I’m going to start putting my updates here as well as in discord for anyone interesting in using this system.
Philos’ Enhancing Player System is a set of scripts a single player can place into the override folder to enhance their single player experience in most modules.
New AI for monsters, associates, and even the player!
New options to control your associates and the player more efficiently.
Auto looting for familiars and companions to retrieve loot, Henchman to pick up the loot, or have the player auto loot.
Casting of associates and/or the players defensive spells. Auto selects targets for the party as well as quick casting them.
Action mode to control your associates almost like your player character.
Many other features to enhance control of your party.
Widget for the player and associates to have commands ready to select.
Ability to customize your widgets to show only the commands you want to use.
Allows the player to hire all 6 henchman in the Original campaign to have a full party.
Options to change how the module plays! Such as enemies summoning familiars and companions, casters already buffed and ready to fight!
Many more options.
This is an early build and I’m working to fix any issues as well as compatibility with popular modules.
Good day! Thank you for these files! Can you tell me how the scripts that allow five to twelve henchmen work outside of the original campaign? Do the same scripts work to allow up to twelve henchmen in SoU, HotU, and other modules? To be more clear, I’m not exactly looking for the exact technical answers here, but, hopefully, a more general reply. I had thought that there were all kinds of custom conversations and scripts involved, to where it would require more than an editing of the maximum henchmen number. Or is the main purpose for this part of your tool here for something that I’m missing?
There are a few scripts in the base game that do the checks. These were designed for the Original campaign and thus limit the number of henchman to one.
What i’ve done is fix those scripts to check for the maximum henchman via GetMaxHenchen().
Neverwinter Nights has different levels it pulls the files it uses.
They are (I’m on my phone right now, and I could get the order wrong) in this order from first to last
Development folder
Module
Override
Base game files
All I do is put them in the override folder to replace the original files.
Now the Development folder can be used if the module has changed them, but it should only be used if you know what you are doing.
To simplify the way the game works is that the conversations references the scripts and thus all or most conversations reference a small set of scripts that can be changed. The different core campaigns use mostly the same scripts but I’ll list what I know below so you can see.
These are in the core game:
nw_ch_action_13: Used when swapping henchman in a conversation.
x0_d1_hen_hired: Used when hiring a henchman in a conversation.
x0_d1_hen_rejoin: Used when a henchman rejoins in a conversation.
x2_hen_2comp: Checks if the player has the maximum henchman in a conversation.
Required for Hordes of the Underdark:
con_q2bhench_1: if you already have 2 henchman in a conversation.
con_q2bhench_2: if you don’t have 2 henchman in a conversation.
There maybe more of these but those are the ones I’ve found and have been reported to me.