This is the source code for the henchman inventory control system and battle AI. This version works ONLY with the toolset. See the hakpaks section for the version that works in the override (i.e., the binaries only). The README file now contains a script function reference. It works with the SoU and HotU expansion also.
Contains all of the henchman dialogs from the Henchman Inventory and Battle AI exe release for the original, SoU, and HotU official campaigns. It also contains the familiar and animal companion dialogs for non HotU modules.
Hi, I was translating your brilliant mod into my mother language. But after rebuilding the mod, SoU and HotU conversation feedback(x0_ch_hen_*) seems missing. I also checked the polish version, it has the same problem. So if you still have those files, would you please do an update? Thank you very much. :-)
Posted by Shargast at 2011-06-21 01:57:55 Voted 10.00 on 06/21/11
Does what it promises to do! I've been building since 2002 and know my PW "Shargast" inside and out. This patch has turned my PW into probably the hardest PW that I've ever played in!!!
Thanks and great work. My PW is online in Action under "Death and Dishonour", Shargast v3.0
Best
Sai aka Shargast _________________________ Realms of Shargast V1-V5ab, LOTR V15, The Undeath Clave & Faithful of Aerth
Posted by Vivienne at 2011-06-06 13:05:12 Voted 10.00 on 06/06/11
Does this only have 10 votes? Here's mine. I'm downloading it now. I know this is top notch; I already use the override version!
Posted by Pailith Studios at 2009-12-08 21:08:36 Voted 10.00 on 12/08/09
Thanks for the fixes, I have put them into the next release.
Posted by Dirgesinger at 2006-06-20 22:12:18 Voted 9.75 on 06/20/06
Overall, love this package. Tweaking it to meet my own needs naturally, but it makes an excellent base to work from. Only thing I could have wished for would be more extensive comments, as largely uncommented code can be much harder to sift through to tweak. Maybe in NWN2? ;) _________________________ Aspiring author; NWN builder and DM.
"Sethal's Progeny: Wisdom of Wyrms" now on the Vault in closed beta! Link
Posted by Dirgesinger at 2006-06-20 22:11:29 Voted 9.75 on 06/20/06
Hi Tony,
There are some errors in the hench_i0_spells include.
You have in the functions dealing with summoning animal companions and familiars, mistyped some of the resrefs. Both the pseudodragon and the faerie dragon entries are wrong in places. X0_FM_FDRG is the correct reference for the latter, while X0_FM_PDRG0 is the correct for the former. You had the R and the G in each switched around. _________________________ Aspiring author; NWN builder and DM.
"Sethal's Progeny: Wisdom of Wyrms" now on the Vault in closed beta! Link
I am not planning on extending the features of this system. I will probably make another version for the 1.67 patch to correct a few things that have changed.
Posted by nereng at 2006-03-21 03:04:30 Voted 9.75 on 08/17/05
Now that SetTrap will be possible for NPCs, are you planning to make a conversation option to tell the henchman to do that?
Posted by Daijin at 2006-02-01 18:47:27 Voted 10.00 on 02/01/06
as always i love your AI, Tony K, thanks very much for doing this!!! _________________________ Dream Well, Faith, Loyalty, Truth, Honor, Friendship always.....
Daijin Dreamweaver, Leader of the Dream Warriors for 32 years, going strong.
Try this: Search for the HENCH_BLEED_NEGHPS in hench_o0_ai and try commenting out the second that starts with �find dying creatures to finish off�. Or you could change the definition of HENCH_BLEED_NEGHPS in hench_i0_heal to be 0 or 1. You could also try running a ClearAllActions on nearby creatures.
Question: I merged these scripts into a module I'm building that uses a "hovering over death" bleeding script which I wrote... With the basic HOTU A.I., the "SetIsTemporaryNeutral" command worked very well for stopping monsters from attacking a fallen PC... with this code package, it doesn't work at all... I tried switching to a less subtle method of putting a DC 100 sanctuary spell on fallen PCs, but any "late hits" on the PC will freeze/crash the game. Harumph.
Any ideas on getting my old factional methods to work?
I've tried monkeying around with "hench_i0_ai" a little to try to classify characters with less than 0 hp as dead. But that didn't work either.
Help.
Otherwise these scripts are splendid. Most definitely!
The AI does use parry if the skill rank is greater than the creature�s AC minus 10. Look for SKILL_PARRY in hench_i0_melee. The creature must be less than 35% hit points to use parry but you can easily tweak that.
At this point I don�t think BioWare will change the GetTalent* functions to by default get spells from equip-able items since it would affect the official campaigns. However, they could add additional parameters (default off) or add new functions to get them. I have thought of using the copy item properties kludge to make the items work but couldn�t think of a good way for it to work for henchmen and you cannot name the wand correctly with scripts (No SetName or way to set the name on object creation). I would actually be much happier with an index parameter to GetCreatureTalentBest to get successive spells instead of the GetCreatureTalentRandom kludge I had to do.
Posted by Mew ( 65.199.xxx.xxx ) at 2005-12-15 13:56:51
The ai uses Parry it's extremely ANNOYING In a good way :) It's pretty intelligent about the usage though it does seem to have a preference to kick in when stuff has been damaged - I haven't checked the code this is just from experience.
Posted by nereng at 2005-12-15 01:58:10 Voted 9.75 on 08/17/05
@lovellin: It's worth a try to submit it as a bug report to Bioware, I think.
@Tony K: I'm making myself some new skills-2das, and am wondering about the skill Parry. Does the AI ever put the henchman in Parry-mode if he has a lot of skill in that?
For non-henchman NPC, we could replicate the cast spell itemproperties by giving them a wand with the same properties. If the wand is not droppable, this workaround would be transparent for the PC. That the original items will not exhausted when the NPC is defeated, is a minor issue.
Your analysis is correct. Any item that can be equipped will not work with the GetTalent* functions. Trying to simulate the spells exactly by looking at the item properties is also difficult because the spell casting level of the spell can�t bet set using ActionCastSpellAtObject with bCheat true unless you override every spell and even then it will not be correct for some of the built in functions like spell resistance checks.
I did some tests whether NPC use items containing spells. As far as I could find
out, scrolls, potions and wands are used, but no other kinds of baseitems
(e.g. rings).
I checked your script hench_i0_itemsp where spells are inventarized using the
GetTalent... functions. Obviously, the Bioware engine returns only spells in
scrolls, potions and wands.
As you have more experience with this and I was not able to find enough details in
the nwnlexicon, could you tell me if I have analyzed the problem correctly?
If yes, I would enhance the scripts for my module by also scanning itemproperties
of the item types not handled automatically by Bioware.
Posted by nereng at 2005-08-17 03:45:44 Voted 9.75 on 08/17/05
Excellent work here. With all the bugs in the standard Bioware AI, this is a must-have for anyone who wants to use henchmen in their modules.
Posted by nereng at 2005-08-09 09:12:37 Voted 9.75 on 08/17/05
Hmm... upgrading from 1.04 to 1.05 looks a bit more complicated than I had anticipated...
Basically, what I did with 1.04 was to only keep the include files (hench_i0* and hench_o0*), while using my own conversation template which has features from all the major henchman packages + my own ideas.
I think a detailedlist of all the changes from version 1.04 would be helpful, but it may be a little too much to ask perhaps?
Maybe I'll just try to overwrite all the include files, keeping a backup of the quite nicely working version with 1.04!
Cheers, and thanks for the great work you've done here!
Posted by nereng ( 83.109.xxx.xxx ) at 2005-07-27 04:23:51
You're right. I was using 1.04 !
I'll download 1.05 ASAP!
Posted by nereng ( 83.109.xxx.xxx ) at 2005-07-27 04:23:50
You're right. I was using 1.04 !
I'll download 1.05 ASAP!
Posted by nereng ( 217.144.xxx.xxx ) at 2005-07-21 10:06:34
My bard kept trying to use his curse song even after he had run out of uses. I fixed it like this:
in "hench_i0_spells"
Line 2466 -
Changed:
if (GetHasFeat(FEAT_CURSE_SONG))
to:
if (GetHasFeat(FEAT_CURSE_SONG) && GetHasFeat(FEAT_BARD_SONGS))
So that it will only return TRUE if the bard has bard songs remaining.
Cheers!
Posted by TheGreatDreamer ( 68.224.xxx.xxx ) at 2005-06-26 01:41:42
My party members are not using their item powers, why is that?
Posted a quick for for healing. To those who already downloaded the zip, apply the fix by opening hench_i0_heal and change line 614 from:
else if (bForce || (iHealAmount > (iBase / (nGlobalMeleeAttackers ? 5 : 10))))
to:
else if ((iHealAmount > 0) && (bForce || (iHealAmount >= (iBase / (nGlobalMeleeAttackers ? 5 : 10)))))
I have reproduced Seidhepriest�s bug and am working on a solution to that and some other enhancements. The spell selection code for the Hench AI and the default AI does not check if the weapon equipped is melee or not. The darkfire and flame weapon spells are cast with a ranged weapon equipped and wasted.
Tony, default Bioware AI is unaware of Flame Weapon/Darkfire spells. Does Tony K AI have support for spellcaster henchmen casting Flame Weapon/Darkfire?