Another Character Generator

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

11 minutes ago, OggDude said:

The image is just supposed to add flavor to the species selection. Images for both sexes would need to be found and combined into a single image.

For your character, you can add a specific image that represents what they actually look like. You can use the stock image if you want, or load from a file, a URL, or just right click the portrait and paste. There's lots of artwork out there for pretty much any species in the generator.

This is what I've been doing, but, just saying it'd be nice to have both male and female stock images for the races if one wants to go with hte default :) Just my thoughts really, thankyou for taking time to read and reply dear Oggy :)

3 hours ago, Ebak said:

@OggDude

  • Fang Fighters rarity and cost and a few other stats are different from previous books. Not sure if it is worth creating a 'variant' or if FFG have stated which stat block is 'official.

Edited as of 12/01/2019

2 hours ago, OggDude said:

Oh, and I didn't add the Fang Fighter since it was already there. I'm guessing one or the other has incorrect stats. I'll fix it when the errata comes out.

There are now three sets of stats for the Fang Fighter (and three different "heading" names for it, as well), each different--

  • Mandalorian Protectorate Starfighter ( No Disintegrations , p 58)
  • Fang Fighter ( Dawn of Rebellion , p 86)
  • Mandalorian Protectorate "Fang" Starfighter ( Unlimited Power , p 62)

I want to say there was a question about it answered when there were "only" two during Order 66's Q&A with the devs for Dawn of Rebellion , and that they said they view them as variants found in different locales. But, that could just be a fever dream of mine. ;)

Hi Ogg Dude,

The Fully Operational starship crafting rules allow you to strip out and replace the engines and or hull of a starship. That's something that I'd want to do with the lancer class pursuit craft (no disintegrations) and IR-3F light frigate (force and destiny core). will the new or next edition of the generator support that, also it's now (as of fully operational) possible to add a hyperdrive to a ship without one, for example the IR-3F light frigate. and I'm hoping that you'll add that in a future edition of the generator.

Thank you for your time.

11 minutes ago, EliasWindrider said:

Hi Ogg Dude,

The Fully Operational starship crafting rules allow you to strip out and replace the engines and or hull of a starship. That's something that I'd want to do with the lancer class pursuit craft (no disintegrations) and IR-3F light frigate (force and destiny core). will the new or next edition of the generator support that, also it's now (as of fully operational) possible to add a hyperdrive to a ship without one, for example the IR-3F light frigate. and I'm hoping that you'll add that in a future edition of the generator.

Thank you for your time.

You can already add a hyperdrive to a ship without one. Just use the Hyperdrive Module Class 4/8 attachment. I'll look into having a "custom" template for vehicles where you can choose any vehicle you want for the hull, then add crafting attachments as normal. It probably won't get into this release, though.

32 minutes ago, OggDude said:

You can already add a hyperdrive to a ship without one. Just use the Hyperdrive Module Class 4/8 attachment. I'll look into having a "custom" template for vehicles where you can choose any vehicle you want for the hull, then add crafting attachments as normal. It probably won't get into this release, though.

Thanks OGGY! BTW you meant "frame" not "hull" right?

@Nytwyng The Fang fighter in Dawn of Rebellion is made by SoroSuub, the Mandalorian Protectorate "fang" Starfighter in Unlimited Power is made by Kuat Systems Engineering, the Mandalorian Protectorate Starfighter in No Disintegrations is made by MandalMotors.

@OggDude They fang fighter variants are actually different especially the one in No Disintegrations.

Yes they did ask that question of the Devs on order 66 that was my question. ;) I thought he gave a lawyerly answer when I heard that interview, but as it turns out: whenever they reprint a ship in one of the books they are usually variants and not just the same stat block. The YV-929 in AoR and Dangerous Covenants being a less obvious example with only sensor range varying with being an armed transport and the other a light freighter.

Edited by Eoen
19 hours ago, OggDude said:

You can already add a hyperdrive to a ship without one. Just use the Hyperdrive Module Class 4/8 attachment. I'll look into having a "custom" template for vehicles where you can choose any vehicle you want for the hull, then add crafting attachments as normal. It probably won't get into this release, though.

just tried that... I think a navicomputer is supposed to get auto added to anything larger than a star fighter when a hyperdrive is added but it says no navicomputer when I printed it.

2 hours ago, EliasWindrider said:

just tried that... I think a navicomputer is supposed to get auto added to anything larger than a star fighter when a hyperdrive is added but it says no navicomputer when I printed it.

Do you know where the rule is for that?

1 hour ago, OggDude said:

Do you know where the rule is for that?

I believe it's my own supposition because star fighters get a droid socket and the navicomputer is the equivalent for larger ships, a hyperdrive is suicidal without one, and I'm pretty sure that there isn't any separate way to add a navicomputer (note there is an astrogation droid brain which can use a navicomputer).

If anything I think it would be based on GM's plan for the campaign which could be that the players need to find a navi computer to install in their ship or just include it with the hyperdrive. Unless someone in the party did what I accidently did and failed with a despair on a mechanics check to repair a navi computer and blew it up completely derailing our campaign for a few sessions while we went to salvage a new one.

On 1/12/2019 at 12:49 PM, OggDude said:

Anyone in the San Francisco Bay Area going to DunDraCon this February, I'm going to be running Maverichell's adventure "Echoes of the Past". It's in an 8-hour time slot, but they haven't posted times yet, so I'm not sure which day I'll be running it. It's a 6-player game, but I created a 7th PC just in case.

If you're interested in playing, be on the look-out for it when you sign up for games in the shuffler.

DunDraCon 43

February 15-18, 2019

San Ramon Marriott, San Ramon, CA

The DunDraCon schedule just came out. My game will be from 10AM to 6PM on Saturday.

Here's what I have so far for fixes, etc., for the upcoming release. New changes or features will be highlighted . Please continue to hammer away at it and let me know if you find something else. I'll do another pre-release so the changes to vehicle crafting can be tested. I'll let you know when I'm ready.

Pre-release 2.3.1.0:

New/Changed Data:

  • Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc.
  • Fixed a number of errors for various items and data.
  • For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2. This has been fixed.
  • For crafting, the Distinctive Style improvement cost 1 advantage instead of 3. This has been fixed.
  • For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling. This has been fixed.
  • For crafting, the airspeeder's max altitude should have been 100, not 10 km.
  • Added the "Blaster" category for the Custom Grip attachment.*
  • Fixed the name of the Alter Force power's Mastery node.*
  • For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames. This may cause some problems with current crafted vehicles. If so, please recreate them using the new attachments.*

New Features/Enhancements:

  • For crafting, added alchemical potions and talismans from "Unlimited Power". This includes adding Force points to the pool. Potions and talismans (and Force points) only show up in the Crafting dialog if the character has a Force rating.
  • Added tinkered items to talent description.
  • All item types (gear, armor, weapons, and vehicles) now support built-in attachments. Data editors should now support this new feature.
  • For crafting, vehicles now support a "Custom" frame. This frame can be any vehicle supported by the system. Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization. When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain. When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0. Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type.*
  • Support for crafting-only item descriptors. Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc. Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions.*

Bug Fixes:

  • If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact. This was because the two built-in weapons had the same key. This has been fixed.
  • If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense. This has been fixed.
  • For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle. So, certain changes would not always appear after selecting at attachment. The changes would still be there after vehicle creation, however. Now, vehicles are always recalculated after adding attachments.
  • Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only).
  • Removed the "()" in weapon descriptions. This was caused by the new scale description for weapons.
  • Made a number of minor fixes and tweaks.
On 7/31/2018 at 7:47 PM, TheShard said:

Powered melee can be cutting edge or bludgeoning but as of the old release you couldn't use either mono momecular edge nor weighted heads attachments b has this been fixed?

I would like to second that.

Would it be possible to include the option to chose either the bludgeoning melee or cutting edge melee category when crafting a powered melee weapon?

Thank you for your impressive work.

6 hours ago, OggDude said:

Here's what I have so far for fixes, etc., for the upcoming release. New changes or features will be highlighted . Please continue to hammer away at it and let me know if you find something else. I'll do another pre-release so the changes to vehicle crafting can be tested. I'll let you know when I'm ready.

Pre-release 2.3.1.0:

Hey Oggdude,

Was this below able to make it in to the patch? I did not see information relating to it in the notes. Would be helpful if it could. Thank you!

On 12/15/2018 at 10:26 AM, Arrakus said:

Hey Oggdude,

This may be on of the more weird requests.

Currently when importing a new data set, the compressed data set and the first folder inside the data set have to follow a specific naming convention. For example; the compressed file has to be named "SWDataSet-(*****)". While the first folder inside the data set also has to be named "Dataset_(*****)".

The difference in the two naming conventions has caused some problems when sharing data sets between users. The naming convention for the compressed file is not an issue. However the naming convention for the first folder inside the data set is.

Is it possible to either remove the naming convention restriction for the first folder inside the data set or make it so it matches the naming convention for the compressed data set. For example, both the file and folder have to be "SWDataSet-(*****)".

Lastly, we have noticed we are unable to import data sets if that data set was compressed by Win10. However, if the data set was compressed with *.tar or *.rar, there are no issues. Not sure why that is.


8 hours ago, Arrakus said:

Hey Oggdude,

Was this below able to make it in to the patch? I did not see information relating to it in the notes. Would be helpful if it could. Thank you!

The name of the dataset file is irrelevant. You can call it whatever you like. When importing, the default filter will match the standard ("SWData*.zip"), but that's it. The folder inside the ZIP file is the actual dataset and will be copied verbatim into the "DataCustom" folder. It must use the "Dataset_<data set name>" format because that's how datasets are defined and is what the software expects.

As for compression, are you ZIP-ing up your own datasets? There are import and export features for datasets in the data editor that will do this for you. I did notice that Windows "Send To Compressed File" does not include the base directory at the top, but rather starts with subdirectories. I did make a change so that either format will now work. But if you use the Data Editors import and export, you won't have an issue.

11 hours ago, Rogues Rule said:

I would like to second that.

Would it be possible to include the option to chose either the bludgeoning melee or cutting edge melee category when crafting a powered melee weapon?

Thank you for your impressive work.

I just added two additional templates, one for cutting-edge and the other for bludgeoning. I also kept the original entry without either.

19 hours ago, OggDude said:

Here's what I have so far for fixes, etc., for the upcoming release. New changes or features will be highlighted . Please continue to hammer away at it and let me know if you find something else. I'll do another pre-release so the changes to vehicle crafting can be tested. I'll let you know when I'm ready.

Pre-release 2.3.1.0:

New/Changed Data:

  • Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc.
  • Fixed a number of errors for various items and data.
  • For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2. This has been fixed.
  • For crafting, the Distinctive Style improvement cost 1 advantage instead of 3. This has been fixed.
  • For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling. This has been fixed.
  • For crafting, the airspeeder's max altitude should have been 100, not 10 km.
  • Added the "Blaster" category for the Custom Grip attachment.*
  • Fixed the name of the Alter Force power's Mastery node.*
  • For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames. This may cause some problems with current crafted vehicles. If so, please recreate them using the new attachments.*

New Features/Enhancements:

  • For crafting, added alchemical potions and talismans from "Unlimited Power". This includes adding Force points to the pool. Potions and talismans (and Force points) only show up in the Crafting dialog if the character has a Force rating.
  • Added tinkered items to talent description.
  • All item types (gear, armor, weapons, and vehicles) now support built-in attachments. Data editors should now support this new feature.
  • For crafting, vehicles now support a "Custom" frame. This frame can be any vehicle supported by the system. Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization. When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain. When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0. Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type.*
  • Support for crafting-only item descriptors. Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc. Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions.*

Bug Fixes:

  • If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact. This was because the two built-in weapons had the same key. This has been fixed.
  • If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense. This has been fixed.
  • For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle. So, certain changes would not always appear after selecting at attachment. The changes would still be there after vehicle creation, however. Now, vehicles are always recalculated after adding attachments.
  • Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only).
  • Removed the "()" in weapon descriptions. This was caused by the new scale description for weapons.
  • Made a number of minor fixes and tweaks.

Do I have to re-download or will it patch the next time I open it?

So is the release out or just a summary of what is coming?

3 hours ago, kkahl395 said:

Do I have to re-download or will it patch the next time I open it?

That depends. Did you use the web install or the standalone?

Web install checks and prompts for updates. Standard does not.

1 hour ago, Kilcannon said:

So is the release out or just a summary of what is coming?

I'm going to do one more pre-release. If that seems to work out OK, I'll do the official release.

Pre-releases are just downloadable ZIP files and do not auto-update. Releases come in both ZIP format and ClickOnce web installs. If you use the web install, then yes, it'll auto-update itself when it sees that a new version is available.

Hey Oggdude,

would you mind to include an updated german language file.

It is for the current release 2.3.0

Thank you!

Lang-de-DE.xml

8 hours ago, Nytwyng said:

That depends. Did you use the web install or the standalone?

Web install checks and prompts for updates. Standard does not.

Good question

15 hours ago, OggDude said:

The name of the dataset file is irrelevant. You can call it whatever you like. When importing, the default filter will match the standard ("SWData*.zip"), but that's it. The folder inside the ZIP file is the actual dataset and will be copied verbatim into the "DataCustom" folder. It must use the "Dataset_<data set name>" format because that's how datasets are defined and is what the software expects.

As for compression, are you ZIP-ing up your own datasets? There are import and export features for datasets in the data editor that will do this for you. I did notice that Windows "Send To Compressed File" does not include the base directory at the top, but rather starts with subdirectories. I did make a change so that either format will now work. But if you use the Data Editors import and export, you won't have an issue.

The dataset is at a hosted location, unzipped. Encountered the issue when downloading the dataset, compressed via ZIP and then attempting to import it. That is when we noticed file name format specifics. Unfortunately changing how the hosted location names the first folder inside the ZIP compression is challenging, at best.

Is it possible to loosen or change those file name definitions? From "Dataset_<data set name>" to "Dataset*"

Admittedly I am not a program; have no idea how plausible that maybe.

Just letting you know, adding the new ship weapons in Fully Operational can only be done by using hardpoints. Replacing weapons the new weapons are not in the list. This is in the latest edition 2.3.0 I believe. Also the Fusion Cutter is not in the gear section at all.

On 1/17/2019 at 4:43 AM, OggDude said:

Here's what I have so far for fixes, etc., for the upcoming release. New changes or features will be highlighted . Please continue to hammer away at it and let me know if you find something else. I'll do another pre-release so the changes to vehicle crafting can be tested. I'll let you know when I'm ready.

Pre-release 2.3.1.0:

New/Changed Data:

  • Added all new information from "Unlimited Power", including species, specializations, talents, equipment and vehicles, motivations, backgrounds, signature abilities, lightsaber crystals, attachments, etc.
  • Fixed a number of errors for various items and data.
  • For crafting, the Ion Drive Array engine had 1 increase speed optional mod instead of 2. This has been fixed.
  • For crafting, the Distinctive Style improvement cost 1 advantage instead of 3. This has been fixed.
  • For crafting, Lightly Armored Hull was misnamed and was missing its optional +1 handling. This has been fixed.
  • For crafting, the airspeeder's max altitude should have been 100, not 10 km.
  • Added the "Blaster" category for the Custom Grip attachment.*
  • Fixed the name of the Alter Force power's Mastery node.*
  • For crafting, changed the attachments for vehicle engines and hulls to enable them to work with custom vehicle frames. This may cause some problems with current crafted vehicles. If so, please recreate them using the new attachments.*

New Features/Enhancements:

  • For crafting, added alchemical potions and talismans from "Unlimited Power". This includes adding Force points to the pool. Potions and talismans (and Force points) only show up in the Crafting dialog if the character has a Force rating.
  • Added tinkered items to talent description.
  • All item types (gear, armor, weapons, and vehicles) now support built-in attachments. Data editors should now support this new feature.
  • For crafting, vehicles now support a "Custom" frame. This frame can be any vehicle supported by the system. Custom vehicles have the option of removing the engine and hulls to gain extra hard points for customization. When you remove an engine, besides gaining 2 hard points, it will remove the vehicle's speed, defenses, and system strain. When you remove a hull, besides gaining 3 hard points, it will remove armor and handling will change to 0. Unlike standard frame templates, the custom template supports the option of not including engine and/or hull attachments when you customize an existing vehicle type.*
  • Support for crafting-only item descriptors. Currently, these descriptors are "set"-type descriptors that will set certain aspects of a custom vehicle to a particular value, such as speed, handling, armor, defense zones, etc. Crafting-only descriptors will only be displayed during crafting: in other parts of the system, their results show up in the stats, but the mods themselves won't be displayed so they don't overly-complicate vehicle descriptions.*

Bug Fixes:

  • If two or more equipped pieces of gear each had a built-in weapon, and then you tried to "Show" the weapon in the Weapon grid, only one would keep the "Show" checkmark intact. This was because the two built-in weapons had the same key. This has been fixed.
  • If a talent modified a weapon's qualities or other mods (such as Defensive Training), they would not be applied to defense. This has been fixed.
  • For crafting, selecting an integrated attachment for vehicles did not always recalculate the vehicle. So, certain changes would not always appear after selecting at attachment. The changes would still be there after vehicle creation, however. Now, vehicles are always recalculated after adding attachments.
  • Made sure the crafting attatchments for vehicles do not show up as purchasable (they are for crafting only).
  • Removed the "()" in weapon descriptions. This was caused by the new scale description for weapons.
  • Made a number of minor fixes and tweaks.

Just letting you know, adding the new ship weapons in Fully Operational can only be done by using hardpoints. Replacing weapons the new weapons are not in the list. This is in the latest edition 2.3.0 I believe. Also the Fusion Cutter is not in the gear section at all.