Another Character Generator

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

Yeah the vehicles print okay when I do them with a character. The group has 2 capital ships and 24 starfighters plus ground vehicles.

Ah... :) OK, more than likely, you're reaching the limits of memory. That's a lot of vehicles, and besides all of the calculations, each one creates a page-sized bitmap. What you might want to do is turn off vehicles when you print, then individually print the ones that you want.

OggDude,

I downloaded the 1.6.1 version and am seeing a problem with armor encumbrance. It seems to still work correctly for all armors that are base encumbrance 3 or less, but any armor that is base encumbrance 4 or greater is not reducing by 3 when equipped.

When I access the characters in 1.6.0 the encumbrance continues to calculate correctly.

Once Again, This has been previously discussed. Oggy is aware and will be fixing it in the next release.

Please read before you post.

Edited by Dakkar98

An awesome generator! I'm trying to get my whole group to use it!

An awesome generator! I'm trying to get my whole group to use it!

Shouldn't be too hard a sell, once they see and play with it.

The GM tools are often overlooked... if you are GM... LOOK AT THEM!

Specifically, the "Import" button on the Adversaries tab gets you the stats you'll need.

And when you add adversaries into encounters, the sheets that you can then print out save TONS of time for the GM and really speeds up the pace of the game to exciting, more engaging levels (for me).

*Possible BUG*

Ok so I was trying to add a Nemesis Hutt Crime Lord and tried to add "Awkward" by selecting Add setback but it keep changing on me and going back to add boost dice every time I make a change for some reason not letting me change it. Whatever is the problem it seems finicky. Anyway thx.

BTW are you planning on adding support for Armor Crafting from the new source book?

Edited by sevick

BTW are you planning on adding support for Armor Crafting from the new source book?

Am I the only one who reads other peoples posts before making a new one?

This question has been asked several times now, and I believe that the answer is still NO. You can use the Data Editor to create a custom armor and then add it to your character at no cost. To my knowledge, Oggy has not changed his mind on this. There was one suggestion that he add the custom armor/weapon/gear tool from the GM tools to the Character Generator portion of the program, but Oggy has not commented on that suggestion.

Hope that helps, and I hope others read this before posting the same question another time.

BTW are you planning on adding support for Armor Crafting from the new source book?

Am I the only one who reads other peoples posts before making a new one?

This question has been asked several times now, and I believe that the answer is still NO. You can use the Data Editor to create a custom armor and then add it to your character at no cost. To my knowledge, Oggy has not changed his mind on this. There was one suggestion that he add the custom armor/weapon/gear tool from the GM tools to the Character Generator portion of the program, but Oggy has not commented on that suggestion.

Hope that helps, and I hope others read this before posting the same question another time.

Yeah I think once the crafting rules come out in the technician book is when it makes sense to tackle that job.

Still having this problem.

I have done the web install. When I try to open the generator, the Launching Application stalls out at "Verifying application requirements." It never progresses.

UPDATE: Running the Data Editor in Compatibility Mode for Windows 7 solved the problem.

Hey Ogg, getting an "Unhandled Exception" error when I try to modify any entry in the Data Editor. Here are some details

- Cannot modify entries, though I can create new ones or delete existing ones. I CAN modify new entries I create.

- Reinstalled the program twice. Also re-downloaded manual install and attempted web install, problem persists.

- I use Windows 10 and have run the program normally and as administrator, problem persists.

- Followed Microsoft's troubleshooting to fix this problem (Running the software in Safe Mode or updating drivers), problem persists.

I read all you care about is the Exception Test, so here is some text from the error.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.SourceControl.cbcSource_CheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBox.OnCheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBox.Items_CheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBoxItemList.OnCheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBoxItemList.item_CheckedChanged(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)
at SWCharGen.CheckBoxComboBoxItem.OnCheckedChanged(EventArgs e)
at System.Windows.Forms.CheckBox.set_CheckState(CheckState value)
at System.Windows.Forms.CheckBox.set_Checked(Boolean value)
at SWCharGen.SourceControl.SetSources(CharData data, String defaultSource, DataItem item)
at SWCharGen.frmAddCareer.SetKey(DataItem existingItem, String newKey)
at SWCharGen.frmAddCareer.GetCareer(CharData myData, IWin32Window parent, String newKey, Career existingCareer)
at SWCharGen.frmSWDataEditMain.ModifyItem(DataItem item)
at SWCharGen.frmSWDataEditMain.btnModify_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at SWCharGen.ImageButton.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at SWCharGen.ImageButton.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Edited by Sydonis

I uninstalled and reinstalled, and it fixed the hangup with the "Verifying application requirements."

NOPE. For whatever reason, the Data Editor seemingly at random decided to give me the same issues, despite everything I've tried above. Even though I've tried running it in compatibility mode for Windows XP, 7 AND 8, and even though it worked temporarily, it is no longer running. I downloaded and installed an older version of your Character Builder from January 2015 and it works no problem; I am able to modify all fields normally without having to run it in compatibility mode or as an administrator.

I don't know if the Exception is the same as above, but here is the Exception error message I am now getting. Please help, I have a game coming up soon!

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.SourceControl.cbcSource_CheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBox.OnCheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBox.Items_CheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBoxItemList.OnCheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBoxItemList.item_CheckedChanged(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)
at SWCharGen.CheckBoxComboBoxItem.OnCheckedChanged(EventArgs e)
at System.Windows.Forms.CheckBox.set_CheckState(CheckState value)
at System.Windows.Forms.CheckBox.set_Checked(Boolean value)
at SWCharGen.SourceControl.SetSources(CharData data, String defaultSource, DataItem item)
at SWCharGen.frmAddCareer.SetKey(DataItem existingItem, String newKey)
at SWCharGen.frmAddCareer.GetCareer(CharData myData, IWin32Window parent, String newKey, Career existingCareer)
at SWCharGen.frmSWDataEditMain.ModifyItem(DataItem item)
at SWCharGen.frmSWDataEditMain.btnModify_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at SWCharGen.ImageButton.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at SWCharGen.ImageButton.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Edited by Sydonis

I've noticed that 2 sets of armor can be equipped. While this makes sense for certain items, like Banal Clothing + Second Skin Armor, it also stacks the benefits of other sets. For instance, equipping a Tailored Armor Jacket [soak 2] & Second Skin Armor [soak 1 & Defense 1] gives a net Soak 2 and Defense 1, instead of only the bonus of one set.

Edited by verdantsf

I've noticed that 2 sets of armor can be equipped. While this makes sense for certain items, like Banal Clothing + Second Skin Armor, it also stacks the benefits of other sets. For instance, equipping a Tailored Armor Jacket [soak 2] & Second Skin Armor [soak 1 & Defense 1] gives a net Soak 2 and Defense 1, instead of only the bonus of one set.

That is the way it should work.

NOPE. For whatever reason, the Data Editor seemingly at random decided to give me the same issues, despite everything I've tried above. Even though I've tried running it in compatibility mode for Windows XP, 7 AND 8, and even though it worked temporarily, it is no longer running. I downloaded and installed an older version of your Character Builder from January 2015 and it works no problem; I am able to modify all fields normally without having to run it in compatibility mode or as an administrator.

I don't know if the Exception is the same as above, but here is the Exception error message I am now getting. Please help, I have a game coming up soon!

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.SourceControl.cbcSource_CheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBox.OnCheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBox.Items_CheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBoxItemList.OnCheckBoxCheckedChanged(Object sender, EventArgs e)
at SWCharGen.CheckBoxComboBoxItemList.item_CheckedChanged(Object sender, EventArgs e)
at System.EventHandler.Invoke(Object sender, EventArgs e)
at System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)
at SWCharGen.CheckBoxComboBoxItem.OnCheckedChanged(EventArgs e)
at System.Windows.Forms.CheckBox.set_CheckState(CheckState value)
at System.Windows.Forms.CheckBox.set_Checked(Boolean value)
at SWCharGen.SourceControl.SetSources(CharData data, String defaultSource, DataItem item)
at SWCharGen.frmAddCareer.SetKey(DataItem existingItem, String newKey)
at SWCharGen.frmAddCareer.GetCareer(CharData myData, IWin32Window parent, String newKey, Career existingCareer)
at SWCharGen.frmSWDataEditMain.ModifyItem(DataItem item)
at SWCharGen.frmSWDataEditMain.btnModify_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at SWCharGen.ImageButton.OnClick(EventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at SWCharGen.ImageButton.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

This is an issue that will be fixed in the next version. Temporary work around is to open up any item XML file and change the source to "User Data" that should fix the issue.

I suggest the TIE_BR Boarding Shuttle.xml file. You will find it in the appfolder \Data\Vehicles folder

Edited by SilindeT

I've noticed that 2 sets of armor can be equipped. While this makes sense for certain items, like Banal Clothing + Second Skin Armor, it also stacks the benefits of other sets. For instance, equipping a Tailored Armor Jacket [soak 2] & Second Skin Armor [soak 1 & Defense 1] gives a net Soak 2 and Defense 1, instead of only the bonus of one set.

That is the way it should work.

Max Brooke thinks it should work differently (from the Developer Answered Questions thread):

Rules as written, nothing actually allows a character to wear more than one set of armor at a time. Therefore, if a GM does not wish to allow a character to wear two sets of armor at once, it is well within the GM’s purview to say that the character must choose only one to wear.

If the GM does want to allow a PC to wear multiple sets of armor at once, a good rule of thumb is that a character can only ever benefit from one set of armor at any given time. In other words, if the character is attacked, only one worn set of armor provides defensive benefits against the attack (which includes soak, defense, and any other properties it might possess).

That said, I'm thinking of house ruling an exception for Second Skin Armor, since it's specifically meant to be worn under other garments.

Edited by verdantsf

I've noticed that 2 sets of armor can be equipped. While this makes sense for certain items, like Banal Clothing + Second Skin Armor, it also stacks the benefits of other sets. For instance, equipping a Tailored Armor Jacket [soak 2] & Second Skin Armor [soak 1 & Defense 1] gives a net Soak 2 and Defense 1, instead of only the bonus of one set.

That is the way it should work.

Max Brooke thinks it should work differently (from the Developer Answered Questions thread):

Rules as written, nothing actually allows a character to wear more than one set of armor at a time. Therefore, if a GM does not wish to allow a character to wear two sets of armor at once, it is well within the GM’s purview to say that the character must choose only one to wear.

If the GM does want to allow a PC to wear multiple sets of armor at once, a good rule of thumb is that a character can only ever benefit from one set of armor at any given time. In other words, if the character is attacked, only one worn set of armor provides defensive benefits against the attack (which includes soak, defense, and any other properties it might possess).

That said, I'm thinking of house ruling an exception for Second Skin Armor, since it's specifically meant to be worn under other garments.

It doesn't explicitly disallow it, either, although in 90% of the cases, it just doesn't make any sense. The closest it comes to disallowing it RAW is when it says "A character cannot wear three suits of heavy assault armor and stack the soak bonus from each", but what this is disallowing is the soak stacking from each and not necessarily wearing multiple pieces of armor (although, as I mentioned, common sense needs to be applied).

Personally, I would prefer the generator only allow one piece of armor to be equipped at a time, and this is, in fact, how it worked in the beginning. But since there are some combinations that might (maybe) make sense if the GM allowed it (like heavy clothing under laminate, or a personal defense field, or a Jedi robe or second skin with something else), I allow two to be equipped and just leave it to the GM to arbitrate if or how he would want this to work.

And while we could continue to have a philosophical discussion on how this might work :) I'm actually waiting for the devs to re-evaluate the entire soak/defense thing, which apparently they're doing. Hopefully, even if it ends up working the same, they might make the rules a bit more explicit and possibly rule out two pieces of armor altogether.

Ogg, In the event of such changes in the future, would it be possible to configure the number of armor sets capable of being worn by characters?

That way GMs would have the ability to override whatever rule is in place and allow whatever stacking they feel should be in place within the generator?

Question/problem. Apologies if it's already been asked, but...292 pages. ;)

Working around with information for our group, we've added a retail business base. Added the base to the group, so Negotiation would show up as a career skill. At first it didn't, then after a few fits and starts, it showed up. Playing around with ideas that we have to add an Entertainment base, I added it to the group, but it didn't add Charm as a career skill.

I've been playing around with test characters/groups, trying to see what - if anything - I'm doing wrong, but none of them are adding the appropriate career skill to the characters.

I'm sure I'm probably overlooking something incredibly simple. Any thoughts, anyone?

UPDATE: Figured out how to change the source. Seem to modify the entries no problem now.

This is an issue that will be fixed in the next version. Temporary work around is to open up any item XML file and change the source to "User Data" that should fix the issue.

I suggest the TIE_BR Boarding Shuttle.xml file. You will find it in the appfolder \Data\Vehicles folder

When is the next version going to be released? I guess until the next version I'll try your other suggestion. How do I change the source to "User Data," is this done in the Data Editor? Through the actual file's properties? Or do I just move the file to the custom entries folder (Appdata/Roaming/SWEotECharGen)?

All the questions!

Edited by Sydonis

Ogg, In the event of such changes in the future, would it be possible to configure the number of armor sets capable of being worn by characters?

That way GMs would have the ability to override whatever rule is in place and allow whatever stacking they feel should be in place within the generator?

GM's already have the ability to override it. They just need to talk to their players.

It would be much simpler for you to simply tell your players " Hey, the program will allow you to wear two sets of armor, I don't want you to do that in my campaign."

They then respect your decision and don't equip more that one suit of armor at a time.

Easy as that.

Ogg, In the event of such changes in the future, would it be possible to configure the number of armor sets capable of being worn by characters?

That way GMs would have the ability to override whatever rule is in place and allow whatever stacking they feel should be in place within the generator?

GM's already have the ability to override it. They just need to talk to their players.

It would be much simpler for you to simply tell your players " Hey, the program will allow you to wear two sets of armor, I don't want you to do that in my campaign."

They then respect your decision and don't equip more that one suit of armor at a time.

Easy as that.

Yeah, I was going in the -other- direction... A/KT Vest on top of Padded on top of Second Skin...

I believe the ECM-598 Medical Backpack is not working correctly when equipped as my dice pool on the character sheet isn't modified. Per the description on Pg. 48 of Enter the Unknown,

"In addition, it grants (single boost die symbol here) to all Medicine checks made while using the ECM-598 and, thanks to the tutorials and information on the datapad, individuals using this decrease the difficulty of any Medicine checks they make to heal Critical Injuries by 1 to a minimum of Easy(single difficulty die here)".

Shouldn't the medical skill dice pool have a boost die added?

I created an adversary in the GM tools. However, under Skills/Talents/Force there are no force powers available. All I see are Skills and Talents.

I believe the ECM-598 Medical Backpack is not working correctly when equipped as my dice pool on the character sheet isn't modified. Per the description on Pg. 48 of Enter the Unknown,

"In addition, it grants (single boost die symbol here) to all Medicine checks made while using the ECM-598 and, thanks to the tutorials and information on the datapad, individuals using this decrease the difficulty of any Medicine checks they make to heal Critical Injuries by 1 to a minimum of Easy(single difficulty die here)".

Shouldn't the medical skill dice pool have a boost die added?

Once again, a topic already addressed: https://community.fantasyflightgames.com/topic/89135-another-character-generator/page-288#entry2041190

When the ECM-598 was first released, Oggy didn't have items actually add in their boost dice and stuff directly to the skills. The players actually had to do a little bookkeeping of their own. Now that he does have those Items add it in he has fixed the ECM-598 medical backpack for the next release.

Please read through a few posts before asking a question that was already answered last week or so.

The fewer repeat questions we have, the more likely the answer to those questions will be in a lot more recent post and easier for everyone to find.

Subscribe to the topic, that way you'll get an e-mail when someone asks the same question you were thinking of asking, thereby eliminating the need for you to ask the same question a day or two later because you are not willing to scroll back a page or two to read the answer already provided.

Edited by Dakkar98

Love the tool! I'm new to GM'ing and definitely makes my life a lot easier. +1 to OggDude!