Another Character Generator

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

Hey OggDude,

Still enjoying your amazing work!

Had one of my players move an attachment from one weapon to a new one he bought; not an issue I just added the same attachment to the other weapon.

The thing is though, he failed one of the Mods.

This made me think; could you transfer one attachment (with successful and failed Mods) to another weapon that the player owns?

I was wondering something akin to this for item attachments, as well, since Special Modifications clarified that (most) attachments can be removed as easily as adding them (page 93) and then attached to a different item.

The current system works well enough for this just by making note of which modifications have been made, but if it's not too much trouble to implement a system for swapping them wholesale it would be appreciated. :)

Hey OggDude,

I re-installed (to the latest version) this last week. And it worked then but now when I try to open it up pops a window that says "verifying application requirements" (which disappears) and it never gets any farther than that. I tried reinstalling but the same thing keeps happening (I'm running windows 10 if that makes a difference)

Hey OggDude,

I re-installed (to the latest version) this last week. And it worked then but now when I try to open it up pops a window that says "verifying application requirements" (which disappears) and it never gets any farther than that. I tried reinstalling but the same thing keeps happening (I'm running windows 10 if that makes a difference)

Try uninstalling, then reinstalling. When you use the web install, running the shortcut will automatically prompt you to update when there's a new version. There's no need to download the setup program again.

Hey OggDude,

Still enjoying your amazing work!

Had one of my players move an attachment from one weapon to a new one he bought; not an issue I just added the same attachment to the other weapon.

The thing is though, he failed one of the Mods.

This made me think; could you transfer one attachment (with successful and failed Mods) to another weapon that the player owns?

I was wondering something akin to this for item attachments, as well, since Special Modifications clarified that (most) attachments can be removed as easily as adding them (page 93) and then attached to a different item.

The current system works well enough for this just by making note of which modifications have been made, but if it's not too much trouble to implement a system for swapping them wholesale it would be appreciated. :)

I haven't had a chance to really look at SM yet, though I've had it for two weeks :) I'm sure there's some stuff in there that will require some code changes. I'll keep the swap thing in mind.

Apologies for something that must have been asked already, but I couldn't find anything in the manual or other posts: Is there a way to add new item qualities. There is a fan supplement which is probably well-known, and I'd like to add the gear and crafts. Right now I only include the new qualities in the item's notes section in the character generator.

You can't edit item descriptors since many of them have code behind them, plus I add characteristics, talents, and Force powers to them on startup. It's a can-of-worms sort of thing, plus I'd have to customize the data editor to do it.

You could manually add a new quality, however. Just create a new file in <data folder>\DataCustom called "ItemDescriptors.xml" and add the following:

<ItemDescriptors>

<ItemDescriptor>
<Key>UNIQUEKEY</Key>
<Name>My New Quality</Name>
<Description></Description>
<Custom>AddedItem</Custom>
<Type>Weapon</Type>
<ModDesc>My New Quality {0}</ModDesc>
<QualDesc>My New Quality {0}</QualDesc>
<IsQuality>true</IsQuality>
</ItemDescriptor>
</ItemDescriptors>
If it's a quality without a rank, add "<IsBoolean>true</IsBoolean>" and remove the " {0}" from the two descriptions. "<Type>" can be Weapon, Armor, Gear , or Vehicle . Also, make sure the key is unique.
Edit: Sorry, quality-type item descriptors can only be applied to weapons and armor.

Thanks for this. I've figured out most of it, but where does the moddesc show and what does track?

If I use GM Grants to give the PCs a free Specialization at chargen, it still counts the freebie against the total for xp costs when they buy another later. Is there any way to get the program to ignore that free Specialization when counting xp costs?

If I use GM Grants to give the PCs a free Specialization at chargen, it still counts the freebie against the total for xp costs when they buy another later. Is there any way to get the program to ignore that free Specialization when counting xp costs?

I just tried this and it works the way you described already. Added three free specs, then purchased another career spec. It cost 20xp like it should. Purchased another and it cost an additional 30xp. Same for non-career specs, except the first cost 30xp, etc.

Huh. I'd have sworn it didn't work when I checked. I may have brain farted and added a non-career when I meant to add a career spec though. Thanks for the quick response at least!

If I use GM Grants to give the PCs a free Specialization at chargen, it still counts the freebie against the total for xp costs when they buy another later. Is there any way to get the program to ignore that free Specialization when counting xp costs?

I just tried this and it works the way you described already. Added three free specs, then purchased another career spec. It cost 20xp like it should. Purchased another and it cost an additional 30xp. Same for non-career specs, except the first cost 30xp, etc.

On mine, a character starts out as Smuggler Pilot, I make Scoundrel a free Grant, but then choose any Universal Specializations are listed as costing 30, choosing Warden (selecting non-career) is listed as costing 40, and Thief is (as expected) listed as 30.

I believe that's what CapnIndigo is reporting, though I'm a bit fuzzy. I will say that although I am making Recruit a free grant to select characters, I halve already told them (based on the above experience) that it will count towards the cost of further specializations.

I have version 1.6.3.0 and just tested it out with different combinations. Regardless of what is free grants and what is starting spec, any future purchased spec is counting the free grants toward to total spec count. If I wish to purchase another spec after free specs have been granted, I have delete the free spec(s), purchase a new spec as normal, then re-grant the free spec(s).

Ah... that's just what the purchase dialog says because I didn't change it when I added free specs. If you buy free specs, the real XP cost is correct, which is what matters. I'll take a look at making the purchase dialog display the proper cost.

I'm sure this has been suggested, but it'd be nice if the download zip had a version number.

Sometimes it's hard to to know which version you have and which version is up for grabs.

I noticed when trying to create an encounter with through the GM Tools that if I select a minion and try to increase the count, it will not save the number I specify (I've tried increasing it to 2 & 3). If I add a second minion group, it will allow that minion group to increase beyond one but the first group remains solely at a single minion and still won't save after being adjusted.

Edit: I just tried adding three individual groups, updated them all to 3 minions each. Two of the three updated fine, the third remained at 1. The difference between this time and previous attempts is that I didn't add on to an existing encounter.

Edited by Dreeghul
OddballE8

I agree that a version number would be great but I just add it to the zip file when I download it so that I have it. Hope this ideal helps.

The Verpine Heavy Shatter Rifle should be able to take the Weapon Sling. It should not be able to take the Magnetic Weapon Tether which seems limited to one-handed weapons.

Edited by SEApocalypse

First I would like to say that I absolutely love your program, it's saved me hours as a GM. Second I apologize if this sounds like I'm nagging, I'm really trying not to but I do have one question though, I have a player who is playing a Gank Cyber Tech, and was wondering if you had any idea when it would be updated. I'm just finding it increasingly hard to keep up with the character. (We won't even go into the headache the mechanic is causing.)

Edited by Kesendeja

First I would like to say that I absolutely love your program, it's saved me hours as a GM. Second I apologize if this sounds like I'm nagging, I'm really trying not to but I do have one question though, I have a player who is playing a Gank Cyber Tech, and was wondering if you had any idea when it would be updated. I'm just finding it increasingly hard to keep up with the character. (We won't even go into the headache the mechanic is causing.)

Based on what I gathered, OggDude has a copy Special Modifications, but he's been busy trying to wrap up his export/reporting module first before moving on to the content for Special Modifications.

Yeah, sorry about the delays. I've been working with reporting, and it's one of the more complex parts of the app that I've added so far. When I get done with it, I'll add SM and do the release.

And speaking of reports, thought I'd preview what I've done so far. When creating reports, it'll be done as a wizard, similar to how Inquisitors are created. So far, here are the steps:

SWReport1.png

SWReport2.png

SWReport3.png

SWReport4.png

First I would like to say that I absolutely love your program, it's saved me hours as a GM. Second I apologize if this sounds like I'm nagging, I'm really trying not to but I do have one question though, I have a player who is playing a Gank Cyber Tech, and was wondering if you had any idea when it would be updated. I'm just finding it increasingly hard to keep up with the character. (We won't even go into the headache the mechanic is causing.)

Based on what I gathered, OggDude has a copy Special Modifications, but he's been busy trying to wrap up his export/reporting module first before moving on to the content for Special Modifications.

Thanks for the reply, I can now satisfy the raving horde with information.

If the devs are that worried about game balance, they should probably spend some time looking at autofire, which is almost universally agreed upon by players and GMs to be horrifically broken, and it seems GMs either have a house rule or simply doe their best to prevent autofire weapons from getting into the hands of players.

I'm not sure if they consider it a game balance problem or a ridiculously-sized dice pool problem. But I think there's a distinction between autofire (which seems to be universally agreed to be broken in conjunction with Jury-Rigged, but not necessarily broken in and of itself) and massive defense. Autofire puts out a lot of damage and might risk outshining other players. Half-a-dozen setback dice, on the other hand, means you might as well not even bother rolling if you don't have really high skill, as you're basically asking to knock yourself out with your own weapon from threat-inflicted strain. Discouraging characters from even trying is arguably worse than having their contribution outshone by comparison.

So far as the setback dice making it pointless to try, that's pure nonsense. It's ludicrously easy to stack attack modifiers in this game: burn a couple strain and spend two maneuvers aiming, get an accurate weapon (incredibly easy with rifle), have an ally spend advantage, free advantage from "superior" weapons, etc. You could stack defensive to half a dozen dice and still barely counteract the boost dice you'd have if you spend even a little effort trying to get them.

Limiting the dice pool because it gets awkward to roll ten or more dice is a much more pressing issue, in my experience.

With regards to defensive, personally I feel the talent should always apply simply because it's usually a 25-pt talent towards the bottom of a tree. To have it be nullified by any respectable armor or simply stepping behind a waist-high wall makes the talent virtually a complete waste of XP.

Yeah I have found this issue too with regards to the easy build up of blues.

Without wanting to changes the rules too much, I have disallowed to use of Jury-Rigged on the Auto-Fire Weapon Quality.

Bug?

I haven't seen this mentioned, and I didn't find it in the latest release notes, but: with PCs as Adversaries in the GM Tools, some of the Talent bonuses are doubled. Eg: an Enforcer with 2 ranks of Fearsome will show 4, 1 rank of Uncanny Senses will show up (in the list and dice pools) as 2.

Bug?

I haven't seen this mentioned, and I didn't find it in the latest release notes, but: with PCs as Adversaries in the GM Tools, some of the Talent bonuses are doubled. Eg: an Enforcer with 2 ranks of Fearsome will show 4, 1 rank of Uncanny Senses will show up (in the list and dice pools) as 2.

Do you have the latest version? I think that was fixed in the latest release.

From the 1.6.3 release notes:

  • For adversaries, some talents would show up in Adversary PC's with incorrect rank counts. This has been fixed.

Is there any way to export homebrew content made in the data editor?

Possible bug?

The character builder seems to have deleted a whole bunch of specializations from the options, as well as from my saved characters that have them. Conceivably, this is data corruption on my side, but I'm wondering if anyone else has had this problem.