Another Character Generator

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

Hey, I have a problem where when I try to edit almost anything in the Data editor , it gives me an error:

Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Object reference not set to an instance of an object.

The only things I can modify is Adverse environmental gear, and armored clothing.

I didn't have this problem, and I don't know what to do.

I'm no longer able to open the character generator. It crashes each time I try to run it. I have Windows .Net Framework 4.0 and I've restarted my computer just in case and tried again to no avail. Version is 1.6.0.0.

*Edit*

Tried installing fresh. The web install, which I used before, encountered the same problem. The manual install works fine.

Edited by verdantsf

I believe I may have found a defect, though my memory is not completely intact on this one.

I have an existing Force and Destiny character with Defensive Training for multiple trees, and this bonus is no longer applied once the character equips a Lightsaber.

I confirmed this isn't a stacking issue by creating a new character with no other source of Melee Defense and buying Defensive training in the Makashi Specialization and equipping a basic Lightsaber.

I really do seem to recall this used to add the Melee Defense bonus to the character sheet.

I noticed this to, but thought it might have been deliberately removed, as the program was incorrectly allowing multiple instances of Defensive to stack, when clarification from Sam Stewart is that they don't.

So for instance, if you had a pair of vibroknives equipped and had the Defensive Training talent, the program would previously give you Melee Defense 2 when it should only be Melee Defense 1.

And since Defensive is a situational trait anyways (you need to have the weapon actively in hand to gain its benefit), it might just be simpler to not have the program automatically include the effects of Defensive or Deflection.

Obviously it's OggDude's call to make, but I for one don't mind that Defensive/Deflection don't automatically get added in.

Absolutely agreed it didn't work in version 1.5.0 in line with recent clarification. Re-reading the release notes I think my second use case (being the easier to reproduce one) should have incremented Melee Defense from 0 to 1, however.

Snipped from Release notes.

"The calculation for determining your final melee and ranged defense values was incorrect based on a recent developer-answered question. Now, only one equipped item will contribute to melee or ranged defense at a time. For instance, if your armor gives you a total of 1 melee and 1 ranged defense, an equipped melee weapon (maybe a shield) contributes 2 melee defense, and an equipped lightsaber has 1 melee and 3 ranged defense, your final defense values will be 2 melee (from the melee weapon) and 3 ranged defense (from the lightsaber), assuming you always have the weapon and lightsaber in-hand during combat. "+ Defense" mods (such as from the Defensive or Deflection qualities, or from talents) only stack for a particular item, not for your final defense values. Soak values will still stack, with the highest figured soak from each of four "source types" (armor, cybernetics, weapons, gear) contributing to the final value."

I believe Defensive Training should have increased the Lightsaber's Defensive Quality from 0 to 1 which should have resulted in a Melee Defense of 1 when it was "equipped" for the final Melee Defense value. Of course this is all dependent on my reading comprehension.

EDIT: It does grant the Defensive +1 Quality to the Basic Lightsaber when it is Carried or Equipped, but it does not reflect in the final Defense values. Weapons which natively have Defense, like the Lightsaber Pike, do.

If you give me your exact layout (weapons and armor you have equipped, along with all attachments and mods), I'll replicate it on my end and see if the defense values are correct. Remember, though, only one item can be a source for defense.

Hello,

In the use case I was testing it was only the Basic Lightsaber as equipment at all.

Exact Reproduction steps (At least for me!):

1) Create New Character

2) Career, Select Mystic and Makashi Duelist

3) Specializations, Buy up to Defensive Training

4) Equipment, Add Basic Lightsaber

5) Click Equip for the Basic Lightsaber

6) Melee Defense remains at 0 (In my case)

The oddity here is that the Basic Lightsaber does not have the Defensive 1 quality until Equipped or Carried, and it loses that property when not Equipped or Carried, so that piece is working right.

This also will work if I add an attachment which grants the Defense 1 quality (Lorrdian Crystal + Mods for example).

This also works if I use a weapon which has a native Defensive bonus.

It almost looks like Defense added via Talents to equipment (I tested Sixth Sense and Superior Reflexes, those work) isn't being factored correctly to raise the "Character" Defense values, but all other sources are working correctly.

Checked it out of curiosity and you're right. It adds the quality (Defensive) to the saber but it's not factored in final calculation. Perhaps it's about the order in which the program does things? And "natural" Defensive and Deflection work perfectly.

The problem was that when I was figuring out defense from a weapon, I was only using the weapon's base qualities instead of its total qualities (which could include qualities from talents). After using the calculated total qualities, defense now changes properly.

I'm no longer able to open the character generator. It crashes each time I try to run it. I have Windows .Net Framework 4.0 and I've restarted my computer just in case and tried again to no avail. Version is 1.6.0.0.

*Edit*

Tried installing fresh. The web install, which I used before, encountered the same problem. The manual install works fine.

Try uninstalling the web install from the Control Panel (including all versions you have), then do the web install again. I know it's working because I use the web install for my own copy. But, you may be having an issue with something ClickOnce is doing when it installs, and unfortunately, I have no control over it. A fresh install, after removing it from your hard drive, might solve the problem.

I uninstalled via the control panel, did the web install again, but it crashed again. Thanks anyway, though. I'll just stick with the manual version.

Edited by verdantsf

I believe I may have found a defect, though my memory is not completely intact on this one.

I have an existing Force and Destiny character with Defensive Training for multiple trees, and this bonus is no longer applied once the character equips a Lightsaber.

I confirmed this isn't a stacking issue by creating a new character with no other source of Melee Defense and buying Defensive training in the Makashi Specialization and equipping a basic Lightsaber.

I really do seem to recall this used to add the Melee Defense bonus to the character sheet.

I noticed this to, but thought it might have been deliberately removed, as the program was incorrectly allowing multiple instances of Defensive to stack, when clarification from Sam Stewart is that they don't.

So for instance, if you had a pair of vibroknives equipped and had the Defensive Training talent, the program would previously give you Melee Defense 2 when it should only be Melee Defense 1.

And since Defensive is a situational trait anyways (you need to have the weapon actively in hand to gain its benefit), it might just be simpler to not have the program automatically include the effects of Defensive or Deflection.

Obviously it's OggDude's call to make, but I for one don't mind that Defensive/Deflection don't automatically get added in.

Absolutely agreed it didn't work in version 1.5.0 in line with recent clarification. Re-reading the release notes I think my second use case (being the easier to reproduce one) should have incremented Melee Defense from 0 to 1, however.

Snipped from Release notes.

"The calculation for determining your final melee and ranged defense values was incorrect based on a recent developer-answered question. Now, only one equipped item will contribute to melee or ranged defense at a time. For instance, if your armor gives you a total of 1 melee and 1 ranged defense, an equipped melee weapon (maybe a shield) contributes 2 melee defense, and an equipped lightsaber has 1 melee and 3 ranged defense, your final defense values will be 2 melee (from the melee weapon) and 3 ranged defense (from the lightsaber), assuming you always have the weapon and lightsaber in-hand during combat. "+ Defense" mods (such as from the Defensive or Deflection qualities, or from talents) only stack for a particular item, not for your final defense values. Soak values will still stack, with the highest figured soak from each of four "source types" (armor, cybernetics, weapons, gear) contributing to the final value."

I believe Defensive Training should have increased the Lightsaber's Defensive Quality from 0 to 1 which should have resulted in a Melee Defense of 1 when it was "equipped" for the final Melee Defense value. Of course this is all dependent on my reading comprehension.

EDIT: It does grant the Defensive +1 Quality to the Basic Lightsaber when it is Carried or Equipped, but it does not reflect in the final Defense values. Weapons which natively have Defense, like the Lightsaber Pike, do.

If you give me your exact layout (weapons and armor you have equipped, along with all attachments and mods), I'll replicate it on my end and see if the defense values are correct. Remember, though, only one item can be a source for defense.

Hello,

In the use case I was testing it was only the Basic Lightsaber as equipment at all.

Exact Reproduction steps (At least for me!):

1) Create New Character

2) Career, Select Mystic and Makashi Duelist

3) Specializations, Buy up to Defensive Training

4) Equipment, Add Basic Lightsaber

5) Click Equip for the Basic Lightsaber

6) Melee Defense remains at 0 (In my case)

The oddity here is that the Basic Lightsaber does not have the Defensive 1 quality until Equipped or Carried, and it loses that property when not Equipped or Carried, so that piece is working right.

This also will work if I add an attachment which grants the Defense 1 quality (Lorrdian Crystal + Mods for example).

This also works if I use a weapon which has a native Defensive bonus.

It almost looks like Defense added via Talents to equipment (I tested Sixth Sense and Superior Reflexes, those work) isn't being factored correctly to raise the "Character" Defense values, but all other sources are working correctly.

Checked it out of curiosity and you're right. It adds the quality (Defensive) to the saber but it's not factored in final calculation. Perhaps it's about the order in which the program does things? And "natural" Defensive and Deflection work perfectly.

The problem was that when I was figuring out defense from a weapon, I was only using the weapon's base qualities instead of its total qualities (which could include qualities from talents). After using the calculated total qualities, defense now changes properly.

Cool! Will this fix be in the next update? Together with the stuff from Keeping the Peace ;)

A few things i noticed with the translation (german Version):

1. The characteristics shortform behind the skills is still english

2. If PC is a force user it says "Light Side Force User" (propably the same with dark side ;) )

3. The statblock for the adversaries is not translated

That's all for now.

pushing up

So I was cruising the BigTent site. Are there no Adversary files for Import? I've been making them manually, but it would help if there were some out there. Thanks!

Hi oggdude first off great piece of software, it has made my break into gm'ing so much easier.

Just couple of things, I believe you have mentioned in a previous post that the note sections on the character sheets are generated space fillers, is there anyway you could add a note box to the character generator that can fill these area's in? My players use them all the time and when I come to update their sheets, they have to manually copy them over.

On another note the Energy dispersion system armor attachment from page 201 of the Force and destiny core rulebook states "any armor" but in your dataset you had the restriction sealed only entered.easy enough to change, just thought i'd let you know

regards

Aluthin

I did a quick search for in the last couple pages, didn't see anything so I'll just ask.

Under Item Attachments, there's a section for "Space Slug Abilities" but there's no Book or Page number associated with it. I assume what I'm looking for is the Enormous Space Slug section in SoR. What information am I supposed to be putting in the data for this?

Just noticed. You can't add the wrist mounted attachment to a bola/net, which should be possible, as they're ranged (light) weapons... and it's also a really neat idea! :ph34r:

I just picked up two of the source books for Christmas (FaD, and EotE). I am going to be running soon with my group and I found this tool about a week ago. First off, I want to say THANK YOU!

The quality of work in this is amazing and while I haven't read all 276 pages on the forum, I have read enough to see the passion from not only Oggdude but in a lot of other members.

I have started updating the data and copying info from the books. I took Oggy's advice and started with Talents. As I said, I haven't read all the pages. If someone has posted any tips for updating these, please point me to the posts.

For the Group print out (after selecting Member's details), where it shows the player's stats and skills, is there anyway to add the number of Force Points and/or list any Force Powers?

Edited by Arrakus

I did a quick search for in the last couple pages, didn't see anything so I'll just ask.

Under Item Attachments, there's a section for "Space Slug Abilities" but there's no Book or Page number associated with it. I assume what I'm looking for is the Enormous Space Slug section in SoR. What information am I supposed to be putting in the data for this?

it's a special attachment only usable on the "Enormous Space Slug" vehicle profile from Strongholds of Resistance. As it only appears for the space slug, there wasn't a need to add page number :)

As a tip, if you create a "vehicle" that has special rules or attacks (possibly, but not necessarily, because it's not an actual vehicle), you can create a specialized attachment for it that has both the special rules (as misc ad hoc base mods), and custom innate weapons. This kills two birds with one stone. Just give it an item limit that includes just your vehicle. That's exactly what I did with "Space Slug Abilities".

Edit: Probably should have also mentioned to include the attachment as a built-in attachment for the vehicle :)

Edited by OggDude

Just noticed. You can't add the wrist mounted attachment to a bola/net, which should be possible, as they're ranged (light) weapons... and it's also a really neat idea! :ph34r:

Yeah, I should have given it a skill limit of ranged light, but for some reason I gave it a category limit of Pistol. I'll fix it.

For the Group print out (after selecting Member's details), where it shows the player's stats and skills, is there anyway to add the number of Force Points and/or list any Force Powers?

Currently, it just shows basic skills (Perception, Cool, Vigilance, and Discipline), since those would be the most useful for the GM to know at a glance, especially when dealing with combat or character interactions. What you might consider doing is printing out a compact sheet for each character, which would have all of the main highlights, including more skills, equipment, talents, etc.

Hi.

I have problems when i try to install the program via the web installer. After I have downloaded I receive this massage.

"Cannot Start Application"

I have installed the program some time ago and uninstalled it. In details it write failures in every file...

Can someone please help?..

Is there a way for a GM to grant a free rank in a skill without it costing exp?

We have a longstanding tradition in our games of allowing the characters to take 2 skill points in a flavor/background skill at the start of a game. Something with minimal game impact, but may conceivably coming up. We've had Dancing, Brewing, Zen Gardening, Painting, etc. Most characters put two ranks into one skill, but occasionally they spread it out into one rank in two different ones. I'd like to grant the skill without having it cost experience.

Is there a way for a GM to grant a free rank in a skill without it costing exp?

We have a longstanding tradition in our games of allowing the characters to take 2 skill points in a flavor/background skill at the start of a game. Something with minimal game impact, but may conceivably coming up. We've had Dancing, Brewing, Zen Gardening, Painting, etc. Most characters put two ranks into one skill, but occasionally they spread it out into one rank in two different ones. I'd like to grant the skill without having it cost experience.

Enable GM Grants from the Options dialog. When you click GM Grants from the description pane, you'll be able to assign free ranks in skills.

Is there a way to transfer the text i have added without moving over any of the powers or talents i have added

For the Group print out (after selecting Member's details), where it shows the player's stats and skills, is there anyway to add the number of Force Points and/or list any Force Powers?

Currently, it just shows basic skills (Perception, Cool, Vigilance, and Discipline), since those would be the most useful for the GM to know at a glance, especially when dealing with combat or character interactions. What you might consider doing is printing out a compact sheet for each character, which would have all of the main highlights, including more skills, equipment, talents, etc.

Is there a way for a GM to grant a free rank in a skill without it costing exp?

We have a longstanding tradition in our games of allowing the characters to take 2 skill points in a flavor/background skill at the start of a game. Something with minimal game impact, but may conceivably coming up. We've had Dancing, Brewing, Zen Gardening, Painting, etc. Most characters put two ranks into one skill, but occasionally they spread it out into one rank in two different ones. I'd like to grant the skill without having it cost experience.

Enable GM Grants from the Options dialog. When you click GM Grants from the description pane, you'll be able to assign free ranks in skills.

Great, thanks for the help. I must have been using an older version, as it only had talent tree's and force poitns as grantable, but I upgraded and am good to go.

Is there a way to transfer the text i have added without moving over any of the powers or talents i have added

Just transfer everything, then open the Data folder and go into DataCustom. Depending on if you added them to the main custom data or to a data set, just remove the appropriate Talents.xml, ForceAbilities.xml, and remove the Force powers from the Force Powers directory. It'll revert talents and Force powers back to their default (what comes with the installation).

Ogg, I think I found a bug. According to the book, you reduce the encumbrance of armor by 3 when you equip it, so only armors of enc 4+ should impact your encumbrance when you put them on.

I added a Heavy Clothing and equipped it, and it showed my encumbrance use as going up by 1. I expected that to happen when I checked "carry" but I also expected it to go away once I checked "equip" but it didn't.

Ogg, I think I found a bug. According to the book, you reduce the encumbrance of armor by 3 when you equip it, so only armors of enc 4+ should impact your encumbrance when you put them on.

I added a Heavy Clothing and equipped it, and it showed my encumbrance use as going up by 1. I expected that to happen when I checked "carry" but I also expected it to go away once I checked "equip" but it didn't.

Found the same the other day.