Another Character Generator

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

Oggdude, So far this version is fantastic. I haven't run into any issues, though I haven't tried some things, I need to reconfigure a computer in order to try some of the more advanced things. Great work there.

I have a little question about language DataSets and DescOnly items. I have been custom translating a few things into my native language and using language datasets to keep track of them. I'm doing the translation work externally, using a professional translation tool, and then reimporting the translated files. But I noticed that all the "internal" stuff of an item or species, the parts you would have to click "modify" to change manually, are not getting the translated version when I reimport them. My guess is that this happens because these items are tagged "DescOnly" instead of "CustomItem". If I change the "DescOnly" tag to "CustomItem" before reimporting, will I get the full translation?

Hey Oggdude, (Or anyone else who's had this problem and knows what's going on)

So, first off - amazing app. I spent a TON of time doing data entry moving my books onto the program and it had been working great.

Unfortunately, the version of the app I'm running is like 1.7? So I'm way back. When I tried updating, the program doesn't work. It won't even load. Loading symbol appears next to mouse for a second, disappears, and nothing. It's not even running in the App Manager.

I've tried:
- Opening the Launcher, the CharGen directly, the DataManager directly. Nothing.
- Running as Administrator. Nothing.
- Backing up what I have, deleting everything, downloading the newest version, installing - Same problem.
- Using the web installer to install (after deleting other attempts). Same problem.
- Uninstalling everything, double-checking .NET Framework installed. Same problem.
- Uninstalling everything, crying into the heavens, shaking a fist at the Gods. Just some wind and thunder.

I'm not sure if I'm missing something, but it doesn't make sense for the old version to work fine (albeit lacking all of the updated files), and the new one to do nothing at all. :/

Let me know if you can help, I love using your program and have used it to help the table find references quickly as well as update characters etc.

Thanks in advance either way this goes, I appreciate your hard work.

Update: Fixed it! I dug around some more in the forums and saw that some people were having somewhat similar issues due to the SWCharGen folder not being generated in the Users/(Name)/Appdata/Roaming folder. Creating the folder fixed the problem. O_o So if you get that issue, try that first - don't be like me! lol

Edited by ErusTenebre
Update on an issue that is now resolved.
7 hours ago, ErusTenebre said:

Hey Oggdude, (Or anyone else who's had this problem and knows what's going on)

So, first off - amazing app. I spent a TON of time doing data entry moving my books onto the program and it had been working great.

Unfortunately, the version of the app I'm running is like 1.7? So I'm way back. When I tried updating, the program doesn't work. It won't even load. Loading symbol appears next to mouse for a second, disappears, and nothing. It's not even running in the App Manager.

I've tried:
- Opening the Launcher, the CharGen directly, the DataManager directly. Nothing.
- Running as Administrator. Nothing.
- Backing up what I have, deleting everything, downloading the newest version, installing - Same problem.
- Using the web installer to install (after deleting other attempts). Same problem.
- Uninstalling everything, double-checking .NET Framework installed. Same problem.
- Uninstalling everything, crying into the heavens, shaking a fist at the Gods. Just some wind and thunder.

I'm not sure if I'm missing something, but it doesn't make sense for the old version to work fine (albeit lacking all of the updated files), and the new one to do nothing at all. :/

Let me know if you can help, I love using your program and have used it to help the table find references quickly as well as update characters etc.

Thanks in advance either way this goes, I appreciate your hard work.

What operating system are you using? Is there anything showing up in the event viewer logs? Have you tried disabling your antivirus before running, or before installing?

The vehicle profile for armored dropsuit is listed as silhouette 2. The actual armor has the wearer treated as a silhouette 1 vehicle. (Note that the original print of the book stated silhouette 0, but has since been corrected on the Order 66 podcast by the devs as intended to be silhouette 1. Ref: 1:55:30 of Episode 96 "Bounty Hunting for Fun and Profit").

On 05/04/2017 at 5:47 PM, OggDude said:

Portability isn't intended to work with cloud storage, since a service like DropBox needs to first be configured on a computer, including its local cache directory, which probably shouldn't be a thumb drive ;) It's intended to consolidate everything you need, including all of your data, into one device that you can, say, keep in your pocket and carry it around with you so you can just plug it in and use it without needing the internet, or a particular install computer.

Right, got around to trying this. You're correct, it doesn't currently work. Below examples assume I've extracted your zip file into a folder called "gen" (to save typing ;) )

A standard path is C:\Users\USERNAME\Dropbox\gen\Data and the relative version is just Users\USERNAME\Dropbox\gen\Data. I will also point out I've not tested this on a USB stick yet (my work laptop murders them, for some reason <_< ). If I can find one when I'm home tonight, I'll give it a go.

I've tried leaving it blank and creating a new character - it created the Characters and DataCustom folders on the root of C: (So if I was running this on a USB stick, presumably it would be looking on the root of E: or whatever, when using relative paths, which is what we want it to do).

What I'd expected the Relative Path to do would be to have the path relative to the SWCharGen.exe file itself , at which point the Data folder would have been \ (or maybe \Data?) and the characters folder would have been \Characters.

I have no idea if this is either easy or possible, however, but if I'm explaining correctly, that would work on both USB sticks and cloud storage, as you can keep the Data and Characters folders in the same location as the .exe and .dll files.

Edited by TheMongoose
Clarification

Was this version meant to include "Friends Like These"? I cant seem to find any imports in for the adversaries and encounters section.

Currently getting this error when I try to launch the latest version (just downloaded):

Application: SWCharGenLauncher.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.ArgumentException
at System.IO.FileSystemWatcher.set_Path(System.String)
at SWCharGen.SWSettings.StartWatcher()
at SWCharGen.SWSettings.Load(System.String)
at SWCharGen.MySettings..cctor()

Exception Info: System.TypeInitializationException
at SWCharGen.MySettings.get_CurrentTranslate()
at SWCharGenLauncher.frmSWLauncherMain..ctor()
at SWCharGenLauncher.Program.Main()

Faulting application name: SWCharGenLauncher.exe, version: 2.1.0.0, time stamp: 0x58e903ab
Faulting module name: KERNELBASE.dll, version: 10.0.10240.17184, time stamp: 0x580ee694
Exception code: 0xe0434352
Fault offset: 0x000b4118
Faulting process id: 0x19c0
Faulting application start time: 0x01d2b21c4c676612
Faulting application path: C:\sw\SWCharGenLauncher.exe
Faulting module path: C:\Windows\SYSTEM32\KERNELBASE.dll
Report Id: 60e65049-57c5-4211-9af0-acd525c279c5
Faulting package full name:
Faulting package-relative application ID:

OS: Win10-64

Edited by Dinbin

The Unmatched Devastation signature ability is misspelled Devistation.

4 hours ago, Ferretfur said:

Was this version meant to include "Friends Like These"? I cant seem to find any imports in for the adversaries and encounters section.

2.1.0.0

7 hours ago, SilindeT said:

What operating system are you using? Is there anything showing up in the event viewer logs? Have you tried disabling your antivirus before running, or before installing?

I actually ended up fixing it by manually creating the SWCharGen folder in the Users/Name/Appdata/Roaming folder... I eventually got it to display an error (somehow, I was staggering through all this with little energy late at night). But the folder fixed the issue completely.

56 minutes ago, ErusTenebre said:

I actually ended up fixing it by manually creating the SWCharGen folder in the Users/Name/Appdata/Roaming folder... I eventually got it to display an error (somehow, I was staggering through all this with little energy late at night). But the folder fixed the issue completely.

OK so it was again the roaming folder issue. Weird issue and weird that only a few people have run into it.

On 4/9/2017 at 0:06 PM, lupex said:

Ok, here are my suggestions:

- Can you add search functionality to the data editor, as the increase in entries makes it difficult to navigate.

- Is it possible to have an option to record any unhealed critical injuries that the character has.

- Is it possible to have an option to record current wounds, strain and as I often update the characters mid adventure and then need to write on the newly printed sheets the values at the time of update.

- Could we have an option for a 2-sided compact sheet, this would allow me to have a summary that includes what the talents do, this is most helpful for one off adventures with pre-gen characters

- Is there a way to give PCs custom gear, weapons or armour taken from NPCs without having to recreate the item in the data editor. I basically want to be able to move custom haul from an encounter to a PC.

- On that note can there be an option to assign different gear to an adversary when attached to an encounter, I often want to change the weapon loadout for the encounter but don't want to mess with the standard adversary template. I see this working similar to the new companion function or how you can currently customise vehicles added to an encounter.

- At the moment you can move an item of gear from a character to a group or ship, and then move it to another character. Is it possible to have an option to move gear directly between characters?

- This is something that I can easily replicate but it would be cool if I could apply species templates to adversaries, adding special abilities from PC species to make adversaries more nuanced.

- it would also be great to be able to use the nemesis advancement rules included in the EotE GM screen booklet.

- I second being able to record attachments that have yet to be installed.

- can you add a way to filter adversaries by more than one source, as the way sources are broken up I can't look at all of the adversaries in some books together

- a GM grants for ships would be cool, so that I could add ad-hoc stat changes to ships, additional Hp or hull threshold, without the need to build a new version of the ship. Something like the jury rigged and tinkerer talent option list that can be its own attachment?

- ever thought of adding a faction filter option for vehicles/ships, so that we could see all imperial or rebel ships at a glance?

I think that's about it mate, keep up the good work ?

  • Filter in the Data Editor is a good idea. It'll probably be there in the next actual release.
  • I kind of want to keep the compact sheet to one page. The regular sheet is already multi-page.
  • Custom gear... I'll have to think about how I would even go about doing that. Not only would I need an appropriate place to do that (maybe a new button in the Encounter list? I dunno), I'd also need UI to do the transfer, plus code to convert adversary weapons and custom items into a form that a character can use. This would actually be a lot of work. Doable, yes, but it will require planning.
  • Adversary loadouts... again, requires much pondering :)
  • Character to character transfer... actually, I thought it already did that between group members. I'll have to look into this.
  • Adversary species... the closest I come to that is for Inquisitor creation. Adversaries ignore species and a lot of other PC-specific things. However, what you could do is create adversary "templates" that you can just copy when you want to create a specific class of adversary. Like "Droid Template" would already have the droid special ability, etc.
  • Nemesis advancement... I had no clue that even existed. I'll take a look.
  • Record attachments that haven't been installed? Please explain...
  • Filter adversaries by multiple category, etc.... again, doable, but a bit of a pain, especially making a simple and logical UI out of it. I'll look into it.
  • Ad-hoc ships... you really like making more work for me, don't you? :) I'll think about this one.
On 4/9/2017 at 2:47 PM, Ebak said:

I am a big advocate of this.

While I know you say your system is for creating a character and not for use as a game aid, I still think these would be useful as I have encountered problems previously where players would print out new sheets and forget to update their current wounds, strain, criticals etc.

Being able to add them into the generator would help with this even if it means they have to cross out the number when they update it and put in a new number. I do think its something that shouldn't be dismissed simply because of the design ethos behind the program. Plus I do know at least 3 players who use the program during play to keep track of their character rather than a printed out character sheet. This is why I am adding in my own suggestion:

-A 'Notes' Section that players can write into to keep track of any notations they make that they want to be printed out on their next character sheet.

I concur about the data editor getting larger and needing a search bar, as it is quite large now and is just going to get bigger and bigger as more books are added to the line.

It's not just a philosophical issue, but a practical one as well. The "Current" box on the character sheet is supposed to be empty so you can jot down your current wound, strain, etc. I don't want to fill it up with a printed number. However, I suppose I could have a small number at the top somewhere, I'm not sure. I'd also have to add a new form somewhere to enter this stuff into. I'll think more on this.

While I don't have a general notes section, each inventory item does have a note you can add to. For a small notes section, you could also use "Notable Features", which generally doesn't have a lot in it and is mostly empty space. I could see about using part of this space for notes, or adding it somewhere else, but I don't want to majorly redesign the different sheets.

On 4/9/2017 at 6:35 PM, scotter23 said:

Hey man, in a world where you get bombarded with nitpicky things... I gotta say a MILLION thank yous. This has changed and revolutionized how anyone plays the game and tracks campaigns. I have my everything in your app. It's such a long time-consuming effort for you I know. I don't know why you're so good to the SW RPG community but I'm grateful. I urge each and every one of your users to throw a few bucks your way... we are saving HOURS of prep time a week because of the hours and labor of love Oggdude has put in. And frankly, in a world where there are a million D&D character gens out there, there is really only ONE for Star Wars... yours. And why? There's no point making one because this one is just too **** powerful and good. And because you gave us the data editor, I appreciate updates, but don't need them. I've loaded in my own equipment and own specs, powers, etc... for new books before you put out a new version. The data editor takes this into the stratosphere. I can work around ALL bugs I find or weapons that aren't perfect or whatever, I just edit and go.

It's amazing, Oggdude. Thank you. Thank you beyond everything.

May the Force be with you...

GM Scott

Thanks Scott. I appreciate it, and I'm really glad you like the generator. :)

22 hours ago, Alryon said:

I have a little question about language DataSets and DescOnly items. I have been custom translating a few things into my native language and using language datasets to keep track of them. I'm doing the translation work externally, using a professional translation tool, and then reimporting the translated files. But I noticed that all the "internal" stuff of an item or species, the parts you would have to click "modify" to change manually, are not getting the translated version when I reimport them. My guess is that this happens because these items are tagged "DescOnly" instead of "CustomItem". If I change the "DescOnly" tag to "CustomItem" before reimporting, will I get the full translation?

The language translations are mostly for UI. Language data sets allow you to create items that are used when a particular language is selected. In general, the description and name is usually enough to change, the exception being ad-hoc mods. For ad-hoc mods (using <MiscDesc>), yes, you'll need to customize the item. For keyed mods (those existing in ItemDescriptors), you can translate all of those in the translation editor.

Other things that aren't translated would include categories and types. Remember, I had originally done this without thinking about how it could be modified for other languages, so my language changes aren't perfect. Had I started the apps with globalization in mind, I would have designed them differently.

12 hours ago, TheMongoose said:

Right, got around to trying this. You're correct, it doesn't currently work. Below examples assume I've extracted your zip file into a folder called "gen" (to save typing ;) )

A standard path is C:\Users\USERNAME\Dropbox\gen\Data and the relative version is just Users\USERNAME\Dropbox\gen\Data. I will also point out I've not tested this on a USB stick yet (my work laptop murders them, for some reason <_< ). If I can find one when I'm home tonight, I'll give it a go.

I've tried leaving it blank and creating a new character - it created the Characters and DataCustom folders on the root of C: (So if I was running this on a USB stick, presumably it would be looking on the root of E: or whatever, when using relative paths, which is what we want it to do).

What I'd expected the Relative Path to do would be to have the path relative to the SWCharGen.exe file itself , at which point the Data folder would have been \ (or maybe \Data?) and the characters folder would have been \Characters.

I have no idea if this is either easy or possible, however, but if I'm explaining correctly, that would work on both USB sticks and cloud storage, as you can keep the Data and Characters folders in the same location as the .exe and .dll files.

Ah, I see what you're saying. Instead of making it relative to the drive, make it relative to the install folder, since that way, it can be "portable" through a cloud service. Makes perfect sense to me. I'll try to change this for the upcoming bug fix.

Just a minor issue; there is a mispelling on the Bounty Hunter signature ability Unmatched Devastation. It is spelled "Devistation" on the app. Like I said :P just a tiny thing.

Release 2.1.0.1 Bug Fix

  • The default work directory in AppData was, once again, not being created when needed. This was due to the major changes I made in settings and data paths. This has been fixed once again.
  • Unmatched Devasation was misspelled. If this signature ability has been purchased for a character, it'll need to be purchased again.
  • Changed the Armored Drop Suit vehicle's silhouette to 1.
  • Relative data paths are now relative to the install directory instead of the install drive. Changed Data Location dialog to reflect this change.
3 hours ago, OggDude said:

Ah, I see what you're saying. Instead of making it relative to the drive, make it relative to the install folder, since that way, it can be "portable" through a cloud service. Makes perfect sense to me. I'll try to change this for the upcoming bug fix.

Tested on my Windows 10 home PC (the one where Dropbox is installed to a non-standard location ;) ). Looks good so far. The \Characters folder now lives within Data, which makes sense given that you now only need one pointer to the Data directory. I've dumped all my CustomData and character into it and it seems to be playing nice. I'll check on my work laptop later today to confirm, but it looks like I'd expect it to now.

Teamwork!

(as in: I come up with some random idea and you then go and do all the work and make it happen... you rock, basically!)

13 hours ago, Daeglan said:

2.1.0.0

I had that version, it wasn't there.

I have updated to the latest Version (2.1.0.1) and Friends Like These does not appear in the adversaries and encounters import options.

I thought the adventure was meant to be in this version, but i guess it is still to come or is Mandalorian Human the only bit being done from it?

Edited by Ferretfur

Ok, question for anyone.

My character is your stereotypical bowcaster carrying wookie. I am trying to make the bowcaster slightly more unique, so I added different quarrels into the editor (stats pulled from Savage Spirit arrows) as a unique weapon and gave each an encumbrance of 1. Piece of cake, this editor is amazing.

Now I want to add a quiver, that attaches via hard point to my armor that can only hold quarrels, and reduces their encumbrance to a net total of 1. I tried copying the ideas for Integrated Holsters, but don't know how to create a limit based on a specific weapon.

I might as well toss this into the ring: Would it be possible to add support for Realm Works (campaign management system from Wolf Lair)? I expect true integration would be well beyond any reasonable value to you, but there is support for embedding data files to be called by external apps.

5 hours ago, Ferretfur said:

I had that version, it wasn't there.

I have updated to the latest Version (2.1.0.1) and Friends Like These does not appear in the adversaries and encounters import options.

I thought the adventure was meant to be in this version, but i guess it is still to come or is Mandalorian Human the only bit being done from it?

It was, but it takes longer to put in than the portability feature, so all it has is Mandalorian Humans. If this one is stable, I'll work on Friends Like These.

1 hour ago, Mattimeo84 said:

Ok, question for anyone.

My character is your stereotypical bowcaster carrying wookie. I am trying to make the bowcaster slightly more unique, so I added different quarrels into the editor (stats pulled from Savage Spirit arrows) as a unique weapon and gave each an encumbrance of 1. Piece of cake, this editor is amazing.

Now I want to add a quiver, that attaches via hard point to my armor that can only hold quarrels, and reduces their encumbrance to a net total of 1. I tried copying the ideas for Integrated Holsters, but don't know how to create a limit based on a specific weapon.

You can't, currently. You can only base it on item type (gear, armor, weapon). I'll see about making it based on category.