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NWN MODULES

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Title  Multiple Henchmen and base system's test
Author  Phoenixus
Submitted / Updated  12-14-2002 / 12-14-2002
Category  Dramatic
Number Players  Solo Only
Language  English
Level Range  Must play a level 9 character anything lower will not allow a proper test.
Tricks & Traps  Heavy
Roleplay  Heavy
Hack & Slash  Heavy
Scope  Medium
DMNeeded  No DM Required
Single or Multiplayer  Single Player
Max Character Level  09
Max # Players  01
Min # Players  01
Min Character Level  09
Content Rating  Teen
Description
Base system's test of Multiple henchmen. Also includes custom Music from Sam Hulick, Fayde, Bhalagan, Adam Frechette, and Marc Derell. Beware, long download.

Files

NameTypeSizeDownloads
Tale_of_the_Asberdies.zipTale_of_the_Asberdies.zip
Submitted: 12-14-2002 / Last Updated: 12-14-2002
zip27.3Mb734
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Comments (16):

Posted by KENLAMELLA at 2009-11-01 13:28:23    Voted 10.00 on 11/01/09
Way to go! Work like this is what the community needs. Well done.
_________________________
Farewell and a long farewell it shall be. Some of us are not destined to meet again.

Posted by Anonymous ( 68.59.xxx.xxx ) at 2004-07-25 13:13:00    
Please don't make the sequal an .exe type of module and please don't kill off selmia or at least have another option. Maybe even a romance with the PC.

Posted by Phoenixus ( ..xxx.xxx ) at 2003-11-05 10:20:00    

Yeah as you can see the old Multiple Henchmen scripts are broken after the expansion and patches, 69Meh69 re-wrote them after the expansion, but now with HoTU coming out, It would be better for me to just wait until the official ones are ready.

Posted by ArchAngel ( ..xxx.xxx ) at 2003-08-24 21:00:00    
Can't seem to get it to work properly.

But that is fine as my favorite PC is a Wizard Sorcerer that can make a party of

1) Self
2) Henchman
3) Familiar
4) Summoned Creature

Or a Ranger that can have

1) Self
2) Henchman
3) Animal Companion
4) Animal convinced to join party with Animal Empathy

havin a Ranger/Wizard is best cause that allows a party of five, plus if you have a Henchman that has a familiar that makes 6 and his/her summoned creature makes a possible party of 7. :)

Posted by devildawgs ( ..xxx.xxx ) at 2003-02-07 15:12:00    
Heh I'm using a daoc style my self, but I like it. I'm
going for the old school feel here. Like final fantasy or
the Secret of Mana series.(I love those games) So I have
statues that act like save points for the PC. For hench A
grave appears and if you have a "Phoenix Down" in your
inventory it will bring them back to you. (Via conversation
with the grave, it check for one and destroys it/respawns
the henchman, then destroys the grave.) I might just change
it to a corpse placeable though not sure yet.)
What is nice about this is I can control the price and
avalability of Phoenix Downs. So just letting your henchmen
do all the work for you without any reguard for thier life
is a bad way to go!

Posted by Phoenixus ( ..xxx.xxx ) at 2003-02-07 08:06:00    

Hmm that is interesting

Kind of a Dark Age of Camelot method. There is a question
of how does that affect PC respawn. The henchmen generally
in scripting are treated as a Player Character for Death
Purposes.

The player of course would need to be able to re-spawn on
his own without waiting for people to pray at his grave.

Posted by devildawgs ( ..xxx.xxx ) at 2003-02-06 05:38:00    
Heya bro,
I've been building my self and came up with a henchman death
system(With help from Liac Soul)That works pretty well.
Basicly when they die a grave stone is left on the ground
that you pray at and it brings them back. You could have it
take gold from the player or another penalty also. I know
that it isn't as cool as using a raise dead scroll on a
fallen comrad. But it dose solve the faction changing
problem that happens some times in battle around a fallen
hench. Intrested?

Posted by Phoenixus ( ..xxx.xxx ) at 2003-01-16 21:52:00    

Well so far so good, I have a really interesting set up.

The city is feeling very lifelike, and I have achieved
some really massive encounters in the Dwarven Citadel
(interesting side quest).

Not sure on final release, but when it is released it'll
probably be around 15-20 hours worth of module and extend
into the highest levels.

Posted by poppers ( ..xxx.xxx ) at 2003-01-06 04:03:00    
Hey buddy, what's up?

Things are looking very good so far, when can we expect
the final release?


Posted by devildawgs ( ..xxx.xxx ) at 2002-12-18 21:22:00    
O_o I'll need to try that Selmia bit :P

I used the exact same charater that finished Tragity with
to start this one. (Yes she now has 2 very different
looking Arqubises :P ) She was lv 10. I can see where the
problem is ok no biggie. I'll try leveling them asap while
I'm 10 insted of waiting for getting lv 11.

The main reason I was asking about healing is for after
combat, so you can get the chance to get you party back up
to full health before the next encounter. I never thought
about healing kits!, I just use them for poison and disease.
good point though. I'll try them out. Although It would be
nice to say, give Bjorn a Bulls strengh potion without
having to kick out the first hench to get him as the smart
one.

Posted by Phoenixus ( ..xxx.xxx ) at 2002-12-18 15:39:00    

Oh DevilDawgs, have you tested the Selmia Conversation
option which results in her death over near the Great Oak?

Posted by Phoenixus ( ..xxx.xxx ) at 2002-12-18 15:35:00    

Well the Henchmen leveling at this point is only designed
to go through level 9. I will have to re-test this. Here
is a kicker though. If you are level 11th they cannot
level to level 10 yet as they were only designed to level
once for the test currently.

There is a key that I may have to add to the Dialogue of
each henchmen. There is a command that is simply called
relay command. That may fix the dumb henchmen problem with
regards to them following commands.

I am not sure about directly giving them healing potions
to heal them instantly. So far you have to use Med Kits to
heal them in combat. That said, you can also place healing
potions in the inventory box and in essence "load them up"
on healing potions.

I'll have to check on the non-combat dialogue option you
are thinking of as far as them healing themselves.

Again thank you Devildawgs. The feedback from you
specifically holds great weight as you were a big fan of
the original.

Posted by devildawgs ( ..xxx.xxx ) at 2002-12-18 15:14:00    
Well, I did what I could. I WANT MORE DAMMIT!!!

The multiple hench scripts looking great. I've done a few
runs so some of those issues don't look like problems.
Like sometimes the non smart ones wouldn't listen when I
told them to stay put. Most of the time they did.

Is leveling supported? I'm thinking it isn't because this
is a demo. If it is I'm still getting 1 of 2 affects.
1. either they just don't or 2. they turn into badgers.


You can't give pots directly to your non smart henchmen.
The only way they do is unless you kick out your smart one
until the desired hench is "smart" Then he/she will take it.
is it possible to modify the script so they will accept a
potion from you? If not how about as a conversation piece.
something like "heal yourself please" then they could take
it from thier inventory.

Speaking of which the inventory management is excellent!
It's bug free as far as I can tell.

I'll get back to ya later.

Posted by Phoenixus ( ..xxx.xxx ) at 2002-12-15 20:13:00    


Much thank you Devildawgs,

Next time you get that issue of the AE spell after the
Henchmen dies...

I found that Zoning out and resting, then coming back and
re-starting seems to fix that.

So far I haven't found a perminent solution though.

Thank you friend, and keep that information coming.,

Posted by Devildawgs ( ..xxx.xxx ) at 2002-12-15 16:41:00    
Phoenixus,
All I can say is WOW! The story is flowing nicly.
the added music is great! Unfortantly I ran into some
bugs, so I'm going to start over since I didn't get to far.

Ok Some spoilers here people so look away!!!!:
.
.
.
.
.
.
.
.
.
.
.
Not so minor Issues:

I encountered a faction bug I think??? In a rather nasty
battle in the underground city, sembia died. I cast a
fireball to take out the rest of the monsters before me and
bjorn get over whelmed. It made Sembia hostile to me.
(even though she was dead) I tried using a scroll to raise
her anyways, but my pets and Bjorn did't like her. nuff
said!

Later I leveled and asked Bjorn to level up. Well he
decided to turn into a badger with six hps insted :P



Minor issues, ect...

on the Map to silvery moon it looks like you are using a
rounded hills hak. I noticed some stuttering whenever I
would approach a rounded hill. Not sure if this is my comp
or a module issue but I'll look into it again.


My charater was a rouge mage, I like to have her scout
ahead and leave every one behind. However I couldn't get
the secondary henchman to stay put. only the first one
would. NOT a serious thing for me since I could just make
my familar invisible and posesse him to scout with.
But I could see how this can hamper other charaters.

Again didn't complete it, but I'm restarting after typing
this. Aside from the issues, I'm loving what I see!




Posted by Phoenixus ( ..xxx.xxx ) at 2002-12-15 15:19:00    


First of all... much thanks Maximus,

Second, this uses Multiple Hencmen scripts from 69Meh69,
and the improved AI and inventory management from
Pausanias.

One note: Only the first henchmen in your party listing is
a "smart" henchmen. This is the slot you want to keep for
spellcasters and archers depending on how you wish to set
your Henchmen's tactics.

If you want to talk to the other henchmen outside the
first one on your list, you must right click on them and
go to talk or you cannot converse with them.

When you wish to change their equipment, you must talk to
them and select the inventory management option in
dialogue then ask them to give you either their weapons or
armor.

They will give you a box. Exchange the quipment as needed
in the box, then click on that Henchmen again and select
the "Equipment back" dialogue. They willk then take the
equipment back and equip it.

If any of the Henchmen die you must use a resurection
scroll to raise them from the dead, then speak with them
and add them to the group, then go into the dialogue
option and select "follow me" option to get them to move
along with you again.

This is a base systems test for systems that will be in
place for Tale of the Asberdies.

Any complications or bug reporting on this system's test
would be much appreciated.

THIS IS NOT A FULL MODULE IT IS ONLY A TEST.


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