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-   -   Interface Zero 2.0 Cyberware Bug (http://forums.wolflair.com/showthread.php?t=60502)

Jay_NOLA April 9th, 2018 12:39 PM

Interface Zero 2.0 Cyberware Bug
 
I'm having some problems with the Interface Zero files. I took advantage of the Bundle that is being offered of all Interface Zero running this week and was trying to do some entering with Hero Lab.

1.) When I buy Cyberware that is Streetware,Hyperchrome, and Milware it is showing up as Gutterware instead.

2.) I can't find the TAP-Aplications.

3.)I can't find find the Miyamoto K-Tana and core Savage Worlds weapons don't show up, not sure if this is something for the setting or not cause the standard SW Dagger shows up in Hero Lab.

4.) "RS Security Truncheon" has the word "Security" but the weapon is a "Ravenlocke Security Truncheon" and just spelling out Security after the "RS is calling the weapon a Ravenlocke Security Security Truncheon when it ought to just say "RS Truncheon".

5.) No option for a “Street Soldiers” Campaign Power Level. Not sure if this is doable or not.

zarlor April 10th, 2018 04:18 AM

1.) Where does it show the grade after you've bought it? It's a long list so you do have to scroll down to get to the higher grade stuff on the purchase list, but when I do grab the higher grade stuff I do at least see the difference in strain cost (and the price to sell that it gives me if I try to drop it from my sheet).

One thing I did notice is that those are not on the Hero Stat Block output, though. And they are not on my "Extended Character Sheet" so I guess there are new categories I'd need to add for stuff, but I don't see the grade listed on the standard printed sheet or pretty much anyplace else, really. Which would be nice to see.

3.) Core weapons won't show when a data file is set to not use standard gear, which may be appropriate for a setting that has specialized gear, and especially one that has what would be standard gear but with different specs/cost, which I'm going to guess would be the case here. I think the only real workaround for that would be to modify the data file on the Setting Adjust tab and on the Interface Zero setting uncheck the "No Standard Gear?" checkbox. I don't own the setting so I could really tell you if that is really the way it's supposed to be, or not. The file's author would have to help out there.

I can't really help with the other ones, though, sorry. That'd be the data file author, which is CC, I believe.

Jay_NOLA April 10th, 2018 03:51 PM

It has in parenthesis after the item name (Gutterware) regardless of which version I buy. The strain and cost is showing correct though.

Yeah I figured with the equipment it was setting stuff need to be fixed and some stuff entered in that got left out.

Since you don't have the setting you might want to snag the bundle while it is still available since it is the entire line of everything ever made for it for 90% off. It wont be available after the the 20th.

http://www.rpgnow.com/product/238706...DLE?src=newest

Also, do note David of Gunmetal Games has been updating it with items the got omitted from it over the last few days. So keep an eye on the product page discussion for it to make sure you buy or re-buy as need to get everything.

Quote:

Originally Posted by zarlor (Post 265386)
1.) Where does it show the grade after you've bought it? It's a long list so you do have to scroll down to get to the higher grade stuff on the purchase list, but when I do grab the higher grade stuff I do at least see the difference in strain cost (and the price to sell that it gives me if I try to drop it from my sheet).

One thing I did notice is that those are not on the Hero Stat Block output, though. And they are not on my "Extended Character Sheet" so I guess there are new categories I'd need to add for stuff, but I don't see the grade listed on the standard printed sheet or pretty much anyplace else, really. Which would be nice to see.

3.) Core weapons won't show when a data file is set to not use standard gear, which may be appropriate for a setting that has specialized gear, and especially one that has what would be standard gear but with different specs/cost, which I'm going to guess would be the case here. I think the only real workaround for that would be to modify the data file on the Setting Adjust tab and on the Interface Zero setting uncheck the "No Standard Gear?" checkbox. I don't own the setting so I could really tell you if that is really the way it's supposed to be, or not. The file's author would have to help out there.

I can't really help with the other ones, though, sorry. That'd be the data file author, which is CC, I believe.


zarlor April 10th, 2018 04:36 PM

Dang, that's one heck of a deal. Definitely grabbing that. Thanks for the heads up!

CapedCrusader April 11th, 2018 02:38 AM

Wow, that *is* an enormously good deal! Thanks!

And I'll be working on Hero Lab this week, so I'll take a look at this, too.

CapedCrusader April 11th, 2018 12:47 PM

OK, I took a look, here's what I found:

1. I found where this wasn't working, and it's a base code change, not the Setting file. So, it'll have to wait until I finish the latest update.

2. The problem with the TAP Applications was that there is no way to adjust costs per month or per Advance. Suggestions?

3. I fixed this in the Setting file, and will get that release out soon.

4. Good catch. That's the way it is in the book. I fixed this, too.

5. Street Soldiers is one of the available campaign power levels. They are right above the Companion Books in the Configure Hero window. What am I missing?

Jay_NOLA April 11th, 2018 04:36 PM

Thanks, didn't see the Street Soldiers option when I was looking at the campaign setting options for some reason.

Also did catch another error with some cyberware:

Bone Reinforcement I-III is actually 3 different cyberware items. It has 3 different versions (levels) it can be bought at. Different costs Same thing with Vehicle Control Interface and Wireless Reflexes. Cyber Lungs is similar but has 2 different levels.

So you need to have Bone Reinforcement I, Bone Reinforcement II, Bone Reinforcement III, etc. (And for all the different Grade types too.)

Also, with the gear the 2.0 rules doesn't have SW Kevlar Armor according to the book as the design was to keep things simple and not have 2 different modifiers for armor. Though some people use it so Kevlar could be something to to enable as an option.

Same thing with Athletics instead of Swimming or Climbing skills. Optional but Athletics is recommended to use and is used in IZ 2.0 products, instead of splitting it up into 2 different skills.

Not sure if any thing can be done for Skill Specialization with HL. Since that is recommend to be used too and is on the 2.0 characters in books.

Glad you and zarlor got the bundle.

CapedCrusader April 11th, 2018 05:46 PM

Well, I went the other way and made those so they can be bought multiple times. I need to change the code so they can be stacked.

I do have Athletics set up, though.

Jay_NOLA April 12th, 2018 07:32 AM

Thanks,
Quick question on the Campaign Power Level. Street Soldiers is supposed to give 10,000 credits for starting gear and another 10,000 for augments. I'm only seeing the 10,000 starting gear.. (Not sure if there is away to give money that is limited to what it can be spent on.) Didn't check the other power levels.

CapedCrusader April 12th, 2018 02:52 PM

That's the issue. We can't give the extra 10,000 for specific gear because we can't assign separate stack of money for specific items, and they don't get to keep what they don't spend. All you can do is click the box to get items for free and have the GM verify what is bought against the total.

Paragon April 13th, 2018 04:52 PM

Could you put in a procedure that would deduct all money over the normal starting value when character generation is locked?

CapedCrusader April 13th, 2018 09:03 PM

But what about the other gear they buy from their starting funds? Unless they remember to buy all gear after locking the character this would be problematic. And would only apply to this one Setting.

Paragon April 16th, 2018 06:37 PM

I wasn't suggesting it as a generic Procedure, just in the .user file. And if people are going to buy other gear with the funds instead of just what's intended, then they can just as easily do that by buying-for-nothing, too. But if you have the extra funds and then the procedure, at least it'll keep the numbers straight for people who are trying to do it properly but might get confused about how much they've spent.

Jay_NOLA April 18th, 2018 03:02 PM

Two quick things if you update the data files

1.) I mentioned standard Savage world gear,etc. in Interface Zero 2.0. The cost is 10 times the SW core cost and requires GM's permission according to the 2.0. The 2.0 book only mentions weapons, but everything else ought to be logical. So not sure if that would be something to set up or for some to just rember to multiply the cost. of the item when purchasing it.

Some armor got dropped as explained in the book. Some 1.0 gear didn't make it into. Could see a separate 1st edition data file as 1st edition had a good bit of stuff in it. (The Hellfrost computer game was one of those fun things that got dropped. in 2.0 for example.)

2.) If you update it could you add in the gear, cyberware, edges,etc. from the IZ 2.0 expansions, modules, etc. The Japan book for example has a ton of stuff in it for example.

CapedCrusader April 19th, 2018 04:30 PM

1) Well, that would require creating a whole list of the standard gear with the prices changed. Because how would you know which items it includes? Possible, just time consuming.

2) I don't have access to any of the other books. Were they in that bundle? If so, then I do now. But that's a recent acquisition, and I haven't been through any of it yet. But it's possible if they were included in the bundle.

Jay_NOLA April 20th, 2018 10:24 AM

The new books were in the bundle.

David is going to add the few things in latter to existing products in the bundle so no need to buy anything.

These are some of the old free PDF downloads that were on the old Gun Metal Games website. I put the links if you want to grab them since wayback has the PDFs on an archive copy of the site.

https://web.archive.org/web/20111013...Boston-map.pdf

https://web.archive.org/web/20111013...r-counters.pdf

https://web.archive.org/web/20111213...-1.5-extra.pdf

Jay_NOLA April 22nd, 2018 12:41 PM

Spotted some bugs and having problems with a skill points available.

1.) Noticed that the description text is missing for some ranged weapons the Furious Assult Rifle, the Mjolmir Anti-Material Rifle, etc.

2.) One premade PC is showing a problem with Available Skill Points which it looks like is a problem with how HL is handling cyberware. The character has Enhanced Articulation I (Streetware) which ups Agility by 1 die. But something is glitching with available Skill Points as HL is saying that 1 point is over spent when 1 point is not over spent of the 15 points. So something isn't reading correct in regards to the cyberware. If you remove the item and up Agility by 1 which is what the cyberware is doing the skill pints are coming out to the correct amount spent, but your told you overspent on attributes, but skill are totaling to 15 points. So attribute increases from cyberware isn't impacting skill point costs like it ought to.

3.) Several characters and archetypes have Climbing and Swimming skills and are not using Athletics. Using Athletics in place of those 2 skills is an optional rule in Interface Zero. Those 2 skills are currently precluded. Not sure if it could be don to set up an option to turn on and off Athletics use as a skill.

CapedCrusader April 23rd, 2018 11:02 AM

I'll take a look.

Jay_NOLA April 23rd, 2018 12:54 PM

Thanks,

Caught another bug last night when entering another premade starting player character. The race is Simulacrum (Luxury) PC. and the occupation is Media Icon, but I'm getting an error saying Attractive is required, but the character has the Attractive Edge already as it is a racial ability.

salcor July 23rd, 2018 05:57 PM

Quote:

Originally Posted by Jay_NOLA (Post 265818)

2.) One premade PC is showing a problem with Available Skill Points which it looks like is a problem with how HL is handling cyberware. The character has Enhanced Articulation I (Streetware) which ups Agility by 1 die. But something is glitching with available Skill Points as HL is saying that 1 point is over spent when 1 point is not over spent of the 15 points. So something isn't reading correct in regards to the cyberware. If you remove the item and up Agility by 1 which is what the cyberware is doing the skill pints are coming out to the correct amount spent, but your told you overspent on attributes, but skill are totaling to 15 points. So attribute increases from cyberware isn't impacting skill point costs like it ought to.

Caped Crusader,

Have you had any luck identifying the cause of this skill point issue? Cyberware, some edges, and Fortune and Glory table choices are causing the same error in the Savage Rifts datafile. And the IZ 2.0 file still has the same issue.

Salcor

CapedCrusader July 23rd, 2018 06:07 PM

I've been sidetracked here the last month or two as I have started a new job, and it's taking up my time. I'll be back to this in a week or so.

jherber August 14th, 2018 11:26 AM

Bugs I've found and a question
 
1. There seems to be an issue with the max strain calculations: for a character of mine it reports 10 of 12 Strain, but the character has a d8 Vigor and Cyber Tolerance 1 making his max Strain 10, not 12.

2. Hero Lab lists all his Cyberware as "... (Gutterware)," yet HL knows it's all Streetware because if you go to sell any of it, it lists the Streetware value rather than the Gutterware. It also lists the Streetware Strain cost instead of the Gutterware.

3. If you activate the "Interface Zero 2.0" in the configuration window but do not activate the "Science Fiction Companion" you will not get a Cyberware tab in the main window. If you add cyberware then de-select the "Science Fiction Companion" you retain the Cyberware tab.

4. If I try to add two cyber limbs of the same type and number of modules at the same quality level (Gutterware / Streetware / Hyperchrome) the application throws a validation error: "Cyberware exceeds limit on number of uses per item." If you select the same limb of a different quality or number of modules, the application doesn't throw a validation error.

Q. I can't find the TAP Applications anywhere. Not in Gear, not in Cyberware, not in Armory, not in Heavy Gear. Are the T-APPs in there?

CapedCrusader August 18th, 2018 10:43 AM

Some of these have already been fixed for the next release.

1. Strain has been corrected
2. The cyberware labels have been fixed
3. I'll check this
4. I'll check the module validation
5. The problem with the T-Apps is their cost. We can't do monthly or per Advance costs. Suggestions?


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