Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
|
Is your pistols skill coming from a skillsoft?
I can't duplicate your error, but someone on Catalyst's forums reported an error that autosofts and skillsofts weren't calculating their value correctly, and I've gotten that fixed, so I might have fixed this problem, too. If that's not the case, you'll need to tell me more about this character. I find I prefer to let the bug reports build up for a week or two and then address them all at once, rather than switching tasks during my workday. I do, however, keep an eye on the thread to watch for cases where I can see that there's not enough information about the issue, yet. |
#11 |
Junior Member
Join Date: Mar 2012
Posts: 8
|
Well, the Technomancer character has the biowire echo in Unwired but since that's not supported I just made some notes and kept his activesofts stored on one of his commlinks. The thing is they weren't running at all, i.e. the little box next to them was unchecked....besides he doesn't have a skillwire system installed.
I read your post and then saw if deleting them worked and it did, my dicepool went to the correct value of 5. Then I re-bought them and the value stayed at five and everything is fine, so i'm not sure what was happening originally. Now when I mouse over my dicepool in the weapons tab it says "Pistols (Semi-Automatics) (+3), Smartgun System, Internal (+2), Starting Value of 0" I still don't understand the "Pistols (Semi-Automatics)", I don't have the specialization. Shouldn't it say "Pistols + Agility"? I'm still having the problems with my sprites all showing basically twice the attributes that they should have. Thanks so much!! |
#12 |
Senior Member
Volunteer Data File Contributor
Join Date: Dec 2008
Posts: 523
|
Inca, I'll bet it says Pistols (Semi-Automatics) because the pistol is in that category.
When I have a specialization it shows Pistols (Semi-Automatics) (+3)(+2) |
#13 |
Senior Member
Volunteer Data File Contributor
Join Date: Dec 2008
Posts: 523
|
I'm seeing funny business on Drones.
Take a Nissan Doberman. It has Targetting. I can't customize it for a weapon skill. So I add Targetting, select Automatics, set the gear rating to 3. Put an HK227 SMG in the turret. The to hit is defaulting to pilot (+3) -1 = 2. It's ignoring the Targetting skill of Automatics. |
#14 |
Senior Member
Volunteer Data File Contributor
Join Date: Dec 2008
Posts: 523
|
If you buy a NanoHive I can't seem to find any Nannites in the list of modifications to add to it.
|
#15 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
|
|
#16 |
Senior Member
Volunteer Data File Contributor
Join Date: Dec 2008
Posts: 523
|
Shouldn't they be able to be put into the Nano-hive? It doesn't appear to show as a container.
|
#17 |
Senior Member
Volunteer Data File Contributor
Join Date: Dec 2008
Posts: 523
|
All skillsofts don't seem to work.
I just made a character with Rating 4 skill wires. Loaded Rating 4 perception onto them. My perception score is still defaulting, and ignoring my skill. |
#18 |
Junior Member
Join Date: Apr 2012
Posts: 3
|
If I select an Ares Alpha assault rifle and customize it, the "High Velocity" mod is dimmed out because "This modification only available for FA mode weapons." Pretty sure the Alpha supports full auto. Similar message for other FA-capable weapons. (Using the Mac Beta version 3.9f, SR version 2.6).
|
#19 |
Junior Member
Join Date: Apr 2012
Posts: 3
|
The "High Velocity" gun modification doesn't seem to work right; for at least the Ares Alpha and a couple other assault rifles, it is dimmed out with the text "This modification only available for FA mode weapons". Pretty sure the Alpha and some other assault rifles are FA-capable (and denoted as such in Hero Lab). Mac Beta 3.9f #299, SR files 2.6.
|
#20 |
|
|