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.
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).
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
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...
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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