Version 2.3 of the Module Builder's Henchman Kit. Provides an intensive basis for the module builder to easily incorporate henchmen into their module. Includes henchman conversation, scripts, items for use with the henchman and script templates. Includes many easily editable variables for optional control over the henchman system including PC & henchman bleeding, Leadership & Loyalty, Optional DMG XP, henchman quitting, inventory access. Includes optional Henchman XP so that henchmen may gain their own XP and level on their own, improved scouting where the henchman will scout ahead and report back to the PC, option for reseting henchmen back to level 1 when PC fires them, ability for builder to set max possible level that the henchman may level. Also provides the player to guide the henchman in training in multiple class packages and prestige classes via dialog.
New for v2.3 includes module transfer of multiple henchmen, a new system for henchman familiars/animal companions, ability to make initial henchman inventory inaccessible by the PC, new options for henchman death, quitting, new dialog control for weapon control, exclusive melee combat, destruction of placeables in immediate area.
Update: Added MBHKit v2.3a hot fix download to fix various issues. This is just an addon to the v2.3 of the kit, not a complete replacement. You will still need to import v2.3 into your module before importing v2.3a if you have not done so already.
i feel really dumb but how do u install this? do u just open it or save it, where do u save it if u do save it at all?will i have to extract? thnx
Posted by carywinton at 2009-03-30 18:59:03 Voted 10.00 on 03/29/09
I built a brand new test module, loaded the appropriate MBH Kit scripts, made two new henchmen, left a NW_RECALL_PORTAL and Recall Stone there. Test both henchmen fo leveling, actiona and converation, worked perfectly, as does the Stone Of Recall, so I now know my module must be corrupt somewhere, somehow, but I have no idea how to find a fix this. With this I conclude that the MBH Henchmen Kit 2.3a does in fact work fine with the 1.69 update.
Posted by carywinton at 2009-03-29 20:33:41 Voted 10.00 on 03/29/09
The result so far is the henchmen will not level, this stinks, so I either have a rock that works or a henchmen that works, but not both. :(
Posted by carywinton at 2009-03-29 17:58:12 Voted 10.00 on 03/29/09
Yep foound it, had to change the 69_onactivate to x2_mod_def_act, in order for the stupid rock's scripts to fire, I am not sue yet how this will impact the henchmen kit.
Posted by carywinton at 2009-03-29 15:19:47 Voted 10.00 on 03/29/09
I found the Recall Stone problem, it seems in XP1 there is the exact same item resref ad the one I was trying to make, so this is why it would not work, it's hidden real good too, under "Secret Items". Hope to see you around 69MEH69 your definitly missed. :)
Posted by carywinton at 2009-03-29 11:15:59 Voted 10.00 on 03/29/09
It seems a great many people are still here, nice. Also they are still using your sysytem 69MEH69, so I hope you find time to come back and help out with their questions. I have noticed an issue with the 69_on_moduleload script, since the 1.69 update, the Recall Stone no longer works, I believe that your On_Moduleload script will have to be modified to accomidate this? So it would seem.
Posted by shakuvendell at 2009-02-01 19:10:29 Voted 9.00 on 02/01/09
Works great... Except my Wyrmling Henchmen doest follow me... after he joins me, he just sits there... Any help?
I'm having a problem too: I've set the variable in the onload script so that the henchman should start bleeding when he dies, but he still disappears. Any idea what's causing it?
GrimJim wrote: "I'm having a problem I can't figure out. Henchmen turn hostile on dying or being dismissed from party... if I tell a hench to leave the party, the hench leaves hostile... I thought this might be a faction issue but it is happening too early in the module for that to be true."
I'm having the same problem, with henchmen that I'm importing on transfer from another module. The hostility doesn't show up right away, but if I dismiss them from the radial menu and then save and reload the game, they become hostile. _________________________ Sanctum of the Archmage Writing Projects Website and Blog Academy for Modding Excellence
Posted by Eternal Knight at 2008-03-21 21:59:21 Voted 10.00 on 03/17/08
Can anyone tell me if there is some other script I have to change to allow more NPC's to join as henchmen. Currently I have changed my 69_module_load to this:
//Sets Leadership requirement upon module:
//0 = No Leadership, 1 = Yes Leadership
int nLeadership = 0;
if(nLeadership == 1)
{
SetMaxHenchmen(100); //Do Not Edit
}
//Sets Loyalty requirement upon module:
//0 = No Loyalty, 1 = Yes Loyalty
int nLoyalty = 0;
SetLocalInt(GetModule(), "nLoyalty", nLoyalty);
//Maximum Henchmen
//Sets the number of henchman a PC may have:
//(Leadership requirement must be set to 0)
//0,1,2...
int nNumHench = 5;
I have then recompile my scripts yet for some reason I can still only hire three henchmen. I have had this problem in another module where I had the same setting but could only hire 4. Which is why I believe this problem must be related to another script not the Henchmen Kit. I have done this step (Save "69_module_load" as "x2_mod_def_load")as well but it seems to make no difference.
Cheers
EK
Posted by Eternal Knight at 2008-03-17 01:35:16 Voted 10.00 on 03/17/08
69MEH69,
Not sure if you still read these forums, but I have emailed you a couple of questions when you get a chance to look at them. Thanks for the great kit.
Cheers
EK
Posted by grimjim at 2008-01-20 10:43:01 Voted 10.00 on 01/20/08
Very good system. We're using it in Citadel, our mod. The henchmen will disappear if they die twice in some battles, but other than that, the system works great. Players love the henchmen resurrecting the PC feature. We're still using 2.2 though. May be time to upgrade. _________________________ Jim Grimsley
Aprisen Ashes:
This sounds more like a potential issue with some files in your overrides directory. I can remember trying the alternate combat animations on my linux machine once and winding up with a similar effect. Once I cleaned them out of the overrides folder things were fine. As far as I know, there shouldn't be anything in the mbhk that would cause this
I also read somewhere that the bit where multiple henchies all stand occupying the same space after a fight is supposedly an engine bug, not the henchkit.
Just implemented this today, all works fine other then the fact that all my henchmen/animal companions seem to 'float' rather then have a walking animation. Attempted to tinker with the scripts and look over anything that may have been conflicting but I am stumped.
IMPORTANT!: If you cannot get more than one henchman:
Save "69_module_load" as "x2_mod_def_load".
I'm not sure how this works, but the 69 version needs to replace the Bioware version. I think the game loads the Bioware version, thus failing to define a number of important variables for the system. I figured this out while messing with OnActivateItem. : )
Cheers!
Posted by donnykrun at 2007-02-11 19:24:17 Voted 10.00
Disregard my previous post. I retested on my base module and everything compiled fine. If you r scripts are not compiling then you've added something that is conflicting with them.
Posted by donnykrun at 2007-02-10 06:48:45 Voted 10.00
I'm having the same problem as you are so it is not on your end. I think some of the latest patches have broken the code. I'll probably be removing my beloved 69HEN69 Hench system because it's no longer updated :-(.
Excellent kit and very useful. However, my henchmen are acting funny. When following the player character, they tend to occupy the same space. I have two or more henchmen merging into one henchman; multiple arms, legs, etc. This usually happens right after the first combat. Directions for kit say to build the module first and I did. Just about every imported script fails. What's happening? Email me at [email protected] if anyone has suggestions. Thanks in advance!
Posted by yoid at 2006-10-27 14:28:11 Voted 10.00 on 10/27/06
It works ,but i can't change the number of henchmans . I knew what to do , but there is something wrong . ANybody know something why this could happen ?
Posted by jabbadahut at 2006-09-04 18:23:45 Voted 10.00 on 09/04/06
Hi , I dont know if this board is still visited by 69MEH69 but hear goes
I am having trouble getting multiple henchman to work ,
I have followed the manual and made myself 5 henchmen , built a new area and placed them it all works fine , no disappearing hemchys no turningk into badgers in fact I was quite amazed at how easy it was (I even got the familiars to work) exept when I go to hire the 2nd henchman they say 'Sorry I cant work for you' .
I tried leveling up to lvl10 in case it was leadership
also tried altering the numbers in 69_hench_lib and 69_module_load scripts (69_hench_lib wouldnt compile when I altered it , do I have to compile? )
Is there another script I must alter?
these are a great scripts and somthing like it should have been included as a tool wizard from the start _________________________ Bulmer OakenKeg of Clan Ciderbasher
Defenders of the Sacred Orchard
blkcat1028: It depends on what you want to cause the henchman "event" and what you want it to do. Generally, though, the best way to script a henchman event is with a trigger. Write a script that is run from the "OnEnter" event of the trigger, and have it use the API call to start a conversation. You should be able to get the syntax in the script editor of the toolset, and detailed examples from the NWN Lexicon. _________________________ Sanctum of the Archmage Writing Projects Website and Blog Academy for Modding Excellence
Excellent system... One issue... The henchperson I am using the system on has been known to vanish for no apparent reason. She'll just disappear. I am using your system merged with Leviathan's Prestige Pack for 1.67. There is an override just so you know.
I seem to have narrowed it down a bit. It seems to appear if the NPC has died and then comes back. A little while after that She tends to go on walkabout...
I really love giving the ability to PCs to develop the henchperson. (That way on their head be it if the henchperson doesn't behave on cue.) It is just annoying that the NPC is misbehaving in this way. _________________________ Where the Spirit of the Lord is, there is Liberty.
Posted by blkcat1028 at 2006-07-17 02:11:44 Voted 10.00 on 07/17/06
This is one of the best things to happen to NWN. I do have one problem though. Has anyone figured out how to script henchman events? I need a henchman to initiate a conversation and for the life of me I can not get it to work. _________________________ Can't sleep, clowns will eat me!