This is the v1.8 of the MBHKit. This kit streamlines and eases the implementation of henchmen into a custom module. Includes 4 ERF files and 2 Word files. The basic ERF does not include any inventory contol and is similar to what was available in the official campaign, the exthenchman ERF has inventory control and advanced henchman AI, the multiplehenchmen ERF has multiple henchman support, inventory control and advanced henchman AI, the monsterAI ERF is an advanced monster AI. I have included a HowTo for adding familiars and/or animal companions for henchmen and NPCs. There is a ReadMe which I strongly suggest you read before using the kit. Enjoy!
Posted by Henesua at 2012-02-03 07:21:45 Voted 10.00 on 02/03/12
I'm liking this so far, but fully tested it all out. I'll give you a 10 as a place holder, and come back and change my vote should I need to. I doubt anyone is around to respond to constructive criticism... but just in case I think its a good idea to do so. Who knows, eh? _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Rolo Kipp at 2011-12-31 10:52:42 Voted 10.00 on 12/31/11
Posted by Rosietreats at 2008-03-17 02:35:05 Voted 10.00 on 03/17/08
I just can't help it.
I had to give this a 10 because it performs so perfectly for me. The documentation and scripts are so incredibly easy to follow and the system is set up to actually help the builder tweek it to meet her own needs. Thank You!
Posted by Huntre ( 69.230.xxx.xxx ) at 2005-09-03 17:23:01
This thing was really helpfull thanks a lot!
Posted by personperson123 at 2005-06-17 10:33:55 Voted 1.50 on 06/17/05
This is a compilation of the old system into a single score. There were 22 that made this score of 8.95 then rounded to 9.
Posted by Malakai ( ..xxx.xxx ) at 2003-09-23 18:59:00
Welp, the scripts don't compile "Error: parsing variables". Nothing else i can say about that. Also the conversation file is flawed to the point it won't even function. Has contradictory scripts in the convo. Like the one where, if the henchman doesn't have a master 'this shows up'. But if you're not his master he won't talk to you, and hence, won't ever EVER have a master. I really wish this would have compiled. *sigh*
Posted by Savant ( ..xxx.xxx ) at 2003-07-09 02:21:00
Just a quick bit of advice when doing the next version - don't get too ambitious when it comes to the henchman AI. I'd much prefer a stupid henchman to a henchman that gets too many commands and stands there in the middle of battle (told ya I was gonna keep mentioning this ;) )
Posted by Janu Hull ( ..xxx.xxx ) at 2003-07-05 20:20:00
Good to hear you're working on an SoU version. I loved the new henchmen levelling options. I just lack the knowhow to make them work.
Posted by Matt ( ..xxx.xxx ) at 2003-07-04 18:17:00
I'm sorry, I posted this under the wrong utility, I was inteding this post for the BESIE random encounters wizard, this little tool works just fine actually.
Posted by Matt ( ..xxx.xxx ) at 2003-07-04 18:14:00
Okay, back again. I dled this, then went to use it. After trying to import I get a message saying, "Following resources required, but not found, would you like to import the file anyways?" Then it lists two files nosound.wav and re_rndenc.ncs. Should I just try to import anyways, or do I need to dl something else? *Blinks* Maybe I missed something. Anyways, help would be appreciated.
Posted by Matt ( ..xxx.xxx ) at 2003-07-03 21:49:00
Hey, I'm downloading this right now, and was wondering, does anyone know of any good tutorials for making henchman, or is that included in the readme? Anyways, I'm sure I'll enjoy this little tool, c-ya.
Posted by 69MEH69 ( ..xxx.xxx ) at 2003-07-02 15:57:00
Just got back from holiday. I need to do some tests etc. then I am going to release a v1.9.
SACK insure that oClothing is still being declared. I have not had any issues with that portion of the code (eventhough it is completely gone in the new version).
Posted by Phoenixus ( ..xxx.xxx ) at 2003-06-29 12:51:00
69meh69,
Any word on when the multiple henchmen with SoU Inventory Management would be out?
Posted by SACK ( ..xxx.xxx ) at 2003-06-27 15:19:00
I should also add that the henchman kit has worked great for me but I really need to clear some variables upon leveling in my module and I can't because of this issue.
Posted by SACK ( ..xxx.xxx ) at 2003-06-27 15:18:00
Question:
I need to modify the OnPlayerLevelUp script: nw_o0_levelup
And when I save it says:
6/27/2003 6:11:27 PM: Error. 'nw_o0_levelup' did not compile.
nw_i0_henchman.nss(335): ERROR: PARSING VARIABLE LIST
Is this a known problem with the henchman kit?? It looks like this line is the problem:
LINE 335: string sClothing = GetResRef(oClothing);
Posted by Mersozz ( ..xxx.xxx ) at 2003-06-22 09:43:00
This kit is terrific. If there was any weakness to the Neverwinter Nights game, it involved the lack of multiple henchmen. With this kit, that weakness has been cured. I look forward to the updates for SoU.
Posted by Martlake ( ..xxx.xxx ) at 2003-06-20 11:51:00
Fantastic! Thank you!
Can't wait!
Posted by 69MEH69 ( ..xxx.xxx ) at 2003-06-19 16:10:00
Yes
Posted by Martlake ( ..xxx.xxx ) at 2003-06-19 11:34:00
Just a quick question:
I have found this kit a huge help - will there be an updated version to include all the changes that come in the Henchmen for Shadows of Undrentide (1.30)?
Posted by Anonymous ( ..xxx.xxx ) at 2003-06-10 19:23:00
Nothing special needs to be done with your henchmen to use the multiple version, beyond what is outlined in the ReadMe for creating the henchman in general. In all realities, the multiple henchman ERF would act exactly the same as the single henchman ERF if you make the variable, in nw_i0_generic, INT_NUM_HENCHMEN = 1; This is why I will be going to one ERF in the next version.
Posted by Dradoc Grynthor ( ..xxx.xxx ) at 2003-06-10 18:31:00
Just a quick question (might be a stupid one too lol) - what exactly does the multiple henchman .erf included in the download do? I know its supposed to let you get multiple henchman, but do you have to do anything else to your henchmen?
Posted by Liller ( ..xxx.xxx ) at 2003-06-10 14:51:00
I have much else to do on the mod, but i'll report back when i get the time to do some work on the hencmen issue.
Posted by 69MEH69 ( ..xxx.xxx ) at 2003-06-01 10:22:00
Liller, Very interesting since both level up methods depend on the same code. I tested with a HENCH_LAG = -1; and I did not have any issues with either level up method (automatic or dialog). Have you done a BUILD on the module?
With your HENCH_LAG = -3; When the PC goes to level 2 the hench will go to level 5. What is your HENCH_MAX set to? You should have this equal to the highest level blueprint that you are using. In your case, set it to 6. This will only cause badgers if the hench tries to level above its highest blueprint and is not neccessarily related to your issue. If the BUILD does not fix your problem, reimport the erf, overwrite ALL scripts, check your variables and BUILD. Do another check over the henchman blueprints, did you adjust the class level for each blueprint, this will affect level up also. Let me know how it goes.
Posted by Liller ( ..xxx.xxx ) at 2003-06-01 05:06:00
I am having some trouble with the hencman lvling up. I have made 6 different blueprints of the same hencman (lvl 1-6) and the appropriate resref for each. I am trying to use the nw_o0_LevelUp script, but for some reason it makes the henchman the same lvl as the PC's new level. When i tell it to lvl up (in dialogue) it goes to the same lvl as the PC -HENCHLAG, which in this case is -3.
This is very frustrating as it makes it impossible to make use of the nw_o0_LevelUp script as it actually takes the hencman to a lower lvl than before.
Hope i made myself clear :D
Posted by 69MEH69 ( ..xxx.xxx ) at 2003-05-27 19:46:00
silirrion, did you add the appropriate henchman scipts in the blueprint event scripts?
Phoenixus, I am glad you got it working.
Posted by silirrion ( ..xxx.xxx ) at 2003-05-26 13:47:00
I have installed and got his script working and can invite, talk to and manage the inventories of my hencman, but apart from that they don't do anything! They just stand where they were until I change zones, they zone with me, but will never follow me.
any ideas? (I have done a build of the module)
Posted by Phoenixus ( ..xxx.xxx ) at 2003-05-25 20:18:00
I figured out what it was...
I was using your HenchRemove Script Rather than NW_CH_remove...
The Default Bioware one works... but the HenchRemove included in the package does that.
I looked back at the other modules and noticed which henchman remove script I was using.