This is version 1.9b of the MBHKit. This includes the new functions included with SoU. There are new dialog options and overall an easier system to use. Allows for single and multiple henchmen for the PC. Optional henchman & PC bleeding and other fixes. Please place any issues discovered with the Kit on the Forum thread. I will be putting links to updated scripts on that thread. Thanks!
Posted by ZeornWarlock at 2011-08-16 01:52:49 Voted 10.00 on 08/16/11
Checking out the vault for old time memories and just figured that I never voted on this! Well, better late than never... _________________________ Retired from module building.
Posted by Timidon at 2006-04-02 19:59:09 Voted 9.00 on 04/02/06
I like this kit, the henchmen behave much better and can last a bit longer.
Posted by RedMenace at 2004-09-17 15:17:00 Voted 10.00 on 09/17/04
Yeah, after some tinkering I got it worked out. I really don't know what went wrong.
Posted by RedMenace at 2004-09-17 15:14:58 Voted 10.00 on 09/17/04
//Set NPC_XP = 1 to initiate modified XP code
//Set NPC_XP = 0 to initiate default XP
int NPC_XP = 1;
This uncommented line should have been all you need to edit.
Did you make any changes to x0_i0_talent?
Probably not but I need to ask alot of dumb questions to get an idea of whats going on.
Also, You must make these changes:
1) Kill x0_inc_generic from the script list
2) In the x0_s0_inflict script either comment out or delete the line #include "69_i0_henchman"
Do a build on the module and let me know how it goes.
Posted by RedMenace at 2004-09-14 04:14:00 Voted 10.00 on 09/17/04
Howdy folks,
Started using your scripts yesterday, and man are they awesome! I have been having one small problem, though. After editing nw_c2_default7 to accept DMG experience tables, I get the following error.
Error. 'nw_c2_default7' did not compile.
x0_i0_talent.nss(1150): ERROR: DECLARATION DOES NOT MATCH PARAMETERS
Now, I'm no scripter, so I can't really say how this needs fixin. Any suggestions? In case you were wonderin, the line of script in question reads:
if (GetIsTalentValid(tUse) == FALSE || bkTalentFilter(tUse, oTarget, TRUE)==FALSE)
Sorry I have not posted or even revisited this site for ages. Real Life has been keeping me busy (down) and I was working on the Faerun Nights project for some months (have now returned to my independent status).
I have been working on a new post HOTU system off and on the past couple of months and it is working well. There are a few bugs to work out still. It will be mainly a template for module builders to work from, add to if need be and will be a fully functional henchman system. I will include many of the things I had in 19b: bleeding system, ability to level up in prestige classes, etc. It will function off of the Bioware code for combat and spell casting which I find adequate in HOTU. I have plans to include an optional 'Leadership' (feat) aspect to it where the ability to hire henchman and the number of henchmen will be determined by level and charisma of the PC.
My main goal is to keep it simple and easy to implement with NO possibilty of conflicts with other packages. I am also doing my best not to overwrite BIOWARE scripts, at the moment the only scripts overwritten are those spell scripts that relate to the bleeding system and may be the only scripts that will be altered.
I hope to release the new package before October, Thanks for the patience.
Sorry I have not posted or even revisited this site for ages. Real Life has been keeping me busy (down) and I was working on the Faerun Nights project for some months (have now returned to my independent status).
I have been working on a new post HOTU system off and on the past couple of months and it is working well. There are a few bugs to work out still. It will be mainly a template for module builders to work from, add to if need be and will be a fully functional henchman system. I will include many of the things I had in 19b: bleeding system, ability to level up in prestige classes, etc. It will function off of the Bioware code for combat and spell casting which I find adequate in HOTU. I have plans to include an optional 'Leadership' (feat) aspect to it where the ability to hire henchman and the number of henchmen will be determined by level and charisma of the PC.
My main goal is to keep it simple and easy to implement with NO possibilty of conflicts with other packages. I am also doing my best not to overwrite BIOWARE scripts, at the moment the only scripts overwritten are those spell scripts that relate to the bleeding system and may be the only scripts that will be altered.
I hope to release the new package before October, Thanks for the patience.
Posted by Poecile at 2004-05-03 23:14:00 Voted 10.00 on 04/02/04
Ok, I still don't know why the oHench vanishes if you heal the fallen cohort within the initial 6 second window that the DelayCommand(6.0, HenchmanBleed()); gives the PC to heal the bleeding oHench.
In order to try to resolve this, I just cut down that window to 1 second, or 2 seconds. This should be enough so that the PC can't possibly heal the fallen henchperson in the short window of time.
It's funny, because once this first call to HenchmanBleed() is processed, the Henchman does heal and they stay around without vanishing.
Also, does anyone know if the ActivateHeal script works? I can't seem to get the Tag for the in game healing kits to process in the module OnActivated script. I know that Mishenka has some script that makes the kits cast a spell, is this because the healing kits aren't able to be used in the OnItemActivated?
Posted by Poecile at 2004-05-03 20:41:00 Voted 10.00 on 04/02/04
Any idea (for anyone browisng) why the henchperson disappears after being healed with 'Lay on Hands' They pop up and appear to be healed, but soon vanish. It looks like the henchman object is being destroyed.
This only happens if the PC is fast enough to heal the fallen henchperson before the first message is sent to the PC telling him/her that the dying henchperson has a negative 'int' for hit points.
Once the first round of bleeding is announced via the SendMessageToPC(), the henchperson does come back to life, after a 'Lay on Hands' and remains for good.
Posted by Poecile at 2004-04-13 09:15:00 Voted 10.00 on 04/02/04
Since neither GetHenchman(oPC,2) nor GetAssociate() are returning valid objects, I guess I will just keep track of the henchmen by Setting variables on hire/rehire, as the v1.9b scripts already do, and adding a new function to my #includes.
Posted by Poecile at 2004-04-12 22:01:00 Voted 10.00 on 04/02/04
I was just wondering if anyone out there had any trouble with the GetHenchman(); if checking for more than 1 henchie.
I am able to use 2 henchpeople, but I can't call the object for henchman #2, for example:
object oNPC1 = GetHenchman(oPC, 1); //This works fine
object oNPC2 = GetHenchman(oPC, 2); //This Does NOT work
returns a null, OBJECT_INVALID, even if I have two henchies.
I have used SetMaxHenchmen(2); in the OnEnter event.
Posted by Poecile at 2004-04-02 09:02:25 Voted 10.00 on 04/02/04
Considerable effort and continuing support have made this script set an invaluable tool!
Posted by ZeornWarlock ( ..xxx.xxx ) at 2004-03-28 16:43:00
Poecile,
I'll check this out, but I would like to have the hench the same level as the pc. If that does not do it, I'll just give up the idea, besides it was just a suggestion. Thanks for your help thought! :)
Posted by Poecile at 2004-03-23 15:47:00 Voted 10.00 on 04/02/04
Zeorn,
Changing the nNumHench to 1,2,3 shouldn't prevent a henchperson from joining your character. It sounds like something else is causing it to fail.
Is the henchlag set to 1? Are the henchperson and your PC both at level 1 when you try to hire them? If so, try to use a PC at a higher level.
Posted by ZeornWarlock ( ..xxx.xxx ) at 2004-03-23 13:36:00
Hi Poecile,
Everything compiles now, but the hench say they wont work for my pc, whatever Charisma score or pc level???
I might as well give up the idea. I want to spend time finishing the darn mod. Thanks for helping out thought :)
Posted by Poecile at 2004-03-19 19:28:00 Voted 10.00 on 04/02/04
ZeornWarlock,
This is the line from the 69_hen_spawnin script:
SetLocalInt(OBJECT_SELF, "nNumHench", 2);
You should be able to use:
object oPC = GetFirstPC();
int nChar = GetCharisma(oPC);
There are no semi-colons after the if(condition) line, only the SetLocalInt();
That should do it.
Posted by ZeornWarlock ( ..xxx.xxx ) at 2004-03-18 19:58:00
Poecile,
I tried the script and cant get it to compile. After messing around with it I came with this one instead.
int nChar = GetCharisma(oPC);
if nChar==12 || nChar== 13 //Set nNumHench to 1
But it has the same problem, something with a no left bracket??? I tried many things and it wont compile.
Any hints?
Posted by ZeornWarlock ( ..xxx.xxx ) at 2004-03-18 13:28:00
Thanks, Poecile,
I'll try that! :)
Posted by Poecile at 2004-03-13 07:58:00 Voted 10.00 on 04/02/04
Zeorn Warlock-
"I have a suggestion and a question for you, 69MEH69.
Would be nice to have an option in wich the max hench possible to have is based on charisma bonus mod of the PC, EX: CHA 14 = 2 Henchmen! CHA 16 = 3 Henchmen and so on."
In the 69_hen_spawinin script, you can set the # of henchmen to whatever int you choose. You could use the
int nChar = GetCharisma(oPC);
and then filter the nChar using a case statement.
if nChar>14 || nChar
Posted by ZeornWarlock ( ..xxx.xxx ) at 2004-02-24 15:27:00
Me again,
I have a suggestion and a question for you, 69MEH69.
Would be nice to have an option in wich the max hench possible to have is based on charisma bonus mod of the PC, EX: CHA 14 = 2 Henchmen! CHA 16 = 3 Henchmen and so on.
Ignore my earlier post, the scripts work fine with HOTU, following your help below.
The only problem I encounter, if I make an henchman starting at second level or higher (leaving skills, feats and so on by default!) the henchman wont level up? Any idea why?
Posted by ZeornWarlock ( ..xxx.xxx ) at 2004-02-23 01:47:00
Hi 69MEH69,
Do you intend to update for HOTU anytime soon?
Its been a while since we saw an update...
This is a compilation of the old system into a single score. There were 13 that made this score of 9.46 then rounded to 9.
Posted by Madgmb ( ..xxx.xxx ) at 2004-02-03 14:23:00
First I want to say that your henchmen package is great. You've saved me a lot of work. The only problem I'm having is I can't seem to get the max henchmen to work. No matter what number I set "nNumHench" to in the 69_hen_spawnin script it still lets me hire 4 henchmen. I only want to have a max of 2 henchmen. What am I doing wrong? I'm using HoTU v1.61 if that helps.
Posted by Poecile at 2004-01-14 10:14:00 Voted 10.00 on 04/02/04
Building a module with HoTU 1.61 and Kit1.9b...
Compile errors after removing xO_inc_generic and commenting out the iOhench:
error in nw_ch_ac1.nss--refers to the BardRest() line 44 function only
the others are just the henchenhance scripts that are lacking the scriptconditional marker.
Posted by 69MEH69 ( ..xxx.xxx ) at 2003-12-10 10:59:00
Hello! I have taken a peek at the Kit scripts and do this:
1) Kill x0_inc_generic from the script list
2) In the x0_s0_inflict script either comment out or delete the line #include "69_i0_henchman"
I did a BUILD and everything compiled fine.
Nevertheless, there still may be issues!
I will not get an opportunity to dig into the Kit until after the first of the year due to other commitments. It looks like there will be quite a bit to revise due to the added stuff in HOTU. Thanks for the patience. 69MEH69
Posted by powerboy ( ..xxx.xxx ) at 2003-12-08 18:15:00
I got compile errors as well, but my henchman worked in my test module with HOTU.
Well, it worked with the exception of respawning at death just like ddraigcymreag's problem.
Posted by ddraigcymraeg ( ..xxx.xxx ) at 2003-12-08 16:33:00
Hi,
It seems that not only this henchman pack but also pausanias original does not recover henchmen when they die at NW_DEATH_TEMPLE when HOTU is installed.
btw this is great work along with Paus's orginal work, just fustrating that bioware has broken the scripts, which I cant compile anymore.
Posted by Sad Day in Henchman Land ( ..xxx.xxx ) at 2003-12-05 15:50:00
This does not work with HotU. The Henchmen scripts no longer compile. :(
Posted by Mr Coke ( ..xxx.xxx ) at 2003-12-05 09:22:00
your henchman kit is the best henchman resource of the vault :)
thanks for make it for us :)
will you make some improvements using the news resources of hotu for your henchman kit maybe one version 2.0? this time