Another Character Generator

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

Oggdude, first amazing tool! Ive used it for years and it has made GMing so much easier, thank you. I know how busy you are and how much work you do and I appreciate very much. I posted this a while back while you were incommunicado so I'm bumping it to ask you to consider this. Thanks for all your work.

I have a request with the GM Tools. There is one thing I am consistently doing during play when using the printouts for combat and that is forgetting to add in any Adversary upgrades. I'm keeping so much going on especially now that my players are high EXP that I just miss things sometimes, not your fault but annoying anyway. So Id like to have the Adversary rank printed next to Soak, Wounds, and Defense sort of like the picture below. Is this possible because it would be really helpful :)

IMG_0431.JPG.615297a1410e642a90fb18603c806fed.JPG

Hey @OggDude , I want to point out a potential bug in the generator. You can find a link to an imgur album below that shows screenshot of the problem below. It appears that some spaces in the XML files are not being registered by the program and in fact in this instance having two spaces in the heading actually compacts the text down more. It's hard to explain so you may want to check out the images.

https://imgur.com/a/0DqkU43

Also, little heads up, Knights of Fate contains the only instance of a non Force Talent that actually gives you conflict. Right now it needs to be a force talent if you want to assign it a conflict number.

On 7/11/2018 at 11:27 AM, OggDude said:

I added "Reverse Engineering" as an attachment for weapons, armor, gear, and vehicles. Any item can use it, and it adds 1 to HP and that's all.

I haven't done anything with "rewards" (I think each career book has its own version). I'm going to have to look over all the different iterations and find some commonality. I have enough examples now :)

Did you add "Reverse Engineering" in the pre-release version or are you adding it to the full version?

Because I don't see it in the pre-release version.

12 hours ago, FuriousGreg said:

Oggdude, first amazing tool! Ive used it for years and it has made GMing so much easier, thank you. I know how busy you are and how much work you do and I appreciate very much. I posted this a while back while you were incommunicado so I'm bumping it to ask you to consider this. Thanks for all your work.

I have a request with the GM Tools. There is one thing I am consistently doing during play when using the printouts for combat and that is forgetting to add in any Adversary upgrades. I'm keeping so much going on especially now that my players are high EXP that I just miss things sometimes, not your fault but annoying anyway. So Id like to have the Adversary rank printed next to Soak, Wounds, and Defense sort of like the picture below. Is this possible because it would be really helpful :)

IMG_0431.JPG.615297a1410e642a90fb18603c806fed.JPG

I would like the ship sheet include a pilots appropriate piloting, gunnery with targeting computer adjustments.

Now that we've got the "early release" of 2.3, including the fix of the attachment bug, I wonder...how to accurately enter the Flickerphase Blade attachment from Knights of Fate, with its base mod of "add the Inaccurate 2 quality (or increase the existing quality by 1)."

On 7/9/2018 at 11:28 PM, OggDude said:

As for weapons, you can choose to add weapons from the Vehicle pane after you craft your ship, just like for a normal vehicle.

Yes, you can. However, weapons do count as a 1HP attachment for the purpose of Integrated Systems. I believe that is official word from the Devs, but I do not know the appropriate source - if someone can kindly reference this for me, I would appreciate it. :)

EDIT TO ADD: The information about weapons counting as a 1HP attachment is something I learned second-hand through fellow players of this one West Marches AoR Campaign. Again, I do not know the exact source, but AFAIHH it is official word from the Devs. Confirmation more than welcomed.

Edited by Takeshi Yamato

Oggdude- great to have you back.

Can I please request a log file detailing what XP has been spent on?

Would really help to re-create The path players take with their characters.

22 hours ago, Takeshi Yamato said:

Yes, you can. However, weapons do count as a 1HP attachment for the purpose of Integrated Systems. I believe that is official word from the Devs, but I do not know the appropriate source - if someone can kindly reference this for me, I would appreciate it. :)

EDIT TO ADD: The information about weapons counting as a 1HP attachment is something I learned second-hand through fellow players of this one West Marches AoR Campaign. Again, I do not know the exact source, but AFAIHH it is official word from the Devs. Confirmation more than welcomed.

Look for 'Upgrade Weapons" at the end of the vehicle attachment section of any of the core rulebooks. Replacing an existing weapon does not cost an HP, but adding a weapon does. Note you can combine as many weapons of the same type as you want to to form a "weapon system" (like "5 forward mounted medium laser cannons" or "6 starboard mounted quad medium turbo lasers") for 1 HP, even if it replaces an existing weapon system.

16 hours ago, Ogrebear said:

Oggdude- great to have you back.

Can I please request a log file detailing what XP has been spent on?

Would really help to re-create The path players take with their characters.

This would be more complex than it sounds. I could look into its feasibility, though.

19 minutes ago, OggDude said:

Look for 'Upgrade Weapons" at the end of the vehicle attachment section of any of the core rulebooks. Replacing an existing weapon does not cost an HP, but adding a weapon does. Note you can combine as many weapons of the same type as you want to to form a "weapon system" (like "5 forward mounted medium laser cannons" or "6 starboard mounted quad medium turbo lasers") for 1 HP, even if it replaces an existing weapon system.

I understand that, and know that. I am just saying that I have heard (second-hand, mind-you, but it appears to be official) that you can add weapons to a crafted ship using Integrated System.

EDIT TO ADD: I am not disputing that you can add weapons after creation. But I am simply saying that for Integrated System, adding a 1HP Vehicle Attachment for free (and giving them a dedicated Hard Point slot), weapons apparently do count .

Edited by Takeshi Yamato

Would it be possible to have an option to print Adversaries and Encounters with talents in a list without descriptions? Some of my more complicated Adversaries have a ton of talents, which results in a full wasted page of "please see page ##..." text. Even if all of the descriptions were there, the full descriptions aren't useful to print for every encounter when an NPC have two full talent trees worth of talents.

I don't want descriptions permanently removed from all adversary and encounter stat blocks, just the option to remove them when they would be more annoying than useful.

1 hour ago, sren said:

Would it be possible to have an option to print Adversaries and Encounters with talents in a list without descriptions? Some of my more complicated Adversaries have a ton of talents, which results in a full wasted page of "please see page ##..." text. Even if all of the descriptions were there, the full descriptions aren't useful to print for every encounter when an NPC have two full talent trees worth of talents.

I don't want descriptions permanently removed from all adversary and encounter stat blocks, just the option to remove them when they would be more annoying than useful.

Might be more usefull to move the talent description to a different sheet in the encounter. So you can choose to print ot not print that sheet. which would be handy for details of talents you might not be super familiar with. when you go to use that talent it is quickly reference-able.

13 hours ago, OggDude said:

This would be more complex than it sounds. I could look into its feasibility, though.

Great! A buy/sell log would be great too (though also complex because spent in so many places).

Probably keep them in a database table so that they are loaded and saved at the same time as the character, rather than a separate thing.

The link on the first page seems to not be working. When I click on it to get the latest I am getting an error

On 7/9/2018 at 12:52 AM, OggDude said:

Thanks everyone! What I'm going to do is a pre-release of 2.3, just in ZIP format. Go ahead and play around with it a bit and let me know what you find wrong with it. In particular, please look at the vehicle crafting (vehicle pane, "Craft Vehicle" button), as Crafting has the most changes for this release.

Pre-Release 2.3

You can download the pre-release here . Once I get all the kinks out of it, I'll put it up as an official release.

This is the error I keep getting when trying to download the pre-release 2.3

500 Internal Server Error
/lztHAyW36l7XJX76OLMTm4R/SWCharGen/SWCharGenPrerelease.zip

Most likely, Ogg took the existing pre-release down and is updating it. Next most likely: His current host took offense at the number of downloads and is throttling access.

4 hours ago, warchild1x said:

Most likely, Ogg took the existing pre-release down and is updating it. Next most likely: His current host took offense at the number of downloads and is throttling access.

Or they took offense to his awesomeness

Actually, I'm not sure why it's happening. I can log into pCloud and see my stuff, but the public direct links seem to be hosed. Error 500 can mean anything, so most likely, their public servers are just down.

On 7/9/2018 at 12:52 AM, OggDude said:

Once I get all the kinks out of it, I'll put it up as an official release.

I only tried crafting a speederbike to test it out, but I did find some issuses with either the interpretation of the RAW or the programming's translastion of them.

  • Under Frames: It should really only let you choose either Larger Scope or Elegant Design . It will let you add both.
  • Under Frames: The Modifiable option should specify (to a minimum Easy [ DI ] ).
  • Under Frames: It will let you add both of the Integrated Improvements , and in my opinion I think that is was supposed to be worded "Decrease Crew by half, rounded up, or Increase Passengers by half, rounded up".
  • Under Engines: I added the single ion coil engine to a speeder bike. The speed started at 1, the program should not have let me increase the Enhanced Output more than 4 times, it never stopped letting me click it. It did stop increasing the actual speed when it hit 7 (instead of the cap of 5). From page 78 "Maximum Speed by Silhouette", a silhouette 2 vehicle or starship has a maximum speed should cap of 5.
  • Under Engines: I added the Ion Drive Array engine to a silhouette 4 freighter. The speed started at 4, the program should not have let me increase the Enhanced Output at all, it never stopped letting me click it. It did stop increasing the actual speed when it hit 10 (instead of the cap of 4). From page 78 "Maximum Speed by Silhouette", a silhouette 4 vehicle or starship has a maximum speed of 4.
  • Under Engines: Single Ion Coil is listed and Single Ion Core .
  • Under Engines: It will let you add both of the Enhanced Power to Deflectors options.
  • Under Engines: The Easy to Repair option should specify (to a minimum Simple [-] ).
  • Under Engines: There are no hyperdrive options.
  • Under Hulls: Both of the Cargo Pods options are only increasing the craft's encumbrance threshold by the proper amount once. Choosing this option additional times does not continue to increase the craft's encumbrance threshold.
  • Under Hulls: The Maneuvering Fins option also never stopped letting me click it, instead of stopping me at 3 clicks of the button. It did stop increasing the actual increase to maneuverability at +3 over where it began, which is correct.
  • Under Hulls: The Integrated System option should not have a cap to how many times it can be added, but it only let me click it once, and then when I went to choose the 1 attachment it would allow me to add, it told me "You cannot add any more attachments to this item".
  • Under Hulls: The Too Tough to Hurt option should only be allowed once. it is not and it's description once added continues to the Advantage needed to activate a critical hit.
  • Under Frames, Engines, and Hulls: The Schematic options should all specify (to a minimum Simple [-] ).
  • After Assembly: When you go into the attachments for the engine and the hull. any modifications that you make will not save when you finish.

I'll let you know if I come across anything else.

I didn't see the "Reverse Engineered" attachment you said you added. I am assuming that you meant the you added it in for the final versionand not the pre-release version

Thanks Oggy!!!


On 9/26/2017 at 10:33 PM, Rozial said:

I made a bunch of Old Republic vehicles if you want to use them. http://beginnerrpg.com/star-wars-the-old-republic-vehicles/

Hello Rozial

Nice work, but one question : if that's allowed, how can I download this into the Generator ? I only have access to images of ships and their characteristics

Thx

hello, can anyone help, to solve this error in the installation?

below, install.log content

____________________________

The following properties have been set:
Property: [AdminUser] = true {boolean}
Property: [InstallMode] = HomeSite {string}
Property: [NTProductType] = 1 {int}
Property: [ProcessorArchitecture] = AMD64 {string}
Property: [VersionNT] = 6.2.0 {version}
Running checks for package 'Microsoft .NET Framework 4 Client Profile (x86 and x64)', phase BuildList
Reading value 'Version' of registry key 'HKLM\Software\Microsoft\NET Framework Setup\NDP\v4\Client'
Read string value '4.7.03056'
Setting value '4.7.03056 {string}' for property 'DotNet40Client_TargetVersion'
The following properties have been set for package 'Microsoft .NET Framework 4 Client Profile (x86 and x64)':
Property: [DotNet40Client_TargetVersion] = 4.7.03056 {string}
Running checks for command 'DotNetFX40Client\dotNetFx40_Client_x86_x64.exe'
Result of running operator 'ValueEqualTo' on property 'InstallMode' and value 'HomeSite': true
Result of checks for command 'DotNetFX40Client\dotNetFx40_Client_x86_x64.exe' is 'Bypass'
Running checks for command 'DotNetFX40Client\dotNetFx40_Client_setup.exe'
Result of running operator 'ValueNotEqualTo' on property 'InstallMode' and value 'HomeSite': false
Result of running operator 'VersionGreaterThanOrEqualTo' on property 'DotNet40Client_TargetVersion' and value '4.0.30129': true
Result of checks for command 'DotNetFX40Client\dotNetFx40_Client_setup.exe' is 'Bypass'
'Microsoft .NET Framework 4 Client Profile (x86 and x64)' RunCheck result: No Install Needed
Launching Application.
URLDownloadToCacheFile failed with HRESULT '-2146697208'
Error: An error occurred trying to download 'https://filedn.com/lztHAyW36l7XJX76OLMTm4R/SWCharGen/Deploy/SWCharGenLauncher.application'.

sw.JPG

21 hours ago, Dakkar98 said:

I only tried crafting a speederbike to test it out, but I did find some issuses with either the interpretation of the RAW or the programming's translastion of them.

  • Under Frames: It should really only let you choose either Larger Scope or Elegant Design . It will let you add both.
  • Under Frames: The Modifiable option should specify (to a minimum Easy [ DI ] ).
  • Under Frames: It will let you add both of the Integrated Improvements , and in my opinion I think that is was supposed to be worded "Decrease Crew by half, rounded up, or Increase Passengers by half, rounded up".
  • Under Engines: I added the single ion coil engine to a speeder bike. The speed started at 1, the program should not have let me increase the Enhanced Output more than 4 times, it never stopped letting me click it. It did stop increasing the actual speed when it hit 7 (instead of the cap of 5). From page 78 "Maximum Speed by Silhouette", a silhouette 2 vehicle or starship has a maximum speed should cap of 5.
  • Under Engines: I added the Ion Drive Array engine to a silhouette 4 freighter. The speed started at 4, the program should not have let me increase the Enhanced Output at all, it never stopped letting me click it. It did stop increasing the actual speed when it hit 10 (instead of the cap of 4). From page 78 "Maximum Speed by Silhouette", a silhouette 4 vehicle or starship has a maximum speed of 4.
  • Under Engines: Single Ion Coil is listed and Single Ion Core .
  • Under Engines: It will let you add both of the Enhanced Power to Deflectors options.
  • Under Engines: The Easy to Repair option should specify (to a minimum Simple [-] ).
  • Under Engines: There are no hyperdrive options.
  • Under Hulls: Both of the Cargo Pods options are only increasing the craft's encumbrance threshold by the proper amount once. Choosing this option additional times does not continue to increase the craft's encumbrance threshold.
  • Under Hulls: The Maneuvering Fins option also never stopped letting me click it, instead of stopping me at 3 clicks of the button. It did stop increasing the actual increase to maneuverability at +3 over where it began, which is correct.
  • Under Hulls: The Integrated System option should not have a cap to how many times it can be added, but it only let me click it once, and then when I went to choose the 1 attachment it would allow me to add, it told me "You cannot add any more attachments to this item".
  • Under Hulls: The Too Tough to Hurt option should only be allowed once. it is not and it's description once added continues to the Advantage needed to activate a critical hit.
  • Under Frames, Engines, and Hulls: The Schematic options should all specify (to a minimum Simple [-] ).
  • After Assembly: When you go into the attachments for the engine and the hull. any modifications that you make will not save when you finish.

I'll let you know if I come across anything else.

I didn't see the "Reverse Engineered" attachment you said you added. I am assuming that you meant the you added it in for the final versionand not the pre-release version

Thanks Oggy!!!

I can't limit the selections of improvements based upon final result because I don't have a final result until the improvements are selected (chicken and egg). That's why you can select as many as you want, but it will only apply what is correct. This is the way it's worked right along. Just stop selecting when it stops having an affect :)

As for Elegant Design and Larger Scope, improvements are independent and aren't based on other improvements being selected or unselected. If someone wants to waste pips by choosing both, then they can.

Other than that, I think I have everything fixed.

7 hours ago, OggDude said:

I can't limit the selections of improvements based upon final result because I don't have a final result until the improvements are selected (chicken and egg). That's why you can select as many as you want, but it will only apply what is correct. This is the way it's worked right along. Just stop selecting when it stops having an affect :)

As for Elegant Design and Larger Scope, improvements are independent and aren't based on other improvements being selected or unselected. If someone wants to waste pips by choosing both, then they can.

Other than that, I think I have everything fixed.

Ok, Cool.

Any idea when the official version will be released?

Feature request:

Way to temporarily add stats/skills - eg from Cybernetic Overcharge/Supreme Overcharge or Enhance

Feature request:

On equipment page, on weapons, show dice pool. (I know this is possible on printout, but that takes a fair while to load (for my character ~20 seconds on my fast computer, ~2 minutes on laptop)

Feature request:

On Specialization page, add talent list option, to show list of talents known and number of ranks (same comment as printout above).

Has anyone else had trouble with the Consular specializations from Disciples of Harmony? I can't get them to even show up as options in the character generator, even though there are clearly entries for them in the Default dataset.