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'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?
Posted by Andarian at 2008-03-2221:25:31
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 at on03/17/08
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; SetLocalInt(GetModule(), "nLeadership", nLeadership); 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 at on03/17/08
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 on01/20/08
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
Posted by RaglinMason at 2007-08-2212:29:43
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.
Posted by Aprisen at 2007-08-2120:03:48
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.
Posted by GovtAgent82 at 2007-07-1823:13:36
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 19:24:17 Voted10.00
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 06:48:45 Voted10.00
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 :-(.