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Raptor Cyberlegs

Calabim696

Well-known member
Hay guys. I am building a char with Raptor Cyberlegs and I can't seem to find them in the program. I have found how to make a cyberlimb modular and have even found an add on that says modular plug-in but none of the specific plug ins found on page 47 of Augmentation. Am I just looking over this. Thanks for the help.
 
I'm afraid I can't duplicate this. Once I add the Modular Cyberlimb modification to a Cyberleg (Obvious) or Cyber Lower Leg (Obvious), the Raptor Cyberleg appears in the list as one of the options for selection.
 
Awesome I see that now. Now I'm running into another issue. It says that I should be able to add tow razors or retractable blades to the feet but when I click to add these modifications just to the Raptor legs these mods doesn't seem to be on the list. I was also wondering why some of the modular plug-ins take up capacity in the cyberlimb (like the water jets and skimmer disk) and some don't (like the Raptor legs and jackhammer)? In Augmentation none of the plug-ins have a capacity listed.
 
I found it wasn't worth the effort to set up the raptor legs themselves to be modified with the weapons (a whole set of problems was introduced when they had to travel up two levels to reach the main character), so the weapons just go on the cyberleg, and you'll un-check them too if you're wearing your other legs today.

I've copied your post to the bug reports thread that's stickied to the top of this forum so I can research the capacity issue when I'm dealing with the rest of the bug issues (I suspect the capacities were simply missed when these items were created by duplicating other cyberlimb mods).
 
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I see. The problem arises because Raptor cyberlegs have a capacity themselves and don't take up any capacity on there own. So when I put my Raptor foot on my fully modded lower leg I get an error message saying that I am over the cyberlimbs capacity rating because my "hand" razors and spur are taking up limp capacity and not Raptor Cyberleg capacity. And thanks for taking a look at the bug.
 
Isn't the 10 capacity of the raptor leg replacing the capacity 10 lower leg you've taken off, for no net change?
 
A synthetic lower leg has 12 capacity but I see how one could interpenetrate the clicking on and off of the various boxes as "replacing" the capacity. I just wish there was a more elegant way of showing exactly what mods are installed in which modular plug-ins. As it stands when I add more modular limbs the more confusing it becomes, especially when you get into duplicate mods located in separate modular plug-ins.

BTW Which attributes does the program use if I have Raptor Cyberlegs installed on a full cyber leg?
 
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So if you replace a lower leg that has capacity 12 with a raptor lower leg that has capacity 10, for Hero Lab purposes, shouldn't the raptor leg have a capacity usage of [2], so that the net result is to reduce the total you have available?

(Sorry, I was somehow looking at the wrong item in the list when I saw capacity 10).
 
But for the purpose of Hero Lab, since they have capacity 10, and replace something with capacity 12, shouldn't that be the net effect? That they leave you with 2 less available capacity than you started with?
 
Yes that's a workable solution to my issue. But let me reiterate: "I just wish there was a more elegant way of showing exactly what mods are installed in which modular plug-ins." Thanks for the time. Oh and if ya missed it: Which attributes does the program use if I have Raptor Cyberlegs installed on a full cyber leg?
 
I'm afraid I don't understand what attributes you're referring to - could you elaborate on your question, please?
 
Sure. When you buy a cyberlimb there are three attributes listed (Agility, Body, and Strength). Raptor legs have those listed as well even though they are modular plug-ins. I can't find any where in Augmentation that says a modular plug-in has attributes other then those of the limb it is plugged into. So I want to make sure that Hero Lab isn't using any of the Raptor Cyberlegs attributes in it's calculations and is only using the attributes of the full cyberleg I have it plugged into. I hope this helps.
 
The only thing the raptor legs modification in HL is doing is to check that there's another copy installed on the other leg, and if so, apply the speed and gymnastics modifiers (but not the kick strength modification - unarmed strikes represent a variety of types of attacks, not just kicks). Everything else about the cyberleg is left up to the regular cyberlimb mechanisms.
 
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