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Interface Zero 2.0 Cyberware Bug

Jay_NOLA

Well-known member
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.
 
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.
 
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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/Interface-Zero-Megabundle-BUNDLE?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.

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.
 
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?
 
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.
 
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.
 
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.
 
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.
 
Could you put in a procedure that would deduct all money over the normal starting value when character generation is locked?
 
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.
 
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.
 
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.
 
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.
 
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/2011101...com/wp-content/uploads/2011/06/Boston-map.pdf

https://web.archive.org/web/2011101...wp-content/uploads/2011/08/favor-counters.pdf

https://web.archive.org/web/2011121...4/HACKING-and-Programming-PATCH-1.5-extra.pdf
 
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.
 
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.
 
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
 
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