Another Character Generator

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

Is there a version of the builder that has Rise of the Separtists? I recently reopened my builder for a game, saw it wasnt there, used the download link in the first post of this thread, still not there. What am I missing?

27 minutes ago, Rakaydos said:

Is there a version of the builder that has Rise of the Separtists? I recently reopened my builder for a game, saw it wasnt there, used the download link in the first post of this thread, still not there. What am I missing?

I just announced it. You can download the pre-release here . I'll be doing an official release probably in a few days.

27 minutes ago, OggDude said:

I just announced it. You can download the pre-release here . I'll be doing an official release probably in a few days.

you know what would be nice is a switch for the web installs that allow one to install the prerelease version. because I dont use the manual installs. kkind of like how if you choose the beta track on firefox you get the beta releases

For some reason the generator puts duplicates of the driod species features on the character sheets:

Droid.JPG

3 hours ago, OggDude said:

I just announced it. You can download the pre-release here . I'll be doing an official release probably in a few days.

"bug" report.

When selecting the Jedi Carear as a new character, the builder defaults to the specialization that starts with J before the one that stars with P, because alphabetical order, and then complains that you made an illegal selection. (because Jedi knight requires FR 2) You can work around it easilly enough , but it seems the sort of thing worth mentioning.

Edit: correction, the talent sheet never changes to padawon.

Edited by Rakaydos
29 minutes ago, Rakaydos said:

"bug" report.

When selecting the Jedi Carear as a new character, the builder defaults to the specialization that starts with J before the one that stars with P, because alphabetical order, and then complains that you made an illegal selection. (because Jedi knight requires FR 2) You can work around it easilly enough , but it seems the sort of thing worth mentioning.

Edit: correction, the talent sheet never changes to padawon.

I think you mean knight spec. As there is no jedi sec 🙂

43 minutes ago, Daeglan said:

I think you mean knight spec. As there is no jedi sec 🙂

The specialization is listed in the builder as Jedi carear, Jedi Knight specialization

14 minutes ago, Rakaydos said:

The specialization is listed in the builder as Jedi carear, Jedi Knight specialization

That makes it jedi jedi knight...lol. when it should be Jedi knight. 😉

6 hours ago, chrisrivers said:

For some reason the generator puts duplicates of the driod species features on the character sheets:

Droid.JPG

It's not a bug in the generator. You're using a third-party dataset that you downloaded and there's bad data in it for the Droid species. You can either remove the dataset or correct the problem with the Droid species.

The career is Jedi, the specialization is Jedi Knight. I thought the specialization looked weird just being "Knight". If you think it causes display issues being "Jedi Knight", I can change the name to "Knight".

I'm not having an issue with the Jedi career. If you can't use the Knight spec because you don't have the FR, it'll only allow you to choose Padawan and it shouldn't complain. At least it doesn't for me. As soon as I choose the Jedi career on a new character, it defaults to Padawan, because that's all that's available.

Are you sure you don't have custom data that could be stepping on the new data?

1 hour ago, OggDude said:

The career is Jedi, the specialization is Jedi Knight. I thought the specialization looked weird just being "Knight". If you think it causes display issues being "Jedi Knight", I can change the name to "Knight".

I'm not having an issue with the Jedi career. If you can't use the Knight spec because you don't have the FR, it'll only allow you to choose Padawan and it shouldn't complain. At least it doesn't for me. As soon as I choose the Jedi career on a new character, it defaults to Padawan, because that's all that's available.

Are you sure you don't have custom data that could be stepping on the new data?

No. Look at the spec. It is the Knight Spec

9 minutes ago, Daeglan said:

No. Look at the spec. It is the Knight Spec

I get it. But the way they did it it becomes Jedi Padawan, Jedi Knight, Jedi General and Jedi Master.

...did you just argue with yourself?

9 minutes ago, Stan Fresh said:

...did you just argue with yourself?

No. I added to what i said b3cause my phone was being weird

10 hours ago, OggDude said:

The career is Jedi, the specialization is Jedi Knight. I thought the specialization looked weird just being "Knight". If you think it causes display issues being "Jedi Knight", I can change the name to "Knight".

I'm not having an issue with the Jedi career. If you can't use the Knight spec because you don't have the FR, it'll only allow you to choose Padawan and it shouldn't complain. At least it doesn't for me. As soon as I choose the Jedi career on a new character, it defaults to Padawan, because that's all that's available.

Are you sure you don't have custom data that could be stepping on the new data?

No custom data, though I did install in the same directory as my other builder and skip redundant files.

Edit: a full reinstall cleared the error.

Edited by Rakaydos

Oggdude,

I've noticed a couple of issues with the crafting.

When you use 2 Triumphs to duplicate a droid you crafted, the program only adds one to the companion screen, not 2 or more. Sure, you can just copy it and rename it. But, the option to give you a gear version of the item (that you can then sell) also only gives you one regardless of how many you actually created. You listed that this has been corrected.

The value of integrated attachments should add to the sale value of an item you create. Just because you don't have to pay for the integrated attachment doesn't mean that the attachment doesn't add to the value of the item.

Crafted items and droids really should show a material cost (which can be reduced with the Efficient Construction) separate from it's price (actual value). Its price should not be modified by efficient construction and should include any integrated attachments.

In Cyphers and Masks, Reflec Adaptive skin has an option for 2 add 1 boost to all stealth checks, in the program it is 2 add 2 boost to all stealth checks.

Also, there is no way to equip armor or armor implants to companion droids.

@OggDude

Again, I'm not sure if this is already on your radar (it's been mentioned before but there was no direct reply) ...

Alchemy Crafting - Protective Talisman: the item description does not mention the ability to survive vacuum.

... Incidentally, it is also an example the sometimes weird pricing that turns up when crafting in the program. The raw materials for that amulet cost 300 credits, but the "price" on the final print-out is 330 credits. Where do the extra 30 credits come from?

23 hours ago, Dakkar98 said:

Oggdude,

I've noticed a couple of issues with the crafting.

When you use 2 Triumphs to duplicate a droid you crafted, the program only adds one to the companion screen, not 2 or more. Sure, you can just copy it and rename it. But, the option to give you a gear version of the item (that you can then sell) also only gives you one regardless of how many you actually created. You listed that this has been corrected.

The value of integrated attachments should add to the sale value of an item you create. Just because you don't have to pay for the integrated attachment doesn't mean that the attachment doesn't add to the value of the item.

Crafted items and droids really should show a material cost (which can be reduced with the Efficient Construction) separate from it's price (actual value). Its price should not be modified by efficient construction and should include any integrated attachments.

In Cyphers and Masks, Reflec Adaptive skin has an option for 2 add 1 boost to all stealth checks, in the program it is 2 add 2 boost to all stealth checks.

Also, there is no way to equip armor or armor implants to companion droids.

For integrated attachments, they're considered "built-in" and, therefore, the price is supposed to reflect the inclusion of the attachment. This makes sense for crafted items as well, but you may want to ask a dev question about it to be sure. If they say yes, I can add the attachment price to the final price of the item.

I changed Efficient Construction so it only lowers material cost, not final price.

I fixed Reflect Adaptive Skin.

All you need to do to add anything to a companion droid is to modify him and do whatever you want. They're just adversaries and can be modified to your heart's content after being added as a companion.

21 hours ago, Bellona said:

@OggDude

Again, I'm not sure if this is already on your radar (it's been mentioned before but there was no direct reply) ...

Alchemy Crafting - Protective Talisman: the item description does not mention the ability to survive vacuum.

... Incidentally, it is also an example the sometimes weird pricing that turns up when crafting in the program. The raw materials for that amulet cost 300 credits, but the "price" on the final print-out is 330 credits. Where do the extra 30 credits come from?

I added the vacuum text to the Protective Talisman's description.

The price of a crafted item is based on the table on page 91 of Special Modifications.

@OggDude

Lightsabre hilt crafting (Endless Vigil, p. 87) ... there are a few bugs (both regular and "cosmetic" ones) in the previous version.

Lightweight's effects are not stacking (which they should, to a minimum of encumbrance of 1).

Delicate Balance is adding +2 encumbrance, despite there being no mention of that on the table in Endless Vigil. (Was there a FAQ or some errata which added the extra encumbrance?)

Fine-Tuned Emitter does not list the source of its benefit (i.e., there is no " Fine-Tuned Emitter " right before the "1 Add 1 Advantage to Combat Check Mod"). (And it's odd to have the term "Mod" in there, as it's not a mod.)

Similarly, Two-Handed does not list the source of its benefit (i.e., there is no " Two-Handed " right before the "1 Damage +1 Mod"). (And again it's odd to have the term "Mod" in there.)

The last two items are more cosmetic than functional bugs. However, fixing them would reassure new users/players that those two features are present and accounted for.

3 hours ago, OggDude said:

The price of a crafted item is based on the table on page 91 of Special Modifications.

Thank you for pointing that out to me! :)

(I only skimmed the SM sourcebook as my focus has been the FaD line.)

6 hours ago, Bellona said:

@OggDude

Lightsabre hilt crafting (Endless Vigil, p. 87) ... there are a few bugs (both regular and "cosmetic" ones) in the previous version.

Lightweight's effects are not stacking (which they should, to a minimum of encumbrance of 1).

Delicate Balance is adding +2 encumbrance, despite there being no mention of that on the table in Endless Vigil. (Was there a FAQ or some errata which added the extra encumbrance?)

Fine-Tuned Emitter does not list the source of its benefit (i.e., there is no " Fine-Tuned Emitter " right before the "1 Add 1 Advantage to Combat Check Mod"). (And it's odd to have the term "Mod" in there, as it's not a mod.)

Similarly, Two-Handed does not list the source of its benefit (i.e., there is no " Two-Handed " right before the "1 Damage +1 Mod"). (And again it's odd to have the term "Mod" in there.)

The last two items are more cosmetic than functional bugs. However, fixing them would reassure new users/players that those two features are present and accounted for.

Lightweight is working fine for me and it does stack.

I think I had copied the code for Delicate Balance from Counterweight and accidentally kept the +2 enc. It's been removed.

As for the other ones, most of the names used by improvements aren't actually added to the item by name, but the effect is added. For instance, you can tell if "Two-Handed" has been added if the weapon shows up as a two-handed weapon. You don't need a specific " Two-Handed : This is a two-handed weapon" feature, as it's redundant and needlessly takes up display space without providing any new information. This would be especially true if every single improvement had a separate feature line; it would be way too busy-looking and take up way too much space on the character sheet, as well as making it harder to read. If an improvement represent unusual or very specific features, especially things that are situational, it might have the improvement name in the description. Otherwise, improvements just add the listed effects.

6 hours ago, Bellona said:

Thank you for pointing that out to me! :)

(I only skimmed the SM sourcebook as my focus has been the FaD line.)

Your welcome. When you asked, I had actually forgotten where I had gotten the pricing information 🙂 I had to find it again myself.

3 hours ago, OggDude said:

Lightweight is working fine for me and it does stack.

It doesn't work for me when crafting a Double-Bladed hilt with the Counterweight feature.

Edited by Bellona
43 minutes ago, Bellona said:

It doesn't work for me when crafting a Double-Bladed hilt with the Counterweight feature.

Ah ha. That made a difference 🙂 The issue was the order I was applying things. Effects that lower encumbrance are applied to all items. The Counterweight effect is a lightsaber-only effect. Generic item effects were being applied first, followed by type-specific effects. If Lightweight hit the lower limit of 1 encumbrance after applying generic effects, additional purchases would do nothing. Then, if Counterweight was purchased, it would add two to this. That's why it appeared to not stack, when it really was. To fix this, I now apply all type-specific effects first, followed by the generic effects. For instance, I apply all effects specifically for lightsabers first, followed by effects that are generic to all items.