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OggDude

Another Character Generator

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I think what I'm going to do is release a "beta" of the new version as a ZIP-only release, before heading to Germany (and beyond!).  That way, you guys can tell me what's wrong with it before I do a general release.  This will probably happen Monday or Tuesday (I'm leaving on Thursday).

So I just download the zip. Point it at my "import" my characters and I will be good till the web install is ready?

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Yes, anyone can respond here as well, but as this thread shows, that doesn't lead to an organized set of help in regards to this application. How many duplicate messages and bumps and other random garbage are present in the thousands of replies in this one thread are there? How useful is this when it comes to new changes and keeping up to date with that information?

I definitely agree that we could use a better method of organizing the support threads. A normal wiki or this forum is not a great solution in this space, but there are plenty of better choices that do not necessarily involve github.

 

There is a set of forums. But they do not get much traffic. 

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What would probably be really helpful is a button to report a bug in the app. like the launcher. Something like hit the button select feature request/ bug report. with a form where you can input debugger info it will auto fill OS version/ SW version you specify module etc. And it sends back to Oggy into some system that he could keep track of them. 

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I think what I'm going to do is release a "beta" of the new version as a ZIP-only release, before heading to Germany (and beyond!).  That way, you guys can tell me what's wrong with it before I do a general release.  This will probably happen Monday or Tuesday (I'm leaving on Thursday).

So I just download the zip. Point it at my "import" my characters and I will be good till the web install is ready?

 

The data directory is saved in the registry, so you'll just unZIP it into a directory and run the launcher.  You should be good to go.

 

I haven't updated the documentation, and there's a ton of new translations that aren't done.  So international users will see a bunch of English with the new additions.  I'll deal with translations when I get back.

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I have an edge case problem.

 

"A Jetpack allows a character to function as a Sillouette 1, Speed 2, Handling 0, System Strain 3 vehical that can only operate in atmosphere and requires pilot planetary to operate."

 

I want to apply Signature Vehical to my jetpack, but according to the builder I have no vehical to signaturize. I can select Signature with no target, but I get error messages popping up every other talent selection.

 

Perhaps if the Jet pack and Rocket Boots items created equivilant vehicals in the vehical section when chosen?

 

This isn't a problem, it's working as intended.

 

It's even in the quote you used, "A Jetpack allows a character to function as a Sillouette 1, Speed 2, Handling 0, System Strain 3 vehical that can only operate in atmosphere and requires pilot planetary to operate."

 

You're not shouting "Transform and roll out!" and becoming a vehicle. You use the rules of one for the sake of a chase or flying through difficult terrain but you don't become a TIE.

I'm going to be going from Rigger because I don't have the Modder tree in front of me.

 

Because of how many of the Talents aren't applicable with a Jetpack, I'm convinced the Rules As Intended never intended for one.

Overstocked Ammo: Increase the value of the Limited Ammo quality of any weapons mounted on the Signature Vehicle by 1 per rank of Overstocked Ammo.

Nothing is mounted on a PC, it's held.

Bolstered Armor: Increase the armor value of the Signature Vehicle by 1 per rank of Bolstered Armor

I can't imagine the Devs ever wanted a PC to get +10 soak this easy.

Customized Cooling Unit: Increase the system strain threshold of the Signature Vehicle by 2 per rank of Customized Cooling Unit.

PCs don't have system strain.

Reinforced Frame: The Signature Vehicle gains Massive 1 (attacks targeting the Signature Vehicle count their Critical Rating of the weapon used as 1 higher).

No way a PC is making it harder to crit on him this easily.

 

I understand arguments could be made for Tuned Maneuvering Thrusters and Fancy Paint Job, but with all the other Talents being overwhelmingly lent toward vehicles as we know them, I don't imagine these talents are suppose to be applied to a Jetpack.

 

If you want more jetpack love you might have to wait for the Bounty Hunter book. Until then keep in mind that a Jetback or Rocket boots are intended to quickly get a character from one place to another quickly. Not have them be a hovering one-man gunship.

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Hey Oggdude,

 

I remain totally stoked if you get a chance to comment on my bug from a few weeks back, but understanding if you can't.  Super psyched to either get your specific help or to see the latest release when it comes.  Thanks in advance!

 

OggDude is a tremendous benefit to the community with this program, and I'm grateful for all the hours of number crunching and book-page-flipping saved by this program.

 

That said, I had my first crash last night, and it made me sad in my face.

 

My wife wanted to play the Navigator from SAVAGE SPIRITS, so I recreated the Talents and Spec in the Data Editor (attaching it to the Seeker Career as normal).  When I reloaded the Character Generator, I got a warning that--honestly--I didn't understand.  It said:

 

"Undhandled 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.  Object reference not set to an instance of an object."

 

Suffice it to say: I got that super crash when I clicked Continue.

 

Here's the bug report itself:

 

 

 

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at SWCharGen.Character.AddSpecialization(Specialization spec, Boolean startingSpec)
at SWCharGen.frmSWCharGenMain.cmbCareerSpec_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ComboBox.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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************** 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.

 

Fine, no problem, I thought; I'll just re-edit the Specialization I created.

 

Yes problem.  All of the Talents I created are gone.  The Spec is not, and it's still tied to the Career, but the Talents are nowhere to be seen.  This includes all the Talents I created for a separate, homebrewed Universal Spec.

 

I remain grateful for all of Oggdude's work, but I'd love to have a solution for this crash so my wife can get her character up and running.

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This isn't a problem, it's working as intended.

 

It's even in the quote you used, "A Jetpack allows a character to function as a Sillouette 1, Speed 2, Handling 0, System Strain 3 vehical that can only operate in atmosphere and requires pilot planetary to operate."

 

You're not shouting "Transform and roll out!" and becoming a vehicle. You use the rules of one for the sake of a chase or flying through difficult terrain but you don't become a TIE.

I'm going to be going from Rigger because I don't have the Modder tree in front of me.

 

Because of how many of the Talents aren't applicable with a Jetpack, I'm convinced the Rules As Intended never intended for one.

Overstocked Ammo: Increase the value of the Limited Ammo quality of any weapons mounted on the Signature Vehicle by 1 per rank of Overstocked Ammo.

Nothing is mounted on a PC, it's held.

Bolstered Armor: Increase the armor value of the Signature Vehicle by 1 per rank of Bolstered Armor

I can't imagine the Devs ever wanted a PC to get +10 soak this easy.

Customized Cooling Unit: Increase the system strain threshold of the Signature Vehicle by 2 per rank of Customized Cooling Unit.

PCs don't have system strain.

Reinforced Frame: The Signature Vehicle gains Massive 1 (attacks targeting the Signature Vehicle count their Critical Rating of the weapon used as 1 higher).

No way a PC is making it harder to crit on him this easily.

 

I understand arguments could be made for Tuned Maneuvering Thrusters and Fancy Paint Job, but with all the other Talents being overwhelmingly lent toward vehicles as we know them, I don't imagine these talents are suppose to be applied to a Jetpack.

 

If you want more jetpack love you might have to wait for the Bounty Hunter book. Until then keep in mind that a Jetback or Rocket boots are intended to quickly get a character from one place to another quickly. Not have them be a hovering one-man gunship.

 

 

I'm not sure what the issue is if the GM uses a little common sense.  

 

The jetpack doesn't have HPs so mounting weapons to it would be hard but not impossible.  The entry clearly says the pack has 3 system strain so 2 more doesn't seem game breaking.  Even the reinforced frame, while silly, would barely be worth the points.  Admittedly the armor one would be good if it vehicle soak but if I was the GM I'd say it bumps the players soak by one or the jetpacks soak by the normal amount if they are targeting it specifically.  +1 soak is well within the bounds of what 15 pts will get you talent wise.  Particularly if you only give it to them while they are flying.

 

As a GM I am inclined to say yes when the player is trying to do something cool.  It all depends on the player of course.  If the player is trying to get +10 soak and more rocket launcher Ammo, that is very different than the mechanic who wants to be a rocketeer character with a sweet jetpack.  Honestly though, there are soooo much more broken things you can do as a mechanic (jury rigged autofire for example) that having them spend their pts and money on a sweet jetpack would be pretty low on my concerns list.

Edited by SladeWeston

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Hey Oggdude,

 

I remain totally stoked if you get a chance to comment on my bug from a few weeks back, but understanding if you can't.  Super psyched to either get your specific help or to see the latest release when it comes.  Thanks in advance!

 

OggDude is a tremendous benefit to the community with this program, and I'm grateful for all the hours of number crunching and book-page-flipping saved by this program.

 

That said, I had my first crash last night, and it made me sad in my face.

 

My wife wanted to play the Navigator from SAVAGE SPIRITS, so I recreated the Talents and Spec in the Data Editor (attaching it to the Seeker Career as normal).  When I reloaded the Character Generator, I got a warning that--honestly--I didn't understand.  It said:

 

"Undhandled 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.  Object reference not set to an instance of an object."

 

Suffice it to say: I got that super crash when I clicked Continue.

 

Here's the bug report itself:

 

 

 

See the end of this message for details on invoking

just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************

System.NullReferenceException: Object reference not set to an instance of an object.

at SWCharGen.Character.AddSpecialization(Specialization spec, Boolean startingSpec)

at SWCharGen.frmSWCharGenMain.cmbCareerSpec_SelectedIndexChanged(Object sender, EventArgs e)

at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)

at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)

at System.Windows.Forms.ComboBox.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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************** 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.

 

Fine, no problem, I thought; I'll just re-edit the Specialization I created.

 

Yes problem.  All of the Talents I created are gone.  The Spec is not, and it's still tied to the Career, but the Talents are nowhere to be seen.  This includes all the Talents I created for a separate, homebrewed Universal Spec.

 

I remain grateful for all of Oggdude's work, but I'd love to have a solution for this crash so my wife can get her character up and running.

 

Are you using the latest release?  Did you save your talents when you created them?  You can see if they're there by going to the <data folder>\DataCustom directory and loading up the Talents.xml file in a text editor.  Any description changes and new talents should be found there.  If you made them as part of a data set, look in the data set folder.

 

Also, if you used the default source, make sure that "User Data" is checked in the Options dialog.  And, of course, try clearing your cache.

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As a GM I am inclined to say yes when the player is trying to do something cool.  It all depends on the player of course.  If the player is trying to get +10 soak and more rocket launcher Ammo, that is very different than the mechanic who wants to be a rocketeer character with a sweet jetpack.  Honestly though, there are soooo much more broken things you can do as a mechanic (jury rigged autofire for example) that having them spend their pts and money on a sweet jetpack would be pretty low on my concerns list.

 

Jetpack with Ramming Attachment, and pretending to be lategame Samus Aran. (Shinespark/Screw attack)

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Here's the beta of the new 1.8 release.  It's only in ZIP format, so you'll have to create a directory and copy the contents into it.  If it doesn't work for you, let me know as soon as possible, as I only have a couple of days left before my Germany trip.
 
If you haven't already, you will need to upgrade your .NET framework version to at least 4.5.  Just installing the latest version will work.
 
Before using the beta, it will be a good idea to back up your data folder.  You can just do a manual copy if you want, or use the Data Editor from your current install to make a backup.  The new version shouldn't do anything too weird to your current characters, but backing up is always safe.
 
Note that I've upgraded the cache database to SQL CE 4.0.  When it first runs, it'll remove your old cache and replace it with a new 4.0 database file.  If you want to change back to your existing install, you'll need to remove the new cache file so it'll go back to using SQL CE 3.5.  Just run the new launcher that comes in the ZIP file and clear the cache.  Then, close that launcher and run the launcher from your existing install.
 
I'm sure there's still a lot of bugs in this, and I haven't update any translations, so all of the new stuff will be in English.  If something doesn't work right, or you get crashes or exceptions, please let me know.  I'll work on it when I get back in a few weeks.  
 
Also, please be on the look out for formatting issues with the UI.  Between changing out all the fonts and using an entirely new HTML rendering engine, things like font sizes, spacing, word wrapping, etc., may not look like they're supposed to.  I've fixed all the ones I've noticed, but I haven't gone through every form yet.  So if you see something that isn't displaying properly, just tell me what the problem is and which form is being displayed and I can fix it.
 
Here are the changes and new features of the 1.8 release:
 
Beta Release 1.8.0.0
 
New/Changed Data:
 
  • Added all new information from "Savage Spirits", including specializations, species, talents, motivations, backgrounds, moralities, signature abilities, the Foresee Force power, plus all equipment, attachments, vehicles, and riding beasts.
  • Added all crafting data from "Special Modifications" and "Keeping the Peace".
  • Added the Enhanced Hyperspace Shields attachment from Special Modifications.
  • AD-1S starfighter had its name mispelled in a number of places.  This has been fixed.
  • Fixed misspelling in the Optimized Energy Cell attachment.
  • The Wilderness Survival Kit had an incorrect source for the Age of Rebellion CRB.  This source has been removed.
  • Fixed spelling and key of the "Command" specific motivation for "Drive".
  • Modified the Shaped Nozzle attachment to only work on the ion thruster gun.
  • The Blaster Energy Dampener was subtracting 2 from the damage of the weapon.  It will now correctly subtract 1.
 
New Features/Enhancements:
 
  • The character generator now has an "Companions" button.  This allows you to save companion NPCs with your character.  Companion NPCs use the same editor as Adversaries in GM Tools and now have their own pane in the generator.  Companions can be added, edited, or imported from standard Adversary files.
  • Added a new crafting system.  Items can be crafted in the character sheet from the equipment pane.  Droids can be crafted from the new Companion NPC pane.  Both crafting buttons use golden text.  All crafting from "Special Modifications" and "Keeping the Peace" is supported, including all templates, effects, and personality traits for droids.  Also included is a crafting summary report that you can print out to keep track of your crafting sessions.
  • Crafting will also keep track of schematics.  Schematics are stored with a character and are automatically used by the crafting system when it displays the required check.  Whenever the "Schematics" effect is selected for an item, the schematic level for the template is automatically increased by 1 when you finish your crafting session.  You can also directly edit and add template schematics for the character from Step 1 of the crafting dialog.
  • Removed all item templates and template attachments, since they are no longer needed.  If you created an item using these items, they will be removed from your character.  Please recreate the items using the new crafting system.
  • Added an editor for Droid Traits in the Data Editor.  Droid traits are used by Droid Directive effects in the crafting dialog.
  • Certain gear items will allow you to create NPCs.  These are normally items such as droids or riding beasts.  A new "Create NPC" button can be found in the equipment pane.  By clicking on that button, the selected droid or riding beast will be added to the character's NPC companion list.  Of course, the new NPC can be customized.
  • Standard riding beast abilities for adversaries (Domesticable, Trained Mount, Beast of Burden, Stubborn, and Domesticated) have now been added as talents.  Any beast given these as special abilities will be automatically upgraded to the talents.  If you've added your own riding beasts, be sure to check the ranks of these talents, however.  It will pick up ranks specified in the name (ie, "Trained Mount 2" ability will be converted to Trained Mount 2 talent), but if you just put the name, the talent will have only a single rank.
  • Updated adversaries so that they support silhouette and a flag stating whether or not they can be used as a mount or riding beast. Silhouette will be automatically upgraded if it exists as a special ability.  The mount flag will be set if any special mount abilities or talents exist.
  • Updated all riding beasts in the "Stay on Target" import to support the new riding beast features.  If you've already imported them, you may want to remove them from your adversaries collection and add them again.
  • The Adversaries list in GM Tools, and the new Companions list in the generator, now support a "Create Mount" button.  If the currently selected adversary/NPC is a mount, clicking this button will convert the item into a vehicle that will appear either in the stock vehicle list, or the character's personal vehicle list.  The vehicle version of the mount can be used during combat when used as a mount, and to keep track of encumbrance for carried items (just add items to the riding beast "vehicle").
  • Mount vehicles support their own "attachments", such as riding tack, saddle bags, and the new cargo handling system from "Savage Spirits".  Some of these attachments may also show up as gear.
  • All fonts have been updated to make the applications look closer to the fonts used in the books.
  • All apps have been upgraded to use .NET Framework 4.5.  This is the latest version of .NET that is supported by Mono for the Mac.
  • The caching database has been updated to SQL Server CE 4.0.
  • A lot of window features, such as grid text, combo boxes, etc. have become more standardized, especially with fonts and text sizes.  This should provide a more uniform UI.
  • Changed the way HTML is processed.  The apps now use a managed solution instead of the built-in WebBrowser control.  This means that it should work with Mono on the Mac or other cross-platform implementations of .NET.  Also improved the display of dice and symbol images, and HTML descriptions use the same new fonts as the dialogs.
  • Added a "stat block" feature to inventory.  This works very similarly to the stat block features for adversaries and vehicles.  It is accessible through the inventory pane.
  • The optional mods list in the Item Attachment selection dialog can now support special symbols and HTML text.  You are no longer required to use plain text for optional miscellaneous descriptions.
  • Names of items in grids on printed sheets would scale to fit the width of the grid column.  Names will now automatically wrap to the next line so that they remain readable.
  • To support the stun-only blaster rule, a new attachment has been created called Stun-Only Blaster Modification.  Just purchase the weapon at half price and add this 0 HP attachment.  It will convert your weapon into a stun-only blaster.  This can only be applied to blaster pistols and blaster carbines.
  • Characters with the Gearhead talent should see a 50% reduction in the cost for adding mods to items or vehicles.
  • The cache will now automatically be cleared between versions.  This should help eliminate issues where the cached object is in an older format.
  • When creating skill mods in the mod editor, you may now select rank count and career skill at the same time.  This would increase the skill rank, as well as make the skill a career skill.  As an optional mod, the career designator will show up for each rank, but will only be applied to a character once.
 
Bug Fixes:
 
  • When determining defense ratings for a character, some sources of weapon defense would be applied twice, or possibly three times, depending.  This will no longer happen.
  • Fixed, and simplified, logic in the routine that totals the counts of item descriptors for weapons.
  • In the Edit Reports dialog, some invalid properties were listed in the property list of step 2.  Now, only proper base properties of the item will be listed.
  • In the Edit Reports dialog, the Prev button would sometimes be enabled even if you couldn't leave the step (if something in the step wasn't valid, for instance).  Now, the Prev button should be enabled or disabled properly.
  • In the Edit Reports dialog, checks to enable or disable controls for step 3 were actually checking for step 4, and vice versa.  It now check the proper controls in the proper step.
  • will be disabled in this situation.
  • There was an error in the efficiency routines for custom data that would cause saved XML files to be truncated.  This will no longer occur.
  • Signature Vehicle mods to custom or new talents weren't being saved properly.  They will now be saved.
  • Fixed a bunch of incorrect sources in master data.  These sources would show up in the Options source list.  They were a remanent of the automation process that added page numbers to sources.
  • The warning dialog about deselecting a duplicate unranked talent was showing up all the time if you had both Seer and Force-Sensitive Exile.  This was due to the Forager talent being in the top row of both trees.  The check for this condition will now only look at duplicate talents that are actually selected, so the dialog will now only show up when it's supposed to.
  • When inserting existing special armor or weapons into adversaries, nothing would be displayed in the insert dialog, since the description field for those items is blank.  An armor or weapon summary will now be displayed.
  • In the talent editor, if you copied a talent, it would replace the original talent.  This will no longer happen.
 

 

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Just got it installed and running through things. Looks like gadgets aren't affecting the dicepool on the skills tab. I have one that gives an advantage and success and they aren't coming up.

 

Also, the new specs aren't in the Seeker career right now.

Edited by biggreen10

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Oggdude Still getting error 

 

l64Oc7h.jpg

 

ERROR DETAILS
Following errors were detected during this operation.
* [8/22/2016 7:28:55 PM] System.Deployment.Application.DeploymentException (Activation)
- Activation failed.
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.ComponentStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.SubscriptionStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.Activate(DefinitionAppId appId, AssemblyManifest appManifest, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.ProcessOrFollowShortcut(String shortcutFile, String& errorPageUrl, TempFile& deployFile)
at System.Deployment.Application.ApplicationActivator.PerformDeploymentActivation(Uri activationUri, Boolean isShortcut, String textualSubId, String deploymentProviderUrlFromExtension, BrowserSettings browserSettings, String& errorPageUrl)
at System.Deployment.Application.ApplicationActivator.ActivateDeploymentWorker(Object state)
--- Inner Exception ---
System.IO.FileNotFoundException
- The system cannot find the file specified. (Exception from HRESULT: 0x80070002)
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.NativeMethods.CorLaunchApplication(UInt32 hostType, String applicationFullName, Int32 manifestPathsCount, String[] manifestPaths, Int32 activationDataCount, String[] activationData, PROCESS_INFORMATION processInformation)
at System.Deployment.Application.ComponentStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
 
COMPONENT STORE TRANSACTION DETAILS
No transaction information is available.

 

Is this from a web install?  If so, uninstall (if you've already installed it), upgrade to the latest version of the .NET framework, and try a re-install.  You can also try turning off any virus checker temporarily just while installing the app.  Virus checkers can do all sorts of weird things under the hood, especially when it already thinks something is suspicious (such as downloading an unsigned executable named Setup.exe :) ).

 

If all else fails, try the manual install with the ZIP.

 

So updated net 

Turned off all anti-virus

uninstalled

Clicked Web install

got same issue

The error keeps pointing to the system.deployment.dll file have you checked it???:

 

PLATFORM VERSION INFO
Windows : 10.0.14393.0 (Win32NT)
Common Language Runtime : 4.0.30319.42000
System.Deployment.dll : 4.6.1586.0 built by: NETFXREL2
clr.dll : 4.6.1586.0 built by: NETFXREL2
dfdll.dll : 4.6.1586.0 built by: NETFXREL2
dfshim.dll : 10.0.14393.0 (rs1_release.160715-1616)
 
SOURCES
Server : nginx
 
IDENTITIES
Deployment Identity : SWCharGenLauncher.application, Version=1.7.0.1, Culture=neutral, PublicKeyToken=0000000000000000, processorArchitecture=x86
 
APPLICATION SUMMARY
* Installable application.
 
ERROR SUMMARY
Below is a summary of the errors, details of these errors are listed later in the log.
* Activation of https://dl.dropboxusercontent.com/u/26990628/deploy/SWCharGen/SWCharGenLauncher.applicationresulted in exception. Following failure messages were detected:
+ Activation failed.
+ The system cannot find the file specified. (Exception from HRESULT: 0x80070002)
 
COMPONENT STORE TRANSACTION FAILURE SUMMARY
No transaction error was detected.
 
WARNINGS
There were no warnings during this operation.
 
OPERATION PROGRESS STATUS
* [8/30/2016 4:03:55 PM] : Processing of deployment manifest has successfully completed.
 
ERROR DETAILS
Following errors were detected during this operation.
* [8/30/2016 4:03:55 PM] System.Deployment.Application.DeploymentException (Activation)
- Activation failed.
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.ComponentStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.SubscriptionStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.Activate(DefinitionAppId appId, AssemblyManifest appManifest, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.PerformDeploymentActivation(Uri activationUri, Boolean isShortcut, String textualSubId, String deploymentProviderUrlFromExtension, BrowserSettings browserSettings, String& errorPageUrl)
at System.Deployment.Application.ApplicationActivator.ActivateDeploymentWorker(Object state)
--- Inner Exception ---
System.IO.FileNotFoundException
- The system cannot find the file specified. (Exception from HRESULT: 0x80070002)
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.NativeMethods.CorLaunchApplication(UInt32 hostType, String applicationFullName, Int32 manifestPathsCount, String[] manifestPaths, Int32 activationDataCount, String[] activationData, PROCESS_INFORMATION processInformation)
at System.Deployment.Application.ComponentStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
 
COMPONENT STORE TRANSACTION DETAILS
* Transaction at [8/30/2016 4:03:55 PM]
+ System.Deployment.Internal.Isolation.StoreOperationSetDeploymentMetadata
- Status: Set
- HRESULT: 0x0
+ System.Deployment.Internal.Isolation.StoreTransactionOperationType (27)
- HRESULT: 0x0
Edited by DenoJedi

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Just got it installed and running through things. Looks like gadgets aren't affecting the dicepool on the skills tab. I have one that gives an advantage and success and they aren't coming up.

 

Also, the new specs aren't in the Seeker career right now.

It depends on the effects you add to the gadget.  If it's conditional, it won't show up.  It has to modify the skill all the time in order for it to display symbols for the skill.

 

As for the Seeker specs, to into Options and make sure you have "Savage Spirits" checked.

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Oggdude Still getting error 

 

l64Oc7h.jpg

 

ERROR DETAILS
Following errors were detected during this operation.
* [8/22/2016 7:28:55 PM] System.Deployment.Application.DeploymentException (Activation)
- Activation failed.
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.ComponentStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.SubscriptionStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.Activate(DefinitionAppId appId, AssemblyManifest appManifest, String activationParameter, Boolean useActivationParameter)
at System.Deployment.Application.ApplicationActivator.ProcessOrFollowShortcut(String shortcutFile, String& errorPageUrl, TempFile& deployFile)
at System.Deployment.Application.ApplicationActivator.PerformDeploymentActivation(Uri activationUri, Boolean isShortcut, String textualSubId, String deploymentProviderUrlFromExtension, BrowserSettings browserSettings, String& errorPageUrl)
at System.Deployment.Application.ApplicationActivator.ActivateDeploymentWorker(Object state)
--- Inner Exception ---
System.IO.FileNotFoundException
- The system cannot find the file specified. (Exception from HRESULT: 0x80070002)
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.NativeMethods.CorLaunchApplication(UInt32 hostType, String applicationFullName, Int32 manifestPathsCount, String[] manifestPaths, Int32 activationDataCount, String[] activationData, PROCESS_INFORMATION processInformation)
at System.Deployment.Application.ComponentStore.ActivateApplication(DefinitionAppId appId, String activationParameter, Boolean useActivationParameter)
 
COMPONENT STORE TRANSACTION DETAILS
No transaction information is available.

 

Is this from a web install?  If so, uninstall (if you've already installed it), upgrade to the latest version of the .NET framework, and try a re-install.  You can also try turning off any virus checker temporarily just while installing the app.  Virus checkers can do all sorts of weird things under the hood, especially when it already thinks something is suspicious (such as downloading an unsigned executable named Setup.exe :) ).

 

If all else fails, try the manual install with the ZIP.

 

So updated net 

Turned off all anti-virus

uninstalled

Clicked Web install

got same issue

The error keeps pointing to the system.deployment.dll file have you checked it???:

 

PLATFORM VERSION INFO
Windows : 10.0.14393.0 (Win32NT)
Common Language Runtime : 4.0.30319.42000
System.Deployment.dll : 4.6.1586.0 built by: NETFXREL2
clr.dll : 4.6.1586.0 built by: NETFXREL2
dfdll.dll : 4.6.1586.0 built by: NETFXREL2
dfshim.dll : 10.0.14393.0 (rs1_release.160715-1616)
 
SOURCES
Server : nginx
 
IDENTITIES
Deployment Identity : SWCharGenLauncher.application, Version=1.7.0.1, Culture=neutral, PublicKeyToken=0000000000000000, processorArchitecture=x86
 
APPLICATION SUMMARY
* Installable application.
 
ERROR SUMMARY
Below is a summary of the errors, details of these errors are listed later in the log.
* Activation of https://dl.dropboxusercontent.com/u/26990628/deploy/SWCharGen/SWCharGenLauncher.applicationresulted in exception. Following failure messages were detected:
+ Activation failed.
+ The system cannot find the file specified. (Exception from HRESULT: 0x80070002)
 

 

You ran into a known issue with ClickOnce installs.  This happens occasionally, but not to everyone.  Sometimes, a new deployment will fix it.  Unfortunately, I have no control over how ClickOnce works, so I can't fix it :(.  You may have better luck when 1.8 is released.

 

In the mean time, you can use the manual install and just copy the contents of the ZIP file into a directory and run it from there.

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Hey Guys, For anyone having issues running on Windows 10.  I was having an issue where the program Character Generator wouldn't load.  While I'm sure there is a more elegant fix, a quick and easy fix for me was to run it as a windows 7 app buy using the troubleshooting option.  See the image below for help.

 

OD_Help_Image.jpg

Edited by SladeWeston

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Yeah, it should come up for any survival check as far as I can tell. 

 

As for the specs, they are in the program, they just aren't associated with the career. So when you find them in the list on the purchase window they don't have the career in parenthesis next to them.

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Yeah, it should come up for any survival check as far as I can tell. 

 

As for the specs, they are in the program, they just aren't associated with the career. So when you find them in the list on the purchase window they don't have the career in parenthesis next to them.

Did you make sure Savage Spirits is checked in the Option dialog?

 

For the item, select it in inventory, then right-click on the stat display, do a "Select All", then right-click again and do a Copy.  Then paste it in a reply.

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Here's the beta of the new 1.8 release.  It's only in ZIP format, so you'll have to create a directory and copy the contents into it.  If it doesn't work for you, let me know as soon as possible, as I only have a couple of days left before my Germany trip.
 
If you haven't already, you will need to upgrade your .NET framework version to at least 4.5.  Just installing the latest version will work.
 
Before using the beta, it will be a good idea to back up your data folder.  You can just do a manual copy if you want, or use the Data Editor from your current install to make a backup.  The new version shouldn't do anything too weird to your current characters, but backing up is always safe.
 
Note that I've upgraded the cache database to SQL CE 4.0.  When it first runs, it'll remove your old cache and replace it with a new 4.0 database file.  If you want to change back to your existing install, you'll need to remove the new cache file so it'll go back to using SQL CE 3.5.  Just run the new launcher that comes in the ZIP file and clear the cache.  Then, close that launcher and run the launcher from your existing install.
 
I'm sure there's still a lot of bugs in this, and I haven't update any translations, so all of the new stuff will be in English.  If something doesn't work right, or you get crashes or exceptions, please let me know.  I'll work on it when I get back in a few weeks.  
 
Also, please be on the look out for formatting issues with the UI.  Between changing out all the fonts and using an entirely new HTML rendering engine, things like font sizes, spacing, word wrapping, etc., may not look like they're supposed to.  I've fixed all the ones I've noticed, but I haven't gone through every form yet.  So if you see something that isn't displaying properly, just tell me what the problem is and which form is being displayed and I can fix it.
 
Here are the changes and new features of the 1.8 release:
 
Beta Release 1.8.0.0
 
New/Changed Data:
 
  • Added all new information from "Savage Spirits", including specializations, species, talents, motivations, backgrounds, moralities, signature abilities, the Foresee Force power, plus all equipment, attachments, vehicles, and riding beasts.
  • Added all crafting data from "Special Modifications" and "Keeping the Peace".
  • Added the Enhanced Hyperspace Shields attachment from Special Modifications.
  • AD-1S starfighter had its name mispelled in a number of places.  This has been fixed.
  • Fixed misspelling in the Optimized Energy Cell attachment.
  • The Wilderness Survival Kit had an incorrect source for the Age of Rebellion CRB.  This source has been removed.
  • Fixed spelling and key of the "Command" specific motivation for "Drive".
  • Modified the Shaped Nozzle attachment to only work on the ion thruster gun.
  • The Blaster Energy Dampener was subtracting 2 from the damage of the weapon.  It will now correctly subtract 1.
 
New Features/Enhancements:
 
  • The character generator now has an "Companions" button.  This allows you to save companion NPCs with your character.  Companion NPCs use the same editor as Adversaries in GM Tools and now have their own pane in the generator.  Companions can be added, edited, or imported from standard Adversary files.
  • Added a new crafting system.  Items can be crafted in the character sheet from the equipment pane.  Droids can be crafted from the new Companion NPC pane.  Both crafting buttons use golden text.  All crafting from "Special Modifications" and "Keeping the Peace" is supported, including all templates, effects, and personality traits for droids.  Also included is a crafting summary report that you can print out to keep track of your crafting sessions.
  • Crafting will also keep track of schematics.  Schematics are stored with a character and are automatically used by the crafting system when it displays the required check.  Whenever the "Schematics" effect is selected for an item, the schematic level for the template is automatically increased by 1 when you finish your crafting session.  You can also directly edit and add template schematics for the character from Step 1 of the crafting dialog.
  • Removed all item templates and template attachments, since they are no longer needed.  If you created an item using these items, they will be removed from your character.  Please recreate the items using the new crafting system.
  • Added an editor for Droid Traits in the Data Editor.  Droid traits are used by Droid Directive effects in the crafting dialog.
  • Certain gear items will allow you to create NPCs.  These are normally items such as droids or riding beasts.  A new "Create NPC" button can be found in the equipment pane.  By clicking on that button, the selected droid or riding beast will be added to the character's NPC companion list.  Of course, the new NPC can be customized.
  • Standard riding beast abilities for adversaries (Domesticable, Trained Mount, Beast of Burden, Stubborn, and Domesticated) have now been added as talents.  Any beast given these as special abilities will be automatically upgraded to the talents.  If you've added your own riding beasts, be sure to check the ranks of these talents, however.  It will pick up ranks specified in the name (ie, "Trained Mount 2" ability will be converted to Trained Mount 2 talent), but if you just put the name, the talent will have only a single rank.
  • Updated adversaries so that they support silhouette and a flag stating whether or not they can be used as a mount or riding beast. Silhouette will be automatically upgraded if it exists as a special ability.  The mount flag will be set if any special mount abilities or talents exist.
  • Updated all riding beasts in the "Stay on Target" import to support the new riding beast features.  If you've already imported them, you may want to remove them from your adversaries collection and add them again.
  • The Adversaries list in GM Tools, and the new Companions list in the generator, now support a "Create Mount" button.  If the currently selected adversary/NPC is a mount, clicking this button will convert the item into a vehicle that will appear either in the stock vehicle list, or the character's personal vehicle list.  The vehicle version of the mount can be used during combat when used as a mount, and to keep track of encumbrance for carried items (just add items to the riding beast "vehicle").
  • Mount vehicles support their own "attachments", such as riding tack, saddle bags, and the new cargo handling system from "Savage Spirits".  Some of these attachments may also show up as gear.
  • All fonts have been updated to make the applications look closer to the fonts used in the books.
  • All apps have been upgraded to use .NET Framework 4.5.  This is the latest version of .NET that is supported by Mono for the Mac.
  • The caching database has been updated to SQL Server CE 4.0.
  • A lot of window features, such as grid text, combo boxes, etc. have become more standardized, especially with fonts and text sizes.  This should provide a more uniform UI.
  • Changed the way HTML is processed.  The apps now use a managed solution instead of the built-in WebBrowser control.  This means that it should work with Mono on the Mac or other cross-platform implementations of .NET.  Also improved the display of dice and symbol images, and HTML descriptions use the same new fonts as the dialogs.
  • Added a "stat block" feature to inventory.  This works very similarly to the stat block features for adversaries and vehicles.  It is accessible through the inventory pane.
  • The optional mods list in the Item Attachment selection dialog can now support special symbols and HTML text.  You are no longer required to use plain text for optional miscellaneous descriptions.
  • Names of items in grids on printed sheets would scale to fit the width of the grid column.  Names will now automatically wrap to the next line so that they remain readable.
  • To support the stun-only blaster rule, a new attachment has been created called Stun-Only Blaster Modification.  Just purchase the weapon at half price and add this 0 HP attachment.  It will convert your weapon into a stun-only blaster.  This can only be applied to blaster pistols and blaster carbines.
  • Characters with the Gearhead talent should see a 50% reduction in the cost for adding mods to items or vehicles.
  • The cache will now automatically be cleared between versions.  This should help eliminate issues where the cached object is in an older format.
  • When creating skill mods in the mod editor, you may now select rank count and career skill at the same time.  This would increase the skill rank, as well as make the skill a career skill.  As an optional mod, the career designator will show up for each rank, but will only be applied to a character once.
 
Bug Fixes:
 
  • When determining defense ratings for a character, some sources of weapon defense would be applied twice, or possibly three times, depending.  This will no longer happen.
  • Fixed, and simplified, logic in the routine that totals the counts of item descriptors for weapons.
  • In the Edit Reports dialog, some invalid properties were listed in the property list of step 2.  Now, only proper base properties of the item will be listed.
  • In the Edit Reports dialog, the Prev button would sometimes be enabled even if you couldn't leave the step (if something in the step wasn't valid, for instance).  Now, the Prev button should be enabled or disabled properly.
  • In the Edit Reports dialog, checks to enable or disable controls for step 3 were actually checking for step 4, and vice versa.  It now check the proper controls in the proper step.
  • will be disabled in this situation.
  • There was an error in the efficiency routines for custom data that would cause saved XML files to be truncated.  This will no longer occur.
  • Signature Vehicle mods to custom or new talents weren't being saved properly.  They will now be saved.
  • Fixed a bunch of incorrect sources in master data.  These sources would show up in the Options source list.  They were a remanent of the automation process that added page numbers to sources.
  • The warning dialog about deselecting a duplicate unranked talent was showing up all the time if you had both Seer and Force-Sensitive Exile.  This was due to the Forager talent being in the top row of both trees.  The check for this condition will now only look at duplicate talents that are actually selected, so the dialog will now only show up when it's supposed to.
  • When inserting existing special armor or weapons into adversaries, nothing would be displayed in the insert dialog, since the description field for those items is blank.  An armor or weapon summary will now be displayed.
  • In the talent editor, if you copied a talent, it would replace the original talent.  This will no longer happen.
 

 

i am assuming farsee not foresee :)

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Yes, SS is checked. As I said, they are showing up in the list, but don't seem to be attributed to the correct career. Everything else about them is fine.

 

  • Encumbrance: 1
  • Rarity: 4
  • Price: 680

Features: Add automatic ☼ (success) to Survival checks when using this item., Compact: Add ■ (setback) to checks to find this item on the wearer's person, Safety Features: Add automatic ω (advantage) to Survival checks made by this weapon

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Yes, SS is checked. As I said, they are showing up in the list, but don't seem to be attributed to the correct career. Everything else about them is fine.

 

  • Encumbrance: 1
  • Rarity: 4
  • Price: 680

Features: Add automatic ☼ (success) to Survival checks when using this item., Compact: Add ■ (setback) to checks to find this item on the wearer's person, Safety Features: Add automatic ω (advantage) to Survival checks made by this weapon

The Seeker career file does have all six specializations, so I have a feeling you may have customized the Seeker career and it's using the old version.  Use the Data Editor to see if Seeker has been customized.  If so, remove the customization.

 

Surprisingly enough, there was no problem with the created gadget (other than it saying "weapon" instead of "item").  The problem was in the character class.  0-count misc descriptors should always be treated as having a count of 1, which it wasn't.  That little bug's been there for months now :)

 

I'll wait for some more reports before I put the fix up.

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