Requires NWN2 patch 1.23 or later. Works with any combination of expansion packs.
This is a hak to improve the decision making of your companions and the monsters you combat. It is designed to work with the official campaign and with single and multiplayer modules. It is the successor to the NWVault NWN Hall of Fame hakpak Henchman Inventory & Battle AI.
The following features are included:
1) All creatures, both friends and foes, will make more intelligent choices about weapon switching, spellcasting, targeting, healing, feat/skill usage, dual wielding, and summoning during combat.
2) Companions will be more useful outside combat. You will be able to ask them to pick up items for you, open locks, recover traps, and cast infinite buff spells automatically for you if they have the appropriate spells or skills.
3) More behavior settings in order to guide actions of companions and associates.
4) Spellcasting companions will not waste their spells on weak enemies.
5) Companions will use or better use thieves' tools, healing kits, and certain non-equippable magical items such as wands.
6) Spontaneous casting of clerical cure and inflict wounds spells.
7) AI is scaled based on the creature�s intelligence. Very low intelligence creatures only attack closest target, high intelligence creatures find and exploit enemies� weaknesses. The AI will not cast inappropriate spells against a target that is immune to them, including elemental immunities like fire.
8) Summoned associates remember their behavior settings between summons.
9) Companions can be asked to buff or heal you, themselves, or the whole party outside of combat.
10) Summoned creatures can scout looking for enemies first in order to soak up damage.
11) Companions can be set up to follow or guard something other than the currently controlled character. Associates can be set up to follow or guard something besides just their master.
This zip contains an erf of the scripts along with the 2da and xml files. It is designed to be imported into a module for customization of the AI scripts.
This zip contains the merged changes for the character screen file in Charlie�s UI and the Companion and Monster AI. Updated for Companion and Monster AI 2.2 and for Charlie's UI version 1.43b.
FOR USE WITH NWN2 1.13 ONLY. With or without the MotB expansion pack. This is the last override version that works with the NWN2 1.13 patch. Installation instructions are the same as the main zip.
FOR USE WITH NWN2 1.06 ONLY. This is the last override version that works with the NWN2 1.06 patch. Installation instructions are the same as the main zip.
This zip is for use with the official campaigns and single player modules. Quick installation instructions:
Place all of the files in the zip into the �My Documents\Neverwinter Nights 2\override� directory. It can also be placed into subdirectories of the override directory. The presence of other haks may conflict with this one. If you run into a problem, try removing the other haks.
Wow. This is how it should have been done in the first place. Awesome work, thank you!
Posted by Hechicera at on02/28/10
I consider this an essential mod, especially for people like me that do not enjoy micromanaging every fight. I love that it makes things more challenging, and make the game more convenient. One thing is odd though. I have a 2-hand weapon using battle cleric type character. If when I am setting up for a big fight where I do need to go control the associates in the beginning to give them orders ... my battle cleric often ends up trying to fight unarmed. Here is what I think happens: - cleric is casting buff type spell, switches from default ranged weapon to shield with no 1-hand weapon (good though) to finish buffs - enemies attack during buff round - she runs off to defend and fight without bothering to switch to her weapon Yes, I defined it. But it is almost as if the AI assumes that if the shield is out, that she is good to go for melee. When I see it, I just go back to her and manually force the swap to 2-hander and the auto weapon choices go back to sanity. I tried having a 1-hand weapon in inventory but she won't equip it with a shield since her default weapon is the 2-hander. It is a tiny thing though in a great mod that really changes how the game plays for the better. Actaly, other than that, sometimes I feel the AI plays my character better than I do (when I am off babysitting a mage usually)!
Posted by Juan at on01/06/10
Hello again Tony_K, I´ve played the sensational new adventure "Trinity" using 2.2 hak and the combats ran perfect. No problems of enemies´s pathfinding seen. Thanks for your work and happy new year
Posted by Tony_K at 2009-12-0819:45:51
taltamir, 1 2) may or may not be an issue. Regular or spear blasts may be used if there is only one target in the range of a chain blast. There also may be issues with spell or damage resistances of the target. A regular blast can have better better spell penetration than a shaped blast. 3) I would need more information or possibly a saved game. Make sure they aren?t in stand your ground mode. This can also happen sometimes with pathfinding problems, I have workarounds for this but they don?t always work.
Posted by taltamir at 04:14:46 Voted10.00
warlocks: 1. Sometimes use regular blast when there is chained version available. 2. Sometimes use spear shape blast (extra range) on enemies within range of their chain blast. (aka, it should only be used on far away enemies) 3. rarely, just stand there if the allies are further away and they are not wielding a weapon nor have the spear blast (extra range). Overall though, they are very useful and smart. I can actually let the warlock manage itself, and others as well. _________________________ I do not have a superman complex; for I am God, not Superman!
Posted by Tony_K at 2009-10-2317:31:09
jevo28, You should use compmonai2.2 after you update NWN2 with patch 1.23. The other older versions of compmonai were requested by people that wanted to still keep using older version of NWN2.
Posted by jevo28 at 2009-10-2204:31:23
hi Tony, i brought the expansion packs,should i use compmonai1.11.zip or 2.2 with both expansions?is youre mod 100 % compatible with mask of the betrayer and Storm of Zehir? thanks in advance
Posted by Tony_K at 2009-10-1820:29:45
The Wild Turkey, Stand your ground does not always make your companions stay in one place if enemies are observed. They will attack nearby enemies unless in peaceful mode. You can get them into a peaceful stand ground by issuing a follow me (they should give their I will not attack message) and then a stand your ground.
Posted by The at 2009-10-1718:30:07
Hi, thanks for the mod. I'm encountering one problem that's only just started yesterday whilst playing the OC. Khelgar and Neesha are suddenly disregarding my command to "Stand your ground" and instead go charging blindly towards the nearest enemy. It was working fine up till yesterday. I'm fully patched and downloaded the latest version with no effect. What could be problem?
Posted by Tony_K at 2009-10-1120:22:02
jevo28, This AI shouldn?t interfere with your controlled character. The AI melee weapon and other similar settings only affect companions under AI control. If you think the AI weapon setting is involved, try setting the ?AI reset weapons? command and it will reset all of the weapon perferences. Also are you switching control of companions during the combat?
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone