Another Character Generator

By OggDude, in Star Wars: Edge of the Empire RPG

Might help if you let him know what the error is specifically. What exactly happens?

Tygaran - Increases in Brawn after character creation do not increase Wound Threshold. (p.94)

Edited by Grimmshade

So I've got a situation that I am trying to make work using the Data Editor and cant quite make it work for me.

***SPOILERS****

I am currently running Beyond the Rim. I have reached the part where the players have made it to the Survivor camp and have talked to Cartala. The droid convince her to enhance his legs using the Cybernetics she has available. This enhancement does not count as replacing the limb and merely modifies it adding 2 x boost to all athletic checks. I am trying to add this to the players character sheet. The only way i can think to add it is to give him a piece of gear/cybernetic implant that adds to 2 x boost.

With that being said I am trying to create an item that adds just the +2x boost. However, when I attempt create the item I have to "select a standard mod" as well as adding the 2 x boost under "special dice for skills". None of the standard mods or already created items do what i need them to do.

Now my question is 2 fold. First is there away to add the +2 x boost with out creating an item and giving it to the player. And second is there a way to create an item but not select a "standard mod"?

I decided to take a look at parts of your awesome work that I never before had looked at, namely the Encounters. However every time I try to import an Encounter, the program returns an error message:

Forum wouldn't allow me to post image directly, see link here for error message: http://tinyurl.com/kr3xmec

If I choose Quit, the application quits. If I choose Continue, it seems to try to load the encounter and the program remains unresponsive.

EDIT: Also, once upon a time I went through all talents and added the proper description from the book using the DataEditor, this was using version 1.1.0.3, is there an easy way to transfer these descriptions to the new one?

What encounter were you trying to import?

The programs access user data in a separate directory now. To see the descriptions again, you'll need to either transfer your custom data from the old directory, or change your data directory to the old place. You can do this from the launcher. See the documentation and FAQ for details.

I just figured out that the command line thing won't work Ogg since it would be synced on dropbox to match up with my command line, so unless everyone else has their username the same as mine and have their file structure set up in the exact same way (which they haven't) the character generator would break for them but work fine for me.

It wouldn't. The data directory is stored in the system registry, so you changing it on your side won't have any affect on anyone else.

I have version 1.1.2.0 and it looks like there may be n error in the Soldier:Medic Specialization tree. Unless I missed an update from the age of rebellion beta, the node links on the bottom level of the tree don't match up.

AoR Beta has a link between It's Not That bad (cost 25) and Dedication. The software lacks that link, and instead has one between It's Not That bad (cost 25) and Supreme Stim Appliction (cost 25).

I'm guessing the error is in the software's data set, as that would be a redundant link.

Just an FYI in case this is a bug. I can always fix my own copy for now.

[EDIT] Another thing I've noticed as I've been experimenting witht he program, It is my understanding that Brawn factors into one's total Wound threshold. However, when I applied a Dedication for a +1 Brawn, the wound threshold did not increase. The encumerance threshodl did, but not the Wounds.

The medic specialization had a bug. I fixed it.

As to wounds, page 31 of the CRB: "After determining this initial value, increases to a character's Brawn rating do not increase his wound threshold; wound threshold improvements are acquired by purchasing appropriate talents, such as Toughened."

So I've got a situation that I am trying to make work using the Data Editor and cant quite make it work for me.

***SPOILERS****

I am currently running Beyond the Rim. I have reached the part where the players have made it to the Survivor camp and have talked to Cartala. The droid convince her to enhance his legs using the Cybernetics she has available. This enhancement does not count as replacing the limb and merely modifies it adding 2 x boost to all athletic checks. I am trying to add this to the players character sheet. The only way i can think to add it is to give him a piece of gear/cybernetic implant that adds to 2 x boost.

With that being said I am trying to create an item that adds just the +2x boost. However, when I attempt create the item I have to "select a standard mod" as well as adding the 2 x boost under "special dice for skills". None of the standard mods or already created items do what i need them to do.

Now my question is 2 fold. First is there away to add the +2 x boost with out creating an item and giving it to the player. And second is there a way to create an item but not select a "standard mod"?

Different things can add boost dice, such as items, talents, species options, etc. What you can do for an item is add a base mod, give it a misc description of "Adds [bOOST][bOOST] to the blah blah skill", then select the skill in the special dice section. That way, when you see the item in inventory, it'll tell you what it does. Make sure to set the item's type to "Cybernetics" so that the program will keep track of them properly.

So the character generator, that had been working fine unitll last night, now refuses to work... running windows 7, reinstalled the .exe files and the .net stuff for windows and STILL no joy, any suggestions?

I'm assuming you're doing a manual install, with the ZIP archive? If so, create a new directory and extract all of the files from the ZIP archive to that directory. Then, run the launcher from that new directory and see if it works.

So I've got a situation that I am trying to make work using the Data Editor and cant quite make it work for me.

***SPOILERS****

I am currently running Beyond the Rim. I have reached the part where the players have made it to the Survivor camp and have talked to Cartala. The droid convince her to enhance his legs using the Cybernetics she has available. This enhancement does not count as replacing the limb and merely modifies it adding 2 x boost to all athletic checks. I am trying to add this to the players character sheet. The only way i can think to add it is to give him a piece of gear/cybernetic implant that adds to 2 x boost.

With that being said I am trying to create an item that adds just the +2x boost. However, when I attempt create the item I have to "select a standard mod" as well as adding the 2 x boost under "special dice for skills". None of the standard mods or already created items do what i need them to do.

Now my question is 2 fold. First is there away to add the +2 x boost with out creating an item and giving it to the player. And second is there a way to create an item but not select a "standard mod"?

Different things can add boost dice, such as items, talents, species options, etc. What you can do for an item is add a base mod, give it a misc description of "Adds [bOOST][bOOST] to the blah blah skill", then select the skill in the special dice section. That way, when you see the item in inventory, it'll tell you what it does. Make sure to set the item's type to "Cybernetics" so that the program will keep track of them properly.

This issue is that all the "base mods" also add something additional weather its a characteristic, ability dice to skill, or other enhancement, i cant find a "base mod" that adds nothing and i cant figure out how to create my own base mod. I only want to add the boost die not the other mod.

Edit: I made it work by creating a talent and then adding that as the base mod for my item.

Edited by w1r3d0n3

I decided to take a look at parts of your awesome work that I never before had looked at, namely the Encounters. However every time I try to import an Encounter, the program returns an error message:

Forum wouldn't allow me to post image directly, see link here for error message: http://tinyurl.com/kr3xmec

If I choose Quit, the application quits. If I choose Continue, it seems to try to load the encounter and the program remains unresponsive.

EDIT: Also, once upon a time I went through all talents and added the proper description from the book using the DataEditor, this was using version 1.1.0.3, is there an easy way to transfer these descriptions to the new one?

What encounter were you trying to import?

The programs access user data in a separate directory now. To see the descriptions again, you'll need to either transfer your custom data from the old directory, or change your data directory to the old place. You can do this from the launcher. See the documentation and FAQ for details.

Thanks, got all my old custom data in the new one now.

The error appears when trying to import any encounter, irregardless of whether I import one at a time or in bulk.

EDIT: A fix seemed to be to just manually copy the files into the corresponding directories in the App folder.

Edited by Morridini

So I've got a situation that I am trying to make work using the Data Editor and cant quite make it work for me.

***SPOILERS****

I am currently running Beyond the Rim. I have reached the part where the players have made it to the Survivor camp and have talked to Cartala. The droid convince her to enhance his legs using the Cybernetics she has available. This enhancement does not count as replacing the limb and merely modifies it adding 2 x boost to all athletic checks. I am trying to add this to the players character sheet. The only way i can think to add it is to give him a piece of gear/cybernetic implant that adds to 2 x boost.

With that being said I am trying to create an item that adds just the +2x boost. However, when I attempt create the item I have to "select a standard mod" as well as adding the 2 x boost under "special dice for skills". None of the standard mods or already created items do what i need them to do.

Now my question is 2 fold. First is there away to add the +2 x boost with out creating an item and giving it to the player. And second is there a way to create an item but not select a "standard mod"?

Different things can add boost dice, such as items, talents, species options, etc. What you can do for an item is add a base mod, give it a misc description of "Adds [bOOST][bOOST] to the blah blah skill", then select the skill in the special dice section. That way, when you see the item in inventory, it'll tell you what it does. Make sure to set the item's type to "Cybernetics" so that the program will keep track of them properly.

This issue is that all the "base mods" also add something additional weather its a characteristic, ability dice to skill, or other enhancement, i cant find a "base mod" that adds nothing and i cant figure out how to create my own base mod. I only want to add the boost die not the other mod.

Edit: I made it work by creating a talent and then adding that as the base mod for my item.

You don't have to do that. If you type something into the "ad hoc" text box, it ignores the mod that's listed in the drop down and treats the mod as ad-hoc. That's why I said to type in a description, then just set the special dice.

I decided to take a look at parts of your awesome work that I never before had looked at, namely the Encounters. However every time I try to import an Encounter, the program returns an error message:

Forum wouldn't allow me to post image directly, see link here for error message: http://tinyurl.com/kr3xmec

If I choose Quit, the application quits. If I choose Continue, it seems to try to load the encounter and the program remains unresponsive.

EDIT: Also, once upon a time I went through all talents and added the proper description from the book using the DataEditor, this was using version 1.1.0.3, is there an easy way to transfer these descriptions to the new one?

What encounter were you trying to import?

The programs access user data in a separate directory now. To see the descriptions again, you'll need to either transfer your custom data from the old directory, or change your data directory to the old place. You can do this from the launcher. See the documentation and FAQ for details.

Thanks, got all my old custom data in the new one now.

The error appears when trying to import any encounter, irregardless of whether I import one at a time or in bulk.

EDIT: A fix seemed to be to just manually copy the files into the corresponding directories in the App folder.

You shouldn't be copying anything to the app folder other than the install. The data folder and app folder are now separate. Your data should not be in your app folder.

When you install the software, create a new directory and copy it there. Then use the launcher to transfer your data to the new, default location.

I mispoke, I copied the Encounters to the corresponding directory in the Data directory (I got confused by the terminology since my Data folder was under AppData/Roaming), that was the only way to get the Encounters imported.

Edited by Morridini

Not for me, the data directory is not stored in the registry and here is why.

I use dropbox to store the character generator and all its data so that all my players can see their respective characters and teammates sheets and so can I and so they can also see all the custom data I have inserted into the character generator. If it was all stored registry side, they'd have nothing but the character they create. I am the only one in the group who has the CRB and I can't always be around to hop on Skype and tell them "This talent means this".

Doing it this way allows me to keep tabs on them and see how they are spending their XP as well as remind myself of their character backstories, they can also outfit themselves with any custom gear I create.

However I am now managing multiple groups and now every time I want to look at group Dorn's characters, I need to change the data location to the group Dorn folder. However when I want to then look at group Aurek's characters, I need to change it again instead of being able to open the launcher, quick selecting a data location and then carrying on with what I need to do.

I may be misunderstanding your answer because you may mean the data directory location data being stored in the registry. If that is the case, I apologise.

I am just trying to get across why I think it is important to be able to define many data directories and being able to switch between them depending on the group.

I mispoke, I copied the Encounters to the corresponding directory in the Data directory (I got confused by the terminology since my Data folder was under AppData/Roaming), that was the only way to get the Encounters imported.

OK, got it. There was a bug in relinking imported encounters. It'll be fixed in the next release.

Edit: It's not a good idea to just copy the encounter file over. It could mess up your existing encounters. Just wait until I get the fix out before importing encounters.

Edited by OggDude

Not for me, the data directory is not stored in the registry and here is why.

I use dropbox to store the character generator and all its data so that all my players can see their respective characters and teammates sheets and so can I and so they can also see all the custom data I have inserted into the character generator. If it was all stored registry side, they'd have nothing but the character they create. I am the only one in the group who has the CRB and I can't always be around to hop on Skype and tell them "This talent means this".

Doing it this way allows me to keep tabs on them and see how they are spending their XP as well as remind myself of their character backstories, they can also outfit themselves with any custom gear I create.

However I am now managing multiple groups and now every time I want to look at group Dorn's characters, I need to change the data location to the group Dorn folder. However when I want to then look at group Aurek's characters, I need to change it again instead of being able to open the launcher, quick selecting a data location and then carrying on with what I need to do.

I may be misunderstanding your answer because you may mean the data directory location data being stored in the registry. If that is the case, I apologise.

I am just trying to get across why I think it is important to be able to define many data directories and being able to switch between them depending on the group.

The data directory location is what I was talking about. Basically, I could modify the launcher to detect command line arguments. You can pass command line arguments to the launcher via a shortcut. Then, the launcher can parse the command and set the data directory to the specified value. There'd be a couple of issues, however:

  • If you do this for ClickOnce applications, you'd have to bypass the auto-update feature and run the launcher directly.
  • Again, with ClickOnce, the shortcuts would need to be changed each time you did an update, since the app is stored in a different directory.
  • The data directory would be changed in the registry, which means that it becomes your new data directory. The next time you run the launcher without using the shortcut, it'll use the last data directory that you set.
  • You can't run more than one launcher at a time and use different instances of the apps pointing to different data directories, because of the previous issue. The apps will always use the last data directory that was changed.

I'm not getting warm fuzzies about this particular solution. I may have to just ponder this a bit and see if I can come up with a better solution.

I would greatly appreciate it Ogg. Right now my Dropbox is filled with 4 different instances of the character generator:

Dropbox Folder:

  • Group Aurek
  • Group Besh
  • Group Cresh
  • Group Dorn
  • GM Documents

Each of the 'group x' folders contains a copy of the character generator. I instruct my groups to direct the data directory on their end to their respective group root folder.

In hindsight, what I should have done is have ONE character generator, but then subfolder inside the character generator for each group. The only problem there is that it's not a shared resource pool when it comes to adversaries, encounters, custom data etc, however that stuff is very easily copied to the other groups.

I'm reluctant to go in and change the data structure now because...well...I've already told group Besh and Cresh how to do it meaning they'd have to go through it again and that would seriously annoy them. Aurek and Dorn aren't in the equation yet and anymore respectively...but still. I don't want to annoy my players too much.

The reason I use your tool is because it is so helpful as a resources for not just players but for me as a GM.

Edit: also, as for using ClickOnce, I got nothing to worry about. I prefer the manual install since when I installed ClickOnce it didn't work out and the way I keep my character generator stored in dropbox is probably not too ClickOnce friendly anyway.

Edited by Ebak

I would greatly appreciate it Ogg. Right now my Dropbox is filled with 4 different instances of the character generator:

Dropbox Folder:

  • Group Aurek
  • Group Besh
  • Group Cresh
  • Group Dorn
  • GM Documents

Each of the 'group x' folders contains a copy of the character generator. I instruct my groups to direct the data directory on their end to their respective group root folder.

In hindsight, what I should have done is have ONE character generator, but then subfolder inside the character generator for each group. The only problem there is that it's not a shared resource pool when it comes to adversaries, encounters, custom data etc, however that stuff is very easily copied to the other groups.

I'm reluctant to go in and change the data structure now because...well...I've already told group Besh and Cresh how to do it meaning they'd have to go through it again and that would seriously annoy them. Aurek and Dorn aren't in the equation yet and anymore respectively...but still. I don't want to annoy my players too much.

The reason I use your tool is because it is so helpful as a resources for not just players but for me as a GM.

Edit: also, as for using ClickOnce, I got nothing to worry about. I prefer the manual install since when I installed ClickOnce it didn't work out and the way I keep my character generator stored in dropbox is probably not too ClickOnce friendly anyway.

I would suggest having one folder with the application, then separate folders for each group's data. It's not a good idea to keep the data folder inside the app folder since it can become vulnerable to botched updates and the like.

There is actually a way of doing what you want to do now, if you're comfortable making batch files. The data path is stored in the following location in the system registry:

HKEY_CURRENT_USER\Software\SWCharGen

There's a value in that key called "DataFolder" that has the path name to your data folder. This is what you can do:

  • Run RegEdit.exe (from Start/Run) and navigate to that key
  • Change the "DataFolder" value to one of your paths. Let's say you change it to the data location for Group Aurek.
  • Right-click on the key (SWCharGen in the left pane, not DataFolder) and perform an export. This will create a .reg file with the value you just entered. Call it "Group Aurek.reg"
  • Create a text file and call it "Group Aurek.bat"
  • Add something similar to the following in the Group Aurek.bat file:

"<whatever your path is to the .reg file directory> \Group Aurek.reg "

"<whatever your path is to the app directory> \SWCharGenLauncher.exe "

  • Replace the stuff between the <> with the full path to the files, including the drive letter and keep the quotes. What this will do is execute the .reg file, which will update the data path in the registry with the path for Group Aurek. Then, it'll run the launcher. To run this batch file, just double-click on the "Group Aurek.bat" file. When the launcher comes up, click "Data Path" and verify that it's pointing to the right location.
  • Do the same thing for your other groups.

Let me know how this works for you.

There is something wrong with some of the ships in the import directory. For example the Shell cracker crashes the GM tool. The Z-Tie won't import.

There is something wrong with some of the ships in the import directory. For example the Shell cracker crashes the GM tool. The Z-Tie won't import.

There's an error with imports. It'll be fixed shortly.

I'm assuming you're doing a manual install, with the ZIP archive? If so, create a new directory and extract all of the files from the ZIP archive to that directory. Then, run the launcher from that new directory and see if it works.

That worked... Any clue what exactly went wrong? Or how? As far as what type of error it WAS having, it just plain wouldn't start...

Edited by Kaytarn

I don't really feel comfortable with making a batch file. Thanks for the suggestion though.

So I've got a situation that I am trying to make work using the Data Editor and cant quite make it work for me.

***SPOILERS****

I am currently running Beyond the Rim. I have reached the part where the players have made it to the Survivor camp and have talked to Cartala. The droid convince her to enhance his legs using the Cybernetics she has available. This enhancement does not count as replacing the limb and merely modifies it adding 2 x boost to all athletic checks. I am trying to add this to the players character sheet. The only way i can think to add it is to give him a piece of gear/cybernetic implant that adds to 2 x boost.

With that being said I am trying to create an item that adds just the +2x boost. However, when I attempt create the item I have to "select a standard mod" as well as adding the 2 x boost under "special dice for skills". None of the standard mods or already created items do what i need them to do.

Now my question is 2 fold. First is there away to add the +2 x boost with out creating an item and giving it to the player. And second is there a way to create an item but not select a "standard mod"?

Different things can add boost dice, such as items, talents, species options, etc. What you can do for an item is add a base mod, give it a misc description of "Adds [bOOST][bOOST] to the blah blah skill", then select the skill in the special dice section. That way, when you see the item in inventory, it'll tell you what it does. Make sure to set the item's type to "Cybernetics" so that the program will keep track of them properly.

This issue is that all the "base mods" also add something additional weather its a characteristic, ability dice to skill, or other enhancement, i cant find a "base mod" that adds nothing and i cant figure out how to create my own base mod. I only want to add the boost die not the other mod.

Edit: I made it work by creating a talent and then adding that as the base mod for my item.

You don't have to do that. If you type something into the "ad hoc" text box, it ignores the mod that's listed in the drop down and treats the mod as ad-hoc. That's why I said to type in a description, then just set the special dice.

Ohh ok thanks i didn't realize that it would ignore the drop down.

I'm assuming you're doing a manual install, with the ZIP archive? If so, create a new directory and extract all of the files from the ZIP archive to that directory. Then, run the launcher from that new directory and see if it works.

That worked... Any clue what exactly went wrong? Or how? As far as what type of error it WAS having, it just plain wouldn't start...

Yeah, it's the reason why I've been telling people to delete everything in their old directory before copying the latest update. The first release that used the database added the database files to the app directory. I later realized that this wouldn't work for 64-bit users, so I removed them from the app directory and put them into two other directories (one for 32-bit, one for 64-bit). So, if you just copied the latest release into the app file without first deleting all other files, the old database files would still be in the app directory, as well as in the other two directories. Because they no longer matched the version that was being used, it crashed.

I even updated the documentation with this. Always delete everything out of the app directory before applying the latest ZIP file. This is also another good reason why you shouldn't keep your user data in the same directory as the application.

Oh, and I'm assuming you figured out how to get your user data back?

Nice to see that it was indeed a bug with importing (or, not nice that there WAS a bug, but nice that it wasn't on my end), thanks Oggy.

Also this is the first time I have used the Group GM tool, and i really like it. Will definitely be printing it out and use it during our next session, however I am wondering if you could add an option to disable the Destiny Pool at the bottom of the page? Almost everything else can be toggled on or off, except this one which happens to be the one thing that is in my mind absolutely redundant (we have tokens from several dice packs and the beginner game).

EDIT: Was making an Encounter of my own and wanted to print it to a PDF file, and upon trying to get the print preview up I got the exact same error as I reported earlier, however now the last line simply stated "Out of Memory." instead. Another bug Oggy?

Edited by Morridini