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Aurora Toolset, A Dance with Codex

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,717
I understand that you wouldn't be able to make a module where it's possible to have fully direct freedom to choose what feats, spells and ability increases your henchmen would choose, but can you make them at least select what class package they use upon levelling up while playing, provided the SoU functionality of telling them what class to take a level in is added to a module?
The short answer is yes, LevelUpHenchman() takes an optional package parameter, so you could set it up that way. The catch is that you must start at character creation and stick to the chosen package, no swapping, and multiclassing is another problem that I don't quite follow, see the reference Remarks:

In order to level up a henchman (or any NPC, it isn't restricted to henchmen), that NPC must have followed its packages stringently. When you create a creature in the toolset, giving it, say, 5 levels of wizard, it automatically follows its packages. If you then start adding feats manually to it, for instance, you'll no longer be able to use the LevelUpHenchman() command successfully on that NPC.

There a level up wizard available in the Toolset however you cannot choose a package; this along with the Creature Wizard always applies the default package. For custom NPCs and henchmen leave them at level 1 and level them when they are spawned.

The one big thing to note is that the packages.2da lines you refer to must be valid for the given class. You cannot reuse a package line for a different class even if it would otherwise work. Bioware wants unique lines even for prestige classes.

They themselves created for dual-class characters the same package lines but the only difference being the ClassID set. For instance in HotU Deekin has packages.2da line 72 - NPC_Bard (or "Healer, Bard" in the toolset) set as his starting class package, and is used for Bard levelups. The same package line is duplicated to line 117 with the only change to it being the class ID assigned - this time Dragon Disciple - meaning only one set of package files are really used at once.

If you just want to play a module with custom companions (rather than work on your own), you can use OHS to make henchmen from your localvault PCs and it does follow your selected package as I recall (don't configure skills and feats at chargen, just choose one of the presets). But while you can multiclass them, that sub-option doesn't offer a package selection and I've never tried it in any way, can't vouch for it.
 

Pikoman

Novice
Joined
Dec 30, 2023
Messages
43
Thanks for the clarification, guys. It's a shame that further functionality wasn't added at least in the EE, pertaining to being able to have wider control on how your henchmen level up while playing. FPC was out of the question in my mind even when EE was announced, but it seems that a more intuitive way to freely level up your party was problematic to implement as well.
 

Shuruga

Educated
Joined
Jul 4, 2022
Messages
100
Yeah, the quickest approach is to set a package for an NPC and just use LevelUpHenchman(), as Gargaune said. The tutorial Gahbreeil linked demonstrates a much more laborious approach that gives you complete control by essentially building a brand new copy of the NPC for every level.

I'll just add that LevelUpHenchman() should allow you to multiclass NPCs using more than one standard package, and there are a lot available (see here). It looks like you could build your own custom packages and use those, too, see here and the packages.2da paged linked therein in particular. I haven't messed with editing .2da files myself so I can't offer much more insight than pointing you to those pages, though.

 

Gahbreeil

Scholar
Joined
Feb 9, 2021
Messages
1,065
Location
Asarlaíocht
I don't know if anyone here knows but the Nexus has NwN mods as well. This one is pretty cool, uses unused assets of the base game.

Well, anyway, how are things? I'm trying to edit a .hak, I have to use a .plt editor to check which .plt does what, don't have the software to do the same with .mdls but that's ok. It's just cross referencing the files because I believe that some are misnamed, I'm trying to delete the models and textures that I don't have an interest in being a part of the .hak.

EDIT: I don't want to double-post. This is the handy tool for handling .plts. https://neverwintervault.org/project/nwn1/other/tool/plteditor-031b
 
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Gahbreeil

Scholar
Joined
Feb 9, 2021
Messages
1,065
Location
Asarlaíocht
Right, so are we doing this as a group or not? I have three .haks that I have created on my own that will definitely improve the module.

1. Proper Shape of Dwarf and Human Males - I've edited out the dwarfs to keep them stocky & bulky.
2. Artastrophe BG Portrait Pack - A portrait pack that I've turned into a .hak, removing all clear & plain derivatives of Baldur's Gate Portraits. No Sarevok, Edwin nor Minsc. Hopefully, the .hak is legit and legal to use without these.
3. ACAG.106 - A .hak used for older editions of A Dance with Rogues which I have edited to include only female nudity. As in, pelvis and chest. I'm thinking about removing pelvic nudity yet as PG ratings vary between here and there, I do not know whether it is +16, +13 or +??.

These files are not yet uploaded anywhere because I don't know where to ask the 1. and 3. for permission to use derivatives of their, respectively, overdrive files and .hak. EDIT: 1. has granted me permission!

Before you think so, I am not a deviant nor a pervert and I don't think "intimate animations" have a place in NwN. Dialogue romance could be easily expanded into sexual matters but I draw the line at Dragon Age: Origins, that the characters hug, kiss, touch one another. Not outright sex, I prefer the fade to black option. Female nudity, however, as I remembered from movies is acceptable as long as it is not sexual in nature. Therefore, upper waist nudity is around +12.

Well, that's it.
 
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deama

Prophet
Joined
May 13, 2013
Messages
5,156
Location
UK
Definitely vampire module, there's only 1 finished one, and like one or two unfinished.
In games in general there's barely anything good either.

Anyway, if you ever finish something, poke me about voice acting, I can try adding in some via AI using iconic voices I've collected over the years.
 

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