Companion and Monster AI mod doesn't seem to work properly

Hello,

I installed the latest Companion and Monster AI mod, but a lot of the behaviour entries advertised seem to be missing from my game, in particular the entry for denying companions the ability to switch their weapons. Also, my party seems to ignore the “no melee” behavioural entry, happily switching to melee weapons despite the fact that they shouldn’t be able to do that. Is there any way to tell whether the mod has been properly installed (without me wiping my game installation)? I tried to remove the mod folder but nothing seemed to change IG, but I don’t know if that’s simply how the game behaves (I’ve found BG mods also tough to remove from an ongoing game even if you uninstall the respective mod) … I do have a lot of mods installed, but nothing that I think could interfere with the ai mod, no PrC pack etc.

Any thoughts?

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Well, since you say you have lots of mods installed, there could be a conflict with the script files that handle the behaviour of companions.
When you install mods do you keep them in separate folders inside the override? That’s a good way of keeping the override folder “clean” and it gives you a way of removing single mods one by one and eventually finding out where if there are conflicts somewhere.
Could you give us a list of the mods you have installed?

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Hey,

This is my mod list (+the ai mod obviously). They are indeed all in separate folders in override:

  • Improved Cleave and AOO Animations
  • Whatbrick’s NWN2 “MotB” Character Customization Collection
  • All NWN2 Cloaks Retextured (Hi-Res & Bumpmapped)
  • Colour scroll icons for NWN2
  • ACME Hair Club : Short Curls (NWN2)
  • Less Obtrusive Spell Buffs 1.5
  • Remove Annoying Effects
  • Male Half Elf & Half Drow Heads
  • Plate Mail 01 Texture Fix
  • Cyphre’s Remove Annoying Effects Extension (Tortoise Shell)
  • The Romance Pack for the Neverwinter Nights 2
  • slim health bars
  • Tchos’ HD UI panels and dialogue compilation & expansion
  • Divine GUI Remake (with Tchos’ HD compatibility)
  • Area Transition Triggers: NWN1 Style Appearance
  • Wild Hair for More Races
  • Sorceress Robe Replacer
  • NWN2 Facelift Pack

Ok, for starters I see a conflict with the characterscreen.xml file between Companion AI and Tcho’s HD UI panels.
Now since that screen is the one that handles the AI behaviour of companions with the buttons ecc… it could be worth a shot to delete (or backup by changing the name) the characterscreen.xml file inside the Tcho’s HD UI panels, then exit game and restart and see if the problem is fixed.
It might not work, but it’s a first step.
There is another problem that Companion AI mod does not come with .nss versions of the scripts and so it becomes harder for us who didn’t make that mod to pinpoint where exactly could be the problem.

Keep in mind that this is not something that will have an easy or non-time consuming solution in your case unless you know exactly where the problem lies (or you’re extremely lucky), it’s gonna be a trial and error process by searching for conflict files and see why the one from the Companion AI are not being called properly.

All of this assuming that what you describe isn’t an already known issue with the mod that hasn’t been fixed yet.

Deleting Tcho’s characterscreen.xml file already fixed the issue - thanks for your help!! As you can tell, I don’t really know what I’m doing, but the AI mod now works as it should, it only means that I have to use the small portrait files that come with the game (also the slim health bar mod had to go, because it kept the game from loading). I probably just thought that Tcho’s and the AI mod were already compatible!

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Tchos does have a compatibility file for the TonyK mod, but it’s now obsolete since TonyK updated his mod. TonyK’s now adds a few more behavior options in the character sheet that Tchos’ compatibility files do not have.
So I made my own compatibility files that now work if using Tchos HD UI and TonyK mods:
tchos_tonyk_compatible.7z (12.5 KB)
Use these xml files in place of any other that you might have.

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Brilliant, thank you for sharing this. The AI mod is now working with Tcho’s larger portraits:).

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.nss is in the .erf and/or .hak

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