This is a massively expanded version of the original script and is featured in the Aielund Saga. The basic gist is that clicking on something using Player Tool 1 (or something similar, up to mod author) will give a command to all minions (NPC companions, animal companions, familiars, and summoned creatures).
1. Selecting a hostile creature will cause your minions to attack that target (and they'll use their spells/abilties to do so, unlike the original script).
2. Selecting a neutral/friendly creature will cause your minions to follow that target (ignoring any threats, they'll focus solely on moving).
3. Selecting a location will cause your minions to move to that location (ignoring any threats, they'll focus solely on moving).
4. Selecting a locked object will cause any minions flagged to deal with locks to attempt to deal with the lock.
5. Selecting a trapped object will cause any minions flagged to deal with traps to attempt to deal with the trap.
Giving one of the default orders (Attack Nearest, Follow Me, etc) will revert control back to the default AI. Conversely, issuing one of these orders will override the default AI unless the order is carried out. The goal is to give maximum control to the player.
Here is an exhibition video showing the functionality.
I am working on an override version -- however, the override version won't be compatible with Tony K and also won't work in any module where the AI scripts are altered. Do note that a mod author can easily install Tony K and BMC as the code doesn't actually conflict. It's just the override that has problems.
I may try to come up with override files that are compatible with Tony or possibly see if I can include the necessary changes in Tony K's work (if I can get permission to do so). We'll see. I'll be a lot more motivated to work on projects like that if the community shows interest, so let me know your feedback and please report any bugs.
Version History
2.01
Improved handling of dialogue triggers and conversations.
2.00
Massive overhaul with locks/traps added, spells/abilities being used, etc. No point in listing everything here as it was practically a rewrite.
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This is a brilliant idea.
One suggestion:
you could allow the player to customize the behavior of their pets in response to selecting a target. Your default appears to be attack of move to location, but it would be nice to have the option of changing what this is.
Access to customization could happen in a couple ways. One way is to edit the conversation options with minions. Another method would be to respond to a player targetting themself with the feat, and give them a conversation of options for the tool and minion.
Not sure exactly what you're saying, sorry. The default is attack if hostile, move if neutral/friendly, move if location. Simple option in the code (change a variable at the start per the instructions) to get attack if hostile/neutral, move if friendly, move if location.
What other options are you looking for? Obviously you could wind up even doing stuff like telling your minions to "use" a placeable or loot items or something, is that the kind of stuff you mean? This system could certainly be expanded (and could also have things like multiple player tools to order specific minions rather than all of them) but was just keeping it simple and very easy to install to start.
it seems to me that there are lots of possibilities. But lets just stick with your spell casting question. Lets say you can edi the spell settings for your familiar. Instead of a physical attack when you target another creature with the ability, your minion casts a spell at the target... a spell of your choosing. Perhaps spell A if friendly, Spell B if hostile... etc....
Ah, fair enough. Yes, that could be done. I'm not sure if it's something that can be feasibly done for a general release, though -- places have done things like edit familiar conversations, familiar availability, familiar spells, etc.
What do you view as being reasonable for a general release?
good point.
Well in that case I think you'd want to create your own conversation and have it activated via targetting yourself with the tool.
This conversation would open up the customization options for all possible pets.
Top menu selection: which pet.
Next level down:
clicking on 2-5 would bring up the next page which lists optional responses for that particular pet.
Nice idea, Just DL'd it...
definitely checkin it out
Pet control would be nice, but natural, summoned animals' savagery and cunning could be affected.
(aka: a lone wolf hunting vs an entire pack) Re: item one about selected creatures
Could localized, standardized formations of soldiers, patrolmen, bandits be applied too? Like a phalanx, or a box or a circle (inwards/outwards) be sent to a location Re: item two
(aka Gao's Field Marshal <see the Vault "Art of war") Not necessarily to destroy the target but perhaps to contain/guard it. Like archer's on a hill or an encounter with a possible surrender.
<Lots to consider here>
Thanks
The same idea could be coded to in order to send a formation of soldiers someplace, yes. You'd just have to calculate the positions and facing of the formation and issue specific destination locations for each soldier. That would be a very specific piece of code, though.
The general idea is very adaptable for sure.
Integrated this into our PW and it is and was simply an amazing upgrade to dealing with pet/summons/companions. Majorly thumbs up :)
/tarashon
Oh God, I all the time looking for something like this. But unfortunately, I have no idea how to install it. Can someone please make a tutorial or make it for override version? I want to use it for official campaigns
I wonder if is there a way to make a custom henchman that can be comamnded directly by the player, like a sort of DM possession. I need it to make full commandable npc´s to use in my module, any tip about it, would be really appreciated.
LATE reply, but if you grab the Custom Familiars project (which I'm not sure has ALL of the familiars) you can change one of the familiars to another creature. I had removed one of the familiars and replaced it with human fighter NPC. Used him to scout and fight, just for fun to see what could be done with it.
I've been working on a significantly improved version of this tool. I'd be happy to make a video once I upload the new version to help people, might even be this weekend.
Good news! It is possible to make it work on official campaigns? (For companions)
Hmm. I mean, yes, but presumably you mean without having to go into the toolset and edit the official campaigns.
I might be able to compile an override version that you can place in your override folder...putting final touches on things this weekend. Wound up vastly improving it.
Can't wait! Hopefully, there would be an override version :) I totally have no experience with toolset
Awsome system. I been meaning to do this myself for my base and you reminded to get on it, so going to being adding a similar system to my base with some inprovement. Allow control of individual(s) / group with visual effect on current controled and little more control with traps. I loved playing around with it in the Aielund Saga. Here hoping BD adds a similar system and give us level up control and I will be very happy.
I've been happy using Numos' Minion Command Tool. With that tool I don't have to worry about remembering to take back control of the AI. And with the default controls, I can already put the command "Bob the Thief remove trap" and "pick locks" on my toolbar.
I'm sorry but I fail to see the value in switching to your tool, especially when I have to issue a command to return to the default AI. How is your tool better than Numos' tool?
Please make an override version
Can't believe I didn't vote for this already (especially since notification is requested) .
I'm using a modified version in my "Crown of Creation" module (a conversion of a Dragon Age:Origins module that requires better minion control than vanilla NWN).
The initial problem I was trying to solve was that DA:O-style ogres are hard to defeat unless ranged attacks are launched from more than one position, moving frequently.
However, I liked the way that so many features are packed into one button for simplicity.
On the basis of that experience, I've used Balkoth's code as the heart of a new system for future works, incorporating a few tweaks from my older modules.