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* Spells, Rituals, and Adept Powers | * Spells, Rituals, and Adept Powers | ||
* Qualities, Contacts, Lifestyle | * Qualities, Contacts, Lifestyle | ||
* | * Very limited properties from implants: | ||
** Attribute adjusments will show up directly calculated into the Attributes on the Character's [[Character Actor#Skills Tab|Skills Tab]]. | |||
** Initiative adjustments will show up on the Actor's [[Character Actor#Misc Tab|Misc Tab]]. | |||
** It may be desirable to revert them and instead implement them as [[Active Effect]]s on appropriate [[Item Sheet Basics|Items]]. | |||
==What Is Not Imported (or Imported Incorrectly)== | ==What Is Not Imported (or Imported Incorrectly)== | ||
The following things are not imported: | The following things are not imported: | ||
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* Limits are set to a fixed value on melee weapons | * Limits are set to a fixed value on melee weapons | ||
* Mugshots | * Mugshots | ||
==What To Do After The Import== | ==What To Do After The Import== | ||
* Make sure that the bonuses from various sources like adept powers, cyberware etc. are applied correctly. The importer only does some basic things here. You can add various bonuses under the 'Misc' tab. | * Make sure that the bonuses from various sources like adept powers, cyberware etc. are applied correctly. The importer only does some basic things here. You can add various bonuses under the 'Misc' tab. | ||
* Manually add the things that are not imported, if you need them (see above). The item compendium can be useful for that. | * Manually add the things that are not imported, if you need them (see above). The item compendium can be useful for that. | ||
* Equip / unequip the gear that you want. Most of the time chummer has everything marked as equipped, which is probably not what you want. | * Equip / unequip the gear that you want. Most of the time chummer has everything marked as equipped, which is probably not what you want. |
Revision as of 20:59, 22 November 2023
The SR5 system allows users to import characters from Chummer5a.
Needs Improvement
Keep in mind that the character importer is not perfect. This function should be considered experimental and unstable.
The Import Is Not Perfect
- Do not import to an existing Character Actor without unchecking the appropriate boxes.
- The importer does not check to see if it's going to duplicate things. If you import twice you will have a lot of duplicates (like Items and Knowledge Kills) and will need to manually prune the duplicates.
How To Import A Character
The importer is found in the Misc Tab of the Character Actor sheet. At this time SR5 v0.16.1 it only works with characters, though it will aslos import any vehicles the character has.
- In Chummer, go to
File ¦ Export
. - In Chummer, click on the text to select it all (use CTRL+A if needed) and copy the text (CTRL+C). There is no need to save the file.
- In Foundry, create a new Character Actor or open an existing Character Actor. Navigate to the Misc Tab, and click Import Character button.
- If this is the first time importing the character, it's safe to leave all the options selected.
- When attempting to update a character, be aware that duplicates can be generated. Uncheck things that have not be updated in Chummer and therefore should not be updated in Foundry.
- Paste the text from Chummer into the Foundry text field and click the Submit button.
The import will execute and the Actor will be reflect the data from Chummer.
What Is Imported
The following things are imported:
- Basic information (e.g. name, karma, nuyen, description)
- Attributes
- Active Skills and Knowledge Skills (including Languages)
- Gear (weapons, armor, devices etc., however see below for more details)
- Spells, Rituals, and Adept Powers
- Qualities, Contacts, Lifestyle
- Very limited properties from implants:
- Attribute adjusments will show up directly calculated into the Attributes on the Character's Skills Tab.
- Initiative adjustments will show up on the Actor's Misc Tab.
- It may be desirable to revert them and instead implement them as Active Effects on appropriate Items.
What Is Not Imported (or Imported Incorrectly)
The following things are not imported:
- Native Language Skills do not have any value nor do they have any indication that they're special — they import without any rating at all.
- All kind of item mods. For example weapon accessories (e.g. smartgun system) or the installed mods in cyber eyes / limbs. The exception to this are armor mods.
- A lot of bonuses from adept powers / cyberware are not automatically applied.
- Bound Spirits
- Alchemical Preparations
- Limits are set to a fixed value on melee weapons
- Mugshots
What To Do After The Import
- Make sure that the bonuses from various sources like adept powers, cyberware etc. are applied correctly. The importer only does some basic things here. You can add various bonuses under the 'Misc' tab.
- Manually add the things that are not imported, if you need them (see above). The item compendium can be useful for that.
- Equip / unequip the gear that you want. Most of the time chummer has everything marked as equipped, which is probably not what you want.