I've been playing some of the modules that have been posted by other people, and having a swell enough time doing it, But I wish there were henchment in those modules. I've gone ahead and begun building a number of easy to use Mercinary Henchmen characters that any module designer can easily use, or better yet, customize for their exact story line. These Henchment are similar to the standard henchmen you can hire in the standard campaign but don't come with all the additional dialog and scripting of the others. Additionally, each day, the Mercinary receives a wage (which by default is 1/2 the premium). Prices can be customized in the mercs spawn script. There are 4 Sellswords. Each one is identified by title (Green, Regular, Veteran, Elite). Sellswords do not level up the same way that the campaign henchmen do. Anyway, good luck with this, and more to come. - Chops
Posted by Ramas Obarskyr ( 209.206.xxx.xxx ) at 2005-10-27 11:52:06
Ashariel you have to put a .hak program into your .hak file in your NWN file. Just click on your harddrive so that all programs are shown and look for a file called NeverWinterNights and click on it. Next you'll see one called NWN, click on that and it will show you a list of files. Find the one marked hak and click on it then place your .hak file there. Thats all you have to do unless there are other programs needed for the hak in which case you may need to place an erf into the file marked erf in the NWN file or in most other cases you'll put other files into the file marked override. If there's anything more than that I wouldn't mess with it until you have learned enough about 2das and other such files to be confident enough to mess with them.
Posted by Ramas Obarskyr ( 209.206.xxx.xxx ) at 2005-10-27 11:42:59
Beyn the answer to your question is yes but remember this. Some of the haks on the vault require other haks or even custom 2das in order to function properly so if you are having trouble with a hak then you may not have the required programs to run it. My advise is to look for the info the toolset says is reqired by searching the vault. You will most likely be able to find it but if not then you won't be able to use the hak unless you edit the hak yourself by extracting all its programs and using separate programs to change their content manualy. Yes this is a head ache but it seems to work. Believe me I know.
Posted by Entropicus at 2005-01-17 06:59:09 Voted 8.00 on 01/17/05
This is a compilation of the old system into a single score. There were 4 that made this score of 8.75 then rounded to 9.
Posted by Slobberchops ( ..xxx.xxx ) at 2002-08-11 10:40:00
Oh yeah, regarding my previous post (below) once you import
the Sellswords they will appear in the Custom creature tab
under NPCs/Other.
- Chops
Posted by Slobberchops ( ..xxx.xxx ) at 2002-08-11 10:36:00
Adding these characters is relatively easy. When you
unpack the zip file you will notice a bunch of smaller .erf
files. These are used for Importing. Go to "Import" under
the "File" menu. You then navigate to the location of
the .erf file and open it. Don't be afraid if multiple
imports give you a message about overwriting existing
scripts. All the sellswords (and other henchmen I will
develop) share the same scripts. As long as you use
compatible versions, it should be ok.
- Chops
Posted by Beyn ( ..xxx.xxx ) at 2002-08-09 21:37:00
Maybe this has been answered somewhere already, but I was
curious as how one goes about using NPC's and/or Characters
created and downloaded from NWNvault?
Is it as simple as adding the file to the .hak folder and
setting the module with that .hak or is there something I
am missing?
Thanks in advance.
Posted by Ashariel ( ..xxx.xxx ) at 2002-08-09 21:29:00
Yeah but... on what folder I put de hak in ? and , how does
it work ? do we use the toolset and put them in a module ?
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