Another Character Generator

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

Hey Oggy,

Just want to say that your program is brilliant!

I am going to be starting a LARP and your program is going to be perfect to help organise it.

It would be great if I could enter each players XP their earned and what for (and when) so that I can track it, as apposed to just a total figure.

eg 10xp - Attendance, 5xp - Costume, 5xp Downtime, up 10xp - good roleplaying and such forth

(Even better if I could do it as programmable tick boxes for each player in the GM section - as this would be far quicker to do)

Likewise for credits, where they got said credits from.

Could you make the Backgrounds optional like you have done with "Attitude towards the Force"

Also a relationship tracker would be brilliant.

Somewhere I can enter Organisations and NPC and see where each player is in regards to that particular area/person.

eg Beloved to Dreaded (+3 to -3) in the Fly Casual book, last page.

Hopefully those wont be too hard.

That's probably more complexity than most people would want to deal with when handing out XP and credits.

The Attitude toward Force selection can be nothing because it might not be relevant for games other than FaD, while Background is used in all three games. What you could do is add a "No Background" option to background hooks using the data editor.

We've talked about reputation trackers and it would be a lot of work for a mechanic that probably doesn't get a lot of use. Only two careers use the concept, and the way it's implemented, you can have different reputations with different groups. What you might want to do is just tack your reputations onto the end of your story, or in one of the other note sections. One idea would be to have different Connection motivations, along with The Empire, The Underworld, etc., and list the appropriate reputations in the notes for each one.

Is there any way to give exported stat blocks a transparent background?

Is there any way to give exported stat blocks a transparent background?

I tried various techniques, but they didn't have the result that I wanted. Try adding one of the backgrounds under "Sample Graphics", then changing the background to that color so the text comes out good. If, say, you use the light brown background image, all you have to do is select and delete the corners and you have a "transparent" stat block :)

Try starting with a hilt instead of the basic lightsaber. The basic lightsaber doesn't technically have a crystal, since I'm currently not supporting weapons that start with attachments. It's really just a regular weapon with damage, crit, etc. So, the first crystal you add to it will just replace the base stats and be considered the only crystal.

Just use a basic lightsaber for adversaries or one-off finds that nobody's going to keep. When a character gets a lightsaber (even if it might start out as a basic lightsaber), it's much more of a big deal, so always create it using a hilt and build it up from there. You can even rename the weapon to "Bob's Lightsaber" or "Laser Stick of Doom" if you want to. Adding the crystal cycling attachment to the hilt will work just fine with multiple crystals. Note that you'll probably have to tinker the hilt in order to be able to add the cycling attachment and two crystals.

I'm confused, because it doesn't seem to work with multiple crystals. I started with a basic lightsaber hilt, then added an Ilum crystal for 2 HP. I then add the Cyclic Crystal Array which takes 2 HP, and I do not have the option to add a Lorrdian [or any other second] crystal (because that would be a total of 6 HP, and a basic hilt only has 5). However, the Cyclic Crystal attachment is supposed to allow a second crystal with its own 2 HP, not requiring another 2 HP in addition to the attachment's cost. Then you can add a Mod to install a 3rd crystal in that same lightsaber, resulting in 3 crystals and only 4 HP used. At least, that's the way I understood the attachment write-up, and that's not how the program currently treats it. And if the attachment doesn't work that way, then only Armorers can benefit from the attachment, as they are the only lightsaber wielders with the Tinkerer talent. While I think Armorers are special and totally deserve that kind of awesomeness :D , I'm not sure that's the intent of the attachment.

I'm confused, because it doesn't seem to work with multiple crystals. I started with a basic lightsaber hilt, then added an Ilum crystal for 2 HP. I then add the Cyclic Crystal Array which takes 2 HP, and I do not have the option to add a Lorrdian [or any other second] crystal (because that would be a total of 6 HP, and a basic hilt only has 5). However, the Cyclic Crystal attachment is supposed to allow a second crystal with its own 2 HP, not requiring another 2 HP in addition to the attachment's cost.

If I had to guess, I’d say that you have to remove any existing crystals before you put in the Cyclic Crystal attachment, then add them back. If the Cyclic Crystal attachment is the first type of “crystal” attached, then I suspect that it will work correctly.

But that’s just a guess.

If I had to guess, I’d say that you have to remove any existing crystals before you put in the Cyclic Crystal attachment, then add them back. If the Cyclic Crystal attachment is the first type of “crystal” attached, then I suspect that it will work correctly.

But that’s just a guess.

Thanks for the suggestion. I tried it that way, and it sadly still doesn't work. If I add the Cyclic Crystal Array, it takes 2 HP. I then add an Ilum crystal, and it takes an additional 2 HP (so far, so good). But all of the crystals now disappear from the "New Attachment" window.

If I use Tinkerer (the test character is an Armorer) on the lightsaber, I can then select a second crystal, which is added without increasing the used HP (so adding a Lorrdian Gemstone is possible by assigning Tinkerer to the lightsaber, though the hard points remain unused). The problem is that unless the lightsaber has 2 HP "free", it won't show the other crystals, and thus won't allow you to add more than a single crystal and the Cyclic Crystal Array.

Edited by SJanson

Try starting with a hilt instead of the basic lightsaber. The basic lightsaber doesn't technically have a crystal, since I'm currently not supporting weapons that start with attachments. It's really just a regular weapon with damage, crit, etc. So, the first crystal you add to it will just replace the base stats and be considered the only crystal.

Just use a basic lightsaber for adversaries or one-off finds that nobody's going to keep. When a character gets a lightsaber (even if it might start out as a basic lightsaber), it's much more of a big deal, so always create it using a hilt and build it up from there. You can even rename the weapon to "Bob's Lightsaber" or "Laser Stick of Doom" if you want to. Adding the crystal cycling attachment to the hilt will work just fine with multiple crystals. Note that you'll probably have to tinker the hilt in order to be able to add the cycling attachment and two crystals.

I'm confused, because it doesn't seem to work with multiple crystals. I started with a basic lightsaber hilt, then added an Ilum crystal for 2 HP. I then add the Cyclic Crystal Array which takes 2 HP, and I do not have the option to add a Lorrdian [or any other second] crystal (because that would be a total of 6 HP, and a basic hilt only has 5). However, the Cyclic Crystal attachment is supposed to allow a second crystal with its own 2 HP, not requiring another 2 HP in addition to the attachment's cost. Then you can add a Mod to install a 3rd crystal in that same lightsaber, resulting in 3 crystals and only 4 HP used. At least, that's the way I understood the attachment write-up, and that's not how the program currently treats it. And if the attachment doesn't work that way, then only Armorers can benefit from the attachment, as they are the only lightsaber wielders with the Tinkerer talent. While I think Armorers are special and totally deserve that kind of awesomeness :D , I'm not sure that's the intent of the attachment.

You are understanding the intent of the attachment. You should be able to add an additional crystal with no HP penalty.

If I had to guess, I’d say that you have to remove any existing crystals before you put in the Cyclic Crystal attachment, then add them back. If the Cyclic Crystal attachment is the first type of “crystal” attached, then I suspect that it will work correctly.

But that’s just a guess.

Thanks for the suggestion. I tried it that way, and it sadly still doesn't work. If I add the Cyclic Crystal Array, it takes 2 HP. I then add an Ilum crystal, and it takes an additional 2 HP (so far, so good). But all of the crystals now disappear from the "New Attachment" window.

If I use Tinkerer (the test character is an Armorer) on the lightsaber, I can then select a second crystal, which is added without increasing the used HP (so adding a Lorrdian Gemstone is possible by assigning Tinkerer to the lightsaber, though the hard points remain unused). The problem is that unless the lightsaber has 2 HP "free", it won't show the other crystals, and thus won't allow you to add more than a single crystal and the Cyclic Crystal Array.

If you temporarily add an additional hard point using the lightsaber construction bonuses, you can add the crystal and then delete the delete the lightsaber construction bonus.

It's a workaround but it'll get the job done.

If I had to guess, I’d say that you have to remove any existing crystals before you put in the Cyclic Crystal attachment, then add them back. If the Cyclic Crystal attachment is the first type of “crystal” attached, then I suspect that it will work correctly.

But that’s just a guess.

Thanks for the suggestion. I tried it that way, and it sadly still doesn't work. If I add the Cyclic Crystal Array, it takes 2 HP. I then add an Ilum crystal, and it takes an additional 2 HP (so far, so good). But all of the crystals now disappear from the "New Attachment" window.

If I use Tinkerer (the test character is an Armorer) on the lightsaber, I can then select a second crystal, which is added without increasing the used HP (so adding a Lorrdian Gemstone is possible by assigning Tinkerer to the lightsaber, though the hard points remain unused). The problem is that unless the lightsaber has 2 HP "free", it won't show the other crystals, and thus won't allow you to add more than a single crystal and the Cyclic Crystal Array.

If you temporarily add an additional hard point using the lightsaber construction bonuses, you can add the crystal and then delete the delete the lightsaber construction bonus.

It's a workaround but it'll get the job done.

I realize that this is likely not the direction you'd like to go, but have you considered adding multiple lightsabers, each with their appropriate crystal and the cyclic array?

That way they're all listed independently (with their respective abilities) for all the potentially active combinations. Just pick the active one and have that one carried and wielded. Leave the others as listed on the sheet, but uncarried and unwielded....

If I had to guess, I’d say that you have to remove any existing crystals before you put in the Cyclic Crystal attachment, then add them back. If the Cyclic Crystal attachment is the first type of “crystal” attached, then I suspect that it will work correctly.

But that’s just a guess.

Thanks for the suggestion. I tried it that way, and it sadly still doesn't work. If I add the Cyclic Crystal Array, it takes 2 HP. I then add an Ilum crystal, and it takes an additional 2 HP (so far, so good). But all of the crystals now disappear from the "New Attachment" window.

If I use Tinkerer (the test character is an Armorer) on the lightsaber, I can then select a second crystal, which is added without increasing the used HP (so adding a Lorrdian Gemstone is possible by assigning Tinkerer to the lightsaber, though the hard points remain unused). The problem is that unless the lightsaber has 2 HP "free", it won't show the other crystals, and thus won't allow you to add more than a single crystal and the Cyclic Crystal Array.

If you temporarily add an additional hard point using the lightsaber construction bonuses, you can add the crystal and then delete the delete the lightsaber construction bonus.

It's a workaround but it'll get the job done.

I realize that this is likely not the direction you'd like to go, but have you considered adding multiple lightsabers, each with their appropriate crystal and the cyclic array?

That way they're all listed independently (with their respective abilities) for all the potentially active combinations. Just pick the active one and have that one carried and wielded. Leave the others as listed on the sheet, but uncarried and unwielded....

I believe in his first post on the cyclic array not working he said this was his current workaround, but he mentioned then encumbrance becomes an issue. However, you can check off the Show column for weapons to put them on the first page of the sheet without carrying that weapon.

No, there was a bug. The test for existing crystals gave back the proper remaining HP, but what I really needed was the remaining HP after another crystal was added (so it would look at the second "No HP" mod). So that's basically what I'm doing now. I add an attachment, get the new remaining HP, then remove it again. If what I got is negative, it won't work. If not, then the attachment can be added.

It's fixed for the next release.

Muchas gracias, OggDude! Now I just need to convince my GM to let me find a Lorrdian Gemstone and a Cyclic Crystal Array. :lol:

While I was at it, renaming lightsabers, along with additional profiles, didn't always do what you wanted it to do. Plus, it was dependent on when you added the cyclic array and other crystals.

Now, it works universally correct across the board. If you rename your lightsaber, all other profiles will be likewise renamed (with the particular crystal in parentheses), unless that profile had already been renamed. If it had, it will retain its new name. If you want that profile to, once again, have the standard name, you just do a Rename and a Reset.

So, if you rename your lightsaber "Bob", your second Dantari profile will automatically be called "Bob (Dantari Crystal)". If you rename the second profile "Glowy Red", then rename your lightsaber to "Fred", the second will still be called "Glowy Red". If you want the second one to use the standard naming convention, you'd click Rename, then Reset. Then, it'll be called "Fred (Dantari Crystal)".

Oggy, I notice that all of the full lightsabers should have 2 less HPs. As they all have an Ilum crystal taking up 2 hard points per Force and Destiny.

And it doesn't specifically state it (that I could find), but it is implied that modding the crystal will take up more Hard Points. Based on the fact that the Basic Lighsaber (FaD) has an unmodded Ilum crystal and 3 extra hard points but a Lightsaber (EotE) appears to have a fully modded Ilum crystal and no hard points.

Which I guess shows that everyone should just use the assembly method, but I am trying to make it so no one can pull one over on the GM also.

Edited by SilindeT

Oggy, I notice that all of the full lightsabers should have 2 less HPs. As they all have an Ilum crystal taking up 2 hard points per Force and Destiny.

And it doesn't specifically state it (that I could find), but it is implied that modding the crystal will take up more Hard Points. Based on the fact that the Basic Lighsaber (FaD) has an unmodded Ilum crystal and 3 extra hard points but a Lightsaber (EotE) appears to have a fully modded Ilum crystal and no hard points.

Which I guess shows that everyone should just use the assembly method, but I am trying to make it so no one can pull one over on the GM also.

The EotE lightsaber was created well before F&D was more fully developed. I wouldn't make any assumptions based on it. In fact, I would never use it. I would replace it fully with whatever basic lightsaber is found in F&D. Even the fluff description in EotE mentions how it is just there in case people come across it, but is lacking in more mechanical features that will be explored in F&D.

Oggy, I notice that all of the full lightsabers should have 2 less HPs. As they all have an Ilum crystal taking up 2 hard points per Force and Destiny.

And it doesn't specifically state it (that I could find), but it is implied that modding the crystal will take up more Hard Points. Based on the fact that the Basic Lighsaber (FaD) has an unmodded Ilum crystal and 3 extra hard points but a Lightsaber (EotE) appears to have a fully modded Ilum crystal and no hard points.

Which I guess shows that everyone should just use the assembly method, but I am trying to make it so no one can pull one over on the GM also.

The EotE lightsaber was created well before F&D was more fully developed. I wouldn't make any assumptions based on it. In fact, I would never use it. I would replace it fully with whatever basic lightsaber is found in F&D. Even the fluff description in EotE mentions how it is just there in case people come across it, but is lacking in more mechanical features that will be explored in F&D.

Well my first point still stands. A crystal takes up two of the hard points so the full complete lightsabers should have 2 less available hard points.

I could see how that might make things a little more difficult on OggDude to program those items with removable gems but changing the amount of hardpoints would not be that hard.

Edited by SilindeT

Oggy, I notice that all of the full lightsabers should have 2 less HPs. As they all have an Ilum crystal taking up 2 hard points per Force and Destiny.

And it doesn't specifically state it (that I could find), but it is implied that modding the crystal will take up more Hard Points. Based on the fact that the Basic Lighsaber (FaD) has an unmodded Ilum crystal and 3 extra hard points but a Lightsaber (EotE) appears to have a fully modded Ilum crystal and no hard points.

Which I guess shows that everyone should just use the assembly method, but I am trying to make it so no one can pull one over on the GM also.

The EotE lightsaber was created well before F&D was more fully developed. I wouldn't make any assumptions based on it. In fact, I would never use it. I would replace it fully with whatever basic lightsaber is found in F&D. Even the fluff description in EotE mentions how it is just there in case people come across it, but is lacking in more mechanical features that will be explored in F&D.

Well my first point still stands. A crystal takes up two of the hard points so the full complete lightsabers should have 2 less available hard points.

I could see how that might make things a little more difficult on OggDude to program those items with removable gems but changing the amount of hardpoints would not be that hard.

He has touched on this before. He can't really make an item come with an attachment already attached.

Oggy, I notice that all of the full lightsabers should have 2 less HPs. As they all have an Ilum crystal taking up 2 hard points per Force and Destiny.

And it doesn't specifically state it (that I could find), but it is implied that modding the crystal will take up more Hard Points. Based on the fact that the Basic Lighsaber (FaD) has an unmodded Ilum crystal and 3 extra hard points but a Lightsaber (EotE) appears to have a fully modded Ilum crystal and no hard points.

Which I guess shows that everyone should just use the assembly method, but I am trying to make it so no one can pull one over on the GM also.

The EotE lightsaber was created well before F&D was more fully developed. I wouldn't make any assumptions based on it. In fact, I would never use it. I would replace it fully with whatever basic lightsaber is found in F&D. Even the fluff description in EotE mentions how it is just there in case people come across it, but is lacking in more mechanical features that will be explored in F&D.

Well my first point still stands. A crystal takes up two of the hard points so the full complete lightsabers should have 2 less available hard points.

I could see how that might make things a little more difficult on OggDude to program those items with removable gems but changing the amount of hardpoints would not be that hard.

He has touched on this before. He can't really make an item come with an attachment already attached.

This is actually by design. If you want to use a basic lightsaber, instead of building your own from a hilt, just add a crystal to it. It takes up the 2 HP and replaced whatever's there. If you want to use it as-is, but add optional mods to it, then add an Ilum crystal to it.

Hello, I've been trying to run the character editor and it doesn't work with any version of the program. I've been getting the following error messages:

Problem Event Name: CLR20r3
Problem Signature 01: SWCharGen.exe
Problem Signature 02: 1.4.6.0
Problem Signature 03: 558ed45f
Problem Signature 04: System.Data.SqlServerCe
Problem Signature 05: 3.5.5692.0
Problem Signature 06: 486140a5
Problem Signature 07: 8c
Problem Signature 08: 12
Problem Signature 09: System.DllNotFoundException
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

I have the proper system and program requirements-any idea what this issue is?

Just thought I'd mention that RenanBarcellos was kind enough to create a Portuguese translation for the generator! It'll be included in the upcoming release.

My copy of the Character Generator itself refuses to open. I click on it and it loads up the pre-load thing, then crashes with an error message saying it's trying to find the source of the problem. It doesn't crash that way with the Data Editor or the GM Tools, just the Character Generator. I have Windows 10 and have tried running as administrator to no avail.

My copy of the Character Generator itself refuses to open. I click on it and it loads up the pre-load thing, then crashes with an error message saying it's trying to find the source of the problem. It doesn't crash that way with the Data Editor or the GM Tools, just the Character Generator. I have Windows 10 and have tried running as administrator to no avail.

Did you download any third-party data sets and install them? If so, remove the data set and see if it loads. Clearing the cache might also help.

My copy of the Character Generator itself refuses to open. I click on it and it loads up the pre-load thing, then crashes with an error message saying it's trying to find the source of the problem. It doesn't crash that way with the Data Editor or the GM Tools, just the Character Generator. I have Windows 10 and have tried running as administrator to no avail.

Did you download any third-party data sets and install them? If so, remove the data set and see if it loads. Clearing the cache might also help.

I haven't installed any third-party data sets, but I'll try the cache and investigate some of my own data sets. Thank you, I'll keep you posted!

Update: I deleted all my data sets (backing up the ones I personally made) and cleared the cache and it still crashes on startup. I've uninstalled and reinstalled as well and the problem still persists. I'm gonna wait for the next release to see if it works for me.

Here's the latest. Enjoy, and please report any problems.

Release 1.6.2
New/Changed Data:
  • Added all backgrounds, duties, species, specializations, talents, motivations, signature abilities, equipment, vehicles, and vehicle attachments found in the "Lead by Example" Commander Sourcebook.

Note: All field equipment has been added as stationary vehicles. Some of these (denoted in the description) were done so because it was the most appropriate format, as opposed to making them "gear". While any mods or benefits are per the official source, the actual vehicle stats are an interpretation only and are not official. Feel free to modify them if you think any changes are required.

  • Added support for the Portuguese language (many thanks to RenanBarcellos on the FFG forums). The translation is about 90% complete, so you might still see a few English phrases.
  • Added the T-Series Tactical droid from the "Lead by Example" Commander Sourcebook to the Lead by Example Import directory.
  • Added the two mechanical features of the ECM-598 medical backpack from Enter the Unknown.
  • The E5 Blaster Carbine and the Bola Carbine were incorrectly set to use Ranged Light. They now properly use Ranged Heavy.
  • The Sensor Scramber attachment from the "Spark of Rebellion" import data set was incorrectly configured for armor. It is now correctly configured for vehicles.
  • The Auto Pilot Droid Brain from "Fly Casual" had an incorrect cost. The cost is now correctly set to 6,000 credits.
  • Imperial Vehicle Corp adversary from Age of Rebellion did not have its proper skills. This has been fixed.
  • The silhouette for the Firespray was upside down. This has been corrected.
New Features/Enhancements:
  • Vehicles can now have their own innate weapons. These are weapons that are unique to the vehicle and not appropriate as a standard weapon.
  • Vehicle actions now support a new flag called "Requires a speed characteristic of 1+". These actions are speed-related and require the vehicle to have a positive speed characteristic. Bases, artillery, and other structures will many times use vehicle profiles and have a speed and handling of 0, representing their stationary nature. Vehicle actions requiring speed are inappropriate for such structures.
  • When selecting a new vehicle, upon applying filters, if the currently-selected vehicle is not in the filter, the top vehicle is automatically selected. When changing or removing filters and the currently-selected vehicle is still displayed, it is scrolled to automatically in the list.
  • In all places vehicle stats are displayed, if a vehicle has a speed characteristic of 0, its handling automatically becomes a dash ("-") to denote it's stationary nature.
  • To support the Well Read talent, you may now limit skill selection by skill type for talents that support career skill choice.
  • To support Knowledge Specialization being a species talent for Chagrians, the Species pane now supports acquisition of talents with skill, characteristic, and other choices. If a species talent has an choice, a button will appear under the description. This button will allow you to select choices for any species talent. These choices will also now be saved with the character.
Bug Fixes:
  • Equipped armor with an encumbrance greater than 3 was not having it's encumbrance reduced properly when equipped. It should now reduce properly.
  • If you added a morality strength using the default pairing that wasn't in the Keeping the Peace pairing, switched to the Keeping the Peace pairing, and then attempt to change the added strength, an exception would occur. This will no longer happen.
  • When editing groups multiple times in the GM Tools, the top graphic would be X'ed out and an exception would occur. This no longer happens.
  • An issue could arise where an older non-Force character is given a Force rating via GM grant, and no Force powers show up in the Force power pane. This was an issue with the dictionary look-up feature added recently to the master data. This should no longer happen.
  • When performing an equipment transfer in the character generator, the character wasn't being saved properly, which could cause items to disappear if they were removed from a group or ship. The character is now saved properly, so this should no longer happen.
  • If you used the data editor on an install without custom data (specifically, without an item with the "User Data" source), modifying an item would cause an exception if the item had a source. This has been fixed.
  • There was a calculation error for soak value when Brawn had a natural rank of 6 and you added armor that gives a +1 Brawn. Final soak would be one less than it should be. This has been fixed.
  • Attachments with mods that required configurations (such as choosing a weapon to add to a vehicle, or choosing a defense zone) would lose its configuration when displayed. This was because the unconfigured mod from the base attachment was being used instead of the configured mod saved with the vehicle or character. The proper mods are now used, so the configuration will properly show up in the description and printed sheets.
  • When adding a new base upgrade, the upgrade list was editable, which was incorrect. This has been fixed.
  • There was a typo when displaying "Bonus Career Skills" in bold for a talent. This has been fixed.
  • For vehicle weapons, the linked qualifier in the name (Twin, Triple, Quad, etc) will now be based upon any linked qualities added beyond the base. For instance, the Quad Laser Cannon was being displayed as the "Quad Quad Laser Cannon" because the linked qualifier was being applied to the total linked count. Since the base linked count will be ignored in this instance, it will properly be displayed as "Quad Laser Cannon".
  • Innate vehicle weapons from item attachments weren't displaying the proper weapon range. This has been fixed.
  • Vehicle actions displayed on the vehicle sheet would be cut off if more than one row of actions was displayed. This has been fixed.
  • When you selected the optional mod on the cyclical crystal array attachment (to add another crystal at no HP cost), it wouldn't let you add a second crystal. This is because it was calculating the HP cost BEFORE adding the crystal, instead of after (1 HP remaining, crystal takes 2, so it wasn't allowed). Now, when choosing a new attachment, the attachment is added to the item as a test, the remaining HP is calculated (which takes into account the second No HP Cost mod), then the attachment is removed. If the calculated remaining HP is 0 or more, the attachment is allowed.
  • When renaming a lightsaber, if it was renamed before additional crystals were added via the cyclic crystal array, the additional profiles did not reflect the new name. Now, regardless of when you add attachments, renaming the actual lightsaber will be reflected in each additional profile, unless that profile was previously renamed. If it was, it retains its new name. If you want the profile to, once again, use the standard naming convention (the lightsaber's name with the crystal in parentheses), just do a Rename and click Reset for that profile. It will then, once again, reflect name changes on the actual lightsaber.