OFFICIAL: Character Builder Lite

Yhelm

Well-known member
Did you add these updates to the latest Feats.txt file? The one I've been using is dated 8/14/2024 from the 2024-08-19_DDOLiteTools.zip v4.8.0 file. I ask because there's a bunch of feats added at the end of that file that are missing from the one you posted.

Thanks!
I thought I was updating the most recent one. I will take a look now and see what's up.
 

Yhelm

Well-known member
I found a new problem that I think is twist on a previous one with Deity Feats.

I created a new build that started off with 2 Rogue levels and then switched to Paladin at level 3 for the remaining levels. I selected the Deity Feats along with the other feats and saved the file. I then closed the file, but when I reopened the Rogue-Paladin build, the Deity Feats are not shown. They are saved in the build file, but not displayed. If I save the file again while the Deity Feats are not shown, the feats disappear from the saved file.

If I create a new build with Paladin starting at level 1, I can choose the Deity Feats, save, close the build and reopen it and they display fine.

I also tested a Rogue 2 Cleric 18, starting with Rogue 2, but it has the same problem as the Rogue-Paladin.

So, initially, it looks like there's a problem with the Deity Feats when they're started later than Character Level 1.

It may be that the Builder is looking at the Deity Feats to start from Character Level 1 when it should be looking from Class Level 1, if you get what I mean.

Interesting. I will attempt to recreate the problem on my end as well.

Speaking of Deity Feats, I was able to correct several issues with missing Dark Apostate feats (or, more to the point, access to the feats they should have access to), and also corrected their missing level 6 selection of their Deity power. That is fixed in the new Feats.txt download.
 

Yhelm

Well-known member
I thought I was updating the most recent one. I will take a look now and see what's up.
Okay, though the file said it was from the latest build, it appears it was not. Weird.

I went back and corrected the issue. I did alphabetize those new feats with the rest of the list though, so you will still not see them at the end. Please let me know if you see anything else I missed. Thanks!

Feats.txt
 

bookmarked

Well-known member
Two things I noticed in the new file:

1) Reverberating Shout in the wiki is redirected to Intimidating Shout, so I'm guessing the name of the feat was changed? Also, the required level looks like it went up to 22.

2) The description for "FeatName: Shining Star" could use a bit of editing. It looks like @ChicagoChris just copied and pasted directly from the wiki, but that has UTF-8 arrow characters.

His version reads:
Descrip: Finishing Move: Any Way of Earth attack → any Way of Air attack → any Way of Fire attack → Finishing Move activator.}You use the combined power of Earth, Wind, and Fire to set up harmonic vibrations within your enemy that force them to dance.}A successful Will save negates this effect (DC 10 + Monk level + Wisdom modifier + Stunning Bonuses).

The arrows don't show up correctly in the Builder, showing up just like your version:
Descrip: Finishing Move: Any Way of Earth attack → any Way of Air attack → any Way of Fire attack → Finishing Move activator.}You use the combined power of Earth, Wind, and Fire to set up harmonic vibrations within your enemy that force them to dance.}A successful Will save negates this effect (DC 10 + Monk level + Wisdom modifier + Stunning Bonuses).

Might be easiest to replace the arrows with '->'.


Thanks!
 

Yhelm

Well-known member
Two things I noticed in the new file:

1) Reverberating Shout in the wiki is redirected to Intimidating Shout, so I'm guessing the name of the feat was changed? Also, the required level looks like it went up to 22.
This is a weird one. It was called Reveberating Shout in the release notes, but they must have changed it at release (since the first hotfix calls it by the Intimidating name). I verified in game though that it IS listed as min lvl 21, even though you cannot take it until lvl 22 (since that is the first time you can take a Destiny Feat).

As such, I will update the name, but I am going to keep it at level 21 since that is what it officially is in the game.

As for #2, I have been searching and removing things like that for a while, like the Word "smart marks" that mess with the builder. Thanks for calling those out. I have replaced them with -> for now. You can find your fix here.
 

bookmarked

Well-known member
I found some things for Alchemists:

In the Apothecary tree, the builder shows T1 "Curative Admixture: Cure Light Wounds" but it should be a selector for "Curative Admixture: Cure Light Wounds or Inflict Light Wounds". The T5 version "Curative Admixture: Cure or Inflict Critical Wounds" shows the correct text but doesn't offer a selection between the two.

In the Vile Chemist tree, the builder shows "Chemical Weapon" but it should be a selector "Better living through chemicals" to choose between "Chemical Weapon" or "Chemical Body".

For some reason, when I add Apothecary enhancements to the leveling guide, the text for those enhancements disappears. I'm guessing it's black text on a black background. The only thing I can figure out is that in the Enhancements.txt file, the 3 Alchemist trees don't have any color field.

Thanks!
 

Yhelm

Well-known member
I found some things for Alchemists:

In the Apothecary tree, the builder shows T1 "Curative Admixture: Cure Light Wounds" but it should be a selector for "Curative Admixture: Cure Light Wounds or Inflict Light Wounds". The T5 version "Curative Admixture: Cure or Inflict Critical Wounds" shows the correct text but doesn't offer a selection between the two.

In the Vile Chemist tree, the builder shows "Chemical Weapon" but it should be a selector "Better living through chemicals" to choose between "Chemical Weapon" or "Chemical Body".

For some reason, when I add Apothecary enhancements to the leveling guide, the text for those enhancements disappears. I'm guessing it's black text on a black background. The only thing I can figure out is that in the Enhancements.txt file, the 3 Alchemist trees don't have any color field.

Thanks!
Made all of these changes. Please test it out and make sure it's working for you.

Enhancements.txt

Thanks!
 

Kimbere

Well-known member
Hmm, now I'm getting a "Run-time error '9': Subscript out of range" error as soon as I open the builder.
iirc, I also encountered that error when manually loading in an updated file.

If memory serves, it ended up being the character encoding or the line endings that the downloaded file is defaulted to/saves in.

Open the updated data file in Notepad and make sure you're saving it with Encoding type "UTF-8".

a8epn4h.png
 

bookmarked

Well-known member
iirc, I also encountered that error when manually loading in an updated file.

If memory serves, it ended up being the character encoding or the line endings that the downloaded file is defaulted to/saves in.

Open the updated data file in Notepad and make sure you're saving it with Encoding type "UTF-8".

I re-downloaded the file again, opened it in Notepad, did a Save As with UTF-8 encoding. It did add 3 bytes to the file, but that still gives me the same error. I also tried saving as ANSI, I even tried removing the text in the description of the Phantasmal Killer ability (which has the Unicode single quotes), but it still triggers the same error on opening the builder.
 

Kimbere

Well-known member
I re-downloaded the file again, opened it in Notepad, did a Save As with UTF-8 encoding. It did add 3 bytes to the file, but that still gives me the same error. I also tried saving as ANSI, I even tried removing the text in the description of the Phantasmal Killer ability (which has the Unicode single quotes), but it still triggers the same error on opening the builder.
Hmm, try opening it in Notepad++ or TextPad and save it as PC type. That's the other "save as" option I've seen cause that in the past.
 

bookmarked

Well-known member
I found the issue. There was a " : " where it didn't belong. Sorry about that. Typo on my part.

Enhancements.txt
Sorry, file comparison says this file is identical to the previous one and it causes the same error message.

Edit: I found the extra ":" and corrected it in my copy of the file. It's at line 751
"AbilityName: Curative Admixture: Cure Serious Wounds" should be "AbilityName: Curative Admixture Cure Serious Wounds" (delete the second colon).

The posted Enhancements.txt still has the stray colon.
 
Last edited:

Deadalot

Lurking since Unbongwah had hair
I just pointed my place holder to here, so you can feel free to remove that from your first post. I swear I looked for the right place to put this and missed the Builder section TWICE! Ug, sorry about that.
Thanks so much for your efforts! It's like an old familiar friend!
 

Yhelm

Well-known member
Sorry, file comparison says this file is identical to the previous one and it causes the same error message.

Edit: I found the extra ":" and corrected it in my copy of the file. It's at line 751
"AbilityName: Curative Admixture: Cure Serious Wounds" should be "AbilityName: Curative Admixture Cure Serious Wounds" (delete the second colon).

The posted Enhancements.txt still has the stray colon.
This is what I get for trying to fix these and do my actual job at the same time. I posted here before the download finished and walked away. It failed. 🤦‍♂️

I sat and watched it this time. It says it's uploaded. I want to believe. Just try the same link above.
 

bookmarked

Well-known member
Two things for Razorclaw Shifters:

1) In the racial enhancements, the 2 core Ability choices have the correct descriptions, but they allow a 4th selection "Wisdon", which is actually misspelled in the Enhancements.txt file. The only choices should be Strength, Dexterity and Constitution.

2) I think the racial feat "Razorclaw Shifter" should actually be automatically granted, unless there's some reason that it needs to show up in the list of selected feats.

Thanks!
 

bookmarked

Well-known member
There's something not quite right with the Inquisitive enhancements What First? and What Later?.

According to the wiki, they should pair up as:
Ask Questions First and Shoot Later
Shoot First and Ask Questions Later

In the Builder, if you first choose:
Ask Questions First, then the What Later? choice is Shoot First
Shoot First, then the What Later? choice is Ask Questions First
 

Yhelm

Well-known member
There's something not quite right with the Inquisitive enhancements What First? and What Later?.

According to the wiki, they should pair up as:
Ask Questions First and Shoot Later
Shoot First and Ask Questions Later

In the Builder, if you first choose:
Ask Questions First, then the What Later? choice is Shoot First
Shoot First, then the What Later? choice is Ask Questions First
Unfortunately, due to how this builder works there is no way to change the verbiage to be exactly is in the game. When you set up things to be "CHOOSE A or B" with the ability to make the other choice later, then that later only gives you what was not previously selected. It actually points to the previous list when doing so (instead of creating a whole new one) to make this easier.

I think when they first made this tree those skills were pretty much the same, so they were programed that way here. Now that they have changed both the +W into damage percentages and added the AOE shots I am not sure that is the case anymore. I will see what I can do to trick the system into allowing it to give options they way they have it programmed in the game.

I will work on this today along with the rest of the Razorclaw fixes you have requested.
 

bookmarked

Well-known member
Unfortunately, due to how this builder works there is no way to change the verbiage to be exactly is in the game. When you set up things to be "CHOOSE A or B" with the ability to make the other choice later, then that later only gives you what was not previously selected. It actually points to the previous list when doing so (instead of creating a whole new one) to make this easier.

I think when they first made this tree those skills were pretty much the same, so they were programed that way here. Now that they have changed both the +W into damage percentages and added the AOE shots I am not sure that is the case anymore. I will see what I can do to trick the system into allowing it to give options they way they have it programmed in the game.

I will work on this today along with the rest of the Razorclaw fixes you have requested.

I had looked at What Later? in the Enhancements.txt file and couldn't quite figure it out. That explains it. I had hoped it was a simple sort of issue that could be fixed by changing a couple of Firsts to Lasts.

It's probably not worth a big effort to change things since it doesn't look like it's a quick fix. It was a little confusing initially, but easy enough to work out. Even more so once you see the options in the game.

Thanks!
 

Yhelm

Well-known member
Okay, turned out it I guess I already figured out how to do the Inquisitive fix the last time I updated that. I just left in a bad "Parent" reference that was causing it to replace your choice options with the wrong list. Removed that, and it's working as intended now. Also realized we never updated the changes in U70, so added all of those.

Updates!

Enhancements.txt
  • Divine Disciple: Light and Dark - Corrected to allow 3 Ranks
  • Razorclaw Shifter: Core 2 & 4 - Removed the ability to add +1 to "Wisdon" as that is a silly skill.
  • Inquisitive: What Later? - Removed bad "Parent" line that was causing the wrong selections to be present.
  • U70 Updates:
    • Inquisitive's Tier 5 paths now grant +15% Attack Speed and +15% Doubleshot instead of the prior +30% Attack Speed.
    • Inquisitive's Core 2 Hit the Streets now grants +5% Doubleshot in addition to its other benefits.
    • Shoot First's damage is now +40%.
    • Shoot Later's damage is now +60%
    • Shoot First and Shoot Later are now area of effect ranged attacks that shoot twice with Dual Crossbows.
    • Battle Engineer's Shatter Defenses has had its damage changed to +10/30/50%.
    • Battle Engineer's Thunder-Shock Weapon's damage is now +50%.
    • Battle Engineer's Core 2 Infused Weapons now grants +5% Doublestrike and Doubleshot in addition to its other benefits.
Feats.txt
  • The Razorclaw Shifter feat is now auto-granted and is no longer selected as a Bonus Feat.
  • U70 update:
    • The Expanded Clip Epic Feat no longer adds an additional shot, instead granting a +33% stacking Doubleshot with Repeating Crossbows.
Race.txt
  • The Razorclaw Shifter feat is now auto-granted and is no longer selected as a Bonus Feat.
 
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