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OggDude

Another Character Generator

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A couple of minor corrections for the next update:

Credit cost for Holocron of Outer Rim and Piloting Space is listed as being 10K credits instead of 100K credits. 

Credit cost for Suljo Warde's Holocron is also 10K credits instead of 100K credits.

It doesn't seem that the Sanctuary Holocron from the adventure in the back of the core book is included.  It offers the same bonus career skills as the Holocron of Discipline and Medicine, but also counts as having three ranks in Knowledge (Lore) when used to make an assisted check.

Also, the Athiss Cave Crystals from the Beta adventure are missing as well.

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Playing with the integrated holsters... so ANY weapon of enc 3 or less can be carried by these? Even rifles? 

I don't recall it specifying certain weapon types only, but is it only base encumbrance it is looking at?  Or is a weapon lightened due to stripped down attachment also going to fit? 

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Bug: In the list of career skill choices, the invisible separator between the tick boxes and the skill names can be clicked and moved.

Bug: Sometimes on startup, the app's window is stretched horizontally to extend beyond the edge of the right screen border, and I can't correct it by resizing or maximazing the window. Closing the app and restarting it has it in the correct position/size.

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With attachment "Reinforced Shield Generator", it was previously possible to choose which defense zone was affected with each mod added. In current version you now choose one defense zone for all mods. The rulebook doesn't seem to restrict you in this way.

(So previously you could add say Fore 2, Aft 1 with attachment and 2 mods, now you can choose only Fore 3 or Aft 3). 

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On 4/13/2017 at 10:50 AM, OggDude said:

A couple of things:

  • Mod keys are always capitalized.  Linked should be "LINKED", Cumbersome "CUMBERSOME", etc.
  • If you're adding a descriptive element to an item, you need to put it in as an ad-hoc mod.  For instance:
  • 
    <Mods>
      <Mod>
        <MiscDesc>[B]Quickly Collapsable[b]: When not in use, the weapon is capable of being reduced in size for easy carrying and storage.  It requires takes a maneuver to either collapse or extend the weapon.</MiscDesc>         
      </Mod>
    </Mods>
  • The Cortosis quality needs to be inside a <Quality> tag.  You have the Key directly in <Qualities>.

Ogg,

Thanks! Those fixes were a lot easier than I thought they would be.

Is there a way to make the difficulty of a template include a challenge die? On of my players wants to re-engineer an existing suit of armor to make it better. I am going to make the Material cost be that they must possess the armor. and the difficulty would be upgraded for each feature the suit already possesses.

Edit: Would this be using the [UpDifficulty] mod that you mentioned?

Quote
  • Added support for upgrading difficulty.  This can be specified for skills using the die modifier dialog, or for a weapon by specifying the "Upgrade Difficulty of Check" mod in the mod editor.  The symbol can be used in descriptions using [UPDIFFICULTY] or [UD].

 

Is there a way to make a crafting effect dependent on another crafting effect?

There would be two ways that I can think of that this might be achieved:

First Option, (and potentially more preferable), would be to have a certain effect not show up on the list unless the required effect was already selected.

Examples:

  • My Double-Ended effect would not show up in the list unless the player selected the Two-Handed effect.
  • This could also be used to have the Compact effect not show up unless the player selected the Lightweight effect enough times to reduce the encumbrance to 3 or less.

Second Option, would be to have a certain effect automatically be selected if it was not already.

  • For my Double-Ended effect, if the Double-Ended effect is selected, the Two-Handed effect is selected automatically if it wasn't already selected.
  • The Compact effect could trigger the Lightweight effect to reduce the encumbrance to 3 if it was not already 3 or less.

 

Is there way to create a new quality? I have created a Mandalorian Steel Upgrade. Instead of it granting the Cortosis Quality, I want to create the Mandalorian Steel Quality.


I did send you a donation right after you released 2.0.0.0. Not a lot, but something for all your hard work.

 

Thanks Oggy!!!

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22 hours ago, SJanson said:

OggDude has links to the launchers on the About Me tab of his forum profile, which you can access here: https://community.fantasyflightgames.com/profile/212555-oggdude/?tab=field_core_pfield_.

For the Web Install, once you run Setup, you should have a shortcut to the launcher on your desktop.

For the Manual Install, you will find it in the root directory of the archive you extracted, and it will be called "SWCharGenLauncher.exe"

Thank a lot.  That did the trick.

 

 

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Bug Report: @OggDude

In encounters, it seems the 'Gunner' rosters are not being filled out. This was tested with a custom encounter, and an import: Fight over Flight.

 

Also, feature request in encounters, could it be possible to install a way for us to re-order vehicles and minions? Sometimes I add the nemesis first and then add the fodder, but in the end I want the nemesis in the last slot. Or i just want to reorganize the various enemies around.

Furthermore, when we are rostering our ships, it reads the generic name and not the 'alternate name' which is difficult when I am outfitting sevearl squadrons of TIE Fighters with TIE pilots and I am trying to find "Black Squadron TIE Pilot" to put him in "Black Squadron TIE" and ending up with "Obsidian Squadron TIE Pilot" in said ship instead. :P

Edited by Ebak

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Certain Item Attachments are not showing up for weapons created with the powered melee weapons template.

Weighted Head and Custom Grip for sure, not sure if there are others missing.

Also, the item crafter is allowing you to purchase the Defensive and Deflection Qualities more than their Max of 3.

Edited by Dakkar98

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Where is the best place to go to check in and quickly see what the latest version of the utility is? Is there a better way to do it than scrolling back through this post to see if there is an announcement? (I'm fine with doing that, if necessary, just wondering if there is a quicker way...)

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12 minutes ago, mattritchie said:

Where is the best place to go to check in and quickly see what the latest version of the utility is? Is there a better way to do it than scrolling back through this post to see if there is an announcement? (I'm fine with doing that, if necessary, just wondering if there is a quicker way...)

install the web install version, or subscribe to this thread by selecting notify my or replies.  either one will let you know when there are updates to the generator, 

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7 hours ago, mattritchie said:

Where is the best place to go to check in and quickly see what the latest version of the utility is? Is there a better way to do it than scrolling back through this post to see if there is an announcement? (I'm fine with doing that, if necessary, just wondering if there is a quicker way...)

The best way is to go to Oggdude's profile page and click on the About Me tab on the upper right of the page. It has the current version number, release date for that version, and links to installers and docs.

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8 hours ago, Dakkar98 said:

Certain Item Attachments are not showing up for weapons created with the powered melee weapons template.

Weighted Head and Custom Grip for sure, not sure if there are others missing.

Also, the item crafter is allowing you to purchase the Defensive and Deflection Qualities more than their Max of 3.

Can you provide some examples for the Weighted Head or Custom Grip?  Attachment limitations are covered by their weapon traits and categories so issues like this are usually just an oversight with an item flag.  So, for example, Weighted Head requires a weapon be melee bludgeoning or brawl bludgeoning.  If Oggy forgets to give a new item one of those labels it won't show as an option.  I tested WH on several bludgeoning weapons and it seems to work fine on Staff of Office, Electrostaff and Refined Cortosis Staff so I doubt it's a logic issue.  It's also worth noting that weapon traits are often a judgement call for OggDude as they aren't always clearly identified in the rules text.  It is possible that what you're reporting as a bug is just a difference of opinion.

Speaking of rules text, concerning your Defensive/Deflection concerns, you might want to check the table in Special Modifications again.  That crafting tables have limits to several of the traits and both of those are listed as being capped at 3.

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Possible Bug: 

I open the GM tools, go to "Groups", Click on our Group, then click "Modify". Then i click "Bases", click on our Base, then click "Modify". Then I then click "Inventory". 

 

Now, here i've used the "Transfer" button to transfer 2 items from one of the characters to this Base. Now, the 2 items in question are now removed from the Character-sheet, but does not show up under "Gear"/"Owned Gear:" in this windows.

If i look in the .xml file itself, i see one of the items seems to be there, but none of them are displaying. Also if i go back to the "Bases" screen to try and Print it, the items are not listed in the printed version either.

This seems to be the <Gear> tag in the .xml for the one item that is listed in the .xml (The other item has somehow just dissapeared)

<Gear>
        <CharGear>
          <ItemKey />
          <Key>a54c77b3-b9c9-45e0-b245-d062dc753e25</Key>
          <Count>1</Count>
          <CustomGear>
            <Name>Specialist Tool - Bacta Tank</Name>
            <Description>[H3]Specialist Tool[h3]
      This is a gadget template.  Examples include bacta tanks, scanner dishes, table saws, and welding gear.  Please enter the description of the finished gadget here.</Description>
            <Type>Tools/Electronics</Type>
            <Categories />
            <Encumbrance>8</Encumbrance>
            <Price>500</Price>
            <Rarity>4</Rarity>
            <BaseMods>
              <Mod>
                <MiscDesc>Add automatic [SU] to Medicine checks when using this item.</MiscDesc>
                <DieModifiers>
                  <DieModifier>
                    <SkillKey>MED</SkillKey>
                    <SuccessCount>1</SuccessCount>
                  </DieModifier>
                </DieModifiers>
              </Mod>
              <Mod>
                <MiscDesc>Safety Features: Add automatic [AD] to Medicine checks made by this weapon</MiscDesc>
                <DieModifiers>
                  <DieModifier>
                    <SkillKey>MED</SkillKey>
                    <AdvantageCount>1</AdvantageCount>
                  </DieModifier>
                </DieModifiers>
              </Mod>
            </BaseMods>
          </CustomGear>
        </CharGear>
      </Gear>
 

 

Anyone else able to confirm this issue ?

 

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Disregard - I upgraded to newest version. This fixed issue.

I must say that I love this character generator, and our group uses it quite heavily.

 

I have a question, however. Perhaps this has been addressed, but does anyone know  fix or a work around? 

Recently I added in a vehicle into the Data Editor.  It is saved, and works fine. I was able to add it to the character with no problems. However, with the specialization talent "Signature Vehicle" it does not show up as a vehicle to choose from. I have no problems with other vehicles added to that character and I am able to choose any of the already built in vehicles, but not the customized vehicle. Any ideas?

Edited by Janseen Ro

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8 hours ago, SladeWeston said:

Can you provide some examples for the Weighted Head or Custom Grip?  Attachment limitations are covered by their weapon traits and categories so issues like this are usually just an oversight with an item flag.  So, for example, Weighted Head requires a weapon be melee bludgeoning or brawl bludgeoning.  If Oggy forgets to give a new item one of those labels it won't show as an option.  I tested WH on several bludgeoning weapons and it seems to work fine on Staff of Office, Electrostaff and Refined Cortosis Staff so I doubt it's a logic issue.  It's also worth noting that weapon traits are often a judgement call for OggDude as they aren't always clearly identified in the rules text.  It is possible that what you're reporting as a bug is just a difference of opinion.

Speaking of rules text, concerning your Defensive/Deflection concerns, you might want to check the table in Special Modifications again.  That crafting tables have limits to several of the traits and both of those are listed as being capped at 3.

I CREATED a weapon using the Powered Melee Weapon Template which states in the description of the template:

Quote

This is a melee weapon template. Examples include electrostaves and force pikes. Please enter the description of the finished weapon here..

Upon Completion, weighted head was not available to be added to the weapon. based on your example above, it should be there.

 

The last line of the description for custom grip states:

Quote

This attachment can be applied to any weapon with a handle.

I'm pretty sure that it qualifies to have it available.

 

When creating a weapon using the Powered Melee Weapon Template, it will allow you to click the Defensive/Deflective effects MORE THAN 3 times. The effect does cap at 3, but so should the number of times that you can click the option.

Edited by Dakkar98

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2 minutes ago, Dakkar98 said:

 

I CREATED a weapon using the Powered Melee Weapon Template which states:

Upon Completion, weighted head was not available to be added to the weapon. based on your example above, it should be there.

The custom grip is available for any weapon with a handle, I'm pretty sure that it qualifies.

When creating a weapon using the Powered Melee Weapon Template, it will allow you to click the Defensive/Deflective effects MORE THAN 3 times. The effect does cap at 3, but so should the number of times that you can click the option.

I see.  So the powered melee weapon is likely a judgement call on Oggs part.  Since a powered weapon could just as easily be a vibro sword or ax he would be getting criticisms if he went the other way as well.  Custom Grip does appear to be missing several logical weapons with handles in it's inclusive Limit list.

Sorry about misreading the defensive stack thing.  Ya, a 3 point cap might be good.

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Just now, SladeWeston said:

I see.  So the powered melee weapon is likely a judgement call on Oggs part.  Since a powered weapon could just as easily be a vibro sword or ax he would be getting criticisms if he went the other way as well.  Custom Grip does appear to be missing several logical weapons with handles in it's inclusive Limit list.

Sorry about misreading the defensive stack thing.  Ya, a 3 point cap might be good.

Vibro-weapon has its own template, so that really shouldn't be an issue.

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1 hour ago, Dakkar98 said:

Vibro-weapon has its own template, so that really shouldn't be an issue.

Boy, some days its best not to post without your books.  Here let me try again with my books in front of me.  

Fortunately I think I still stumbled into the right argument.  While OggDude list's the Electrostaff as Melee Bludgeoning he does not list Force Pike that way.  Is it the blunt weight strikes of an Force Pike that causes it to do damage or the electric shocks?  I would guess that you use a force pike more like an electric spear rather than a quarterstaff making it not a great fit for the weighted head attachment.  That means he likely had to make a judgement call and decided to go with no over yes.  I doubt its was an over site on OggDudes part as he seems pretty consistent that all powered stabby weapons are ineligible for WH.

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Bug:

Added a Hard point to my Bola/Net just to see what it's options were. Possible options include:

Laser Sight
Gene Lock
Wrist Mount
Paired Weapons
Removed Safety Features
Set Trigger
Stripped Down
Under-Barrel Grapnel Launcher

 

Are all of these meant to be accurate?

 

Edited by Mattimeo84

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1 hour ago, Mattimeo84 said:

Bug:

Added a Hard point to my Bola/Net just to see what it's options were. Possible options include:

Laser Sight
Gene Lock
Wrist Mount
Paired Weapons
Removed Safety Features
Set Trigger
Stripped Down
Under-Barrel Grapnel Launcher

 

Are all of these meant to be accurate?

 

There's few attachment that actually have restrictions built into the item, this is a quote from the core rulebook:
"It should be noted that, even taking a weapon's customization hard points into account, there is a limited amount of space on even the largest weapon, and only a few spots where attachments could be mounted. For example, under-barrel attachments such as bipods and auxiliary weapons can only be mounted to long arms like blaster rifles or slugthrower rifles. In addition, using under-barrel attachments as an example, rifle-sized weapons can only mount one underbarrel attachment, due to space limitations. Players and Game Masters should use common sense when choosing attachments, and they are advised to pay close attention to the attachment descriptions that note where attachments can be mounted and on what weapons they can be mounted."

 

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Possible bug, when I go to the craft Item button on equipment, it doesn't give a box to put advantage.

Also I have a talent from the artisan tree that lets me add up to two hardpoints to an item. How would I represent this?

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2 hours ago, FelixTG said:

There's few attachment that actually have restrictions built into the item, this is a quote from the core rulebook:
"It should be noted that, even taking a weapon's customization hard points into account, there is a limited amount of space on even the largest weapon, and only a few spots where attachments could be mounted. For example, under-barrel attachments such as bipods and auxiliary weapons can only be mounted to long arms like blaster rifles or slugthrower rifles. In addition, using under-barrel attachments as an example, rifle-sized weapons can only mount one underbarrel attachment, due to space limitations. Players and Game Masters should use common sense when choosing attachments, and they are advised to pay close attention to the attachment descriptions that note where attachments can be mounted and on what weapons they can be mounted."

He was pointing out that the program is allowing him to add those options and he doesn't think that they should be available.

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1 hour ago, Kesendeja said:

Possible bug, when I go to the craft Item button on equipment, it doesn't give a box to put advantage.

Also I have a talent from the artisan tree that lets me add up to two hardpoints to an item. How would I represent this?

It's one box for both advantage and threat and a radial button to pick which it is.

On the Equipment Screen, under the "Two Weapons Sets" button, is a button that says "Add HP"

Edited by Dakkar98

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