Another Character Generator

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

6 minutes ago, Randy G said:

Exact item: Various. I tried standard blaster rifle, blaster pistol, blaster carbine, and a few others.

Exact attachments: Rapid-recharge Xcitor and Custom grip. Sometimes with other attachments, but testing the results just the two.

Mods: I tried without any mods, with all mods, adding them in different orders. I tried attaching the Custom Grip first, then the Rapid Xcitor. Then switched. Still no luck.

I've tried using other attachments (custom) that add Inaccurate to see if it reduces the setback, and it is. I'm only getting an issue when the Rapid Xcitor is paired with the Custom Grip. I have not tested to see if it is auto-fire or anything else that is causing it.

I ran 2.0.1, added the xciter attachment with both optional mods and it, indeed, does not remove two setback. It still showed 3 of them. Custom grip does remove one of them, however.

This does not happen in 2.0.2 in my testing, so I must have fixed it :) I know I did some adjusting to shown weapons when adding support for cancel threat and upgrade difficulty.

5 hours ago, JediNite said:

If you have an iPad, then Fringer's Datapad may help you do do this kind of thing.

Instead of using a print out, it provides an electronic version of Oggdude's character sheet.

Thanks but i don't need it during play, only for when I print a new version of the character sheet after updating the generator. I can write the current values on the sheet, including critical injuries, but it just adds some tedium that I hope can be improved with new functionality ( and this is the first time I have used the word 'tedium' in a sentence)

3 hours ago, OggDude said:

I ran 2.0.1, added the xciter attachment with both optional mods and it, indeed, does not remove two setback. It still showed 3 of them. Custom grip does remove one of them, however.

This does not happen in 2.0.2 in my testing, so I must have fixed it :) I know I did some adjusting to shown weapons when adding support for cancel threat and upgrade difficulty.

Thank you. I'm just glad that I wasn't going crazy....well, I might be, but that's another story....

Don't worry, this isn't an April Fools joke :)

Release 2.0.2.0

New/Changed Data:

  • Added all new information from "No Disintegrations", including specializations, species, talents, motivations, backgrounds, obligations, signature abilities, plus all equipment, attachments, and vehicles.
  • Added the Mandalorian Human species from "Friends Like These". This also entailed a number of changes to the species pane. This is the only update from "Friends Like These" in this version. This adventure will be dealt with in its entirety in future releases.

NOTE: If you see two Mandalorian Human species listed, it means that you've imported the "Spark of Rebellion" data set. If you remove the data set, the second one will go away. If you don't want the unofficial version, but want the rest of the import, just manually remove it from the data set in your DataCustom directory.

  • The Philaxian Phase-Knife had an incorrect price. It is now correctly 1,500 credits.
  • The Ghostfire Crystal was not flagged as a crystal and would show up as a valid attachment for non-lightsabers. This has been fixed.
  • The Shistavanen species had an issue with its skill options. This has been fixed.
  • The Custom Fit armor attachment had two optional mods instead of one. Also, the remove setback effects were not being applied to Athletics and Stealth skills. Both issues are resolved.
  • Modified the training lightsaber emitter to remove Sunder and Breach so it will work with a pre-made basic lightsaber.
  • Most of the new vehicles for "Endless Vigil" still had the AddedItem tag on them. They have been removed.
  • Menace and Harass are now Force talents.
  • Renegade heavy blaster pistol was the wrong encumbrance. This has been fixed.
  • The pistol hilt attachment was missing price, rarity, and HP. This has been fixed.
  • Changed M-300 hunting blaster to "Stun Setting", rather than "Stun Damage".
  • A few vehicles had incorrect weapons. Specifically, certain ships in the source books are listed as having a "laser cannon" when it should be "medium laser cannon". "Laser cannon" is actually a weapon from Onslaught at Arda I, which was mistakenly given to these vehicles. They have been changed to medium laser cannons.
  • Fixed weapon layout on TIE-Interdictor.
  • Changed the Overcharged Actuating Module so it's available for blaster carbines, rather than just any carbine.

New Features/Enhancements:

  • In the Innate Weapon editor, you can now specify the encumbrance of the innate weapon. This encumbrance is added to the item it belongs to (except for vehicles).
  • Added support for cancelling threat. This can be specified for skills using the die modifier dialog, or for a weapon by specifying the "Cancel Threat from Check" mod in the mod editor. The symbol can be used in descriptions using [CANTHREAT] or [CT].
  • Added support for upgrading difficulty. This can be specified for skills using the die modifier dialog, or for a weapon by specifying the "Upgrade Difficulty of Check" mod in the mod editor. The symbol can be used in descriptions using [UPDIFFICULTY] or [UD].
  • Added support for items that carry other items with no encumbrance cost, such as Cargo Clothing or the Integrated Holster attachment. You can now choose which items are being stored. Encumbrance will be automatically calculated depending on the items being stored, and whether or not the items involved are carried or equipped.
  • Added a "Choose Option" button to the Equipment pane. This allows you to modify both item and attachment options (if they require choices) when the item is selected in the Owned grid.
  • Modified how attachment choices are done in the Item Attachment dialog to make it less annoying. If you select an optional mod that requires a user choice, you will only be shown the choice dialog that affects that mod, rather than always having to choose everything. If the attachment has a user choice, but the mod selected does not affect it, the choice dialog will not be displayed, since the mod selection doesn't change it. If a mod does have a user choice, then selecting and deselecting it will bring up the user choice dialog, since the mod count will have changed either way. If removing an optional mod removes the choice, the choice dialog will, obviously, not be displayed.
  • Talents now support changing the critical rating of attacks based upon skill, skill type, or an unarmed-only option. This was needed for the Iron Body talent. Note that the talent editor does not currently support talent changes to items (and there are now a number of these). This may be added to the talent editor in the future.
  • Added a "Char" column to the skill grid that contains the abbreviation of the characteristic used for the skill. You may sort on this column to group skills by characteristics.
  • Modified the way species are handled in the generator. The non-career grid can now also be used for selecting from a set of skills, or from a skill type (combat, general, or knowledge). The skill grid can now also work in unison with the option drop-down, which means you can now have a non-career or skill selection as just one option in a multi-option choice. Before, the non-career grid could only be used with an option choice consisting of just a single option (the non-career choice). These changes were made to support the Mandalorian Human species which has one option choice with two different skill selection options (combat and knowledge).
  • Further modified the way species are handled in the generator. The option buttons are now hidden if the species only has a single option choice with multiple options. Because of this, Klatooinians are currently the only species that dislays option buttons.
  • Added an OptionSkills collection to the character species class to support the new skill/type feature.
  • All configuration settings for the UI, like options, form placement, etc., are now centralized in one place in the AppData\SWCharGen directory. They will no longer be removed between versions.
  • The size and position of all sizable forms is now saved.

Bug Fixes:

  • In the Crafting dialog, inbuilt items were not adding their encumbrance value to the crafted item's. This is now performed.
  • In the Crafting dialog, if a lightsaber is inbuilt into an item, the description says "weapon". This has been fixed.
  • In the Crafting dialog, the Personalized Design effect was incorrectly also applying Delicate Balance. This has been fixed.
  • In the Crafting dialog, only effects that change the item being crafted will now change the final item's price. Before, all effects would modify the item's final price, including ones like "Lessons Learned", which does not change the item, but only affects the crafting session.
  • There was an issue with signature vehicle talents where a PC's vehicle was showing up twice in the choose list, and some mods weren't being applied correctly to the vehicle. This has been fixed.
  • Grid headers weren't always getting translated properly. This is now fixed.
  • Adversaries were not taking into consideration weapon qualities derived from attachments or other sources, just from their base weapon. This has been fixed.
  • Changing characteristics was not updating weapons in the Equipment pane. This has been fixed.
  • Most crystals were set to replace existing qualities with the crystal's. The only crystal that should actually do this is the Krayt Dragon Pearl. All others are now set to "gain" these qualities (ie, use if higher than existing, or keep existing).
  • There was a bug in the routine that got item descriptor counts. It now special-cases quality descriptors and returns the final count, after everything is applied.
  • In GM Tools, when using the Group dialog, clicking the "Award" button would cause an exception. This has been fixed.
  • In GM Tools, when using the Group dialog, changes to characters were not immediately showing up in the description panels. They will now show up as soon as a character is modified.
  • Made a slight logic change to the options grid in the attachment dialog. The flicker should be gone, the response better, and some odd behavior eliminated.
  • The generator will no longer start with a character that immediately needs saving when GM Grants are turned on.
  • Fixed some spelling mistakes in the data editor.
  • In GM Tools, reports weren't always being sorted properly. This has been fixed.
  • If a character with morality was loaded, it would start off as needing to be saved. This will no longer happen.

In 2.0.2, in the GM Tools - Adversaries section, any Adversary with a Force Rating doesn't show how much FR they have, nor does it print to the stat block. If you open up the character, the Force Rating section still contains the correct value. Is there any reason for this and any way to fix it? I can just use the Force Rating talent as a semi-workaround for now, but it's a little less convienent.

Minor correction:

The C-ROC Gozanti is missing a starboard mounted twin laser cannon.

Also, when I go to upgrade one of the existing twin laser cannons, the count is shown as 1, instead of 2.

Sorting skills by their associated characteristic! Thank you!

Skip Tracer only has 3 specialization skills listed.

Question, how do you see which combat skill is linked to Deadly Accuracy? And how do you change this skill if you picked the wrong one when i chose the talent?

If I unselect and then re-select, the options box does not pop up again?

Edited by lupex

I just reinstalled this from the link at the first page and have encountered an issue.

No matter which .exe I use, with or without administrative permissions, the program won't boot up, it shows itself for a split second on the task manager and then just dissapears.

I checked my .NET Framework and it claims that it is the latest one, the program is clearly the latest one as I just downloaded it but again, I can't seem to get it running.

I looked around and saw some disscusions about folders in the Roaming part of the User, that does not seem to be the issue however.

Any help is appriciated and if not I need to see what might be up with this.

52 minutes ago, lupex said:

Question, how do you see which combat skill is linked to Deadly Accuracy? And how do you change this skill if you picked the wrong one when i chose the talent?

If I unselect and then re-select, the options box does not pop up again?

If you look next to the cost of the talent, there's an icon that looks like a play button - click on that to bring the options box up again. Also if you print the character sheet, on the page with XP earned, used, etc and the list of talents you've bought - the talent description will note what skill was selected.

It looks like Skip Tracer doesn't have Skulduggery as a Career skill and for some reason, when I try to add it, it won't update and save properly.

6 hours ago, Galvanitro said:

In 2.0.2, in the GM Tools - Adversaries section, any Adversary with a Force Rating doesn't show how much FR they have, nor does it print to the stat block. If you open up the character, the Force Rating section still contains the correct value. Is there any reason for this and any way to fix it? I can just use the Force Rating talent as a semi-workaround for now, but it's a little less convienent.

Fixed. You can actually fix it yourself. Go into Language Translations, find DescriptionProcessing/StdFR and change it to "Force Rating {0}".

4 hours ago, JediNite said:

Minor correction:

The C-ROC Gozanti is missing a starboard mounted twin laser cannon.

Also, when I go to upgrade one of the existing twin laser cannons, the count is shown as 1, instead of 2.

Fixed.

3 hours ago, Stan Fresh said:

Sorting skills by their associated characteristic! Thank you!

We aims to please ;)

3 hours ago, Stan Fresh said:

Skip Tracer only has 3 specialization skills listed.

Fixed.

Keep 'em coming. I'll release a bug fix when I accumulate enough.

Oh, I don't think it made it to the release notes, but the game has so many attachments now that I added a name filter to the Choose Attachment dialog. Hope you find that helpful.

When crafting armor, if you apply the restrictive quality coordination is missing from the list.

Not really a big deal, but for some reason on one of my characters, the Vanguard specialization gets continually pushed to the bottom of the specializations drop down box. It was his second specialization added to the character but its on the very bottom. I've tried deleting all of the specializations and starting over at the beginning, but it does it every time.

Again not really a big deal, but for the Crafting Check Results, If you have a double digit result, the blank isn't wide enough to see it.

4 hours ago, Raiger said:

If you look next to the cost of the talent, there's an icon that looks like a play button - click on that to bring the options box up again. Also if you print the character sheet, on the page with XP earned, used, etc and the list of talents you've bought - the talent description will note what skill was selected.

Perfect, thanks

16 hours ago, OggDude said:

NOTE: If you see two Mandalorian Human species listed, it means that you've imported the "Spark of Rebellion" data set. If you remove the data set, the second one will go away. If you don't want the unofficial version, but want the rest of the import, just manually remove it from the data set in your DataCustom directory.

First, thanks for the new update. You da man! as the kids probably don't say :)

Second, thanks for the quoted, a) for pointing it out and b) for keeping our SoR content in as a resource as an option in general. Much appreciated!

Is this program incompatible with Windows 10? Because I spent hours trying to get it to work (after installing .net) and it did nothing.

3 hours ago, MrDodger said:

First, thanks for the new update. You da man! as the kids probably don't say :)

Second, thanks for the quoted, a) for pointing it out and b) for keeping our SoR content in as a resource as an option in general. Much appreciated!

You guys did a great job with the SoR resource. I have it installed in my own data; that's how I noticed the two Mandalorian Humans :) And I figured a lot of other people have it installed as well, which is why I wrote the note.

If you like, I can remove the other Mando species from the data set.

6 hours ago, Ziro said:

When crafting armor, if you apply the restrictive quality coordination is missing from the list.

Fixed.

3 hours ago, carolina_bryan said:

Is this program incompatible with Windows 10? Because I spent hours trying to get it to work (after installing .net) and it did nothing.

It works fine with Windows 10. After trying to run it, open the Event Viewer, look in Windows/Application logs. There should be two errors displayed for whatever happened. One of the entries has a stack trace. It'll give you a hint as to what's happening.