This highly configurable modification of NWN improves the intelligence of friends and foes, both inside and outside battle. Since its original release in July 2002, it has been tested by hundreds of people in the BioWare community. The mod works with or without the expansions. You can use it to play the Official, SoU, and HotU campaigns, as well as compatible fan-made modules. Prominent features are: 1) Improved battle tactics for all NPCs, especially with regard to weapon switching and spell casting; 2) Random roaming capability for monsters in the module; 3) Access to the inventory of familiars and animal companions; 4) Improved yet still legal feats and spell selection for the six standard OC henchmen; 5) More useful behavior (buffing, item-gathering) for henchmen outside battle. Most features can be turned on or off during installation.
New for v1.06: The mod now requires NWN v1.67 or later for all installs. Fix for inventory stackable hak due to changed baseitems.2da in NWN 1.67. Fixes and adjustments for spells and weapon. Fix for good familiar summons, barbarian rage removal using heal, and haste being cast multiple times in pre battle buffing.. DEVELOPERS: Get the ERF source code for the mod here: [url]http://nwvault.ign.com/Files/scripts/data/1026158289733.shtml
This[/url] is the override version of the mod, which takes about 5 minutes to install. You will download an executable; run it to configure the mod and automatically install it in the override directory. If you are a module builder and would like the code in true HAK or ERF format, visit the web site above or scan the README for the links. MACINTOSH USERS: a Mac installer can be found here: Link --- LINUX/UNIX USERS: a shell script installer can be found here: Link
Updated for Hench AI version 1.08. For use with PRC v3.2. Fix for issue with familiar and animal companion unsummoning and spell use. See readme in zip.
Could someone tell me how to fix the game from installation so that most of my items pics show up normally? most don't show up at all, or have pixalated rainbows now, or don't show up at all, while still being accessible.
Posted by Michelini at 2012-02-25 00:11:20 Voted 9.75 on 02/25/12
@Shin Okada
It contains a ton of tweaks, with no real way of telling what's what once extracted. using everything might make you want to shoot yourself :P. What version of Mac OS are you running? if you are using an Intel based Mac, you can get a version of WINE for OS X now, which should allow you to do it. _________________________ jml's list of community addons/overrides, etc. Link
Hi! Does somebody know how to expand the contents of v1.08 on Macintosh? There is one with the installer for Mac OS but the version of the AI is a little bit older (1.04).
I have a weird problem.
When I upgrade my henchman at a certain point, their head disappears.I'm using ver. 1.08, and it is specifically Sharwyn from the first campaign, ch. 4
@PaladinWhitestar
actually both issues you've encountered are bugs in the game itself, that have been present since official patch 1.66 even without the improved AI. it still happens with 1.69, but not nearly as often. it's easily corrected by changing the value of one of their attributes to a higher number, and usually the rest will (usually) correct itself. _________________________ jml's list of community addons/overrides, etc. Link
Posted by Quitch at 2010-11-22 10:10:38 Voted 9.00 on 11/22/10
Love the mod, but would strongly recommend removing the critical potion use from the default install since it seems to break scripted scenarios where a monster tries to surrender. Once they use a healing potion they resume the fight and won't surrender again.
Posted by Aldark at 2010-07-08 03:35:07 Voted 10.00 on 07/08/10
It is the best mod on the vault I think. Thank you, Tony K! _________________________ One, who knows the ways of C, C++, PHP and ASM code...
Link - Russian Baldur's Gate, Icewind Dale and Neverwinter Nights community.
I've noticed that when I change an NPC's gear, then use the stone of recall, the NPC's character sheet gets wiped. All their stats are set to 8 across the board, they lose all their feats, and their skills. I didn't check to see if they lose spells too. So far I've noticed this with my pixie familiar when I gave her Tagget's dagger to use, and I noticed it with Linu when I gave her ring of protection +5, boots of striding +5, belt of fire giant strength, Cloak of Fortification +2, tower shield +2, mithril banded mail (the one sold in Port Llast in Chapter 2), Golden Circlet, and ring of resistance +2.
Also, I found a bug with Daelan. I don't know if this is related to the mod or if this is a bug with the actual game itself. I used the console to boost my level by 8 so I could test something with the Improved Invis spell. I couldn't find an item code for a scroll of improved invisibility, so I boosted my Sorcerer by 8 levels so I could learn the spell for myself. When I was done testing the spell, I took away my extra levels, putting my character back to the way it was. A short while later, I was looking at Daelan's character sheet, and noticed he was level 19, while I was level 12! I brought up the console, entered debug mode, and tried to do:
GiveLevel=-8
then clicked on Daelan, but nothing changed. I had already discovered the bug that wipes character sheets, and tried to do that to wipe his, but it didn't work!! So now I have a super barbarian henchman who is going to own everyone's faces off! Like I said, I don't know if this second bug is related to the mod, or if it's inherent in the game itself.
Posted by Chr0niC at 2009-10-26 10:54:41 Voted 10.00 on 10/26/09
love this mod and anyboidy know if we still need the prcfix when using prc 3.3?
For so far as I can judge by now, a very nice hak, and certainly a much better AI system than the original one. I'm still figuring out how to best adopt it to my own needs, but for the most part it seems to work really well. (I will vote when i have played with it more extensively.)
However, it seems to me that (at least in the erf and hak versions, but I assume also in the override version) that there are two typos (unless I misunderstand the way the script is supposed to work) in the include file "hench_i0_options", which caused my customised options to fail to have effect:
- In function GetGeneralOptions(), there is a line:
ExecuteScript("hench_o0_henopt", OBJECT_SELF);
I would think that should read:
ExecuteScript("hench_o0_genopt", OBJECT_SELF);
- Similarly, in function GetMonsterOptions(), there is a line:
ExecuteScript("hench_o0_genopt", OBJECT_SELF);
I would think that should read:
ExecuteScript("hench_o0_monopt", OBJECT_SELF);
(The function GetHenchmanOptions() seems to be correct.)
@ Liuskur
is there a reason you are running NWN under wine? there is a native client for linux, as well as many howtos on how to get it working on the ubuntu forums.
@Tony K
the link to the linux script is dead. _________________________ jml's list of community addons/overrides, etc. Link
Am I screwed?
Just hit a bug in SOU and tried uninstalling your mod (which is great by the way) and the problem went away. Unfortunately I got impulsive and reinstalled the mod without backing up my override file again and the problem still exists. Now I can't uninstall the mod!
This is why I am not a programmer!
Anyhow, any way around my dilemma? If I can fix the bug I am happy to keep playing with the AI mod. Where it shows up is in Chapter two; as I try and enter the High Arcanists Chambers I am ignored by the baddies who only attack my faithful henchman, Deakin. This persists as long as I have continued which makes things ridiculously easy.
Suggestions?
I'm having the same problem as Liuskur -- the basic functions of the mod are not working. I've read and followed the troubleshooting doc, reinstalled with a clean override folder, still nothing.
Jesus, I searched for an hour, I Dont understand how do you open the henchman inventory...WHAT BAG OF HOLDING?? WHERE IS IT? Nothing appeared in my inventory, no bag of holding. and i cant see anyone else having problem finding it?? how is it possible...
I have NWN 1.68 working with Wine under Linux Hardy 8.04 and i installed henchai107.exe
Posted by manilein at 2008-12-16 12:27:24 Voted 10.00 on 12/16/08
I have uploaded version 1.07 into the files section above as requested.
Posted by manilein at 2008-12-08 06:31:59 Voted 10.00 on 12/16/08
Hey Tony, do u have a download link for an older version of this mod? the german/french/spanish versions arent 1.69. We can only update to 1.68. So can u put a link for this version? Thanx
Tony, this pack has caused at least two reported showstoppers in Enigma Island Part 1. If you make creatures wander around who aren't supposed to, or interfere with their scripted actions, it's small wonder that it breaks modules. Could you display a more prominent health warning? Or better still, make it a hakpak rather than an override, so that the player has to conciously rebuild the module to use it.
I meant install this AI mod and then install OHS. I have not tried this myself but it should work. The extra behavior settings from this AI in the official henchmen�s dialogs will not work, the henchmen AI will come from OHS. The OC henchmen have a customized level up that was done by Auldar awhile ago; you cannot change it unless you use OHS. The SoU and HotU henchmen level up is unchanged by this AI.
[ You could install it on top of this AI and monsters would still use this AI but use OHS for henchmen. ]
You mean there will be no problem if I *first* install OHS and then install this 'Henchman Inventory & Battle AI' ?
The only reason I am asking this is because hench level-up in NWN sux big time. Actually, does this AI-mod address anything related to how hench level-up or if the player can decide for their level-ups (I read about shortcomings regarding level-up in one or two NWN 1 chapters).
The OHS is incompatible with this AI because it also overrides the henchmen scripts. You could install it on top of this AI and monsters would still use this AI but use OHS for henchmen.
ollebroc,
I�ll make the fix and when/if I do another release, the fix will get into it.
I intend to restart playing NWN in a month or so, but would like to know if this work is compatible with that Old Beardsman Hench System, that allows you to level up your hench the way you want (I believe Tony K's does not do that, or am i wrong?).
There's a typo in the hench_i0_ai.nss. Under the function HenchTalentAdvancedBuff, the Mantle Protection section, you have GetHasSpell(SPELL_LESSER_SPELL_BREACH).
It's just typical of a wizard to dispel himself before battle.
Tnks Tony_K
my games are fully updated and patched.
Will start a fresh one and save it and mail it.
This is such a very helpful mod.
I ended up not leveling the henchy :p so will do a fresh one. _________________________ Dalethfc
There isn�t a dialog option to turn off weapon switching. What you can do is to put weapons that you don�t want to be used into bags. If only ranged weapons are left they will still get used in melee unless the henchman has unarmed attacks (i.e. monk).