Also, as an aside, when adding talent descriptions into your individual generators, do you use the cut down version in the trees themselves or the more wordier versions found in the Talent sections? I find that the talent section has a lot more detail and specifics that are important yet missed out on the talent tree versions. So I was just curious what everyone else does and how they use it.
Edited by EbakAnother Character Generator
Bug Report: There are two instances of the 'Second Chance' talent in the generator.
That was removed in 1.4.5.0. Do you have the latest version?
Thanks for that!
Is there any way I can edit anything so instead of saying "see page XXX of the EotE rulebook," it'll actually show what it says on page XXX? I don't mind typing things in myself as it'll only be for my own character anyway, but I wonder why the info wasn't included but talent trees are freely available on the interwebz?
Yes Intys, the "Data Editor" is there for that very reason. It allows you to replace the descriptive text with whatever you desire.
Possible bug report using version 1.4.5.2, with options checked for all sources and all except "Allow GM Grants".
Regardless of the Duty Starting Size, all of the Duty Options remain grayed out.
I have selected Tech Superiority and Tech Procurement (I have tried setting them to values of 5 and 10)
I checked Obligation, which works as normal, but I want to use Obligation, Duty, and Morality to grant starting XP. Only Duty is not working for this. This has worked before, though.
I feel as though I am missing something.
EDIT: I fiddled with it a little more. I set Tech Superiority and Tech Procurement both to Size 5, and then clicked through starting size in Duty Options. At 5 and 10, all were grayed out. At 15, +5 starting XP and +1k credits highlighted as options. At 20 all were highlighted as options.
I still wonder why that is the case if the "Ignore Obligation starting size limitation" is selected, unless this needs to apply to Obligation/Duty or add "Ignore Duty starting size limitation" in the options.
Edited by deeahchur*Bug*
After editing the move force power in the editor the changes didn't update to the character generator.
Also if I have one of the talents that let me replace the characteristic I use for lightsaber checks it doesn't show the change. It still shows as using brawn for the check.
Edited by sevickPossible bug report using version 1.4.5.2, with options checked for all sources and all except "Allow GM Grants".
Regardless of the Duty Starting Size, all of the Duty Options remain grayed out.
I have selected Tech Superiority and Tech Procurement (I have tried setting them to values of 5 and 10)
I checked Obligation, which works as normal, but I want to use Obligation, Duty, and Morality to grant starting XP. Only Duty is not working for this. This has worked before, though.
I feel as though I am missing something.
EDIT: I fiddled with it a little more. I set Tech Superiority and Tech Procurement both to Size 5, and then clicked through starting size in Duty Options. At 5 and 10, all were grayed out. At 15, +5 starting XP and +1k credits highlighted as options. At 20 all were highlighted as options.
I still wonder why that is the case if the "Ignore Obligation starting size limitation" is selected, unless this needs to apply to Obligation/Duty or add "Ignore Duty starting size limitation" in the options.
It's working like it should. For Duty, you get benefits for the amount of Duty that you don't take below the starting size. For Obligation, you get benefits for the amount of Obligation that you take above the starting size. For Duty, you're limited in the amount because you can only take a minimum of 0 Duty. So if your starting size is 10, the most you can benefit from is 10 because you can only go to 0 Duty. This is also why, for Obligation, you're supposed to be limited in the amount OVER starting size BY the starting size. They wanted to make the two systems symmetrical in that way. So if you have a starting size of 10 in Obligation, the max you're supposed to benefit from is 10 (assuming you take 20 Obligation). Of course, some people don't like the limit (even though it makes total sense when you look at how Duty works), so I added the option to ignore Obligation limits. You can't do that for Duty since it makes no sense; you can't have Duty below 0.
*Bug*
After editing the move force power in the editor the changes didn't update to the character generator.
Also if I have one of the talents that let me replace the characteristic I use for lightsaber checks it doesn't show the change. It still shows as using brawn for the check.
As far as I can tell, everything is working fine. When you edit something in the data editor, make sure you save the changes before you exit. Also, in order for the character generator to see the changes, it has to be restarted.
When you take a lightsaber technique, a button shows up at the top of the specialization pane called "Choose Skill Char". Click that button and choose the characteristic you want to use for your Lightsaber skill. You can do the same thing if you take multiple techniques that give you multiple characteristic choices for lightsabers.
Possible bug report using version 1.4.5.2, with options checked for all sources and all except "Allow GM Grants".
Regardless of the Duty Starting Size, all of the Duty Options remain grayed out.
I have selected Tech Superiority and Tech Procurement (I have tried setting them to values of 5 and 10)
I checked Obligation, which works as normal, but I want to use Obligation, Duty, and Morality to grant starting XP. Only Duty is not working for this. This has worked before, though.
I feel as though I am missing something.
EDIT: I fiddled with it a little more. I set Tech Superiority and Tech Procurement both to Size 5, and then clicked through starting size in Duty Options. At 5 and 10, all were grayed out. At 15, +5 starting XP and +1k credits highlighted as options. At 20 all were highlighted as options.
I still wonder why that is the case if the "Ignore Obligation starting size limitation" is selected, unless this needs to apply to Obligation/Duty or add "Ignore Duty starting size limitation" in the options.
Your character wants to gain Duty. In a standard game, all characters start with the same initial Duty amount. However, you can decrease that amount in order to gain a credits and/or XP bonus. Essentially you are trading in Duty (which you want) to start off a little better.
So in your example, your character has a Duty of 10. Well in order to activate the bonuses, your game would have to have a starting Duty value of 20 per player. Then you can have 10 less than 20 (which is 10) and qualify for the largest bonus.
The starting Duty amount is the baseline. If you are under that baseline by 5 Duty, the 5 XP and 1000 credits options will be available. If you are under that baseline by 10, then the 10 XP and larger credit amount will be available.
The "ignore Obligation starting size limitation" is for just that, Obligation. There would need to be a separate option for Duty to do the same thing. (EDIT: Though according to the post above, its not possible since Duty can't drop below 0).
Though part of me wonders why you are doing this.
Edited by rowdyoctopusEdited by DrBeez
Hey there everyone!@OggDude I used your Character Generator pretty extensively back in April and June of last year, and I loved it! However, due to laptop repairs, I lost your program, and by the time I started playing an EotE campaign with my friends (more recently), I had no idea where to find the program online, and then I (re)found this forum!Okay, the only issue I'm having now, is that since your Dropbox link has apparently generated a lot of traffic since you started, my attempting to access the page pulls up an Error 509 (link disabled) via Dropbox. Is there any private link you can give me, or perhaps you have moved your newer versions to be hosted on a different site?UPDATE: saw links in your forum signature... sorry for the wasted post guys!HOWEVER, new question: Does this work for the new Force & Destiny Book?
It should support everything published so far, including the FaD beta + updates. I added Fly Casual and Lords of Nal Hutta the most recently.
I have a feature request; would it be possible to have an option to add XP to multiple characters at once? Either through the Group menu in GM Tools or just in the Char Gen itself?
It just gets a bit tedious to assign 15xp or whatever to 5 different characters after a session.
Possible bug report using version 1.4.5.2, with options checked for all sources and all except "Allow GM Grants".
Regardless of the Duty Starting Size, all of the Duty Options remain grayed out.
I have selected Tech Superiority and Tech Procurement (I have tried setting them to values of 5 and 10)
I checked Obligation, which works as normal, but I want to use Obligation, Duty, and Morality to grant starting XP. Only Duty is not working for this. This has worked before, though.
I feel as though I am missing something.
EDIT: I fiddled with it a little more. I set Tech Superiority and Tech Procurement both to Size 5, and then clicked through starting size in Duty Options. At 5 and 10, all were grayed out. At 15, +5 starting XP and +1k credits highlighted as options. At 20 all were highlighted as options.
I still wonder why that is the case if the "Ignore Obligation starting size limitation" is selected, unless this needs to apply to Obligation/Duty or add "Ignore Duty starting size limitation" in the options.
It's working like it should. For Duty, you get benefits for the amount of Duty that you don't take below the starting size. For Obligation, you get benefits for the amount of Obligation that you take above the starting size. For Duty, you're limited in the amount because you can only take a minimum of 0 Duty. So if your starting size is 10, the most you can benefit from is 10 because you can only go to 0 Duty. This is also why, for Obligation, you're supposed to be limited in the amount OVER starting size BY the starting size. They wanted to make the two systems symmetrical in that way. So if you have a starting size of 10 in Obligation, the max you're supposed to benefit from is 10 (assuming you take 20 Obligation). Of course, some people don't like the limit (even though it makes total sense when you look at how Duty works), so I added the option to ignore Obligation limits. You can't do that for Duty since it makes no sense; you can't have Duty below 0.
You seem to be misunderstanding how Duty works.Possible bug report using version 1.4.5.2, with options checked for all sources and all except "Allow GM Grants".
Regardless of the Duty Starting Size, all of the Duty Options remain grayed out.
I have selected Tech Superiority and Tech Procurement (I have tried setting them to values of 5 and 10)
I checked Obligation, which works as normal, but I want to use Obligation, Duty, and Morality to grant starting XP. Only Duty is not working for this. This has worked before, though.
I feel as though I am missing something.
EDIT: I fiddled with it a little more. I set Tech Superiority and Tech Procurement both to Size 5, and then clicked through starting size in Duty Options. At 5 and 10, all were grayed out. At 15, +5 starting XP and +1k credits highlighted as options. At 20 all were highlighted as options.
I still wonder why that is the case if the "Ignore Obligation starting size limitation" is selected, unless this needs to apply to Obligation/Duty or add "Ignore Duty starting size limitation" in the options.
Your character wants to gain Duty. In a standard game, all characters start with the same initial Duty amount. However, you can decrease that amount in order to gain a credits and/or XP bonus. Essentially you are trading in Duty (which you want) to start off a little better.
So in your example, your character has a Duty of 10. Well in order to activate the bonuses, your game would have to have a starting Duty value of 20 per player. Then you can have 10 less than 20 (which is 10) and qualify for the largest bonus.
The starting Duty amount is the baseline. If you are under that baseline by 5 Duty, the 5 XP and 1000 credits options will be available. If you are under that baseline by 10, then the 10 XP and larger credit amount will be available.
The "ignore Obligation starting size limitation" is for just that, Obligation. There would need to be a separate option for Duty to do the same thing. (EDIT: Though according to the post above, its not possible since Duty can't drop below 0).
Though part of me wonders why you are doing this.
@ OggDude and rowdyoctopus - Simply a misreading of the Duty rules. Thank you for the clarification. That definitely makes sense.
You're not alone. Duty and obligation rules (specifically those concerning XP and credit perks) aren't the clearest in the CRBs. I've had to explain them a number of times. There's even a section in the FAQ concerning this. It's all based on the starting size, and the amount over (obligation) or under (duty) this value that you take for your character. You can also take each option only once, so you can only benefit from a maximum of 20 points over/under starting size. And in order to get that, starting size has to be at least 20.
The FAQ actually has a fairly thorough explanation of it.
Quick question: When I change a description of, say, a Talent to include things like [bOOST] for the boost die, in the DataEditor, it shows a nice blue square. However, when I open the Character Generator, it simply says "[boost]." I can't seem to get the blue square to stick around. Am I missing something obvious? I usually do miss the obvious things.
Quick question: When I change a description of, say, a Talent to include things like [bOOST] for the boost die, in the DataEditor, it shows a nice blue square. However, when I open the Character Generator, it simply says "[boost]." I can't seem to get the blue square to stick around. Am I missing something obvious? I usually do miss the obvious things.
Are you making them upper case? Boost should be either [bOOST] or [bO].
Quick question: When I change a description of, say, a Talent to include things like [bOOST] for the boost die, in the DataEditor, it shows a nice blue square. However, when I open the Character Generator, it simply says "[boost]." I can't seem to get the blue square to stick around. Am I missing something obvious? I usually do miss the obvious things.
Are you making them upper case? Boost should be either [bOOST] or [bO].
Yes. For example, in the Edit Description box, I type: Add [bO] per rank of Stalker to all Stealth and Coordination checks.
The Preview box show the same sentence with the [bO] replaced by a blue square like it should.
I hit save, then close down the editor and open up the character generator. I select the Talent Stalker and it says: "Add [boost] per rank of Stalker to all Stealth and Coordination checks." with the word "[boost]" in lowercase instead of the blue square.
It's mystifying to me. I'm so sure that I'm missing something obvious.
I've tried it with other things and they all come back with the word in lower case within the brackets even though they were originally typed and saved in upper case. It's like it's changing the upper case to lower case for some reason.
Weird.
I took a look at the code and it seems that if you just change a description, it wasn't being flagged properly as needing to be saved. So... until I get a fix out for this
what you can do is double-click on the talent, click "Update" to force the save flag to be set, then click "Remove" to revert it back to just being a "Description Only" change. Then save it
So I was looking at the shien expert tree... and the data for the disruptive strike talent has an error. So I went into the data editor to try and correct it. and found that it had the see page so and so...which I replaced with the correct text. But for some reason it is still showing the wrong info no matter what I do. Obviously the talent info is being pull from somewhere else. I just can't figure out where.
never mind I found it.
OK I found it and corrected the data... but it is not correcting the info in the tree over on the character generator side... I don't know why...
OK bug report. I update a talent to correct the talent. Hit save. Close data editor. Reopen and look at the talent I edited and it reverts back to the state before with incorrect data. For some reason the save button is not saving the changes to the data file. you can edit hit save hop around the data editor go back to the talent and look and it looks like it saved. but when you exit and return and look the talent was not actually saved or edited.
Thanks, Oggdude. Love the generator. Excellent piece of software!
So I was looking at the shien expert tree... and the data for the disruptive strike talent has an error. So I went into the data editor to try and correct it. and found that it had the see page so and so...which I replaced with the correct text. But for some reason it is still showing the wrong info no matter what I do. Obviously the talent info is being pull from somewhere else. I just can't figure out where.
never mind I found it.
OK I found it and corrected the data... but it is not correcting the info in the tree over on the character generator side... I don't know why...
OK bug report. I update a talent to correct the talent. Hit save. Close data editor. Reopen and look at the talent I edited and it reverts back to the state before with incorrect data. For some reason the save button is not saving the changes to the data file. you can edit hit save hop around the data editor go back to the talent and look and it looks like it saved. but when you exit and return and look the talent was not actually saved or edited.
Yeah, look up one post from that one
There is, in fact, a bug where it won't save a collection unless you do an edit or an add. After you add descriptions for, say, your talents, go ahead and double-click on one of the talents, then click "Update". Then, on the same talent, click "Remove" and use the option to downgrade the change to just "Description Only". Then click "Save". This will flag the talent collection to be saved properly.
I already fixed this, so it'll be in the next release. But you can use this work-around in the mean time.
*Bug*
After editing the move force power in the editor the changes didn't update to the character generator.
Also if I have one of the talents that let me replace the characteristic I use for lightsaber checks it doesn't show the change. It still shows as using brawn for the check.
As far as I can tell, everything is working fine. When you edit something in the data editor, make sure you save the changes before you exit. Also, in order for the character generator to see the changes, it has to be restarted.
When you take a lightsaber technique, a button shows up at the top of the specialization pane called "Choose Skill Char". Click that button and choose the characteristic you want to use for your Lightsaber skill. You can do the same thing if you take multiple techniques that give you multiple characteristic choices for lightsabers.
Well I found the Choose Skill Char. That works fine
The other issue is still happening. I know how to update the data editor. It still doesn't work for me for some reason. Editing "Force Abilities" is the one that seems to not work. The others seem to work just fine.
*Bug*
After editing the move force power in the editor the changes didn't update to the character generator.
Also if I have one of the talents that let me replace the characteristic I use for lightsaber checks it doesn't show the change. It still shows as using brawn for the check.
As far as I can tell, everything is working fine. When you edit something in the data editor, make sure you save the changes before you exit. Also, in order for the character generator to see the changes, it has to be restarted.
When you take a lightsaber technique, a button shows up at the top of the specialization pane called "Choose Skill Char". Click that button and choose the characteristic you want to use for your Lightsaber skill. You can do the same thing if you take multiple techniques that give you multiple characteristic choices for lightsabers.
Well I found the Choose Skill Char. That works fine
The other issue is still happening. I know how to update the data editor. It still doesn't work for me for some reason. Editing "Force Abilities" is the one that seems to not work. The others seem to work just fine.
Look at my post right above yours. There's a bug, and a way around it until I get it fixed
Has anyone successfully added the talent descriptions for all of the talents and or Force Powers? I started adding and when I re-opened the generator it wouldn't open correctly. Then when I deleted my edited talents and put original sheet back it opened.
Also I run with several house rules such as discounted specializations and bonus skills. Other than just giving bonus xp to the players to purchase these bonuses is there a way to edit so they get it automatically when creating characters? Currently I added the bonus skills in their species and bonus xp in their species to pay for specializations at a discount.
Edited by KilcannonHas anyone successfully added the talent descriptions for all of the talents and or Force Powers? I started adding and when I re-opened the generator it wouldn't open correctly. Then when I deleted my edited talents and put original sheet back it opened.
Also I run with several house rules such as discounted specializations and bonus skills. Other than just giving bonus xp to the players to purchase these bonuses is there a way to edit so they get it automatically when creating characters? Currently I added the bonus skills in their species and bonus xp in their species to pay for specializations at a discount.
There is an option under the, well, options called GM Grants. I'm not sure what all it can do, but you might wanna try messing with it. Otherwise it sounds like you will just have to give them the required XP to allow them to purchase those things.