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NWN SCRIPTS

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Title  Module Builder's Henchman Kit v2.3a
Author  69MEH69
Submitted / Updated  09-23-2004 / 11-22-2006
Category  Complete NPCs
Expansions  Requires Both Expansions (SoU & HotU)
Format  Code Only
Type  Type - Henchmen
Includes  BioWare AI
Forums  Link
Description
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.

Files

NameTypeSizeDownloads
MBHKit_v23.rarMBHKit_v23.rar
Submitted: 09-23-2004 / Last Updated: 05-26-2005
rar189.71Kb7348
--
MBHKit_v23a.rarMBHKit_v23a.rar
Submitted: 09-23-2004 / Last Updated: 09-03-2005
rar130.18Kb5269
This file does not replace v2.3! You will need to import v2.3 into your module before importing v2.3a if you have not done so already.
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Comments (30):

1 2 3

Posted by K0sm0c at 2007-02-0410:40:58    
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 kosmoc_122168@yahoo.com if anyone has suggestions. Thanks in advance!

Posted by yoid at on10/27/06
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 on09/04/06
Been using this for ages highly recommend it

Posted by Ciderbasher at 2006-09-0308:33:54    
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

Posted by Andarian at 2006-09-0111:58:30    
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

Posted by NinjaDOC at 2006-08-2606:47:46    
Where are the F@#!ing files for HENCHMEN???? JUST WANT A BASIC HENCHMEN SCRIPT!!!

Posted by Racerblue at 21:59:02    Voted10.00
Okay, user error was the cause of my previous problem..I have run into one more....I don't seem to be able to heal a dying henchmen..

Posted by coyotesins at on07/21/06
this seems to work nice but i cant see the henchmans inventory any suggestions?

Posted by ShrikeKnight at 2006-07-2010:53:52    
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 on07/17/06
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!

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