My second module, a city adventure, uses several henchmen at different stages, and their involvement with the story and the PC varies.
To reflect that, and other things, I found myself editing the x0_inc_henai file which apparently defines a lot of the stuff that henchmen do.
Now, my understanding is that in the case of an include file, I would need to recompile all the scripts that use it so that they draw from the modified script. I would prefer to avoid recompiling all the BioWare henchmen scripts “just in case,” although if that is the smartest thing to do I will of course do it.
So far, I have modified the response to the radial menu icon saying “remove from party.” Henchmen in my module must not be removed that way, so I found the relevant portion in the x0_inc_henai script, edited it, and recompiled the x0_ch_henconv script, because my understanding is that radial menu commands are “silent shouts” and the henchmen respond to those trough the conversation script.
This worked, and my “no can do” message now appears as desired.
The other thing I wanted to do - and here comes the question - was to stop henchmen from playing voice chat when near death. I have found the relevant portion in x0_inc_henai (see below) and commented out the two lines.
(...) // * when hit points less than 10% will whine about // * being near death if (iHP < 10 && Random(5) == 0) VoiceNearDeath(); (...)
However, if I understand correctly, I now have to recompile the script that calls that function in order to stop it from actually happening. Is that right? And if so, does anyone know which script would that be?