Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
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I've added this to the to-do list. Thanks for reporting it.
As a workaround, you can use the Skill: Language tab in the editor to add a proper skill entry for Yoruba - that will make that language show up as one of the normal choices for the linguasoft, rather than making you choose the "Other Language" option. nylanfs, are you purchasing it in creation mode, or advancement mode, and are you purchasing this linguasoft within a commlink or as a loose program? Does your test character have a sim module (usually added as a commlink mod, and necessary to use knowsofts and linguasofts)? |
#11 |
Junior Member
Join Date: Jan 2012
Posts: 2
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Thanks. I´ve never used the editor... great chance to learn.
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#12 |
Senior Member
Join Date: Sep 2007
Posts: 136
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Mathias, it was in advancement mode with an already created profile. Here's the steps I took the Matrix tab > Edit this gear on commlink > Add Program > Linguasoft >Customize > Select Language Skill > Other/Specify >Add & Close.
My character uses trodes instead of a datajack or sim module., which AFAIK qualify for a direct neural connection. And the skill bonus does seem to get applied even though the validation fails. After you select the Other/Specify and go back to the normal Linguasoft customization if you right click on the Other Specify the "Edit Name of (Specify Skill Name) Linguasoft" is greyed out. I would imagine this would be where you could specify the new language. Also if you click on the Delete icon next to the added language skill you get a error that skills must be modified via the advancement tab, but you can right click on the name and select the delete that way. |
#13 |
Junior Member
Join Date: Feb 2010
Posts: 17
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nylanfs: Trodes are used with the sim module - without the module, you can't benefit from the linguasoft. (SR4A pp. 328, 330)
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#14 |
Junior Member
Join Date: Mar 2011
Posts: 24
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Am I missing something on how to get your damage resistances on to the character sheet? I can see them all calculated on the Armor tab, but I can't find them on the sheet to save my life.
Thanks |
#15 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
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I can't believe I missed that. Fixed in the next update, thanks for the report.
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#16 |
Senior Member
Volunteer Data File Contributor
Join Date: Dec 2008
Posts: 523
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Shadowrun Missions and Breaking Up Skill Groups.
When I enable breaking up skill groups in order to advance a single skill after character creation, I get a validation error that says Shadowrun Missions prohibits this. Except from the SRM Year 4 FAQ, I see nothing about that. It's not even an optional rule from SR4A, breaking up a skill group during character creation is a not-allowed thing, but after that, during normal character advancement this rule from SR4A applied. Quote:
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#17 |
Senior Member
Volunteer Data File Contributor
Join Date: Dec 2008
Posts: 523
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After adding a contact, when I got to edit them, the base data for the contact type should be in the edit box, not automatically appended onto the contact.
i.e. I started entering my NYC Missions character, and I have Peace Man who is a fixer. So I add a fixer and it defaults in all the Fixer stuff... I then go to edit the description for Peace Man and put in his data. These two shouldn't be combined. Otherwise customizing an existing fixer contact just makes it too long. |
#18 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
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The "Skill Groups may be broken up" optional rule only changes the way skill groups work during character creation - it does not affect how they work during advancement.
You should be able to simply use "Increase Active Skill" and choose one of the skills in that group - that will also break the group, as stated in the rule you quoted. |
#19 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,217
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If you don't want the description text from the book for your contact, you can start from the "-Custom Contact-" option at the top of the list. That one won't add any pre-generated description text to what you type.
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#20 |
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