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OggDude

Another Character Generator

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1 hour ago, lyinggod said:

I did, the ones already in oggdudes reduce difficulty at long/extreme range or remove environmental setback. I dont see anything that says, to the effect, "increase range by 1" 

The Marksman Barrel increases range.

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6 minutes ago, MrTInce said:

The Marksman Barrel increases range.

Thanks but that is an actual attachment, I think I found finally found one for a custom attachement which I hopefully can use once I fix my "lost" dataset 

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I fixed my Data set issue. I was using as custom data location for dropbox sync and, for some reason, OggDudes didn't like that location any more. It started defaulting back to the default AppData location.

What didnt work: I copied the entire data folder to a new location and changed the path in oggdudes.

What worked: I created a new dataset  in the default Appdata location and the copied just the DataCustom folder and characters into it. I verified that I could load and save custom data and copied the entire new data folders to a new folder in drop box and changed the path. I can now read my original custom data as well as add new data once more.

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Hey @OggDude,

I've noticed a bug when creating innate weapons for custom player species. Take, for example, the Gamorrean from the unofficial bestiary: the species has a feature that adds the Vicious Quality 1 to all Brawl and Melee weapon attacks. This is set up using the Innate Weapons for the species, with the Vicious 1 quality, and the box ticked for 'All attacks with this skill' in the same way the Trandoshan's claws have been set up.

However, I noticed that the Vicious property is only added to Brawl weapons and not Melee weapons. A character I generated does gets the bonus to Vibroknucklers, for example, but not to the Vibro-Sword. I have tested this with other weapon qualities (eg blast, defensive) and they apply consistently to other Brawl weapons.

I have also tested this with other combat skills (Lightsaber, Ranged Heavy/Light, Gunnery) and it appears to be a problem with the skills instead. It seems this feature only works with Brawl weapons.

Is anyone else having this issue?

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That is the main issue with the unofficial species section if you want a good base for innate weapons probably go with Trandoshan or Whiphids each have a different form of their innate weapon.

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Under the skills tab, some of the columns have disappeared. Is this by design or is something wrong? I think I went from 2.3.0 to 2.3.3 so I'm not sure in what version this would have happened.

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2 hours ago, RogerZBT said:

Under the skills tab, some of the columns have disappeared. Is this by design or is something wrong? I think I went from 2.3.0 to 2.3.3 so I'm not sure in what version this would have happened.

It's by design.  Per OggDude's release note, he felt that section was getting too cluttered, so it got compacted down.

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2 minutes ago, Donovan Morningfire said:

It's by design.  Per OggDude's release note, he felt that section was getting too cluttered, so it got compacted down.

Sweet. Thanks!

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Posted (edited)

Oggdude,

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

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

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

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

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

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

Edited by Dakkar98

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This comes under the category of a "quality of life" request ...

My tabletop GM is planning on setting the xp price for out-of-career specializations at a flat rate of 30 xp (the in-career specializations are free in his game). I know how to make a specialization free via the GM Grants system, so that's not an issue. But would it be possible to add something to the GM Grants so that one can set a specific price for a specialization, please?

(I know that it's possible to fiddle with the amount of xp given, but in general that makes it harder to track xp at a glance as different players will be adding specializations at different rates.)

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On 8/9/2019 at 6:09 AM, kiranar said:

That is the main issue with the unofficial species section if you want a good base for innate weapons probably go with Trandoshan or Whiphids each have a different form of their innate weapon.

Whipids' Innate Weapons are also brawl weapons. The problem definitely is that Innate Weapon properties only apply to Brawl weapons and not to weapons based on other skills.

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I'm returning to this awesome app after several months away, with what I think is a new installation. However, whenever I try to open "Conjure" in the Force Powers, I'm getting an exception error message. It's not happening for any other power (or any other item for that matter) except for Conjure. Anyone have any thoughts/ideas?

 


************** Exception Text **************
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 System.Collections.Generic.List`1.get_Item(Int32 index)
   at SWCharGen.frmAddForcePower.FillNodes(ForcePower pow)
   at SWCharGen.frmAddForcePower.GetForcePower(CharData myData, IWin32Window parent, String newKey, ForcePower existingPower)
   at SWCharGen.frmSWDataEditMain.ModifyItem(DataItem item)
   at SWCharGen.frmSWDataEditMain.btnModify_Click(Object sender, EventArgs e)
   at SWCharGen.frmSWDataEditMain.dvgItems_DoubleClick(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnDoubleClick(EventArgs e)
   at System.Windows.Forms.DataGridView.OnDoubleClick(EventArgs e)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.DataGridView.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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************** 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:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

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.

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I finally checked out your program and it is an awesome program will play around with the rest of the program the next couple of days...

Great work by the way...

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So... what's in the current version of the character generator?

It would seem the collapse of the republic isn't in, since I couldn't find the Harch species when one of my players asked about it online...

 

So, what's in the latest version? 

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2 hours ago, OddballE8 said:

So... what's in the current version of the character generator?

It would seem the collapse of the republic isn't in, since I couldn't find the Harch species when one of my players asked about it online...

 

So, what's in the latest version? 

Ogg doesnt have rise or collapse in yet. 

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On 7/20/2019 at 7:20 PM, Aluthin77 said:

Hi Mehesaa are you running your data folder from a shared location, as i had this issue, I had to refresh the data files as something had corrupted I don't know what it was. But as my data path was to my local onedrive folder on my laptop i copied the data file on the cloud into a new folder and then pointed the program to that, it then repulled in the data and characters and my printing started working again, but before that it was hanging at page 2 print with all my older larger characters

 

regards

 

Aluthin

Hi Aluthin,

sorry for beeing late.

thank you for the hint.
My data lies in my DropBox folder, I copied it to a local folder, cleared the cache and pointed to the local folder.
Unfortunately it did not helped with the issue.

Maybe I have to rebuild the corruped characters.

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I've come across an issue while trying to add the Belbullab-22 from Collapse of the Republic.  When I add the weapons it causes the character editor to crash because the linked value is too high.  The ship has "one port and one starboard wing mounted triple light laser cannon (.... linked 5)".  The editor doesn't support a linked value over 3 or 4 weapons put together for linked 3.

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Any word on when OggDude will update it to include the latest releases?

(I'm sure I'm not the only one willing to supply him with any information he needs until he can get his hands on the physical copies himself)

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