Another Character Generator

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

It is. It seems that it only happens when I make changes. Then I have to save and reload and they reapear. I've reinsralled the program to see if that will fix it.

Send me the character and I'll see if I can reproduce it. [email protected]

The Ancient Sword should use the Lightsaber skill, not the Melee skill.

It does. Make sure you don't have an old customized copy of it. I think the skill was changed between the Beta.

I like the atlas idea. I have a few suggestions to make it easier for groups like mine that are more epic in scope.

Start with the basis of the atlas to be an entire system and classify the sun using normal notation. Either use the tables for planetary generation from Traveller or let the GM decide how many planets each system has. For every planet have a rating for number of moons then list the moons. Planets and moons should have the option to select if they are habitable or inhabitable by using atmosphere type. Have an box for primary climate for moons and planets. Allow the GM to list major cities/space stations and a description for every planet. Planets should have an allegiance box to notate how the planet leans in the galactic political arena. Boxes should be added under the planet/moon to define how much income they generate, a tax box, and net profit box using 75% of the gross for maintaining the government.

I just tried to create a custom vehicle with a hyperdrive rating of .5, but, in the character builder, it shows as 1. It's stored as .5 in the data editor.

Is this a bug?

Let me amend my prior post. I was reading the old WEG Star Wars Galaxy Guide 8: Scouts and it contains everything that a planet and the star system needs. It's actually an excellent resource for creating the Star Wars worlds and better than Traveller's system.

Hi everyone

Some questions regarding the lightsaber creation with Oggy's tools (up to 1.6.1.0) :

1. when creating a character with a lightsaber, there is no way to choose which gem to put inside the hilt and therefore no way to change the damage, crits, ... values. Has anyone already noticed this ? What to do ? Create different kinds of lighsaber or is there a coming version of the tool to modulate the lightsaber characteristics with the hilt (already existing in the tool) and the gem ?

2. it seems to me the lightsaber which deals 10 damage is an outdated version from the Edge of the Empire Core rulebook ; should it not be deleted and replaced by the sole versions mentioned in the Force & Destiny Rulebook ?

Maybe those questions were already answered but the topic has gone too big to look deeply back inside...

Thks

Hi everyone

Some questions regarding the lightsaber creation with Oggy's tools (up to 1.6.1.0) :

1. when creating a character with a lightsaber, there is no way to choose which gem to put inside the hilt and therefore no way to change the damage, crits, ... values. Has anyone already noticed this ? What to do ? Create different kinds of lighsaber or is there a coming version of the tool to modulate the lightsaber characteristics with the hilt (already existing in the tool) and the gem ?

2. it seems to me the lightsaber which deals 10 damage is an outdated version from the Edge of the Empire Core rulebook ; should it not be deleted and replaced by the sole versions mentioned in the Force & Destiny Rulebook ?

Maybe those questions were already answered but the topic has gone too big to look deeply back inside...

Thks

No mate you can update lightsabers in the attachment module.

On another note, after loosing my custom data the other day I have put it all back now. I have the majority of the Talents, Force Powers and Signature Ability Nodes from the source books I have available. If anyone wants them you can download the files from the link in my signature.

I've found a small bug.

If I create an NPC stat block from a player character (Nemesis-PC) that has 1 rank in the Grit talent, the stack block will correctly calculate the Strain Threshold but will list the Talent as "Grit 2".

I just tried to create a custom vehicle with a hyperdrive rating of .5, but, in the character builder, it shows as 1. It's stored as .5 in the data editor.

Is this a bug?

Actually, it's a feature :) If you look at the Hyperdrive Generator attachment, the base mod lowers the hyperdrive class by 1 to a minimum of 1. The mod that you can purchase actually lowers it to a minimum of .5.

So... I took that to mean, under normal circumstances, the minimum hyperdrive class is 1, and to get it lower, you need a hyperdrive generator with one of the optional mods.

This might be incorrect, but that's how it's implemented currently.

I've found a small bug.

If I create an NPC stat block from a player character (Nemesis-PC) that has 1 rank in the Grit talent, the stack block will correctly calculate the Strain Threshold but will list the Talent as "Grit 2".

That was a bug. It's been fixed.

Hi everyone

Some questions regarding the lightsaber creation with Oggy's tools (up to 1.6.1.0) :

1. when creating a character with a lightsaber, there is no way to choose which gem to put inside the hilt and therefore no way to change the damage, crits, ... values. Has anyone already noticed this ? What to do ? Create different kinds of lighsaber or is there a coming version of the tool to modulate the lightsaber characteristics with the hilt (already existing in the tool) and the gem ?

2. it seems to me the lightsaber which deals 10 damage is an outdated version from the Edge of the Empire Core rulebook ; should it not be deleted and replaced by the sole versions mentioned in the Force & Destiny Rulebook ?

Maybe those questions were already answered but the topic has gone too big to look deeply back inside...

Thks

No mate you can update lightsabers in the attachment module.

  1. Diego is correct, you add crystals using the Attachments feature, just like you add any other attachment to a lightsaber (curved hilt, cyclic crystal array, etc).
  2. While the lightsaber from EotE may be outdated, it's still an official item from an official book, so it remains. What you can do is turn off the EotE source and just use FaD as a core source.

Hi everyone

Some questions regarding the lightsaber creation with Oggy's tools (up to 1.6.1.0) :

1. when creating a character with a lightsaber, there is no way to choose which gem to put inside the hilt and therefore no way to change the damage, crits, ... values. Has anyone already noticed this ? What to do ? Create different kinds of lighsaber or is there a coming version of the tool to modulate the lightsaber characteristics with the hilt (already existing in the tool) and the gem ?

2. it seems to me the lightsaber which deals 10 damage is an outdated version from the Edge of the Empire Core rulebook ; should it not be deleted and replaced by the sole versions mentioned in the Force & Destiny Rulebook ?

Maybe those questions were already answered but the topic has gone too big to look deeply back inside...

Thks

No mate you can update lightsabers in the attachment module.

  1. Diego is correct, you add crystals using the Attachments feature, just like you add any other attachment to a lightsaber (curved hilt, cyclic crystal array, etc).
  2. While the lightsaber from EotE may be outdated, it's still an official item from an official book, so it remains. What you can do is turn off the EotE source and just use FaD as a core source.

Personally I like to use all the sources, it gives me different options to play with. I took two basic sabers, added some nifty attachments and the effect is that I actually have to tone it down a little so my NPC doesn't outshine the PC's :)

Hi everyone

Some questions regarding the lightsaber creation with Oggy's tools (up to 1.6.1.0) :

1. when creating a character with a lightsaber, there is no way to choose which gem to put inside the hilt and therefore no way to change the damage, crits, ... values. Has anyone already noticed this ? What to do ? Create different kinds of lighsaber or is there a coming version of the tool to modulate the lightsaber characteristics with the hilt (already existing in the tool) and the gem ?

2. it seems to me the lightsaber which deals 10 damage is an outdated version from the Edge of the Empire Core rulebook ; should it not be deleted and replaced by the sole versions mentioned in the Force & Destiny Rulebook ?

Maybe those questions were already answered but the topic has gone too big to look deeply back inside...

Thks

No mate you can update lightsabers in the attachment module.

  1. Diego is correct, you add crystals using the Attachments feature, just like you add any other attachment to a lightsaber (curved hilt, cyclic crystal array, etc).
  2. While the lightsaber from EotE may be outdated, it's still an official item from an official book, so it remains. What you can do is turn off the EotE source and just use FaD as a core source.

1 --> I hadn't tried the "attachment" button yet... now it's done ! that's exactly what I was looking for ! Thanks !

2 --> as DiegoOnasi said, I'm playing with all the sourcebooks : therefore I have to suppress or modify it manually : not an issue...

And while I was doing this little modification I noticed what could be a bug : whatever the weapon I choose to modify using the data editor (grenade, lightsaber, glaive, blaster, ...) I can only select the "mechanics" skill attached to this weapon : is that normal ?

Hi everyone

Some questions regarding the lightsaber creation with Oggy's tools (up to 1.6.1.0) :

1. when creating a character with a lightsaber, there is no way to choose which gem to put inside the hilt and therefore no way to change the damage, crits, ... values. Has anyone already noticed this ? What to do ? Create different kinds of lighsaber or is there a coming version of the tool to modulate the lightsaber characteristics with the hilt (already existing in the tool) and the gem ?

2. it seems to me the lightsaber which deals 10 damage is an outdated version from the Edge of the Empire Core rulebook ; should it not be deleted and replaced by the sole versions mentioned in the Force & Destiny Rulebook ?

Maybe those questions were already answered but the topic has gone too big to look deeply back inside...

Thks

No mate you can update lightsabers in the attachment module.

  1. Diego is correct, you add crystals using the Attachments feature, just like you add any other attachment to a lightsaber (curved hilt, cyclic crystal array, etc).
  2. While the lightsaber from EotE may be outdated, it's still an official item from an official book, so it remains. What you can do is turn off the EotE source and just use FaD as a core source.

1 --> I hadn't tried the "attachment" button yet... now it's done ! that's exactly what I was looking for ! Thanks !

2 --> as DiegoOnasi said, I'm playing with all the sourcebooks : therefore I have to suppress or modify it manually : not an issue...

And while I was doing this little modification I noticed what could be a bug : whatever the weapon I choose to modify using the data editor (grenade, lightsaber, glaive, blaster, ...) I can only select the "mechanics" skill attached to this weapon : is that normal ?

That's a bug. I used to use a string for skill type, but after adding language translation, I now use an enum. Unfortunately, the edit weapon dialog was still looking for "Combat", which won't necessarily exist in other languages.

It'll be fixed in the next release.

Oggy,

how can some small typing errors be corrected in the french translation ?

Oggy,

how can some small typing errors be corrected in the french translation ?

From the launcher, make sure More Options is checked and click Language. Then click Edit.

The next release will come with an updated French translation, so you may want to wait a bit :)

I just tried to create a custom vehicle with a hyperdrive rating of .5, but, in the character builder, it shows as 1. It's stored as .5 in the data editor.

Is this a bug?

Actually, it's a feature :) If you look at the Hyperdrive Generator attachment, the base mod lowers the hyperdrive class by 1 to a minimum of 1. The mod that you can purchase actually lowers it to a minimum of .5.

So... I took that to mean, under normal circumstances, the minimum hyperdrive class is 1, and to get it lower, you need a hyperdrive generator with one of the optional mods.

This might be incorrect, but that's how it's implemented currently.

So, currently, if I wanted to create a custom ship with a base .5 hyperdrive, how would I go about doing it? I can't add the hyperdrive attachment as a built in mod because it has additional modifications...

I just tried to create a custom vehicle with a hyperdrive rating of .5, but, in the character builder, it shows as 1. It's stored as .5 in the data editor.

Is this a bug?

Actually, it's a feature :) If you look at the Hyperdrive Generator attachment, the base mod lowers the hyperdrive class by 1 to a minimum of 1. The mod that you can purchase actually lowers it to a minimum of .5.

So... I took that to mean, under normal circumstances, the minimum hyperdrive class is 1, and to get it lower, you need a hyperdrive generator with one of the optional mods.

This might be incorrect, but that's how it's implemented currently.

So, currently, if I wanted to create a custom ship with a base .5 hyperdrive, how would I go about doing it? I can't add the hyperdrive attachment as a built in mod because it has additional modifications...

You can either create the ship with a hyperdrive of 1, then add the attachment to it afterwards, or just create your own attachment with the .5 as a base mod, then add it built-in to your ship.

Edit: You can limit the home brew attachment by the item key of the ship you created if you don't want it showing up for anything else.

Edited by OggDude

Hey Oggy what did you think of my suggestion for the atlas?

Oggy,

how can some small typing errors be corrected in the french translation ?

by telling what they are and where they are.

I installed the generator on my laptop and no matter what I try and do the specialization trees do not give the information. All they do is say refer to Page XX in *Insert Books Here* any way to fix this?

Sorry if this is a redundant question but how do i update the program while i still keep all of my custom items and character profiles?

Oggy,

how can some small typing errors be corrected in the french translation ?

by telling what they are and where they are.

Obviously :rolleyes:

I just wanted to know whether there was some link or people to contact rather than spelling some boring list to anyone... :P

Hey Oggy what did you think of my suggestion for the atlas?

It was quite a laundry list :) If I were to get into that much detail, I'd like it to be from some official source. Unfortunately, the perfect place for something like that would have been Enter the Unknown (being for Explorers), but they went with something else.

My idea was more on the lines of mimicking the current planet data sheets, since those are standardized, and they don't necessarily have to be planets. They all have the same entries ("Astronavigation Data", "Orbital Metrics", "Government", etc), have an image on the right, and have an optional green side-bar highlighting something unique about the location. Besides being able to print out a data sheet (with a background color other than black; I normally have to invert the colors on those things before I print them out so I don't drain my ink cartridge), you could have a mini-database where you can search on the various fields.

The big issue is what part of the text is copyrighted and can't be included. "Background" most certainly couldn't be included, or the side-bar text. Alternatively, the descriptions could come from a PD source like Wookieepedia instead of FFG. For giggles, I could include a galaxy map (probably not the galaxy map from the CRBs; again, copyright issues), and plot your atlas locations on the map so you could click on them to bring up the data, something like points of interest on Google Maps.

Anyway, those were some of my thoughts. Random, or semi-random, generation of systems would be cool, but again, I wouldn't want to do my own thing only to have FFG come out with a completely different system down the road sometime.