Another Character Generator

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

Has anyone notice that the Force Dice displayed next to skills (e.g. the Influence Force Power gives Force Dice to social skills) seemingly randomly disappear. I have this happen to me a few times. When working in the character generator with a characters that has multiple force dice and has the Influence Force Power the force will typically show up next to all of the social skills. But if I make another upgrade or modify the talents the force dice next to the skills disappear. Even if I undo the things I have changed, the force dice do not re-populate. The only way I have been able to get them to show back up is if I close the tool, clear the cache and reload it.

Anyone notice this or is it just me?

Has anyone notice that the Force Dice displayed next to skills (e.g. the Influence Force Power gives Force Dice to social skills) seemingly randomly disappear. I have this happen to me a few times. When working in the character generator with a characters that has multiple force dice and has the Influence Force Power the force will typically show up next to all of the social skills. But if I make another upgrade or modify the talents the force dice next to the skills disappear. Even if I undo the things I have changed, the force dice do not re-populate. The only way I have been able to get them to show back up is if I close the tool, clear the cache and reload it.

Anyone notice this or is it just me?

It seems I was calculating skills before calculating Force abilities when I did a character re-calc. Swapping them seems to have fixed the problem. I just have to see if there was a reason I was doing it in that order :)

Not sure how to search for this.

In the Data Editor, I added a new Creed in the Specific Motivations tab, and included <Creed> in the motivation field of the dialog box. When I went back into the Motivations tab to link it to Creed it was listed as a checkbox; however, selecting that checkbox returns an Unhandled exception error (Unhandled exception has occurred in your application. If you click... Object reference not set to an instance of an object.).

I simply noted my new creed in the character editor notes.

Not sure how to search for this.

In the Data Editor, I added a new Creed in the Specific Motivations tab, and included <Creed> in the motivation field of the dialog box. When I went back into the Motivations tab to link it to Creed it was listed as a checkbox; however, selecting that checkbox returns an Unhandled exception error (Unhandled exception has occurred in your application. If you click... Object reference not set to an instance of an object.).

I simply noted my new creed in the character editor notes.

Good catch. Yeah, that was an error. It's been fixed.

Wow that is an impressive list of Obligations and Duties.

As my group has just started playing this game we don't have nearly that many, I can see why you would want them separate. A little short sighted on my part and my GMs part I suppose. Thanks for the example, Dakkar98. I forget that some of you people have been playing for years already.

Considering if your party has 5 people and you start with EotE, that is 50-100 obligation out of the gate, so...

SilindeT,

Yeah, it's crazy! Without Oggdudes program, I think my brain would explode from trying to keep it all straight. We have been playing for about two years.

Rowdyoctopus,

We ran into exactly that issue. When everyone created their characters, most everyone wanted that +10 XP bonus for taking 10 extra Obligation. With 6 PC’s that would have been 120 Obligation to start. Luckily one character decided to go Duty instead. Since he was the only one using that mechanic he should have started with 20 Duty to start, so he ended up reducing that to 0 and getting +15 starting XP and +1000 credits. Another character took an oath that wouldn’t be included in the roll, so we were looking at 90 Obligation in our first session. Since then the party has paid/worked off about 35 Obligation worth of Debt. And then they gained the 30 Antagonist Obligation from Black Sun from stealing a weapons shipment from them in the adventure “Under a Black Sun”.

I went through all of the little adventures and full size modules and figured out a way to tie each adventure to one character or another’s Obligation. So, when their Obligation is triggered, they have an entire adventure centered around their Obligation. It gives them the spotlight for a couple of gaming sessions.

I roll separately on each of the Obligation and Duty charts at the end of the gaming session to determine which obligation is going to be triggered for the following gaming session. That way I have time to plan out either which adventure is going to begin in the next session, or if they are in the middle of the adventure that they just can’t walk away from, how to incorporate something related to the triggered Obligation or Duty.

Initially starting with 0 Duty, If I rolled higher than everyone’s Obligation, the Rebel character would say “Hey, since we don’t have anything pressing right now, the Rebellion has some work they need done, and they want to know if I can get a team together to pull it off. What do you say?”

I haven’t been doing a Morality roll because of the way they changed it in the final release of F+D. Since I only have one player using the morality, and RAW per F+D, page 323, the roll would always be closest to his morality. Neither one of us wants to have his morality triggered in every gaming session. If I do start to incorporate a Morality roll, I think that I’ll stick with the way they did it in the F+D Beta.

Thanks for all you do Oggdude!!!

Wow that is an impressive list of Obligations and Duties.

As my group has just started playing this game we don't have nearly that many, I can see why you would want them separate. A little short sighted on my part and my GMs part I suppose. Thanks for the example, Dakkar98. I forget that some of you people have been playing for years already.

Considering if your party has 5 people and you start with EotE, that is 50-100 obligation out of the gate, so...

SilindeT,

Yeah, it's crazy! Without Oggdudes program, I think my brain would explode from trying to keep it all straight. We have been playing for about two years.

Rowdyoctopus,

We ran into exactly that issue. When everyone created their characters, most everyone wanted that +10 XP bonus for taking 10 extra Obligation. With 6 PC’s that would have been 120 Obligation to start. Luckily one character decided to go Duty instead. Since he was the only one using that mechanic he should have started with 20 Duty to start, so he ended up reducing that to 0 and getting +15 starting XP and +1000 credits. Another character took an oath that wouldn’t be included in the roll, so we were looking at 90 Obligation in our first session. Since then the party has paid/worked off about 35 Obligation worth of Debt. And then they gained the 30 Antagonist Obligation from Black Sun from stealing a weapons shipment from them in the adventure “Under a Black Sun”.

I went through all of the little adventures and full size modules and figured out a way to tie each adventure to one character or another’s Obligation. So, when their Obligation is triggered, they have an entire adventure centered around their Obligation. It gives them the spotlight for a couple of gaming sessions.

I roll separately on each of the Obligation and Duty charts at the end of the gaming session to determine which obligation is going to be triggered for the following gaming session. That way I have time to plan out either which adventure is going to begin in the next session, or if they are in the middle of the adventure that they just can’t walk away from, how to incorporate something related to the triggered Obligation or Duty.

Initially starting with 0 Duty, If I rolled higher than everyone’s Obligation, the Rebel character would say “Hey, since we don’t have anything pressing right now, the Rebellion has some work they need done, and they want to know if I can get a team together to pull it off. What do you say?”

I haven’t been doing a Morality roll because of the way they changed it in the final release of F+D. Since I only have one player using the morality, and RAW per F+D, page 323, the roll would always be closest to his morality. Neither one of us wants to have his morality triggered in every gaming session. If I do start to incorporate a Morality roll, I think that I’ll stick with the way they did it in the F+D Beta.

Thanks for all you do Oggdude!!!

Daaaammmnnnn! That works out pretty heavy. I like the idea of rolling for the obligation ahead of time. That makes it really easy and makes sense for a campaign. Maybe I'll use that if I star running a campaign.

How do I join you group? :D It sounds like it's a lot of fun.

We have 4 Players 5 characters in our group, 1 Bounty Hunter(Me), 1 Droid(Me), 1 Soldier, and 2 Jedi, I'm the only one using obligation, so the whole obligation duty thing is pretty small. And we have only been playing for a few weeks now.

Edited by SilindeT

Oggdude, Would it be possible to remove the leading and trailing Spaces from the Symbols?

Oggdude, Would it be possible to remove the leading and trailing Spaces from the Symbols?

They don't have leading and trailing spaces, but some do have transparent pixels to the left and right. I've actually been meaning to look into that since the spacing can seem a bit stretched at times.

Edit: I should probably mention that the symbols are all square bitmaps, which is why some of the thinner ones (like ability and difficulty) have transparent padding on either side.

Edited by OggDude

The extra lightsabers created when using the Cyclic Crystal Array , are adding an additional +1 to encumbrance. So a lightsaber with a fully tricked out Cyclic Crystal Array , has a 3 encumbrance, not 1. Not sure if that is suppose to happen.

Apologies if this has been noted earlier.

Daaaammmnnnn! That works out pretty heavy. I like the idea of rolling for the obligation ahead of time. That makes it really easy and makes sense for a campaign. Maybe I'll use that if I star running a campaign.

How do I join you group? :D It sounds like it's a lot of fun.

We have 4 Players 5 characters in our group, 1 Bounty Hunter(Me), 1 Droid(Me), 1 Soldier, and 2 Jedi, I'm the only one using obligation, so the whole obligation duty thing is pretty small. And we have only been playing for a few weeks now.

Thanks for the interest. :lol: But my group is pretty full at the moment. We currently have 3 different campaigns going. Which one we run is determined by which players I have and the mood of those players.

Our Edge of the Empire Campaign is our Primary Campaign and we try to not play without Lannin’s Player Present. If he can’t make it, I am usually prepared to run one of the other two campaigns. Although the last 2 backup sessions were the “Firefly” Campaign.

Our “Spectre” Campaign was converted over from the old Saga Edition Game System and is awaiting a little bit of overhaul that the Special Modifications book will allow us to bring about. In “Spectres” the characters are members of a newly formed sector security force called the Spectre Unit (Mass Effect Spectres).

Our “Firefly” Campaign was also converted over from the old Saga Edition Game System and is set a few months prior to our “Spectre” Campaign. Our character’s in it are pretty much the under belly of society and are not nice people at all. This campaign was pretty new and so was easy to convert over to the FFG System.

If Our “Firefly” Campaign catches up in time to our “Spectres” Campaign, it is very possible that the players will end up pitting their Spectres against their scum.

I am both dreading and awaiting that day.

Edge of Empire Campaign: Set about 2 months after the Star Wars Episode IV; 6-7 Characters; GM (me)+ 5-6 Players

Jace Darrick - Male Human - Career: Soldier - Specializations: Medic, Doctor, Recruit, Entrepreneur - Player: me, 44.

Dasha DeLeon - Female Human - Career: Ace - Specializations: Pilot, Hot Shot, Recruit - Player: my wife, 44.

Korz Vicx - Verpine - Career: Technician - Specializations: Outlaw Tech, Mechanic, Recruit - Player: my oldest son, 22.

Neshira Calisto - Female Twi’lek - Career: Technician - Specializations: Slicer, Recruit, Analyst - Player: my niece, 27.

Killian Jones - Male Human - Career: Smuggler - Specializations: Gun Slinger, Charmer, Gambler, Recruit - Player: my nephew-in-law, 29.

Lannin Neverar - Male Human - Career: Guardian - Specializations: Protector, Seer (or Armorer), Recruit, Soresu Defender - Player: my friend, 42.

And occasionally

Sev – Male Chiss – Career: Soldier - Specializations: Sharpshooter, Recruit - Player: another friend, 30.

“Spectre” Campaign: Set after the events of KOTOR II in a backwater sector of space with few to no Jedi; 5-6 Characters; GM (me)+ 4-5 Players

Kal Cuyan’atin Verde’Kand - Male Human Mandalorian - Career: Hired Gun - Specializations: Marauder, Protector, Armorer, Heavy - Player: me, 44.

Cori Kase Verde’Kand - Human Female - Career: Engineer - Specializations: Mechanic, Gadgeteer - Player: my wife, 44.

Chovel Rimnak - Male Shistavanen - Career: Explorer - Specializations: Big Game Hunter, Sharpshooter - Player: my oldest son, 22.

Aurora Kanae - Female Zeltron - Career: Consular - Specializations: Healer, Doctor, Sage - Player: my niece, 27.

Jason Corvax - Male Human Replica Droid - Career: Hired Gun - Specializations: Marauder, Gadgeteer, Agressor, Enforcer - P: nephew-in-law, 29.

And occasionally

Kar’yc Oya'karir Ramikadyc - Male Human Mandalorian - Career: Ace - Specializations: Pilot, Rigger, Hot Shot - Player: another friend, 30.

“Firefly” Campaign: Set after the events of KOTOR II in a backwater sector of space with few to no Jedi; 5-6 Characters; GM (me)+ 4-5 Players

Remy Larone - Male Human - Career: Ace - Specializations: Hot Shot, Pilot - Player: me, 44.

Shayera Mal’bek - Female Nagai - Career: Hired Gun - Specializations: Marauder - Player: my wife, 44.

Shakka Khan - Male Trianii - Career: Hired Gun - Specializations: Mercenary Soldier, Demolitionist - Player: my oldest son, 22.

Eevee - Female Kushiban - Career: Sentinel - Specializations: Shadow - Player: my niece, 27.

Zane - Male Clawdite - Career: Colonist - Specializations: Performer, Doctor - P: nephew-in-law, 29.

And occasionally

Xerath - Male Miraluka Grey/Fallen Jedi- not yet converted over - Player: another friend, 30.

My nephew-in-law wants me to start up another campaign for me, my wife, my niece and him, for when my son can’t make it. That way he doesn’t miss anything by missing game.

I am not sure what kind of campaign that I would run for this one. All I know is that my niece is going to play a Togruta Force User and her husband is going to play something based on the Arrow using the Corellian Compound Bow.

Once again, there is absolutely no way that I could keep all of this information straight without the help of Oggdude's Character Generator.

Edited by Dakkar98

My nephew-in-law wants me to start up another campaign for me, my wife, my niece and him, for when my son can’t make it. That way he doesn’t miss anything by missing game.

I am not sure what kind of campaign that I would run for this one. All I know is that my niece is going to play a Togruta Force User and he husband is going to play something based on the Arrow using the Corellian Compound Bow.

Once again, there is absolutely no way that I could keep all of this information straight without the help of Oggdude's Character Generator.

Automatic despair if he does not, at least once per session, say, "[insert name here], you have failed this planet/system/sector!"

The extra lightsabers created when using the Cyclic Crystal Array , are adding an additional +1 to encumbrance. So a lightsaber with a fully tricked out Cyclic Crystal Array , has a 3 encumbrance, not 1. Not sure if that is suppose to happen.

Apologies if this has been noted earlier.

Nice. Took care of it :)

So if I have a weapon that has Defensive of 1 on it (1 to melee) and armor with a defense of 1, is there supposed to be 2 for melee? I have this setup in the CG but it doesn't seem to stack.

Edited by Jedifish

So if I have a weapon that has Defensive of 1 on it (1 to melee) and armor with a defense of 1, is there supposed to be 2 for melee? I have this setup in the CG but it doesn't seem to stack.

The final ruling is still out for discussion, but as of the last dev answer in the Dev Answered Questions threat, they would not stack, and OggDude's coded the generator to reflect the most recent ruling.

So if I have a weapon that has Defensive of 1 on it (1 to melee) and armor with a defense of 1, is there supposed to be 2 for melee? I have this setup in the CG but it doesn't seem to stack.

The final ruling is still out for discussion, but as of the last dev answer in the Dev Answered Questions threat, they would not stack, and OggDude's coded the generator to reflect the most recent ruling.

Are there options to give 1 item multiple Defense/Defensive(reflect) such as attachments?

Oggdude, Would it be possible to remove the leading and trailing Spaces from the Symbols?

They don't have leading and trailing spaces, but some do have transparent pixels to the left and right. I've actually been meaning to look into that since the spacing can seem a bit stretched at times.

Edit: I should probably mention that the symbols are all square bitmaps, which is why some of the thinner ones (like ability and difficulty) have transparent padding on either side.

For the character sheets they seem fine, it's just when viewing them in the Descriptions/Data Editor that they look like there are leading and trailing spaces.

...

My nephew-in-law wants me to start up another campaign for me, my wife, my niece and him, for when my son can’t make it. That way he doesn’t miss anything by missing game.

I am not sure what kind of campaign that I would run for this one. All I know is that my niece is going to play a Togruta Force User and he husband is going to play something based on the Arrow using the Corellian Compound Bow.

Once again, there is absolutely no way that I could keep all of this information straight without the help of Oggdude's Character Generator.

Sounds like a some fun campaigns there. Good luck with that last one.

Oggdude, Would it be possible to remove the leading and trailing Spaces from the Symbols?

They don't have leading and trailing spaces, but some do have transparent pixels to the left and right. I've actually been meaning to look into that since the spacing can seem a bit stretched at times.

Edit: I should probably mention that the symbols are all square bitmaps, which is why some of the thinner ones (like ability and difficulty) have transparent padding on either side.

For the character sheets they seem fine, it's just when viewing them in the Descriptions/Data Editor that they look like there are leading and trailing spaces.

I looked it over again and I remembered why I hadn't changed anything :) To have the web browser control see the images (and the style sheets) without them being separate files, I added an old-school resource collection to the DLLs. This isn't a .NET resource, since the web browser control (and, I'm assuming, the INET API) can only use built-in resources that are done the old way.

Anyway, updating the resources is a pain, since you have to make sure they have the proper IDs, plus I'd have to play around with changing the style sheets, since they currently resize images (like the die symbols) based on the font size used by a particular class, and if they're not all square, I'd have to play around with percentages and the like.

Not that it's not doable, it's just a nuisance, and I'd have to do it three or four different times.

Does anyone else see poor performance within the application?

I'm trying to figure out if it's my dataset, if I have too many characters, or something else entirely.

To give an example, I was trying to fill out a character's backstory and I was typing a character a second.

Does anyone else see poor performance within the application?

I'm trying to figure out if it's my dataset, if I have too many characters, or something else entirely.

To give an example, I was trying to fill out a character's backstory and I was typing a character a second.

I checked to make sure, because in one release, every keystroke to the story was causing the character to recalculate :) But yeah, it works fine for me. Does it get slower the longer it's been running?

<snip>

I checked to make sure, because in one release, every keystroke to the story was causing the character to recalculate :) But yeah, it works fine for me. Does it get slower the longer it's been running?\

It's difficult to say. I usually just fire it up quick and make some edits before closing it out. So it's initially slow.

It also takes several seconds for the check event processing to complete every time I select a talent in a tree. I see this behavior for both new characters and experienced characters.

The laptop is pretty new, so I don't want to say that's the problem.

<snip>

I checked to make sure, because in one release, every keystroke to the story was causing the character to recalculate :) But yeah, it works fine for me. Does it get slower the longer it's been running?\

It's difficult to say. I usually just fire it up quick and make some edits before closing it out. So it's initially slow.

It also takes several seconds for the check event processing to complete every time I select a talent in a tree. I see this behavior for both new characters and experienced characters.

The laptop is pretty new, so I don't want to say that's the problem.

Being a new laptop, is there a lot of the manufacturer's bloatware running in the background?

Good question. I uninstalled nearly all of it when I first got it. It's usually the first thing I do.

I'll double check my running processes, the next time I fire it up, just to see what else is running.

Does anyone else see poor performance within the application?

I'm trying to figure out if it's my dataset, if I have too many characters, or something else entirely.

To give an example, I was trying to fill out a character's backstory and I was typing a character a second.

I checked to make sure, because in one release, every keystroke to the story was causing the character to recalculate :) But yeah, it works fine for me. Does it get slower the longer it's been running?

I have exactly the same problem which seems to occur when using the generator for a long time (let's say over 1 hour, like when creating NPC), or when working with the GM tools and modifying in parallel some items in the generator, ...

Only solution to fix this : to close the generator and start from fresh

Hi

very good program. I use it only for backup and planning, 'cause only my main computer is windows (i use a linux laptop for work, and a kindle for reference while playing) and i'm sad because could really help having them running during a game

just a silly question: i can edit the data so to add information from books i own, right? there is a way to print them on handful format?

i mean: i found very annoying i must dig 3 or 4 different book to find a specific ship; sometime i had to bring along some books just because i can need stats from 1 ship from book A and 1 weapon from book B. Adding all books i need to bring along, it goes up to my personal encumbrance, plus it's a time sink having to scavenge a single ship inside a 200-pages books

in the WEG era i had to handwrite all stats in "handy" format, but i was young and had a lot of free time. Then books gone out of print and someone else did a complete list in digital format (i printed out for easy reference)

now i see FFG is doing the same thing, forcing you to buy a lot of books just to have the 2-3 ship/weapons/attachment/species/whatelse you found only in one source. And that's ok, because they need to made money for this game.

BUT it's very annoying while playing

this char gen is good because i can easily search the data and found the stats i need... however i need it in printed format...

so...

there is a way to make a list of (ie) weapons with stats and then print that list? (maybe also with a reference to the book)

ty for your answer