Title | Henchman Inventory & Battle AI mod v1.08 |
Author | Tony K |
Submitted / Updated | 08-07-2002 / 12-08-2008 |
Category | Other |
Expansions | NWN-1.69 |
Description | |
This highly configurable modification of NWN improves the intelligence of friends and foes, both inside and outside battle. Since its original release in July 2002, it has been tested by hundreds of people in the BioWare community. The mod works with or without the expansions. You can use it to play the Official, SoU, and HotU campaigns, as well as compatible fan-made modules. Prominent features are: 1) Improved battle tactics for all NPCs, especially with regard to weapon switching and spell casting; 2) Random roaming capability for monsters in the module; 3) Access to the inventory of familiars and animal companions; 4) Improved yet still legal feats and spell selection for the six standard OC henchmen; 5) More useful behavior (buffing, item-gathering) for henchmen outside battle. Most features can be turned on or off during installation. New for v1.06: The mod now requires NWN v1.67 or later for all installs. Fix for inventory stackable hak due to changed baseitems.2da in NWN 1.67. Fixes and adjustments for spells and weapon. Fix for good familiar summons, barbarian rage removal using heal, and haste being cast multiple times in pre battle buffing.. This[/url] is the override version of the mod, which takes about 5 minutes to install. You will download an executable; run it to configure the mod and automatically install it in the override directory. If you are a module builder and would like the code in true HAK or ERF format, visit the web site above or scan the README for the links. Mac Version - Here |
DEVELOPERS: Get the ERF source code for the mod here: http://neverwintervault.org/project/nwn1/script/source-v108-inventory-system-battle-ai
If someone could direct me to the nss sourcecode to this it would be greatly appreciated!
https://neverwintervault.org/project/nwn1/script/source-v108-inventory-s...
Source script files for this mod.
It'd be great if we could get access to the hak and erf versions as well. The links in the readme are old and lead to the old defunct neverwinter vault site. [edit] Looks like the above link downloads are erf files.
Familiar / Animal companion will flee on sight unless it's behaviour is set by dialogue options. Some modules are incompatible with dialogue options, making familiars completely useless in combat. How can i disable this, or set "Fight for Death" option as default?
Did you ever find a workaround? I'm currently trying to use a custom familiar in "swordflight" and it's only fleeing.
This works pretty well, except for use in the OC, it will stop Aribeth's dialog from working after you gain the first reagent or after talking to any henchmen and using the systems dialog options. An example would be I talked to Sharwyn and gave her better equipment, went back to talk to Aribeth and her dialog box would not respond.
The AI does definitely improve overall response and performance of NPC, the guards would follow you if any attackers were in sight and fight them, as well as attackers would respond to you much more quickly and from a greater distance.
Familiar and animal companion control requires commands from the radial menu to be given at each battle.
Source is in "erf" format not in "nss". It can be found here.
http://neverwintervault.org/project/nwn1/script/source-v108-inventory-sy...
Can't have a chat with charmed npc. Is there a fix to it?
Without this the game would lose half of its flavor. One of the best works ever made.
Still I found some issues into the use of weapons by the henchies even in the OC or SoU. The problem usually occurs when dual wielding two different weapons.
The henchman would start using a smaller weapon in the right hand even though that one had a smaller enhancement bonus, sometimes he simply wouldn't use an off-hand weapon at all. The best thing I could do was to give a two handed weapon (doubleaxe for Daelan and doublesword for Sharwyn).
No problem while using Linu or Boddyknock. The AI was smart enough to manage two alternate weapons for those henchies (i.e. a mace and a longsword for Linu) who would swap them when dealing with skeletons (preferring bludgeoning damage) or slashing for other ones. Still I found that giving them more weapons sometimes led to strange behaviour whenever instructed to switch from longranged to melee combat.
The problem was frustrating whenever using Dorna where she kept using a plain dagger in the right hand and her battleaxe as offhand weapon...
Despite those issues the AI brought plenty of features to the OC/SoU since mages/druids could summon familiars/companions (they wouldnt retreat) that often offered more XPs than their masters themselves.
The "wandering monsters" options unfortunately could get the enemies to be too smart since they could easily kill important plot characters (like Leah in the bugbear caves in 2nd chapter).
I haven't voted? Fixed.
Without this mod NWN is unplayable. I wish it could work together with OHS Henchman System . Just one bug - familiar is useless for caster companion. Because it is not possible to tell your companion caster that his familiar should fight to the death. So they just not fighting and are useless
Boddyknock's familiar (a bat named Falidor) can fight, only when Boddy has a high level compared to the opponents, otherwise you are right, the familiar will simply flee.
Sharwyn lost her head when I asked her to Upgrade This Henchman. Any idea how to fix this?
EDIT: Moving to a different area fixed it!
she just loses her head over those new upgrades! (haha, sorry, i couldn't resist)
With WCoC, this mod prevent "weapon crafting cut-scene" from being played properly.
The smith will stop during the cut-scene and you have to quit NWN1.
But you can just temporariliy remove the mod, and proceed the cut-scene.
This package breaks many custom modules.
Personal opinion - the claim that it works with "compatible" modules is grossly misleading. It might work, or it might not.
Players use script overrides like this at their own risk.
Agreed. I have had little success with this. It works okay if you have no other custom scripts. Great for the OC, for instance. But players should be aware that it could break custom modules, and builders should most certainly be careful with it. It broke a couple early modules of mine before I figured out it was the problem. Caused monsters to just stand there and not attack, even in melee.
Overall this is a vast improvement to henchmen, familiars, summoned, allowing you much more control over them and when they attack. This can be a life saver for them (and the PC). I would recommend disabling monsters wandering around looking for the PC. On SOU, it made the golem area infinitely harder, to the point that I couldn't play it. However even with that feature disabled, the fact that spell casters summoned animal companions and familiars much more often than the original mods, made combat a little more challenging. I highly recommend this override.
This is awesome. Will it be updated for EE?
Perhaps never, the main author dissapeared more than decade ago. But it still works with EE tho
Does this MOD work with NWN Enhanced Edition (tested)?
Yes
This was great for the OC. But I'm playing SOU as a wizard now, and it's broken my faimilars, they ALWAYS run away, even vs very easy and sometimes even effortless monsters.. Makes no sense ot have such a cowardly panther, especially if you combine the fact he's supposed to be buffed adn smarter.
Anways I dont wanna muck about too much so i uninstallled it, is there a way to have it only affect the monster AI and not familiars? (I don't think its so needed for SOU henchmen since they already have better AI then the OC) I'm guessing just unchecking NickDs faimilar replacement won't do it since that seems to be just there stats/feats fixed, not affecting there ai.
re: Teckmage, ya it works with EE. I tested it with a full playhru of the OC as a barbarian with Tomi. He wasn't much smarter, doesn't auto open locks like the SOU henchmen for example, but at least you can access his inventory to buff up his dex and make him survivable.
It introduces a bug though - after your talk to him to "upgrade" him to the tonyK version, he gains ambidextrous, which is good.. Except he loses weapon finesse, so he can't hit shit even not dual wielding. So he sucks until lvl6, where he gets it back (you hae to get to 7 since he stays 1 lvl behind), so basically he sucks in chapter 1, but chapter 2+ he's okay in combat (better than without the mod). If you don't use Tomi, the other companions may or may not be less buggy, havent tried them much. I did look at there feats though, and they looked fine, no one else missing critical stuff like wep finesse anyways.
In regards to faimilars, you can talk to them and change their behaviour and tell them do not run from enemy and always with to the death.
But your are half right, as this cant be done to the party companion's faimilars and they always run which is nonsense
I've tried installing this on a clean game, installing only the Henchmen stuff, installing only the Monster stuff, installing only the inventory stuff, installing only the skill/feat tweak stuff.
No matter what I do, all henchmen will randomly have their stats drop to all 8's, lose all bonus to attack, all their skills drop to 0 and lose all AC from dex, armor and gear. This is triggered in combat either when they attack or are attacked. It will randomly stop mid battle or after battle. It will be forced to stop if I change any equips on the henchmen.
I cannot for the life of me, fix this. If anyone has a solution for the bug, please let me know. Until then, this mod is unusable.
I noticed this on mine sometimes. But even when the stats are at 8's, casters are still casting and the monk was laying waste to monsters and evading everything. Think it's just a visual glitch of some sort. It did correct itself when I zoned to a new area.
Just wish there was an option to download one that's ready to drop in. And a PRC fixed version. I'd give 10 stars ⭐️
Playing on EE, running through the OC and it's working good so far.
Thx for the mod
Ok, one issue found. When henchmen die, they sometimes refuse to hire back on saying they're with someone else now. Still have their contract in inventory though.
Found a fix
In DebugMode type dm_setvarint NW_l_HENHIRED FALSE
Then click on the henchman you are having issues getting to rejoin. Fixed. Annoying, but doable.
Im confused on how to install this, it says it needs the :c Override folder but I dunno where that is, normally its in my DOC folder but the installer won't lemme select it.
I am guessing that you are on EE. The problem is that this was last updated in 2008 and the installer expects you to be on an earlier version of NwN which had different expected install locations to EE. All is not lost however.
Use your unarchiver to extract all the files to a temporary folder and then move them manually to the correct folders in your Documents folder.
TR
Ah I see, i tried that but now its asking for a password to extract it all.
*Edit* - I figured out a way to install it ^^ i just installed it normally and just moved all the files to my override folder :P works like a charm now
Thanks for the help ^^
Vastly improves your henchmens’ usefulness, but it seems to be very buggy on EE. Different combinations of the mod’s features can also lead to different bugs. In my experience, using Auldur’s henchmen causes any henchman you dismiss to not want to rejoin you, saying they’re working for someone else now. As a commenter above shows, there is a work around for this, but it’s annoying to deal with. Disabling Auldur’s henchmen leads to some henchmen skills and feats not working. For example, Tomi’s Weapon Finesse feat is disabled, even though it shows up on his character sheet.
The Monster AI is also a mixed bag. In some cases it makes fights better; in others you’re better off with the regular AI. I tested it with the Brother Toras boss fight and what had been a challenging but fun boss fight turned into an imbalanced, frustrating mess. The AI changes seem to be best for making the countless weak mobs you fight more interesting and less of a chore.
All this led to me uninstalling the mod as it was just too much of a hassle. I can see why others like it and I would suggest anybody reading this to try it out, but it does have issues that you may have to deal with, at least if you’re playing on the Enhanced Edition.
Is this comaptible with the community patch 1.72?
I did not have issues with them togeather
Playing through the original campaign using this mod (enhanced edition). Unfortunately it leads to deaths of some npcs since the enemies are more aggressive like the druid Bree or Aldo and Mattily or Kasma. They just die before you can get to them. It might have something to do with the enemies roaming. There is a workaround for that that I found on reddit.
(All credits to the original poster.)
Possible to do that with other npcs as well obviously but it's not exactly easy to figure out which one of them is going to die and it requires manual saves at the start of pretty much every location. Outside of that it deffinitely brings something quite new to the playthrough. So thanks for the mod just that it has these issues.
funny that i discovered this jewel just now after playing all these years
i gave it a try starting the hotu campagne and it is totally different - now you have really to be aware at all times and tactics are essential
playing on easy i find it difficult but i can make it - probably because i am used to the standard ai
i wont go that far that i would say it is unplayable without this mod but i sure wouldnt want to miss it and for me its worth to play all the campagnes again with it
thank you for that one
edit - some remarks after my underdark playthrough
- you really need to get used and ready for the darkness spell - it feels a bit much of that - but i also like the ai that the npc use it well and move smart and fast in the darkness - the problem is that nobody is capable of the see-in-darkness-spell or using it - especially as a fighter char it might be problematic
- when i entered the eyeball dungeon i was killed on enter and had to get in invisible on the second try
- a very very good thing is that finally the henchmen get useful i mean especially natyra and aribeth what where frustrating and useless before standing around- so this one works and it is really fun seeing them do what they are able to
- again it is difficult but fun
Is there a .hak version of the mod instead of an installer?
What version should I install on nwn:ee on linux (meaning no sfx archives?)
Here is the hak and wizard version of this mod
https://neverwintervault.org/project/nwn1/hakpak/henchman-inventory-batt...
Love this mod, using it in the first campaign with Tomi + Linu and after upgrading them one summoned a boar then I think Tomi threw a smoke bomb (didn't know that was a thing, just giant explosion of smoke). I love when I stealth they all stealth too.
Note : I am using this with the Enhanced Edition on GoG
It seems your pixie does not have enough skill points in DISARM TRAPS for those traps. Some henchmen go into stealth before approaching the enemy because they have high skills in HIDE, this is an advantage, for example they can deliver additional sneak attack this way. You can also tell henchmen to stop using ranged weapons and to use only melee weapons via dialogue.
It's true that the 'follow' command works as it should (turning off all scripts for the henchman, including disarming traps). This is how the game engine is designed. I know from personal experience that I've been in similar situations where I wished henchmen would disarm traps first, instead of rushing over them toward enemies at first sight. I'm pretty sure TonyK was aware of this, but it was probably not possible to find a workaround. (However I found workaround: tell hecnhmen to follow you only and then tell disarm detected trap via radial menu. So they won't rush enemies but disarm trap and then after trap is disarmed tell them attack nearest again to activate combat mode).
Also, you need to understand the engine limitations but in general, the TonyK AI mod is the best mod NWN can get. I have also had no troubles with the EE version. It depends on the module exactly because some scripts might conflict, but then you should tell the module author that they didn't implement the TonyK mod in their module. Overall, I also wish some improvements would be made in the update, but the last update was more than a decade ago. The good news is that TonyK is still active within the community, and he is still updating the AI for NWN2 even to this day. You could visit the NWN forum and start a discussion with ideas and bug reports, maybe TonyK would also come back and look into an update for NWN:EE AI too.
Know of any way to install this on NWNEE for Android?
It is the same way as on a PC. Download TonyAI, install it on your PC in a custom separate folder. Then copy all these installed files onto your phone to the override folder Android > data > com.beamdog.nwnandroid > files > user More how to install custom content on android here