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NWN SCRIPTS

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Title  MacLir's Henchman Kit
Author  MacLir
Submitted / Updated  08-12-2004 / 11-22-2006
Category  Creature Related
Expansions  HOTU-1.62
Format  Module and Code
Type  Type - Other
Includes  None
Description
This package is a simple melding of Celowin's Henchman conversation file, sans scripting, along with Bioware's additional options from both expansion campaigns. Also, only the default scripting is used for all the options, except, of course, for the 3 scripts that I added into the mix. The names of the 3 scripts are as follows: mhk_hench_hire mhk_hire_chk mhk_spell_chk The name of the conversation file is: mhk_hench To set the cost of a henchman, place an integer variable named 'Cost' on the henchman. Otherwise, they won't cost you anything and thier conversation will show thier wage as 0gp. NOTE 1: When making a henchman, the level of the henchman MUST remain at one. If not they will fail to level up to the player, unless you modify the 'x0_i0_henchman' file to include an extra class for them to level in. NOTE 2: If you wish to have more than one henchman per player, you must follow Huntsman's adjustments located in the Lexicon.

Files

NameTypeSizeDownloads
MacLir1092378916395mhkhenchv10.zipMacLir1092378916395mhkhenchv10.zip
Submitted: 08-12-2004 / Last Updated: 08-12-2004
zip56.42Kb420
--
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Comments (7):

Posted by KnightErrant at 2008-04-03 11:29:47    Voted 10.00 on 04/03/08
Outstanding. The most useful henchman conversation on the vault, and I've tried them all. Setting the "cost" variable on the henchman object is a stroke of brilliance. Usable without modification for any class, yet easy to modify and add custom nodes to add personality to the NPC. This should be THE standard base henchman conversation. I can't believe how under appreciated this simple yet powerful contribution is. Three thumbs up.
_________________________
Urk's Greyhawk:
Old school PnP style RP:
Link

Posted by commche at 2006-11-25 02:31:54    Voted 10.00 on 11/25/06
Exactly what I was looking for! Tony K henchman system is good, but its useless for those who decide they want some sort of henchman system later on in their development. That said, its definitely worth using at the start of a new mod.

This system doesnt overwrite anything, has a comprehensive dialogue system and very thoughtful easy-to-read documentation.

The muliple henchman tip in the documentation is worth a download alone. Nice job. Great to have options for those who like the bottom up approach (tony K system) or the top down approach (this system).

Thank you for this submission.

-commche
_________________________
Modules:
Shadows of Darkmoon
The Arena of Champions
Dragon's Bane
Scripts:
Random Loot Generation System v1.0
Supernatural Subrace System
PW Monk-speed balancer

Posted by DeathMutant at 2006-09-09 23:07:56    
I like this system better than MBHK's. Why? Because it leverages off of the built-in scripts (which are good enough for most applications) without having to override just about everything you have probably already customized for your module. Very easy to install, it plays nice with your existing module and does the job without a lot of unnecessary bells and whistles. Simple is good. :-)

I'd rate this highly but just started using it and the NWVault rating is totally whacked now anyway. "9 is the new 5" as someone said recently and they were right on.

Posted by Anonymous ( 67.161.xxx.xxx ) at 2004-08-18 17:13:00    
But the MBHK is out-dated enough to be Non-compatible with customized versions of Most of the nwn scripts, I had over 200 errors compiling the scripts after installation, tried seeing if it's a source but I'd have to take out my other scripts and addins just to use it at all

Posted by MacLir at 2004-08-15 21:15:00    
Yep and it also includes 162 scripts. While that system was nice and works well from what I've read, I did not want the added hassle of dealing with that many extra scripts just for a simple henchman. Those that do, it seems to be a nice setup. The way mine is, it'd be 4 extra scripts maximum to have multiple henchmen. I know that TonyK's system has the problem with leveling undefined henchman, because it's a problem with Bioware's function itself, not anything TonyK, Pausinias, or anyone that worked on that system caused. I didn't test MBHKit solely for the fact that it was just as large as TonyK's. I wanted simple, so I set up simple. This is here for all the others that want simple. 'Nuff said...

Posted by MacLir at 2004-08-15 21:14:00    
Yep and it also includes 162 scripts. While that system was nice and works well from what I've read, I did not want the added hassle of dealing with that many extra scripts just for a simple henchman. Those that do, it seems to be a nice setup. The way mine is, it'd be 4 extra scripts maximum to have multiple henchmen. I know that TonyK's system has the problem with leveling undefined henchman, because it's a problem with Bioware's function itself, not anything TonyK, Pausinias, or anyone that worked on that system caused. I didn't test MBHKit solely for the fact that it was just as large as TonyK's. I wanted simple, so I set up simple. This is here for all the others that want simple. 'Nuff said...

Posted by Anonymous ( 172.140.xxx.xxx ) at 2004-08-15 11:20:00    
The module builders henchman kit mbhk is easier to use and allows mutliple hench with no problems.

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