Another Character Generator

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

1). But a 10 day a week starwars calendar with the ability to add planned adventures to the days and additional notes etc ... would be cool if posssible.

many thanks

Aluthin

Where did you get 10 day a week calendar?

Everything I have found on Star Wars Calendars say that they use 365 day years broken up into ten 35-day months that are seven 5-day weeks, with a festival week or two and a couple of festival days between certain months.

A calendar would be interesting, as well as a shop generator. However, I'm trying to stick to what FFG has already published as far as additional processes go, rather than just making up my own stuff. Once we figure out how we want the data export feature to go, a shop generator would be a pretty simple project for someone. Also, something like that may be in an upcoming source book (like armor crafting from Keeping the Peace), and I don't want to have to completely re-write what I did in order to make it "official".

A calendar would be interesting, as well as a shop generator. However, I'm trying to stick to what FFG has already published as far as additional processes go, rather than just making up my own stuff. Once we figure out how we want the data export feature to go, a shop generator would be a pretty simple project for someone. Also, something like that may be in an upcoming source book (like armor crafting from Keeping the Peace), and I don't want to have to completely re-write what I did in order to make it "official".

A crafting addition would be really nice, thanks to all the stuff added with Special Modifications. Maybe it's own separate options, like how Data and GM are their own separate things? A crafting mode to craft items and add them either into the data, or to a specific character or base's inventory? Don't know how much extra effort on your part that would take, as I'm not a programmer, but I'd guess quite a bit. Just a suggestion.

Looking forward to you adding in Special Modification into the CharGen. I LOVE the new skill trees! Just wish it was released a few months ago, as I'm running a tech-heavy campaign that's almost done.

A calendar would be interesting, as well as a shop generator. However, I'm trying to stick to what FFG has already published as far as additional processes go, rather than just making up my own stuff. Once we figure out how we want the data export feature to go, a shop generator would be a pretty simple project for someone. Also, something like that may be in an upcoming source book (like armor crafting from Keeping the Peace), and I don't want to have to completely re-write what I did in order to make it "official".

A crafting addition would be really nice, thanks to all the stuff added with Special Modifications. Maybe it's own separate options, like how Data and GM are their own separate things? A crafting mode to craft items and add them either into the data, or to a specific character or base's inventory? Don't know how much extra effort on your part that would take, as I'm not a programmer, but I'd guess quite a bit. Just a suggestion.

Looking forward to you adding in Special Modification into the CharGen. I LOVE the new skill trees! Just wish it was released a few months ago, as I'm running a tech-heavy campaign that's almost done.

We don't need a special thing for crafting. What I did was revisit the KtP armor crafting and added armor templates, plus an attachment just for crafting. When we get weapon crafting, I'll probably do the same thing.

Droids, however, are a bit different, in that you'd probably want your trusty droid companion to be included as an adversary. So, for that, I may make something similar to how Inquisitors are created. I don't have SM yet, so I'm not sure how they have it worked out.

Thank you for this amazing program and hope it keeps expanding and improving even further.

Would fillable PDF forms for the Character sheets and Encounter printouts be a possibility for the future? It would be so much easier if you could simply tick the wound and strain on a tablet or laptop or make notes when needed. This also adds the benefit of not having and keeping track of a stack of papers for a session with many encounters just to throw it all away when done. Plus you can easily file your encounters on the device for future reference.

First, thank you OggDude for the amazing work on these Tools. They really do make the whole game a better experience for everyone, as both a GM and player.

Second, I just got Special Modifications in the mail yesterday, and it is one of the better supplements that FFG has published for this game. You may have your hands full trying to implement all of the equipment, special rules, and crafting guidelines into your tools. They are quite extensive as opposed to some of the other supplements that have come out.

Third, I have a question. I'm trying to save my characters in the Char Generator, but they won't save to my Data folder. I tried saving with the Data in the default location, but that wouldn't work, so I moved the folder to my documents and used the Data Path button on the Tool Launcher to change the Data Path with still no results. Do the executables need to be in a specific place? Right now I have them in a folder under Program Files. I'm using Windows 8.1 on an Asus laptop. Any help would be greatly appreciated.

I tried looking in the FAQ, but none of the answers applied. Also, searched through this thread but I didn't find anything related to my problem specifically.

First, thank you OggDude for the amazing work on these Tools. They really do make the whole game a better experience for everyone, as both a GM and player.

Second, I just got Special Modifications in the mail yesterday, and it is one of the better supplements that FFG has published for this game. You may have your hands full trying to implement all of the equipment, special rules, and crafting guidelines into your tools. They are quite extensive as opposed to some of the other supplements that have come out.

Third, I have a question. I'm trying to save my characters in the Char Generator, but they won't save to my Data folder. I tried saving with the Data in the default location, but that wouldn't work, so I moved the folder to my documents and used the Data Path button on the Tool Launcher to change the Data Path with still no results. Do the executables need to be in a specific place? Right now I have them in a folder under Program Files. I'm using Windows 8.1 on an Asus laptop. Any help would be greatly appreciated.

I tried looking in the FAQ, but none of the answers applied. Also, searched through this thread but I didn't find anything related to my problem specifically.

Try installing using the web install and see if that helps. You may have an old ZIP file.

@OggDude - That fixed it. I must have had a bad install earlier. Reinstalling it worked. Thanks.

Oggdude,

When you are doing the weapon templates and armor templates, I would suggest that you set it up that if the player adds the integral attachment option, that it immediately opens up a list of single hard point attachments and they pick one there, rather than add a hard point to the total and letting them pick it with their other attachments. Doing it the latter way could lead to them using that integral hard point on a multiple hard point attachment rather than limiting it to a single hard point attachment as intended.

Just a suggestion.

Really looking forward to seeing these features added in.

Thanks again!

Would it be possible to add an option to print multiple characters or encounters at once?

The Keldabe-class Battleship is listed as 2M when it really should be 200M.

True be told, even at 200M it is probably the best Silhouette 7 ship in in the game.

With the new Modder specialization combined with Rigger, can make this ship down right beastly. Truly impressive.

SURPRISE! (And no, this is not an April Fools joke :) ) Still haven't got Special Modifications, but Nexus of Power is included. As always, give it about 15 minutes to update DropBox.

Release 1.6.3
New/Changed Data:
  • Added all new species, equipment, motivations, adversaries, and modular encounters for the "Nexus of Power" Sourcebook.
  • The "Quick Shed" attachment had an incorrect name in its description. This is fixed.
  • Corrected several attachments from "Keeping the Peace" to reflect their proper limits.
  • To support armor crafting found in "Keeping the Peace", the seven templates have been added as armor with the "Template" type. An armor attachment called "Craft" has also been added which contains all possible uses of the crafting check. To create a crafted piece of armor, add the appropriate template, add the "Craft" attachment, then select the various changes due to your crafting check result. Once you have the armor created, it's a good idea to rename it to something more descriptive.
  • The Portuguese language translation should now be complete.
  • Fixed the price and page number for the Keldabe-class Battleship.
  • Re-formatted and added a bunch of new questions to the FAQ document, as gleaned from discussions on the FFG forums over the last six months or so.
New Features/Enhancements:
  • Armor attachments may now be limited by a minimum and/or maximum soak rating for their armor.
  • In the data editor, the count up/down control in the mod dialog was limited to 10. This was originally intended as a sanity check when adding mods to items. However, since there are reasonable circumstances that would require more than a 10 count for a mod, the limit has been changed to 1000.
  • For obligation and duty, changed "Starting Size" to "Starting Size for Group" in order to make it more clear that this is based on the group, and not the character.
  • In group sheets, modified member details to show not only standard skills (Cool, Discipline, Perception, and Vigilance), but also any other skill with either ranks or pool modifiers, such as boosts, setbacks, advantage, etc.
Bug Fixes:
  • There was an issue with character loads and saves. They would either not work or cause an exception. This has been fixed.
  • In some vehicle sheets, "NaviComputer:" was taking up two lines. This has been fixed.
  • For adversaries, some talents would show up in Adversary PC's with incorrect rank counts. This has been fixed.
  • When adding a weapon using the data editor, the skill list would only contain the Mechanics skill for languages other than English. It will now properly display all combat skills.
  • When changing languages in the data editor, skills, characteristics, and item descriptors would continue to be displayed in the previous language. This has been fixed.
  • When adding a Force ability that had an effect on skills, the skills wouldn't always update with the proper die modifiers. This should be fixed.
  • Adding a specific motivation to a motivation would cause an exception. This has been fixed.
  • When using a cyclic crystal array, the additional lightsaber profiles were each costing an encumbrance. They no longer do this.

Thanks for an awesome product Oggy :)

If I can make a small request;

In the dialog box when you are about to add another career, could it be possible to apply a ticker for what core books to include ?

As in you have to tick "Force and Destiny", "Core" or "Rebels" for those careers to pop up on the list, one, two or all.

Thanks in advance.

[because I have a new account I think my post didn't display til after everyone stopped reading that far back. So just reposting this, hoping OggDude can read it.]



Great character organizer and double checker, amazing work!



So my GM granted me access to a "Signature Ability" outside my Career (The ability personifies my character concept and the book wasn't out then). This was a pain to add. It took multiple attempts to figure out how to cheat your system (because even coping everything by hand wouldn't work as I didn't have a last tier(row) talent in my career specialization), so I had to fake spend 45 exp on talents I didn't own just for it to work (Allowed my career to use signature ability, then in my career bought to last row, then in signature only made that bottom row talent required).



Simplest Solution would be to add an option "Ignore Signature Abilities' restriction to Career" allowing you to attach to any Specialization that meets the bottom row talent requirements.



More Complete Solution, in addition to the above, but would take a lot more of your time, would be also add Signature Abilities to GM Grants:



Added to the Signature Abilities Tab.


Player can now buy the basic ability, ignoring bottom row talent requirements.



In GM Grants: Dropdown (or popup window) for the Specialization the GM attached to:


...Is granted without being attached to any (Dropdown default: "No Attachment Needed").


...Specializations from all Careers (warning if unattaching anything already attached).



In GM Grants: Checkbox for "Free 1st Talent?", If checked, basic ability is given for free.


Would it be possible to add an option to print multiple characters or encounters at once?

It's possible :) It would be a bit of work, since it would have to be done in multiple places. I'll look into it.

Thanks for an awesome product Oggy :)

If I can make a small request;

In the dialog box when you are about to add another career, could it be possible to apply a ticker for what core books to include ?

As in you have to tick "Force and Destiny", "Core" or "Rebels" for those careers to pop up on the list, one, two or all.

Thanks in advance.

You can do that now. Just click "Options" at the top and select which sourcebooks you want to use.

[because I have a new account I think my post didn't display til after everyone stopped reading that far back. So just reposting this, hoping OggDude can read it.]

Great character organizer and double checker, amazing work!

So my GM granted me access to a "Signature Ability" outside my Career (The ability personifies my character concept and the book wasn't out then). This was a pain to add. It took multiple attempts to figure out how to cheat your system (because even coping everything by hand wouldn't work as I didn't have a last tier(row) talent in my career specialization), so I had to fake spend 45 exp on talents I didn't own just for it to work (Allowed my career to use signature ability, then in my career bought to last row, then in signature only made that bottom row talent required).

Simplest Solution would be to add an option "Ignore Signature Abilities' restriction to Career" allowing you to attach to any Specialization that meets the bottom row talent requirements.

More Complete Solution, in addition to the above, but would take a lot more of your time, would be also add Signature Abilities to GM Grants:

Added to the Signature Abilities Tab.

Player can now buy the basic ability, ignoring bottom row talent requirements.

In GM Grants: Dropdown (or popup window) for the Specialization the GM attached to:

...Is granted without being attached to any (Dropdown default: "No Attachment Needed").

...Specializations from all Careers (warning if unattaching anything already attached).

In GM Grants: Checkbox for "Free 1st Talent?", If checked, basic ability is given for free.

If enough people are interested, I could add a "free Signature Ability" option to GM Grants. It wouldn't attach to anything, you'd just have it. I'm just not sure how many people would want this.

Oggy,

I would suggest you make some minor changes to the "Craft" "Attachment": Rename the attachments what they are on the crafting chart.

"Reduce Encumbrance" becomes "Lightweight", etc. And maybe remove the fail options from them (they are not really necessary).

One of the add hard point attachments really should be "Integral Attachment" and limited to 1 HP attachments. Other wise people will abuse it.

Certain attachments are not appearing in the available list any longer for ANY armor.

Thermal Shielding System, and Heating System.

There may be more than those two, but those two are definitely missing on my list of what is available (they are in the DE as DescOnly).

Eagerly looking forward to seeing "Special Modifications" added in!

Thanks Oggy!

Edited by Dakkar98

"If enough people are interested, I could add a "free Signature Ability" option to GM Grants. It wouldn't attach to anything, you'd just have it."

OggDude, thanks for reading my post. I do not know how popular it would be, but it would be really useful for those of us who need it. If you add it, could there be a checkbox for "Free 1st Talent?", If unchecked, Signature ability tree is available without having to attach it, but the basic ability would still need to be payed for.

I am also looking forward to Special Modifications, my copy is in the mail!

[because I have a new account I think my post didn't display til after everyone stopped reading that far back. So just reposting this, hoping OggDude can read it.]

Great character organizer and double checker, amazing work!

So my GM granted me access to a "Signature Ability" outside my Career (The ability personifies my character concept and the book wasn't out then). This was a pain to add. It took multiple attempts to figure out how to cheat your system (because even coping everything by hand wouldn't work as I didn't have a last tier(row) talent in my career specialization), so I had to fake spend 45 exp on talents I didn't own just for it to work (Allowed my career to use signature ability, then in my career bought to last row, then in signature only made that bottom row talent required).

Simplest Solution would be to add an option "Ignore Signature Abilities' restriction to Career" allowing you to attach to any Specialization that meets the bottom row talent requirements.

More Complete Solution, in addition to the above, but would take a lot more of your time, would be also add Signature Abilities to GM Grants:

Added to the Signature Abilities Tab.

Player can now buy the basic ability, ignoring bottom row talent requirements.

In GM Grants: Dropdown (or popup window) for the Specialization the GM attached to:

...Is granted without being attached to any (Dropdown default: "No Attachment Needed").

...Specializations from all Careers (warning if unattaching anything already attached).

In GM Grants: Checkbox for "Free 1st Talent?", If checked, basic ability is given for free.

If enough people are interested, I could add a "free Signature Ability" option to GM Grants. It wouldn't attach to anything, you'd just have it. I'm just not sure how many people would want this.

I would be interested in this option.

The Keldabe-class Battleship is listed as 2M when it really should be 200M.

True be told, even at 200M it is probably the best Silhouette 7 ship in in the game.

With the new Modder specialization combined with Rigger, can make this ship down right beastly. Truly impressive.

Reposting as I think this got missed since it was right before the release.

* Adding the Strength Enhancement armor attachment increases the Cybernetics limit.

* Vehicles with 0 HP (J-type, etc) will not allow 0 HP attachments to be installed.

* Program allows Tinkerer to add a HP to a Jet Pack. No attachments can be purchased after in neither the gear section (as none would make sense) nor the vehicle section.

* Model 2 Wrist Mount allows a second weapon to be equipped in the same hand, however the program will not allow this. Not a major deal since the stats can be printed by checking carry, however, thought you'd like to know.

* Under the attachments for lightsaber handles it has both Superior Hilt Personalization and Superior Weapon Customization available to be added.

Edited by Jareth Valar

I am trying to "upgrade" a speeder weapon to a light repeating blaster like what's on the Z-74 but cannot for the life of me figure out how, if at all possible. Can upgrade a light repeater to a vehicular weapon, but cannot upgrade a light repeater to a heavy repeater.

Also, it's not letting me remove a weapon outright, do disarm a vessel.

Oggy,

I would suggest you make some minor changes to the "Craft" "Attachment": Rename the attachments what they are on the crafting chart.

"Reduce Encumbrance" becomes "Lightweight", etc. And maybe remove the fail options from them (they are not really necessary).

One of the add hard point attachments really should be "Integral Attachment" and limited to 1 HP attachments. Other wise people will abuse it.

Certain attachments are not appearing in the available list any longer for ANY armor.

Thermal Shielding System, and Heating System.

There may be more than those two, but those two are definitely missing on my list of what is available (they are in the DE as DescOnly).

Eagerly looking forward to seeing "Special Modifications" added in!

Thanks Oggy!

The crafting attachment uses standard item descriptors, so they can't be renamed. Anyway, they describe the actual effect, which is what is needed during game play. And they threat options do have an effect on game play as well, which is why they're there.

And yes, some of those options technically should only be applied once and it lets you do it multiple times, but the point of the attachment is to be able to duplicate crafted items, not hand-hold the user. The generator allows you to do all sorts of things that you shouldn't :) Nothing's stopping you from adding more Brawn after character creation, either, except for a warning message. When it comes down to it, t's up to the GM to regulate what the players do.

Those attachments work with any armor that is sealed, of which I counted seven different pieces. So you can't put thermal shielding on armored clothing :)

The Keldabe-class Battleship is listed as 2M when it really should be 200M.

True be told, even at 200M it is probably the best Silhouette 7 ship in in the game.

With the new Modder specialization combined with Rigger, can make this ship down right beastly. Truly impressive.

Reposting as I think this got missed since it was right before the release.

It made it in :)