed in the next build.
Title: Re: Chummer5 Support
Post by: Pericles on (13:23:00/04-18-18)
Off the top of my head, the specialisation issue should be fixed in the current nightly build.

It's not fixed, currently. Do you think it will be soon?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (02:27:29/04-19-18)
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.
Title: Re: Chummer5 Support
Post by: Rakshire on (05:01:58/04-19-18)
Creating an infected character is listing the stat gains as augmentations. Not sure why as they shouldn't be.

Few of the alternative traditions are missing from the list like the new black magic, etc.
Title: Re: Chummer5 Support
Post by: Pericles on (09:10:02/04-19-18)
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.


Thanks a lot!
Title: Re: Chummer5 Support
Post by: kyoto kid on (17:44:04/04-24-18)
Really odd one here. 

Imported an older character into ver .198 and several of the negative qualities were messed up.  WQHne I open the character in Chummer it shows the following for Negative Qualities:

Addiction (Mild) (Performance Drugs)
Faceless 2 (-? there is only one version of this quality)
SINner (National) (UK).

For some reason it is also applying Faceless twice (for -12 karma value instead of -6) and completely ignoring "Impassive" (-7) which the character also has. When I tired to add it again for no cost just to fix the character sheet in the programme, a message box popped up saying the quality was already added even thouhg it was not showing.

This prompted me to open the actual character file in notepad.  On doing so, everything was correct, the value for the Faceless Quality was -6 (there was no duplicate entry either) and the Impassive quality was there as well.  Looking at the actual record for the quality, nothing is out of place, no dropped delimiter no missing variable, or anything like that.    For some odd reason it just refuses to appear when the character is opened in the programme or on the HTML character sheet.

ETA:

Went back into the file again and took another look.  Apparently when I imported the file in for some reason the ID for the Faceless Quality was also applied to the "Impassive" one.  I changed it. then opened the character again and everything showed properly in the character record the way it should. Not sure if that occurred during the import, as there was a pop up message about data needed converting which required my interaction before the programme would open the file and the last time I played this character, nothing was amiss.
Title: Re: Chummer5 Support
Post by: kyoto kid on (18:44:13/04-24-18)
...and a new one (as wall as one I was afraid of happening which is why I asked about drug grades being added). 

Went into the Gear XML file for .198, converted the file to .txt and added Pharma and Designer grades for the drugs needed (as I've done many many times before after each time the programme was updated),  saved, changed back to the Chum5 extension, opened up the programme clicked on the "Add Gear" tab, and the drop down menu was entirely blank. 

I changed nothing in the file header that would cause this to occur and made sure the Gear.xml was in the Data folder.  So basically I ended up breaking something somehow, but not sure as to what as the only edits I made were to the individual drug records.  The only recourse I have is to re install the entire programme again and find some other way to do this as apparently what I have so many times done before seems to have triggered an unforeseen error.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (21:00:13/04-24-18)
Well, for one thing you should be using custom data files (https://github.com/chummer5a/chummer5a/wiki/Custom-Data-Files) to add custom content, as it prevents you from losing data like that.

Can't speak for the Impassive/Faceless thing, I can't replicate it as is. Let me know if it crops up again, I guess.
Title: Re: Chummer5 Support
Post by: kyoto kid on (03:25:10/04-25-18)
...yeah I'll have to keep watching for that as I continue to update older characters.  Not sure how the ID code was duplicated as I do not edit qualities or anything else in the character file.

As to the blank gear menu I'll just have to re-import the default Gear .xml.  Just odd that it worked so long before something broke, as I am extremely careful when modifying those files.

Is there a possibility that we could get the three grades for drugs (Street, Pharma, and Designer) set up as a secondary modifier, kind of like how Bio/Cyber grades are handled?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (07:51:05/05-06-18)

@kyoto kid: The drug grades are planned to be implemented at some point, likely when I get around to finishing the custom drugs branch. Currently there's no support for it in the base level of the Gear class.
In unrelated news, Chummer Build 5.200.0 is now available! I was really hoping I'd have some sort of fancy new feature for our bicentennial build but hey, there's still another 39 releases until I've been doing this for way too long, so there's that at least. Anyway, changelog is at the bottom of the post, because scrolling is fun.

The milestone build available from http://stable.chummer.net (http://stable.chummer.net), per usual.

Thanks go out to our other devs delnar_ersike, olstefan, joha4270 and everyone else who's submitted pull requests or issues.

If you're looking to get hold of the developers in a hurry, have suggestions, questions or anything else, you may find it helpful to join our Discord (https://discord.gg/mJB7st9), but for issues it's best to submit issues via GitHub (https://github.com/chummer5a/chummer5a/issues/new). If nothing else, they're more likely to get seen and give me a panic attack as we eventually achieve issue-release parity.

One of our other devs, /u/OLStefan, is beginning work on a refactor of how Life Modules work, which will hopefully actually bring them into viability at some point.

I've had some queries lately about what people can do to support the project.

- Extra coders are of course always welcome, but one of the major things that's been left languishing is documentation for our content systems. While the old wiki (http://www.chummergen.com/chummer/wiki/) is still serviceable, I'd quite like to pull it all into the wiki on GitHub (https://github.com/chummer5a/chummer5a/wiki) and update it to the current standards. Doesn't require a massive amount of skill, but an understanding of the data structure would of course be beneficial. If nothing else it's a matter of copying the old content and updating the formatting to match.
- We've gotten a bit of traction with regards to IX
- We could also do with someone to sanity-check the data, particularly with little-used stuff like Critters, but a general sweep of everything to identify what's missing or non-functional would be greatly appreciated.


**Application Changes:**

- Fixed a bug where changing tabs would often mark a character as having changes that need to be saved.
- Implemented a cap on Lifestyle Points from assorted sources for Advanced Lifestyles; currently this is hardcoded to the base LP * 2. Closes #2640
- Fixed an issue with old lifestyles not loading properly.
- Changed MadeMan from selectcontact to addcontact and added backwards compatibility to convert old characters
- Tooltips of fading, drain, and armor dice values will now spell out each modifier instead of having them all grouped under one umbrella.
- Fixed issues where AI characters' limit values' tooltips displayed values as if the character was following AI rules from Data Trails.
- Values for the counterspelling dice numerical up-down are now saved with characters, and their effects on spell defense dice are now displayed separately through parentheses next to base values for those spell defense dice.
- Fixed behaviour of Jack of All Trades improvement again to properly deduct karma for skills over the threshold.
- Regression fix for behaviour of initiation tab in career and create mode either not being visible, or hiding Group/Ordeal checkboxes.
- Fixed controls overlapping when selecting a shapeshifter or other metatype with a lot of standard qualities.
- Fixed a cache issue with the TrustFund property that caused advanced lifestyles to crash.
- Advanced Lifestyles are no longer allowed to be accepted with more lifestyle points spent than maximum.
- Fixed adept powers causing a crash when toggling their discount from Adept Ways.
- Fixed missing databindings for skill controls due to visible = false shenanigans in the designer.
- Fixed an issue with the Disable Improvements button incorrectly disabling all improvements.
- Fixed an issue with Martial Arts Techniques not being able to be purchased for different martial arts.
- Ugly workaround for issue with foci binding panel not being visible.
- Fixed behaviour of contacts to allow being flagged as free without having an associated improvement.
- Fixed an issue with the selection and creation of Cyberware Suites through the special menu not working properly.
- Fixed modular cyberware that doesn't have an inherent location being unable to mount to modular mount points with sides, such as arms.
- Fixed an issue in which the first technique purchased for a martial art in career mode would not be free.
- Fixed behaviour loading lifestyles that caused a crash if loading a lifestyle that had more than the base amount of points spent on comforts, area or security.

**Data Changes:**

- Regression fix for shapeshifters not properly getting their MAG attribute enabled.
- Added missing melee weapon categories for the Small, Standard, Large, Huge and Heavy drone weapon mounts from Rigger 5. Existing drones should either remove and re-add the drone or edit the weapon mount in order to regenerate the weapon category.
- Soul Swallower quality now requires the Essence Drain power.
- Latent Dracomorphosis no longer contributes towards quality limit in create mode.
- Added an amend entry to allow the College Education qualities from Run Faster and Sail Away, Sweet Sister to stack.
- Added missing limits to Hand & Foot Webbing bioware.
- Fixed missing bonus for Magical Flight power.
- Added DMSO rounds for the Ares Super-Squirt per German SR5. Requires the SR5G book to be enabled.

**New Strings:**

- String_Handling
- String_Sensor
- String_Pilot
- String_VehicleBody
- Message_SelectAdvancedLifestyle_OverLPLimit
- MessageTitle_SelectAdvancedLifestyle_OverLPLimit

**Removed Strings:**

- String_AttributePilot
Title: Re: Chummer5 Support
Post by: AJCarrington on (10:58:59/05-06-18)
Wow!

As always, thanks for all your time and effort on this!
Title: Re: Chummer5 Support
Post by: Overbyte on (17:36:39/05-06-18)
Is there an issue with Foci bonding?
I have foci that are un-bonded and can not figure out how to bond them.
I also have tried buying a new focus and there seems to be no option for bonding it.
When I look in the XML file it says it is bonded, but I never paid karma.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (08:18:36/05-07-18)
Databindings are annoying and I hate them, is the short explanation. It'll be fixed in the next nightly build.
Title: Re: Chummer5 Support
Post by: RuleLawyer on (20:37:28/05-12-18)
First off, I love Chummer. Thanks. Keep up the good work.

I'm trying to get my character sheet to reflect the benefits of Quickened Increase Attribute and Quickened Increase Reflexes spells. I don't know the "proper" way, But here is what I tried and I like the result. (If you know a better way, let me know.)

I used the Directions for Custom Data Files (https://github.com/chummer5a/chummer5a/wiki/Custom-Data-Files (https://github.com/chummer5a/chummer5a/wiki/Custom-Data-Files)) and created fake Cyberware with 0 essence loss that gave the same benefits as the Quickened spells. I can choose a Rating when I "purchase" the fake cyberware to reflect the number of hits when the increase spell was cast. The Racial Maximum Attribute Limits appear to be properly applied, Dice Pools for skills show the appropriate adjustment, and my character gets the right number of additional boxes on his condition monitor.  I'm real happy.

Here's the custom_quickenedspells_cyberware.xml data file I used for Increase Body and Increase Reflexes. The other Increase [Attribute] spells are just like Increase Body but with a different ID for each one.
Code: [Select]
<?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>
Title: Re: Chummer5 Support
Post by: kyoto kid on (17:02:35/05-14-18)
...interesting situation.  Using ver .198, when I attempted to buy off a negative quality in Career Mode it credited the character with double the Karma value instead of deducting the proper amount from the good Karma total.

Not sure how to fix this one on my own.

__________

OK messed around a bit and found changing the value to a positive number worked (without messing anything else up). This still needs a fix so it uses the "absolute value" of the quality.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (22:59:14/05-15-18)
That issue was resolved in 5.199, kyoto kid. To resolve it on your own, best bet would be to just deduct the appropriate amount of karma through the karma&nuyen tab.

@Rulelawyer: Pretty much the best way you could have done it with existing code functionality, yes. You'd run into issues with degrading the rating if it came to it, but it's not a huge issue in and of itself.
Title: Re: Chummer5 Support
Post by: kyoto kid on (22:14:29/05-16-18)
...mentioned I found another way around that.  Staying with .198 as I keep running into difficulties opening older characters in newer versions. 

On another matter, when I tired to set up an Injector Pen on a Medusa Extension Drone (as mentioned in "Cutting Aces" P. 147) with a light weapon mount (as it wouldn't add a weapon without one) the Injector Pen doesn't show up in the available selection of weapons.  Is this something I need to do through Custom Gear?
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (22:42:35/05-16-18)
Exotic melee weapon, not included as a viable weapon type in any of the mount categories.
Title: Re: Chummer5 Support
Post by: kyoto kid on (22:53:59/05-16-18)
...OK so mounts are only for weapons that "shoot".

The Medusa Extensions are a bit different than most drones  as they can slither and writhe to attack so then I'll just add it via "Custom Gear"

So that also means if I want to add say a couple Monofilament chain saws to the front of a vehicle to mow through ghouls, the "custom gear" selection would be the way to do so.well.
Title: Re: Chummer5 Support
Post by: Overbyte on (02:05:17/05-18-18)
It looks like something broke with gear locations in the 13 build.
When I load my char all my gear is outside of the locations and the locations are there, but they display as blanks.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (02:09:09/05-18-18)
Oh boo, I thought I fixed that. can you send me a copy of the file? chummer5isalive@gmail.com
Title: Re: Chummer5 Support
Post by: Overbyte on (02:48:54/05-18-18)
Plus I can't seem to delete locations either
Title: Re: Chummer5 Support
Post by: Overbyte on (01:46:27/05-19-18)
There is an issue with Fake IDs.
When you add one it automatically adds it under the piece of gear you currently have selected. Shouldn't it need to be added as a plugin?
Also, if you then try to delete it, Chummer crashes.
Title: Re: Chummer5 Support
Post by: cotilla on (15:24:30/05-19-18)
I was looking at the traditions in Version 5.200.7 and I saw that there's not a Druid version that uses charisma.
Title: Re: Chummer5 Support
Post by: Overbyte on (02:14:55/05-20-18)
Just downloaded version 14 and noticed the bug is back that when you reload a mage they have no Magic Stat.
Title: Re: Chummer5 Support
Post by: Chummer 5 is Alive on (11:04:10/05-20-18)
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.
Title: Re: Chummer5 Support
Post by: Overbyte on (14:30:15/05-20-18)
That's so crazy. I tried it multiple times last night and it happened.
And now I retried it today and it is fine on all chars. Odd. Very odd.

However.. you may need to check increasing MAG attribute with Karma. It is charging me 1 point to raise my char from 4 to 5 and 5 points for another to go from 5 to 6. These characters both have cyberware reducing their MAG attribute and then are Initiated.
EDIT: This appears to be from the House Rule option to treat metatype minimums as 1 for purposes of determining Karma cost.

Also, there seems to be an issue adding Metamagics under Initiation.
Most of them can't be added, and if you uncheck "Show only Metamagic I can take" and try to add something like "Masking" it will say "You do not meet the requirements for this Metamagic" and the reason is it says you need "Masking (Art)".
It says something like this for Metamagic you try to take.
Title: Re: Chummer5 Support
Post by: Overbyte on (13:32:32/05-21-18)
Also, the bug remains that if you try to delete a piece of gear that is a plugin, Chummer crashes.