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NWN SCRIPTS

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Title  Module Builders Henchman Kit v1.9b
Author  69MEH69
Submitted / Updated  07-09-2003 / 11-22-2006
Category  Creature Related
Expansions  SOU-1.30
Format  Code Only
Type  Type - Other
Includes  None
Description
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!

Files

NameTypeSizeDownloads
New2MBHKit19b.zipNew2MBHKit19b.zip
Submitted: 07-09-2003 / Last Updated: 08-10-2003
zip266.99Kb5358
--
SCORE OUT OF 10
9.67
5 votes
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Comments (30):

1 2 3

Posted by ZeornWarlock at 2004-02-2415:27:00    
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 at 2004-02-2301:47:00    
Hi 69MEH69, Do you intend to update for HOTU anytime soon? Its been a while since we saw an update... Thanks.

Posted by Old_Scores_Transfered at on02/20/04
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 at 2004-02-0314:23:00    
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 on04/02/04
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 at 2003-12-1010:59:00    
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 at 2003-12-0818:15:00    
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 at 2003-12-0816:33:00    
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 at 2003-12-0515:50:00    
This does not work with HotU. The Henchmen scripts no longer compile. :(

Posted by Mr at 2003-12-0509:22:00    
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 congratulations for your great work :)

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