Checked my account and can't see any options for not allowing PM's. You mentioned a quick way of importing too?
Another Character Generator
Please let me know of any other bugs and I'll get the next release out as soon as possible. I'll probably wait until about mid-afternoon tomorrow and get a quick bug-fix release out before evening (PST).
The new update is here the new update is here!! ( The Jerk reference)
Sturn - I don't think I've ever seen anyone but me make a Jerk reference in years. Well played!
Does anyone know why I cant seem to Quote or Paste anything into my replies? I've looked for settings to change this and can't find anything.
Cool thanks any idea whats causing my explorer problem, or do you need whole long error message??
Explorer is working fine for me. Just give me the error message and the first location. I don't need the entire call stack.
Alright it's not when I choose Explorer, sorry about that, it happens when choose characters from the previous version of the program. But it says:
"Unhandled exception has occured in your application. If you click Continue, the application will ignore the error and attempt to continue. If you click Quit the Application will close immediately. Object reference not set to an instance of an object."
But it's only with characters that are Explorers.
Did you add any custom items? Try renaming DataCustom to something else, then run the generator again. Remember to delete the empty DataCustom directory it creates before changing your good renamed one back to DataCustom
Send me a copy of one of the characters and I'll see if I can replicate the problem.
I must be missing something, how do I sent it to you.
Ran across a rather annoying bug in the char gen.
Upon purchasing a Force-Sensitive specialization, I get the option to purchase Force Powers, but when I click on the drop-down link, no powers are listed. I've tried this even with all my custom data files (which included some a couple new Force Powers) removed/deleted, and the issue is still occurring.
Also, a couple clean-up issues:
- Bounty Hunter as a career is listed twice
- Twi'lek as a species is listed twice (according to the Data folder, it's in there with and without the apostrophe)
I had the same issue select Options at the top and click OK, that should fix it.
Ran across a rather annoying bug in the char gen.
Upon purchasing a Force-Sensitive specialization, I get the option to purchase Force Powers, but when I click on the drop-down link, no powers are listed. I've tried this even with all my custom data files (which included some a couple new Force Powers) removed/deleted, and the issue is still occurring.
Also, a couple clean-up issues:
- Bounty Hunter as a career is listed twice
- Twi'lek as a species is listed twice (according to the Data folder, it's in there with and without the apostrophe)
The force problem has been discovered and fixed. The other issues are probably due to you starting out with an early install of the software from before I had implemented the data editor and copying them over with later versions. Both the bounty hunter and twi'lek files originally had different names. All you need to do is delete the Data directory, then replace it with the one from the ZIP file. Those issues should go away, unless you have conflicting custom data.
I was busy for most of the day today. It doesn't seem that anyone has found any new issues since yesterday, so I'll get the bug fix release out in an hour or so.
OK, here's a bug fix release that addresses the few issues that have been brought up so far. Please remember to remove your Data directory before copying the new files over!
- When a force rating-producing specialization was purchased that turned on force powers, the force power panel was not updating. It will now update.
- Changed the source of All Terrain Driver, Full Stop, Master Driver, and Natural Driver talents to "Enter the Unknown". They are in both EtU and Age of Rebellion Beta, but as EtU is an official, released source, and AoR Beta is not, it is better having them sourced to EtU.
- Fixed an issue with certain gear containing built-in mods. The code wasn't checking to see if it referred to a real descriptor, or an ad-hoc description. It now checks for this.
- The new obligation/duty option feature was not being saved with the character. It will now be saved.
- The enviro-suit armor should have been part of the "Sealed" category, since it is a sealed, full-body suit. This has been fixed.
- Updated the editors for armor and gear to support built-in mods, including ad-hoc mods.
Hey man, thanks for all the hard work! I know it's been answered before, but it isn't uber clear for me. Perhaps with an example I might better understand:
Let's say I have the first version of the program, call it PROG A, and I customized a whole bunch of data. I've just downloaded this recent version of the program, call it PROG B.
If I want to keep my custom data from PROG A, what is the best thing to do? Extract PROG B into its own folder, delete its "Data" folder, then copy my PROG A Data folder over? Whenever I do that, it seems to prevent the app from running.
Hey man, thanks for all the hard work! I know it's been answered before, but it isn't uber clear for me. Perhaps with an example I might better understand:
Let's say I have the first version of the program, call it PROG A, and I customized a whole bunch of data. I've just downloaded this recent version of the program, call it PROG B.
If I want to keep my custom data from PROG A, what is the best thing to do? Extract PROG B into its own folder, delete its "Data" folder, then copy my PROG A Data folder over? Whenever I do that, it seems to prevent the app from running.
1. Delete the Data folder from Prog A (maybe make a backup someplace if worried).
2. Copy everything from Prog B and overwrite/merge everything in Prog A folder with it.
3. Enjoy!
AFAIK the software (ingeniously) saves every custom thing you do to a completely separate folder called DataCustom. Anything in here will basically overrule anything in the normal Data folder when the program runs.
Since the DataCustom folder is only created when you actually edit or change something, it does not come with the new build/version zips of the editor files. This means that copying everything over from the new build into the folder of the old build will not even touch your DataCustom folder, thus all your custom additions/edits will be safe.
Additionally, there are other folders that are blank and only get filled in when you make stuff, like the Characters folder. In a new build/version most of these folders will still be blank, so even if you merge the old and new folders you won't lose anything. When you do make characters or other custom entries, they get added to these other folders on an item/character by item/character basis. This means that as long as the new build doesn't have a file with the exact same name, you should keep everything. This also means that you can add as much stuff to those folders as you want to, if you get stuff from other people.
For example, In the Character folder I have my two character files, bob and doug. A new build of the software comes out and I copy everything over and merge the folders. Nothing was in the new build Characters folder, so it kept my two character files. Now my friend gives me his character files mckenzie and hosehead. I copy them into my Characters file and since they are called different things it doesn't overwrite my stuff, only adds new items to the folder. Now I have bob, doug, mckenzie, and hosehead in my folder.
I hope this makes sense and if I am wrong on any of this, I'm sure someone will tell me.
Edited by ianinakHey man, thanks for all the hard work! I know it's been answered before, but it isn't uber clear for me. Perhaps with an example I might better understand:
Let's say I have the first version of the program, call it PROG A, and I customized a whole bunch of data. I've just downloaded this recent version of the program, call it PROG B.
If I want to keep my custom data from PROG A, what is the best thing to do? Extract PROG B into its own folder, delete its "Data" folder, then copy my PROG A Data folder over? Whenever I do that, it seems to prevent the app from running.
Your custom data will exist in the DataCustom directory. The stock data that comes with the program will be in the Data directory. The files in Data can change with each version, depending on updates, new features, etc. However, since your customized changes are all in the DataCustom directory (which will NEVER be found in a release), they'll always be safe and will never be lost if you copy a new version over an old one. Your DataCustom directory should NEVER BE REMOVED. In fact, you should probably back it up somewhere, just in case something happens. You don't want all of those hours of entering in descriptions to be for nothing
What the software will do when you run it is merge the contents of its stock data (found in the Data directory) with the contents of your customized data (found in the DataCustom directory). This combination of data will result in the complete data set that's actually used by the software.
As for steps to upgrade to the latest release:
- In your current installation directory, delete the "Data" directory. This will ensure that no older data might accidentally be left behind for the new version to erroneously use.
- Open the ZIP file containing the new release.
- Copy all files contained in the ZIP file into your current installation directory. Overwrite all files if prompted.
- Run the generator.
That's it. If you've have a previous version of the software installed, you don't really need the Adversaries directory, as it will never change from the first time it appeared (new adversaries will always be found in "Import" directories, which you can optionally import into your own adversaries collection). If you want to back up your data, just to be sure, back up the following directories, found within your installation directory:
- DataCustom (all of your custom data)
- Characters (all of your characters)
- Adversaries (will contain original stock adversaries, as well as any you've added or imported)
- Groups (all of your adventuring groups)
- StockVehicles (all of the stock vehicles that you've created)
Other than Adversaries, which come stock with the standard adversaries found in the EotE core rulebook, these directories, and their contents, are all user created.
I hope this makes sense and if I am wrong on any of this, I'm sure someone will tell me.
I wish I had read this before making my own post You pretty much said the exact same thing that I said, you just beat me to it. Well done! I particularly like the Bob and Doug McKenzie references. Hose off, eh?
Only one minor point of clarification I need to make: you shouldn't copy character files from one installation directly to another. You should export them first, then import them into the other installation. What this does is forces the imported character to create a new file name, as stored in the character file. If you just copy them, they'll most likely just overwrite files there with the same name, since they're all stored sequentially as "Charxx.xml". Even if you change the file name first, it'll still have the old file name stored internally with the character, which will be used the next time the character is saved. That could actually overwrite another character with the same "Charxx.xml" file name. Importing previously exported characters (or even importing characters directly from another install, actually) prevents bad things like this from happening. Always do an Import when adding characters from another install. Important safety tip
PS: This also goes for adversaries, groups, and stock vehicles as well. They're all saved with standard sequential file names and should always be imported, never directly copied.
Edited by OggDudeDiscovered a minor data issue. The Unmatched Mobility signature ability has a line connecting the base ability to the Free Maneuver node in the second column, but selecting the base ability does not activate that node. I'll have this fixed in the .2 release.
Edited by OggDudeSpecial appreciation goes out to ianinak, who was kind enough to donate. Thanks man!
First of all, a humongous thanks for all of the hard work you're sharing with the community here! This is right up in there with the Thomas Kathamann excel sheet and the Okina-rdae gens!
Quick question, and many apologies if this has been addressed elsewhere already: when I finish a character, I see that I can export it into an .htm character sheet...is this the only method of "publishing" a character? Specifically, I'm wondering if there's a way to convert it into a text only "stat block". I've seen a few methods of implementing this in other programs (not necessarily gaming programs, just text exporting & formatting in general), but unless I'm missing something (a distinct possibility!), the htm sheet is the only way here. Right?
First of all, a humongous thanks for all of the hard work you're sharing with the community here! This is right up in there with the Thomas Kathamann excel sheet and the Okina-rdae gens!
Quick question, and many apologies if this has been addressed elsewhere already: when I finish a character, I see that I can export it into an .htm character sheet...is this the only method of "publishing" a character? Specifically, I'm wondering if there's a way to convert it into a text only "stat block". I've seen a few methods of implementing this in other programs (not necessarily gaming programs, just text exporting & formatting in general), but unless I'm missing something (a distinct possibility!), the htm sheet is the only way here. Right?
Not currently, no, but you're not the first to ask. Jimmifett posted a suggeston on page 34 of the thread. Anyone else have any input on this? What about an XML version that you can transform into any presentation that you want? Any other "standard" formats that could be useful?
I had an issue. Starting obligation for +10 experience keeps getting forgotten.
I had an issue. Starting obligation for +10 experience keeps getting forgotten.
Get the .1 release I put up yesterday. It fixes that problem.
Has anyone else found any more bugs or glitches with .1? I've accumulated a few of them myself, but I'd like to fix as many as I can before releasing .2. Here's what I've found so far:
- The Unmatched Mobility signature ability had a line connecting the base ability to the first Free Maneuver, but the Free Maneuver was not selectable when the base ability was selected. It is now selectable. Also, this same Free Maneuver was connected to the node below it, but that node was not accessible when the Free Maneuver was selected. This connection should not have been there at all and has been removed.
- Modified the description of the Mk. VI Modular Backpack to explain how to add accessory pouches because this may not be readily obvious. Basically, accessory pouches are added to the backpack by using a special attachment. Just click the "Attachments" button from your inventory and select the accessory pouch attachment. You'll get a +1 encumbrance threshold for the attachment, plus you'll be able to select up to two more optional +1 threshold mods as well (for a total of three "pouches").
- Fixed an annoying issue in the Force Powers pane where each selected force ability would cause the power dropdown to re-select the first power. It will now stay on the current power.
Hey man, thanks for all the hard work! I know it's been answered before, but it isn't uber clear for me. Perhaps with an example I might better understand:
Let's say I have the first version of the program, call it PROG A, and I customized a whole bunch of data. I've just downloaded this recent version of the program, call it PROG B.
If I want to keep my custom data from PROG A, what is the best thing to do? Extract PROG B into its own folder, delete its "Data" folder, then copy my PROG A Data folder over? Whenever I do that, it seems to prevent the app from running.
1. Delete the Data folder from Prog A (maybe make a backup someplace if worried).
2. Copy everything from Prog B and overwrite/merge everything in Prog A folder with it.
3. Enjoy!
AFAIK the software (ingeniously) saves every custom thing you do to a completely separate folder called DataCustom. Anything in here will basically overrule anything in the normal Data folder when the program runs.
Since the DataCustom folder is only created when you actually edit or change something, it does not come with the new build/version zips of the editor files. This means that copying everything over from the new build into the folder of the old build will not even touch your DataCustom folder, thus all your custom additions/edits will be safe.
Additionally, there are other folders that are blank and only get filled in when you make stuff, like the Characters folder. In a new build/version most of these folders will still be blank, so even if you merge the old and new folders you won't lose anything. When you do make characters or other custom entries, they get added to these other folders on an item/character by item/character basis. This means that as long as the new build doesn't have a file with the exact same name, you should keep everything. This also means that you can add as much stuff to those folders as you want to, if you get stuff from other people.
For example, In the Character folder I have my two character files, bob and doug. A new build of the software comes out and I copy everything over and merge the folders. Nothing was in the new build Characters folder, so it kept my two character files. Now my friend gives me his character files mckenzie and hosehead. I copy them into my Characters file and since they are called different things it doesn't overwrite my stuff, only adds new items to the folder. Now I have bob, doug, mckenzie, and hosehead in my folder.
I hope this makes sense and if I am wrong on any of this, I'm sure someone will tell me.
First, I would like to thank Oggy for posting one great program. One of the better character generators I have seen and immensely useful.
A couple of documentation points:
1. Could you add an Upgrading Section to your Document at the very front. It would be a great help.
2. It looks like a FAQ may be in order as well, to address the many usage questions. Perhaps you can add it as a separate doc and link in your signature.
OggDude
I found one more error to .1 When you choose to Buy equipment and select multiple quantities (IE. Buy 2 Stimpacks at the same time.) it only charges you for 1 of the items but gives both to you.
Also after creating and editing a character when I go back to the characters tab to select a new character it only shows the first of many characters. The scroll bar does not work unless you click on the directions sort on the table. Then it appears correctly.
Edited by NicoJMontWas coming here to report the scrollbar on character selection issue, but Nico beat me to it.
OggDude
I found one more error to .1 When you choose to Buy equipment and select multiple quantities (IE. Buy 2 Stimpacks at the same time.) it only charges you for 1 of the items but gives both to you.
Also after creating and editing a character when I go back to the characters tab to select a new character it only shows the first of many characters. The scroll bar does not work unless you click on the directions sort on the table. Then it appears correctly.
Thanks! Both have been fixed.
I think I found another bug. For some reason, when I selected the Forager talent out of the Force Sensitive Exile tree, my Scout tree also ends up with Forager selected. Subsequently, whenever I try to reopen the character, a bug sheet comes up and I basically lose access to the character, since trying to get the program to continue instead of quit gets me nowhere.
Forager is a non-ranked talent. Therefore, if you have it in one tree, it'll appear in all trees, assuming its selectable. This is by design.
However, I'm able to save the character and bring it back up, with Forager selected, and I don't see an exception. Maybe if you send me your character, I can see what the problem is.
I had an issue when I edited an adversary to change the book source, it duplicated the adversary. I don't know if anyone else has had this? It's not a problem as I just delete the duplicate.
I do have a couple of suggestions that occurred to me whilst using this awesome program;
When setting up encounters with multiple groups of the same adversary, say 3 groups of 4, I have a choice of either just adding 12 of the same type, which gets confusing on the printed sheet or adding 3 separate adversary groups that will end up with multiples of the same adversary printed.
Is it possible to add an option to enter a total number of adversaries and then indicate a number of squads and have the print contain a single adversary stat block but with groupings of wounds etc.
And secondly, is it possible to fit in a category for creating Named NPCs, that can be built using the adversary archetypes?