Another Character Generator

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

I know it is going to be awhile for your next update, but was wondering when you do get finished with the update will it include the armor crafting rules introduced in Keeping the Peace? Or will it be something we just create in the data editor?

Edited by Kilcannon

According to the F&D Core, the Biofeedback System attachment can be used on any full-body armor suit (doesn't have to be sealed), and the Energy Dispersion System can be used on any armor, but the program requires Sealed for both of them. Any chance they could be opened up to more armors?

Also, when printing the standard sheet, Force Trees now have a really huge font, much larger than anything else on the sheet. They weren't like that before the update. Was this an intentional change?

Thanks.

What armor would you consider "full-body",whether or not it's sealed? Right now, the only category I have for armor is "Sealed". I could easily add "Full-Body".

The reason I was bringing it up was because I was messing with the new armor crafting rules and was examining all the potential armor attachments. With the armor crafting rules you need to spend an advantage to make the armor sealable, otherwise it's not, and whether it's full body or not is ultimately probably up to the description that the player was going for and the GM's adjudication. The attachments all seem pretty specific on being able to work with the following rough categories:

Any Armor (Cortosis Weave, Superior, Energy Dispersion System, Hands-Free Weapon System, Optical Camouflage System (though this mentions being near useless in hard armors))

Helmet/Visor (Enhanced Optics Suite, Multi-Band Comlink, Integrated Scanner, Range Finder, Integrated Targeting Computer, Threat Monitor, In-Helmet Scanner)

Full Body (Biofeedback System)

Hard Armor (Strength Enhancing System)

Sealed (Heating System)

Hard Sealed (Thermal Shielding System, Vacuum Sealed)

Majority Of Body (Integrated Med-Systems)

There definitely appear to be tiers of categories, such like anything sealed automatically needs to also be full body, and if it's full body, then obviously it covers the majority of body as well. I definitely don't know if all these categories are needed or not, but based on my readings of the attachments, these tend to be the rough key words that are used.

As for existing armors that might qualify for the above categories, I can give my personal readings based on descriptions for the books I have, though I definitely acknowledge that other people may have different takes on the descriptions. (list of armors is contained within the spoilers tags so that this doesn't become a really huge post)

Adverse Environment Gear (AoR/EotE/F&D Core) - Sealed, Helmet

Armored Clothing (AoR/EotE/F&D Core) - Full Body or Majority of Body

Heavy Battle Armor (AoR/EotE Core/KtP) - Hard Sealed, Helmet

Heavy Clothing (AoR/EotE/F&D Core) - Majority of Body

Laminate Armor (AoR/EotE Core) - Hard Sealed, Helmet

Personal Deflector Shield (AoR/EotE Core) - None

Padded Armor (AoR/EotE/F&D Core) - Full Body, Helmet

Banal Apparal (DA) - Majority of Body

Cargo Clothing (DA) - Majority of Body

Diplomat's Robes (DA) - Majority of Body

Flare Jacket (DA) - None (just a vest/jacket)

Hauling Harness (DA) - (Unsure, description is not descriptive of coverage)

Holographic Costume (DA) - Full Body

Lector's Outfit (DA) - Majority of Body

Noble Regalia (DA) - Majority of Body

Performer's Attire (DA) - Majority of Body

Powered Capacitive Armor (DA) - (Unsure, description is not descriptive of coverage)

Resplendent Robes (DA) - Majority of Body

Second Skin Armor (DA) - Full Body or Majority of Body

Shockrider Crash Suit (SoT/EtU) - Full Body, Helmet

Wing Commander Armored Flight Suit (SoT) - Sealed, Helmet

Polis Massan Bodysuit (SoR) - Full Body

Leviathan Power Armor (SoR) - Hard Sealed, Helmet

Verpine Fiber Ultramesh Armor (SoR) - Full Body

Beast-Hide Warrior's Armor (DC) - Majority of Body

Storm Charge Suit (DC) - Full Body, Helmet

Mk III Flak Vest (DC) - None (vest only)

PX-11 Battlement Powered Armor (DC) - Hard Sealed, Helmet

Protector 1 Combat Armor (DC) - Hard Armor, Full Body, Helmet (doesn't say it's sealed?)

Mk II Steelskin Anti-Concussive Armor (DC) - (Unsure, description is not descriptive of coverage, but guessing Hard Armor)

Enviro-Suit (EtU) - Sealed, Helmet

Tracker Utility Vest (EtU) - None (vest only)

Mountaineer Armor (EtU) - Full Body, Helmet

Mk IV Riot Armor (FH) - Full Body, Helmet (may be Hard Armor?)

Reinforced Environment Gear (FH) - Sealed, Helmet

Tailored Armored Jacket (FH) - None (jacket only)

Blast Vest (FC) - None (vest only)

Mimetic Suit (FC) - Full Body, Helmet

Smuggler's Trenchcoat (FC) - Majority of Body

Hutt Shell Armor (LoNH) - Hard Armor, Full Body, Helmet

Sakiyan Shadowsuit (LoNH) - Full Body

Catch Vest (SoF) - None (vest only)

Nomad Greatcoat (SoF) - Majority of Body

Berethron Personal Modular Armor (SoF) - Full Body or Majority of Body

TX-3 Combat Flight Suit (SoF) - Sealed, Helmet

Armored Robes (F&D Core) - Full Body

Concealing Robes (F&D Core) - Full Body

Cresh Luck Armor (KtP) - Hard Armor, Helmet (chest only, not Full Suit)

Jedi Battle Armor (KtP) - Hard Sealed, Helmet

Jedi Temple Guard Armor (KtP) - Full Body, Helmet (mask)

Jedi Training Suit (KtP) - Full Body or Majority of Body

Kav-Dann Power Armor (KtP) - Hard Sealed, Helmet

Koromondain Half-Vest (KtP) - None (vest only)

Riot Armor (KtP) - Full Body or Majority of Body, Helmet

Sorry for the length, and again, other people may have differing opinions on a lot of the armor.

Very cool compilation! I'm leaning toward the following categories for armor:

Sealed Full Body (sealed armor must be full body)

Hard (laminate, etc.)

Full Body (may or may not be hard; not sealed)

Hard Full Body

Majority of Body

Hard Majority of Body

As for helmets, I didn't see any attachment that requires the helmet to be part of the armor, so it can be assumed that if the armor doesn't have a helmet, you can just buy one and put the attachment on it.

I'm not thrilled with "majority of body", as it sounds clunky. "Partial Body" would be better, but it doesn't really say "more than half". Can anyone think of a better term than "majority of body"?

I encountered an odd bug: The medium laser cannon seems to be missing. I wanted to look at the stats in the GM-Tools and I was hit with an X-Wing with 4 medium ion cannons. Iwanted to see if I can fix this myself, but the medium laser cannon seems to be gone. Anyon else got this?

It's there for me. What you could try is to backup and remove all of your data sets and see if it re-appears. You may have imported a bad data set.

I was playing around with DataSets (my own one and the german one) but i can't join them properly.

Are there required steps to do so?

Can i somehow see if there are differences in a singleobject between the DataSets (e.g. the translated name)?

If the language DataSet is extended, will there be a possibility to see whats new?

I'm also looking for cybernetics from Beyond the Rim (Energized Claws, Vision Cycling). Are they not included or can i import them from somewhere?

You can use Move/Copy mode to move items around to different data sets.

I'll have to check to see if I included those BtR items, I'm not sure.

Edit: The energized claws are for the nexu, but I can see about adding the arm/leg enhancements and the vision cycling implant.

Edited by OggDude

I encountered an odd bug: The medium laser cannon seems to be missing. I wanted to look at the stats in the GM-Tools and I was hit with an X-Wing with 4 medium ion cannons. Iwanted to see if I can fix this myself, but the medium laser cannon seems to be gone. Anyon else got this?

It's there for me. What you could try is to backup and remove all of your data sets and see if it re-appears. You may have imported a bad data set.

Ah okay. Thank you. That is an intereesting bug. Happened maybe because of the "official" german dataset.

Would it be possible to export what I have now and then move the parts I want into the new Data set? I think I may have realized this bug too late. Or is it enough when I just delete the custom weapons xml?

Oh and @Ebak: Sorry!

Edited by MOELANDER

Was there something you added that shared an identifier tag with the medium laser cannon?

You mean like a starship? no, I only added a species, and a set of personal armor

Also I found out another bug: I can't select another skill for talents like Knowledge Specialization. When I get the Talent a second time I don't get another optional selection.

KNOWLEDGE SPECIALIZATION
Activation : Passive
Ranked : Yes
Trees : Scholar
When the character first acquires this talent, he may
choose one Knowledge skill . When making checks
with that skill, he may spend Triumph to gain additional successes
equal to his ranks in Knowledge Specialization.
Additional ranks do not give you more skill choices, it just allows you to add successes to the one skill you chose.

I encountered an odd bug: The medium laser cannon seems to be missing. I wanted to look at the stats in the GM-Tools and I was hit with an X-Wing with 4 medium ion cannons. Iwanted to see if I can fix this myself, but the medium laser cannon seems to be gone. Anyon else got this?

It's there for me. What you could try is to backup and remove all of your data sets and see if it re-appears. You may have imported a bad data set.

Ah okay. Thank you. That is an intereesting bug. Happened maybe because of the "official" german dataset.

Would it be possible to export what I have now and then move the parts I want into the new Data set? I think I may have realized this bug too late. Or is it enough when I just delete the custom weapons xml?

Oh and @Ebak: Sorry!

If you tell me where the problem is with the German data set, I'll fix it. And yes, you can pick and choose items to go into a new data set by using Copy/Move.

Hey Oggy Ben Doggy,

Is there a way to make this so it can run on older (.Net) engines? I don't have .Net4 on my computer for some dumb reason, so I cannot run this prog. anymore :(

Just install Framework 4.0. You can have multiple .NET frameworks supported on the same machine. The URL is toward the beginning of the documentation.

Ran into a few problem while putting in talent descriptions.

1. there seems to be multiple copies of some of the talents in the database. and if i try to clean them out the program errors out.

2. was trying to fix some of the talents like reflect which should be a force talent but the program will not let me change it?

I thought I got rid of the duplicates. If you can tell me which ones you found, I can fix it.

I checked and Reflect is flagged as a Force talent. You may have an old data set you installed from somewhere with wrong info.

Hi there! My husband and I were looking for more species for this rpg because we can't afford all of the books yet. A game store clerk told us about this character generator. Thank you for making such an awesome program! There are too many posts for me to read through all of it, so I hope you don't mind if I ask a few questions.

In your original post, you said you are not working on a data editor. That's too bad, because I think it would be helpful, if I'm understanding what you mean by "data editor." I would like to edit descriptions of various things, mainly the ones that say to refer to a page in a book. Since I have one of the books, I can copy the information into the description box. As another thought, you might be able to get help from other players who are willing to transcribe descriptions and other such information.

Another thing that would be helpful is a way to add gear to ships. That way I can easily add up encumbrance for my ship and show what it is carrying, similar to the character's equipment.

On a more aesthetic suggestion (when printing), I think the notes sections should be smaller when not used. It's nice to have one or two spaces for session notes, but I feel that the number of spaces you have makes the pages more bulky than they need to be. You might even be able to combine some of the pages.

So far, what you have created is extremely helpful, and I greatly appreciate all you have done. Thank you for sharing your efforts with the community. I wish you luck in future endeavors!

So while previous versions worked fine, the 1.6 is somewhat problematic.

With the new Version the Launcher and Data Editor, seem to get stuck during execution. The actual character editor works. The rest shows up as process in the task-manager, but not as running application.

Any hints and or clues as to what the problem may be or even how to solve it?

Try backing up and removing any data sets you've installed and see if that fixes the problem. I haven't seen this issue before.

i just got the core rulebook and was looking for a fast manageabe way to make premades to get a group going show them the rues and get them interested in making their own characters and so far everything works for me EXCEPT the character generation, ive removed and redownlaoded twice now and still whenever from the launcher i go to the character creation section it waits a moment then pops up that its not working I'm at a loss D:

Does it show an exception window? If so, what's the first five or six lines of the call stack say?

I know it is going to be awhile for your next update, but was wondering when you do get finished with the update will it include the armor crafting rules introduced in Keeping the Peace? Or will it be something we just create in the data editor?

The crafting rules are mechanical and require rolls, etc., which isn't really what the generator is all about. Once you make your rolls and create your armor, it can be added to the system using the Data Editor.

I should probably mention that importing data sets into your custom data that are not part of the install (i.e., found somewhere in the "Imports" section) are not "officially" supported, as I have absolutely no control over what they contain. As such, use them at your own risk . The good news is that they can't really harm anything, and removing the data set will put things back to normal. So... if you've imported one or more unofficial data sets and you're experiencing problems or issues with the applications, the first thing you should try is to just remove the data sets and see if the problems go away. If they do, then don't use those data sets anymore :)

Problems with funky data sets can range from items not doing what they're supposed to do, to missing items, or even error exceptions. Again, I really can't help with problems arising from bad unofficial data sets. If there's an actual data problem, though, or a problem with an official data set, please let me know and I'll fix it.

Very cool compilation! I'm leaning toward the following categories for armor:

Sealed Full Body (sealed armor must be full body)

Hard (laminate, etc.)

Full Body (may or may not be hard; not sealed)

Hard Full Body

Majority of Body

Hard Majority of Body

As for helmets, I didn't see any attachment that requires the helmet to be part of the armor, so it can be assumed that if the armor doesn't have a helmet, you can just buy one and put the attachment on it.

I'm not thrilled with "majority of body", as it sounds clunky. "Partial Body" would be better, but it doesn't really say "more than half". Can anyone think of a better term than "majority of body"?

I definitely agree that "Partial Body" is better than "Majority of Body", but also agree it may not encompass what is implied. I would say it may be enough, but there's a lot of just jackets/vests out there, so I'm not certain. Maybe "Majority Coverage", "Primary Coverage", or "Essential Coverage"? I'll keep thinking about other options.

Definitely agreed that that makes sense for the helmets. I also realized that I forgot about all of the armor mods in Keeping the Peace (though I did include the armors), one of which specifies Powered Armor only. Given that's only one, it's probably fine to be set as Sealed Full Body or Hard Full Body or something like that, from my perspective at least.

How about just "Upper Body" instead of partial or majority? I believe all of the partials are upper body anyway and I have seen any leg armor.

So I deleted the weapons xml from my custom data set and so reset it to yours Oggdude. It worked. Since I didn't change anything I giess that the fault lies with the german dataset that came with the latest build. But I deleted that so I can't tell for sure.

Anyhow I noticed a double typo in one weapons entry: From the Stay on Target sourcebook, the DR-45 Dragoon Ca l valry Blaster. Two times actually because of the two modes of that weapon. Should be cavalry, I guess?

Ran into a few problem while putting in talent descriptions.

1. there seems to be multiple copies of some of the talents in the database. and if i try to clean them out the program errors out.

2. was trying to fix some of the talents like reflect which should be a force talent but the program will not let me change it?

I thought I got rid of the duplicates. If you can tell me which ones you found, I can fix it.

I checked and Reflect is flagged as a Force talent. You may have an old data set you installed from somewhere with wrong info.

I uninstalled the older version an installed 1.6, is it possible that the older program left behind its data base and they merged?

to make it easier most of the duplicates say addeditem in the customer ? column. while the others say desconly

Hi there! My husband and I were looking for more species for this rpg because we can't afford all of the books yet. A game store clerk told us about this character generator. Thank you for making such an awesome program! There are too many posts for me to read through all of it, so I hope you don't mind if I ask a few questions.

In your original post, you said you are not working on a data editor. That's too bad, because I think it would be helpful, if I'm understanding what you mean by "data editor." I would like to edit descriptions of various things, mainly the ones that say to refer to a page in a book. Since I have one of the books, I can copy the information into the description box. As another thought, you might be able to get help from other players who are willing to transcribe descriptions and other such information.

Another thing that would be helpful is a way to add gear to ships. That way I can easily add up encumbrance for my ship and show what it is carrying, similar to the character's equipment.

On a more aesthetic suggestion (when printing), I think the notes sections should be smaller when not used. It's nice to have one or two spaces for session notes, but I feel that the number of spaces you have makes the pages more bulky than they need to be. You might even be able to combine some of the pages.

So far, what you have created is extremely helpful, and I greatly appreciate all you have done. Thank you for sharing your efforts with the community. I wish you luck in future endeavors!

The original post was from 2013 and a lot's been added since then. There's a fully-functioning data editor available from the launcher. You can use it to create just about anything you want, including weapons, ships, talents, careers, Force powers, and a lot more. You can also easily add your own descriptions to anything.

Ships can have their own inventory. Just use the "Transfer" button from the inventory pane. The sources for a transfer can be the owner of the ship, group inventory for groups the character belongs to, or other ships, either owned by the character or by a group. Ship inventory is displayed on the ship sheet.

The notes section is used solely to take up space that might appear at the end of a page. Unlike stock character sheets, the ones generated by the program are dynamic and can span multiple pages, or not take up an entire page. So, the notes section may be added just to even out the content distribution.

Hi Oggdude! Great generator. I've spent hours upon hours adding descriptions to everything. I recently noticed that the Tree for Heal/Harm does not match the one in my Force and Destiny core book. I went into the Data Editor to fix it, and I got this error upon clicking the Modify button:

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.SourceControl.cbcSource_CheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBox.OnCheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBox.Items_CheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBoxItemList.OnCheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBoxItemList.item_CheckedChanged(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)
at SWCharGen.CheckBoxComboBoxItem.OnCheckedChanged(EventArgs e)
at System.Windows.Forms.CheckBox.set_CheckState(CheckState value)
at System.Windows.Forms.CheckBox.set_Checked(Boolean value)
at SWCharGen.SourceControl.SetSources(CharData data, String defaultSource, DataItem item)
at SWCharGen.frmAddForcePower.SetKey(DataItem existingItem, String newKey)
at SWCharGen.frmAddForcePower.GetForcePower(CharData myData, IWin32Window parent, String newKey, ForcePower existingPower)
at SWCharGen.frmSWDataEditMain.ModifyItem(DataItem item)
at SWCharGen.frmSWDataEditMain.btnModify_Click(Object sender, EventArgs e)
at SWCharGen.frmSWDataEditMain.dvgItems_DoubleClick(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnDoubleClick(EventArgs e)
at System.Windows.Forms.DataGridView.OnDoubleClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.DataGridView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I get a similar error coming up for trying to Modify Attitudes, Bases, Base Foci, Base Upgrades, Careers, Classes, Duty, Force Abilities, Force Powers, Hooks, Morality, Motivations, Motivations (Specific), Obligations, Signature Abilities, Signature Ability Nodes, Specializations, Species, and Vehicles. They all bring up an error box that says:

Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Object reference not set to an instance of an object.

The same thing happens whether I do this with a custom data set that I've added descriptions to or if I use a completely clean new dataset.

Edit:

I was able to fix this problem by doing a clean install and copying over all of my custom backup data EXCEPT for the Force Powers folder.

Edited by Nimsim

Oggy! I just got my copy of Keeping the Peace today, did you get yours!?

Do you require additional resources to add it to the generator? PM me if so.

I was inspired by the spread of class skills and talents for the new Armorer talent spec (imo, FFG hit a home run on this one), and I've always loved the Iktotchi as a character concept.

Your generator has become MANDATORY GAMING EQUIPMENT for our Star Wars group. So I'm holding off on my Iktotchi Armorer until it's added.

Edited by CrunchyDemon

Hi Oggdude! Great generator. I've spent hours upon hours adding descriptions to everything. I recently noticed that the Tree for Heal/Harm does not match the one in my Force and Destiny core book. I went into the Data Editor to fix it, and I got this error upon clicking the Modify button:

************** Exception Text **************

System.NullReferenceException: Object reference not set to an instance of an object.

at SWCharGen.SourceControl.cbcSource_CheckBoxCheckedChanged(Object sender, EventArgs e)

at SWCharGen.CheckBoxComboBox.OnCheckBoxCheckedChanged(Object sender, EventArgs e)

at SWCharGen.CheckBoxComboBox.Items_CheckBoxCheckedChanged(Object sender, EventArgs e)

at SWCharGen.CheckBoxComboBoxItemList.OnCheckBoxCheckedChanged(Object sender, EventArgs e)

at SWCharGen.CheckBoxComboBoxItemList.item_CheckedChanged(Object sender, EventArgs e)

at System.EventHandler.Invoke(Object sender, EventArgs e)

at System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)

at SWCharGen.CheckBoxComboBoxItem.OnCheckedChanged(EventArgs e)

at System.Windows.Forms.CheckBox.set_CheckState(CheckState value)

at System.Windows.Forms.CheckBox.set_Checked(Boolean value)

at SWCharGen.SourceControl.SetSources(CharData data, String defaultSource, DataItem item)

at SWCharGen.frmAddForcePower.SetKey(DataItem existingItem, String newKey)

at SWCharGen.frmAddForcePower.GetForcePower(CharData myData, IWin32Window parent, String newKey, ForcePower existingPower)

at SWCharGen.frmSWDataEditMain.ModifyItem(DataItem item)

at SWCharGen.frmSWDataEditMain.btnModify_Click(Object sender, EventArgs e)

at SWCharGen.frmSWDataEditMain.dvgItems_DoubleClick(Object sender, EventArgs e)

at System.Windows.Forms.Control.OnDoubleClick(EventArgs e)

at System.Windows.Forms.DataGridView.OnDoubleClick(EventArgs e)

at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

at System.Windows.Forms.Control.WndProc(Message& m)

at System.Windows.Forms.DataGridView.WndProc(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I get a similar error coming up for trying to Modify Attitudes, Bases, Base Foci, Base Upgrades, Careers, Classes, Duty, Force Abilities, Force Powers, Hooks, Morality, Motivations, Motivations (Specific), Obligations, Signature Abilities, Signature Ability Nodes, Specializations, Species, and Vehicles. They all bring up an error box that says:

Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Object reference not set to an instance of an object.

The same thing happens whether I do this with a custom data set that I've added descriptions to or if I use a completely clean new dataset.

Edit:

I was able to fix this problem by doing a clean install and copying over all of my custom backup data EXCEPT for the Force Powers folder.

Thanks for the report. First, I don't see a problem with Heal/Harm. What issue did you think needed fixing?

Second, there was an issue with the data editor if you tried editing Heal/Harm because it has only 4 rows instead of 5, which the editor wasn't expecting. I fixed it so it handles that case properly, and will even remove empty rows when it finds them.

As for the other issues, they all work for me, so I'm guessing you had a bad install. Were you using the manual install, or the web install? You shouldn't have that problem with a web install. If using a manual install, you need to delete everything from the install directory before copying the contents of the ZIP file. This is discussed under "Manual Update" on page 5 of the documentation.

A few things i noticed with the translation (german Version):

1. The characteristics shortform behind the skills is still english

2. If PC is a force user it says "Light Side Force User" (propably the same with dark side ;) )

3. The statblock for the adversaries is not translated

That's all for now.

PS: I also have the MediumLaserCanonStarship-Bug and using the german Version + DataSet. Maybe the right place to search for the bug

turned out there was a copy of the old data base in my appdata\local file that was merging with the new data.

Now the bad news to kill it i had to delete the custom folder with killed all the work i had done :(