This system allows your player character to adventure with extra companions made from your other player characters. So your favourite characters can work together as a party.
There is provision for keeping your companions in a database so you can develop the party as you move on from module to module and story to story.
There is a special temple ritual for converting companions back into player characters so you can rotate the leadership of your company.
Everything works in-game using override files. No HakPaks. No debug commands. No external file editors. No fixes to modules. Just Install and Play.
It works with NWN, SoU, HotU, Bioware Premium Modules and many, though not quite all, community-written modules.
Requires NWN+SoU+HotU
Supports both English and Polish versions of NWN
Compatible with (but does not require) CEP
For installation and getting-started guide, please view the docs\OHS_README.html file included in the download.
The current download is V1.6.1a for NWN Patch 1.69
If you are still running game version 1.68, you should use OHS Version 1.5.3
If you are updating from V1.5.3 to V1.6.1, you need not update the database files but you must use the new version of the OHS Way of Heroes module.
Changes in V1.6.1
Companions will be able to ride horses in modules that provide them using the X3 horse system.
Formation keeping has been changed to make space for mounts and there are three new chat commands OH1, OH2 and OH3 to change formation.
For details of these changes, please see the updated OHS Players Guide
Hi. Great addition so far but I've run into a problem. I'm playing the original campaign and suddenly my created henchman didn't respond to any commands and I couldn't initiate dialogue with him. He followed me when I moved to a new area but just stood there without attacking, following or anything. I was forced to use the OHDA command, but now the linkboy is gone! My henchman remains where I dropped him, but I still cannot initiate dialogue. Is there any way to force the linkboy back or does anyone perhaps have another solution to this problem? Thanks
Posted by OldMansBeard at 2011-02-0106:44:41
julynx - No, the files have not been deleted but there does seem to be a problem with Vault today. I cannot download anything either - it's not just the OHS files, it's *everything*. Perhaps it will be working again tomorrow ? _________________________ [OHS Henchman System] [CTP Tilesets] [CleanModels 3.2]
Posted by julynx at 2011-02-0105:47:26
i like this great tool but i can not download... i tried many times but error has occured.is this deleted?
Posted by Shin at 03:24:18 Voted10.00
It could be off-topic but... do anybody know how exactly the default henchman spellcaster use their spell? I mean, which spells they use and which spells they don't. Which spells do they use fast-most? With OHS, we can tailor-made a higher level spellcaster henchmen. But it seems that say, a sorcerer henchman uses some of her spells known but ignore others. Are there any tips to build an useful henchman spellcaster? Say, choosing right spells and such.
Posted by Herculine at on01/11/11
This is a beautiful addition to my game. Thank you for creating it. Now I can enjoy modules created for multi-player parties even though I don't have any real human friends! Seriously, thank you for this!
Posted by OldMansBeard at 2011-01-0703:11:17
Happy New Year, folks. @Nicoli319197 - Looks like you didn't re-install SoU and HotU. The OHS doesn't work without those. @XippySkippy - Yes, you are correct. @Shin Okada - Increasing the "hard" limit on number of henchman is easy - the OHS does that automatically anyway. Your problem is the way that the Bioware henchmen themselves are scripted; they themselves decide not to work with each other, or elbow each other out of the party if they can, or at best, have scripts that grudgingly reference "that other henchman". It's not like, say, NWN2 or Dragon Age, which are designed from the ground up to accomodate multiple co-operative henchmen; NWN1 Bioware henchmen are generally greedy, selfish, competitive and all-round anti-social. I deliberately made the OHS henchmen easy-going, co-operative and companionable to contrast with that. It would be possible to redesign the Bioware henchmen to be more companionable, but then I think they would lose their "edge" and perhaps become less interesting as a result. Bioware did do four henchmen in Kingmaker and the cross-talk between them is quite fun; perhaps something like that could be done for the original NWN modules but it would be quite a lot of work to expand all the dialogs in interesting ways to take account of all the possible party combinations. @srbrunoaf - try this: open your henchman's inventory and borrow their armour; use your PC's armour crafting feat to modify it; then give it back to the henchman. Have fun. OMB _________________________ [OHS Henchman System] [CTP Tilesets] [CleanModels 3.2]
Posted by srbrunoaf at on01/05/11
Great job, but I have one tiny idea... Every time I create a character, I go through Pretty Good Character Creator and edit his appearance way too much... Only to change his armor early in game and lose most my customization... :\ Could there be perhaps a way for, when you are changing henchmen equipment, to change whatever armor you give them into looking like the one he alredy has? Maybe using those tailoring scripts (or the appearance guy from PGC3) shouldn't be so hard... I guess, I don't know much about it...
Posted by Shin at 07:43:59 Voted10.00
To EpitomyofShyness OldMansBeard, It is off-topic but as I have noticed another guy has the same desire as mine. I too have been looking for an override which enables me to hire more official henchmen. I have asked that in BioWare's forum about a year ago but no one there knew such a script. I have also searched this site for many times but could not find such one. While just typing a cheat code makes it able in NWN2, it seems that the same trick does not work for NWN1. And it seems that no one ever made an override to increase the limit of henchmen hired in official campaigns of NWN1.
Posted by XippySkippy at 2010-12-2721:34:25
So I installed this and am trying to work through the "process" and I am poring over the player guide numerous times -- and let me get this straight: it appears you CANNOT change the "candidate PC" and commence in the midst of a module or campaign, nor can you "manually level up" in process of a module or a campaign -- correct? That whole "ritual" thing is merely for converting a created henchman into a "candidate PC" for a NEW game, correct? Just want to make sure I am not missing something, because my initial impression was that you could "cycle between" the player character.
Posted by Nicoli319197 at 2010-10-0111:03:40
Hey, May I first say that this is bar none the best mod out there. (in my opinion anyway) Or, was when I could still use it. You see a while back I downloaded it and installed it as the instructions specified and it worked perfectly, no problems up until I had to re-install NWN. Re-installed it, patched it and everything but when I put the mod back in it would cause a crash every time I tried to register/unregister a character from the OHS directory. So I tried deleting every file in NWN that had anything to do with the mod, then re-downloading and applying the mod. Same problem. (only now when the Link Boy comes around there are NO henchman for hire) I dunno if it has something to do with the warrants still in my characters inventory, though even if I try with a char that has no warrant, it still crashes. Please help, I would love to be able to use this mod again as it was one of the few things that kept me playing NWN. (by the by, Im using a Mac but I don't think that would have much anything to do with it anyway.) _________________________ I only killed you so I could save you later