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NWN OTHER

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Title  Module Builders Henchman Kit v1.8
Author  69MEH69
Submitted / Updated  01-20-2003 / 06-29-2005
Category  Other
Format  Other
Description
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!

Files

NameTypeSizeDownloads
MBHKit_v1.8.zipMBHKit_v1.8.zip
Submitted: 01-20-2003 / Last Updated: 01-20-2003
zip663.15Kb6995
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Comments (30):

1 2 3

Posted by 69MEH69 at 2003-06-1916:10:00    
Yes

Posted by Martlake at 2003-06-1911:34:00    
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 at 2003-06-1019:23:00    
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 at 2003-06-1018:31:00    
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 at 2003-06-1014:51:00    
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 at 2003-06-0110:22:00    
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 at 2003-06-0105:06:00    
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 at 2003-05-2719:46:00    
silirrion, did you add the appropriate henchman scipts in the blueprint event scripts? Phoenixus, I am glad you got it working.

Posted by silirrion at 2003-05-2613:47:00    
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 at 2003-05-2520:18:00    
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.

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