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Posts posted by Dakkar98
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Heavy armors (i.e Laminate, Protector 1 combat armor) are no longer reducing their encumbrance while equipped, they are showing the same amount as when carried without equiping.
Really?!?
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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.
ThePatriot and Daeglan reacted to this -
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.
Donovan Morningfire reacted to this -
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.
ThePatriot and bradknowles reacted to this -
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.
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Any news on a new Vegomatic release? I'm really loving the constant updates to this character generator, and not having to manually edit all of the data entries for the new sourcebooks would be grand.
If you are asking what I think you are asking, the answer would be: never.
We are always going to need to input the data entries for new items that are released with new sourcebooks.
Oggy has no interest in violating copyright law.
If that is not what you are asking about, well then, you'll need to be more clear.

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Hey Oggy,
I would personally like to see you do something different with the Lightsaber skill.
When you have one of the talents that allow you to change which skill you use to attack with, have it add an additional line on the character sheet showing the Lightsaber with the Characteristic in addition to the Lightsaber (Br).
Instead of choosing, show all that apply (once the talent has been chosen).
Hawkbat Swoop requires a Lightsaber (Agilty) check.
Disruptive Strike requires a Lightsaber (Cunning) check.
If I had both, I'd rather see both on the character sheet (in addition to the Lightsaber (Brawn)) instead of have to choose one and potentially recalculate to use the other one.
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Rules Question:
When you are purchasing a business or homestead using the rules presented in Far Horizons, can you use Master Merchant to reduce the 50,000 credit price by 25%? Can you use it to reduce the Obligation by 1?Could you suffer 4 strain to both reduce the cost by 25% and the Obligation by 1?
Can you use it to reduce the cost of the upgrades? Can you use it to reduce the obligation gain of the upgrades?
If so, is the minimum Obligation gained 1 or 0?
For the homestead, I noted that you are limited to purchasing 3 of the 4 available security upgrades. Is there anything to stop someone from purchasing every security upgrade except the security droid, then going out and purchasing the security droid separately for it's 9600 price tag (7200 with a successful use of Master Merchant)?
LMK, thanks,
Damon A Simms
Hello Mr. Simms,
To the first part of your question; you would only be able to use Master Merchant once since the purchase of a Homestead is one purchase. Master Merchant may be triggered once per acquisition, so you could only suffer 2 strain to reduce the cost or the Obligation, but not both.
When you purchase upgrades, these are additional purchases, so the same rules apply. You can reduce the Obligation, or the cost for each upgrade, but not both.
And yes, you can find a security droid and purchase it, although finding it requires you to use all the usual rules for finding and buying something. Taking it as a homestead upgrade does not.
Hope this helps!
Sam Stewart
RPG Manager
Fantasy Flight Games
Sam,
You missed a question in the middle there, so I have a follow up question: Is there a minimum obligation increase when using Master Merchant to purchase an upgrade for a business or homestead?
Some of the upgrades for a homestead or business are x credits or +1 obligation (NPC Ally or Landing Bay for a homestead, and special orders or wholesale prices for a business).
For those upgrades can you only use Master Merchant to reduce the credit cost by 25%, or could you choose take on the obligation and use Master Merchant to reduce it to 0 or is it a minimum of +1 obligation?
Essentially, going the Obligation route could you use Master Merchant to convince someone that it is in their best interest to help your business or homestead, by applying x upgrade and have the obligation increase actually be +0?
LMK, thanks,
Damon A Simms
RAW, you could potentially reduce it to 0 Obligation. However, the GM would be perfectly within his rights to argue that you can’t take on no Obligation for those upgrades. After all, the +1 Obligation also represents the time and resources (and upkeep) you have to spend on the upgrades, not just the money.
So overall, I’d say it depends on your GM. If you come up with a good narrative reason for it, then it’s fine. But if the GM says “no” then I think he or she has a good basis for that.
Hope that helps!
Sam Stewart
RPG Manager
Fantasy Flight Games
bradknowles and awayputurwpn reacted to this -
Bug Report: Ataru Technique does not currently appear to let you select "Agility" to base your Lightsaber skill on it.Never mind, apparently my 1.6.1.0 was simply suffering a temporary breakdown.

A question about Modifications for Attachments: the book seems to state that the first mod to an attachment is 100 credits, the second is 200 credits (plus the first mod's 100 credits), and so on. However, the program only charges 100 credits per modification on each attachment. Am i reading something incorrectly, or is this a bug in the program?
This has been previously discussed. The program is correct, the way the book is written is confusing open to being misunderstood.
https://community.fantasyflightgames.com/topic/108101-ffg-developer-answered-questions/
Look under Gear, Equipment, and Qualities.
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Cartol's Emporium introduced the fitted holster and scabbard/sheath items for weapons to reduce the weight of the items.
I created them as 0 hard point mods to the weapons themselves instead of outright items.
I pointed out in an earlier post that you changed the "Decrease the Encumbrance Mod" to have a minimum of 1.
This affected the item mods that I created, completely eliminating their effect in some cases.
I attempted to correct this by applying the "Increase Encumbrance Threshold Mod" instead to get the same effect.
However, giving an item and "Increase Encumbrance Threshold Mod" to a weapon mod does absolutely nothing, whatsoever.
Please, do one of the following:
1. Allow the "Decrease Encumbrance Mod" to have a variable minimum that the user must define each time he chooses it (i.e. choose minimum 0 or minimum 1).
2. Make a "Decrease Encumbrance Minimum 1 Mod" and a "Decrease Encumbrance Minimum 0 Mod".3. Make the "Increase Encumbrance Threshold Mod" have an effect when applied to weapons.
Solution 1 or 2 would be my preference, but 3 would get the job done.
Thanks Oggy!
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Personally, I'd love the program to be able to export and print an index of equipment, weapons, armor and vehicles for handy dandy reference when I am away from my computer at a session, would be especially helpful when a player asks "What book is this in" and then I can very quickly find out for them as well as the basic stats of the weapon.
Ebak,
Keep this linked bookmarked on your phone: http://swrpg.viluppo.net/
(It is in need of an update, but it is a great reference)
Waves hand, "This is the index you are looking for."
bradknowles reacted to this -
Are you going to add the ability to add crafted armor from the new Force and Destiny source book.
This ability already existed. You go into the Data Editor and create the Unique Armor that you rolled up using the crafting rules. Viola! crafted armor added.
That being said, either I am doing it wrong or you cannot add +1 advantage for a skill to an armor for the special embellishment. I can get it to add a rank and an advantage to the skill, but not just an advantage.
Any thoughts Oggy?
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Sorry Ogg, but I found an issue.
Armors that have an Encumbrance value of 4 or more are not being reduced by 3 when they are equipped.
Armors that have an Encumbrance value of 3 or less work fine.
Thanks for all you do Oggy!
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I'm still having some issues with calculating defenses.
While wearing Heavy Armor with no weapon, my defense is 1/1.
With Defensive Training 1 and curved hilt, my defense is 1/2. (Should be 1/3.)
With Defensive Training 1 and a Lorridian crystal with curved hilt, my defense is 2/4. (Should be 3/5)
If I equip any melee weapon at all, my defense goes to 1/2.
So, it looks like the issue is with either Curved Hilt or Defensive Training, but I'm not sure why I'm losing that extra deflection with the Lorridian also.
The program is correct, the issue is you are calculating it wrong.
Defense from different sources DO NOT stack. Force and Destiny Core Rulebook Page 213. Right hand coloumn under heading "Melee and Ranged Defense" paragraph 2, sentence 1: Multiple sources of defense do not stack.
Heavy Armor is one source, The light saber is a different source. The program looks at and applies the best source. The 2 melee defense from the lightsaber is better than the 1 melee defense from the armor, so the armor is ignored. And 2/4 is better than 1/1, so the 1/1 is ignored.
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Had an issue today at character creation, one player turned up at character creation with 3 ranks in one skill. Is there a way to have something similar to the alert saying "You have 0 XP to spend on characteristics" in the skills pane, saying "You have no earned XP, you cannot have a rank past 3 at character creation." not preventing it, just alerting it to the player incase they are making a new PC so they can address the issue?
You have to educate your players on the max 2 rank limit for a new character. The program doesn't make a distinction between a brand new character and one that has gotten experience. Your players need to look over their brand new character before printing it out and if they have more than 2 ranks in a skill, they need to change it.
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Even before losing a party member to a particularly nasty shot from a Disruptor Rifle, the party was more interest in making some quick cash by selling Disruptor weapons than in disintegrating their foes. My gaming group has sold every Disruptor weapon that they have encountered thus far. If you want to give them the temptation, that's all good, but if you think it's over balancing, just give them a good opportunity to unload it for some quick cash.
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I don't think the CEC VT-1300 exists, true XWA may have had that designation but that's no longer accurate, wookiepedia has no mention of it, and Fantasy Flights' RPG is not the first to refer to the Moldy Crow as a HWK 290, which is what it's refered to on wookiepedia. It was also in the Force Unleashed Campaign Guide as a HWK-290.
Just like Korriban is now Moraband, video games do not matter.
I personally love the zig zag, and it is perfectly efficient.
Just because something exists doesn't mean it's accurate. I could go to Wookiepedia right now and create an entry for the VT-1300 Fighter. I would make it as accurate as I could and it would then, once again, exist.
The VT-1300 did exist and was accurate. WoC made the HWK-290 exist but it was not accurate. However, that being said, the HWK-290 is now widely accepted by both the community and Disney.
February 28, 1995 - Lucas Arts releases "Star Wars: Dark Forces" Video Game, first depicting the story of Kyle Katarn and the Moldy Crow.
September 30, 1997 - Lucas Arts releases Star Wars: Dark Forces II: Jedi Knight" Video Game, Continuing the story of Kyle Katarn and the Moldy Crow.
February 29, 1999 - Lucas Arts releases "Star Wars: X-Wing Alliance" Video Game, This game allows you to fly the Moldy Crow. Designating it a fighter and the VT-1300.
March 2008 - Wizards of the Coast, at the request of many a gamer, creates (Either without doing their due diligence or ignoring whatever their due diligence uncovered) change the designation from a fighter to a freighter, and change its model number from VT-1300 to HWK-290.
January 16, 2014 - Fantasy Flight Games Releases the Force and Destiny Beta RPG, perpetuating the existence of the HWK-290.
They also created the miniature for the X-Wing Miniatures Game.
The Stats for the HWK-290 were also included in the Far Horizons book, and the Force and Destiny Core Rulebook.
They then created the HWK-1000 in the Fly Casual Book.
The stats they created for the HWK-290 Freighter are hard to swallow when you look at the accurately sized miniature that they created, as seen here:
https://community.fantasyflightgames.com/topic/71922-gm-resources-more-ships/page-2
Disney now owns the rights to everything Star Wars related. If it exists under Disney, it is now Canon. That is why I have decided to embrace these ships as the HWK series of Freighters. I plan on doing up stats for the VT-1300 Fighter anyway, so it can exist in my game.
For the record, I didn't say that I didn't like the zig-zag, only that I wanted to see if he would be willing to show us what it would look like straight.
Thanks,
Dakkar98
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I love the look of the interiors of your HWK-290 and the HWK 1000. I have decided to embrace the FFG versions of these ships even though there origins are flawed.
Yes, they based these on the Moldy Crow from Dark Forces. But the only other official Lucas Arts reference to the Moldy Crow was in the X-Wing Alliance game from the computer. Unfortunately it won't run on my current machine, but I managed to locate a screen shot from the game that lists its Designation as a Starfighter built by CEC with the following description: The most Famous VT-1300 in the Galaxy, faster and more heavily armed than any other of its type.
That screen shot and reference can be found here: http://optreview.iwarp.com/crowxvt.htm
When you step through the door in the back of the cockpit, the only thing there is an airlock with a a ladder to topside docking hatch and maybe a storage locker. The interior space of that ship ends there. If you look at in in profile the ship gets much narrower from that point all the way to the rear of the ship. there is no room for any real cargo or bunks or anything else. The model the X-wing Miniatures game uses is accurate to the VT-1300's size. It is just a smidge longer that a Y-wing. If you compare the "HWK-290" miniature to the YT-1300 miniature you can see that there is no way that that little tiny fighter has just under half (75) of the cargo capacity that the YT-1300 has (165). If the YT-1300 has three cargo bays (look at any map of it) that have a total capacity of 165, the largest of the three could probably hold 75, with the second largest holding 50 and the last holding the remaining 40. The entirety of the ship that they have termed the HWK-290 could be broken down and put in the largest hold with room to spare. You could put probably 2-3 of those ships into the cargo holds of the YT-1300 if you broke the ship down into it's component parts.
I cannot accept that either of the ships stats is a "stock" version of the CEC VT-1300 Starfighter that we know and love as the Moldy Crow.
As I said before, I love your floor plans and I will use them assuredly to represent the HWK series of ships. I will echo MaxKilljoy's question about the zig-zag corridor.
One thing I'm not sure I understand is the zig-zag corridor... it appears to take up more space than just a straight corridor would.
So that we might compare the two, would you be willing to do a layout for each of the HWK ships with the corridor just going straight back from the cockpit door along the left side of the hull instead of having the hall traverse at an angle across to the right?
Thank you for your contributions here and your possible consideration of my request. Keep up the beautiful work!
Dakkar98
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After thinking about it for a bit, I've decided to resolve the oversight this way...
Instead of placing a 1200 credit burden on the party (none of whom will have the money at the beginning), I'm going to have them find a box or something with a collection of lightsaber parts. Once they are able to access the holocron, then they will be able to gain the knowledge to build their hilts. It's just disappointing that you can't run the two adventures side by side, and give the players "everything they need to make lightsabers," without fudging things or running interim building time. It kind of defeats the purpose of it being pregen.
I'm also not allowing them to build hilts without the knowledge. TBH, I find the information in the GMs kit on building a lightsaber to be somewhat half-assed and I don't think it flows very well. I was really hoping for more, but I imagine they need to leave plenty of room for the class books and region books. My initial issues with it and how I intend to fix them are as follows:
1. You can build the entire hilt with Knowledge Lore, but when you add attachments (including the crystal) you can only use mechanics. This seems ridiculous to me, and I'm making Lore usable on all attachment checks as well.
2. The streetwise check vs. paying 300 credits. There are zero negatives to attempting the streetwise check... so why wouldn't very player at least attempt the free route? This seems far too gamey for me, so I've decided to make it so that with 2 threat, the merchant reports them, they pick up a tail, etc. I will also be amending the check difficulty depending on the planet they are on. If it is firmly Imperial held, one of the die will get upgraded, and if they roll a despair they will get some fake parts that allow Imperials to track them.
3. Customization and Ornamentation through advantage. I want my players to just have automatic access to this as opposed to getting confused by this rule, so I am simply allowing them to customize their sabers as they like in terms of aesthetics.
4. I feel like the adding of the crystal to the hilt is... unceremonious. It should be a bigger deal and I intend to write some fluff about the joining process with the force and the saber user.
Overall I am really, really liking this version of an excellent RPG system, just a couple of bugs to smooth out.
Thanks for the help!

1. Force and Destiny Core Rulebook page 166, allows you to use the weapon skill to repair a damaged weapon. I extend this opportunity to my players for making the modifications well. After all if your skill in using the weapon can be applied to repair it when it gets damaged, why couldn't your experience in using the weapon help you to improve its performance.
2. This is already included in the rules for the streetwise check Force and Destiny Core Rulebook page 158, has something go wrong on 3 Threat or a Despair.
3. I agree with you on this.
4. Having read Hidden Depths word for word. The quest to find the perfect crystal, the one your connection to the Force leads you too, is what makes it special. Bringing all of the components together the first time (successfully) is a crowning moment for a Jedi. The can make as many hilts as they want and none of them would be special. It's when their efforts culminate in that special crystal coming together with their custom built hilt that is their "aaahhh" moment.
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The reason I couldn't replicate this issue was because I had already fixed it when I fixed something else. I tried with the 1.6 release and I was able to replicate. So... it'll be in the next release.
OK, cool thanks!
So, you said that should hopefully be by the end of the week, right?

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Oggy,
I have a couple of issues.
First, after downloading the latest update, whenever I go to delete an item that I created within the data editor It gives me an error and won't let me delete it. Not sure what is going on with it. I have gotten around this by creating a new data folder (called trash), and moving the items there, then simply deleting the folder.
Second, the program keeps changing the typed in notes concerning everyone's first Obligation to match the notes with one particular character's Obligation. I noticed this when I went to print a new group sheet for the party that every one had the same notes listed for the first Obligation listed. I can go into the character and change the text. it will even let me save it. When I exit the character and reload it, it changes it right back. I have even tried deleting the obligation that I thought it was pulling the information from and that stuck, but it still pulls that info from somewhere for the other characters.
Any help would be great, thanks!
General first steps in troubleshooting:
- Remove third-party descriptions and/or data sets
- Clear the cache
I can't duplicate the first issue at all. You'll need to be specific about how it happens, exactly what you're doing to cause it, plus what errors or exceptions are being displayed.
As for the second issue, it's been fixed.
First issue:
I cleared the cache.
I am working within my data set.
I created some items and now wish to remove them.
I open the data set, highlight the item, then click remove.
I get the following pop up:
Unhandled exception has occurred in your application.
If you click Continue, the application will ignore this error and attempt to continue.
If you click Quit, the application will close immediately.
Exception has been thrown by the target of an invocation.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at SWCharGen.DataCollection`1.set_Item(Int32 index, T value)
at SWCharGen.DataCollection`1.Merge(DataCollection`1 customCollection)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at SWCharGen.CharData.MergeOne(IEnumerable`1 custList, Boolean reload)
at SWCharGen.frmSWDataEditMain.btnRemove_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)
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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Microsoft.GeneratedCode
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Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
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CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.79.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
I can create new items, copy items, I just can't remove them.
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Oggy,
I have a couple of issues.
First, after downloading the latest update, whenever I go to delete an item that I created within the data editor It gives me an error and won't let me delete it. Not sure what is going on with it. I have gotten around this by creating a new data folder (called trash), and moving the items there, then simply deleting the folder.
Second, the program keeps changing the typed in notes concerning everyone's first Obligation to match the notes with one particular character's Obligation. I noticed this when I went to print a new group sheet for the party that every one had the same notes listed for the first Obligation listed. I can go into the character and change the text. it will even let me save it. When I exit the character and reload it, it changes it right back. I have even tried deleting the obligation that I thought it was pulling the information from and that stuck, but it still pulls that info from somewhere for the other characters.
Any help would be great, thanks!
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LOVE this program.
Two improvements I'd like to see (completely cosmetic and personal ones):
1: Could you make it so that when you go full-screen, the interface gets larger or at least fills out the screen somehow? Right now it looks kinda weird with tons of empty space when I go full-screen in 1920x1080.
I would love to see the interface go full screen as well when you maximize it. Also put the option to maximize on every screen that you can open.
I'm not running that high of a resolution, but it would be nice to see less dead space.
Group Morality in the GM Tools is still using the Beta rules to check if Morality has triggered.
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Would it be possible to put in the ability to maximize every pane within the program (GM Tools as well)?
Is it possible to have the various things (Equipment page or Vehicle page for example) scale up when you maximize the window?
Edit: Do the career skills granted from the Homestead, Business, or Rebel Base automatically get added to the character?

Another Character Generator
in Star Wars: Edge of the Empire RPG
Posted
Sorry, but the question had been asked and answered multiple times, Most recently in post 5827.
Then in post 5849 (on the same page and just 4 posts before your question in Post 5852) I made the following suggestions:
I'm not trying to be a ****, just trying to fight the laziness of people who can't be bothered to click "search", type "encumbrance" and scroll through the post to read the answer to their question before they even post it.
The less often Oggdude has to stop what he is doing and answer the same question for the four or fifth or fiftieth time, the more time he has to work on the next update.
In order to make this post actually useful to Oggdude, I do have a possible bug/suggestion to bring to his attention.
Lightsabers do not have a basic ilum crystal in their attachments to begin with. When you add one so the hard points are actually used, it increases the cost of the lightsaber. The price of the lightsaber includes the ilum crystal in it's cost. Is there a way for you to have the ilum crystal already in the attachments when the lightsaber is to the acquired in the character generator?
Obviously, it is just easier to use the hilts, and that is what we are doing for the one Force user in our group. However lightsaber hilts are not ® (which is correct). Lightsaber crystal attachments are ®. Shouldn't adding an ® mod to a weapon make the weapon itself ®?
I was hoping for the bug fix release soon (I know it's not coming until you are done with Lead by Example). We have a game on Sunday and everyone needs to print new sheets. The Armor Encumbrance issue is going to throw all those new sheets out of whack.
Thanks for all of your time and effort Oggy!