If you are not getting exceptions, then the likely reason is they are trying to cast a spell they aren’t able to or casting at a location or creature that is not allowed. Debugging the HenchCastSpell script by uncommenting out the Jug_Debug statements is how I find issues like this.
Edit: Sometimes I just have add in /uncomment a lot of tracing statements just to see what is going on trying to figure what branch of the script it is going down.
If I take manual control, I can make them cast everything. With the default AI script they are casting without any trouble at the same NPC at the same location. So they are fully able and allowed to cast, or with the default AI script they wouldn’t cast either.
If you are using the Kaedrin’s PrC pack: this discussion reminded me of the problem with the ClearAllActions the PrC pack does in the module player equip event. This only affects companions. To test, turn off weapon switching in the companion’s behavior settings. If you are using the PrC pack, you should either remove the script or change it to remove the ClearAllActions. This was added by Kaedrin to prevent exploits on PWs but shouldn’t have been done for everyone. The AI readme has some more details about this.
Sir you are spot on ! Took out the Kaedrin script execution from module equip and all companions are no more sitting ducks with your AI in place. I need to write down that stuff so to not have this problem again.
The eqiup script does some other things in the PrC pack. Certain PrCs get bonuses when certain weapons are equipped, etc. You might want to take a look at modifying he script. I have thought about it, but Kaedrin didn’t officially provide the source for the latest release. I could make a version based on the last release with source and that would have most if not all of the functionality.
When I try to run the save game, my NWN2 crashes to the desktop. I also don’t see the character or their portrait - a question mark is shown, in the brief time it runs. Are you running using some other custom content like a head pack, etc?. If I run the saved game with nothing in the override, NWN2 lasts longer but as soon as I do something like open the character sheet the game still crashes. I also don’t have Wyl fighting with nothing in the override like @kevL_s. I only run with the Jade Empire frame rate fix, which I tried running without, to no effect.
If I don’t do anything with the PC or party, I can delay the crashing enough to test. Most times I run now with the override you provided; all three brawlers start to attack. The results are very inconsistent, earlier Wyl almost never fought.
I checked the event scripts for all three brawlers, they are all the same with critical creature events replaced with module ones.
Spell cast at: 0b_brawler_castat
On damaged: 0b_brawler_dmg
Since the heartbeat script has been replaced, the Companion and Monster AI scripts won’t pick up the nearby enemy to attack. The perception script won’t fire because the party was already perceived before the change to hostile. The other scripts key to get them attacking have also been replaced (damaged and spell cast at). In the heartbeat script for the brawlers, it assigns targets and sets commandable to false. When the default AI is called at the end the script, it can’t do anything in that state. I am thinking that this will need some sort of fix with @kevL_s Nwn2fixes.
After the west harbor fighting and talking with Daeghun about silver shard and Bevil if you decide stay in west harbor and not immediately set out to swamp, Daeghun Farlong after a little time start walking to the field when other archers stays.
To solve this problem i saved my game immediately after talking about silver shard and load this save.