The original campaign didn't really have any customization for henchmen and it was really simple. Of course if you really get into the scripting you can change the way the people react even more, and I recall several old mods being made for such purposes. The control varied between the main game and later expansions, but through conversations you could setup various things as well (ranged vs close, stay close/far, etc). They tend to follow you around, attack enemies, and try to open locks (through picks or smashing the container). Yeah the AI more or less handles companions. Would you be able to level them up the same way as the main character aka assigning skills etc? I think that would be awesome if the AI controls the other companions. So it just depends how in depth you want to get into it or if you find one you like that someone else made. Depending how in depth you get at the coding portion you can make a lot of changes yourself. You can also do things such as change the way they work, give them dialogue/story, or allow yourself to have a larger number of them at a time.Īt their base they listen to general commands (attack, guard me, follow, etc)., but you don't actually click and take control of them like a party-based game could.Īnd I haven't looked into the old mods to see how they are in NWN EE as far as compatibility, but there were a number of mods in the past to change the way henchmen worked. It's generally a bit more complicated than that, at least in some respects, but yes with the toolset you can edit the main campaign and insert your own companions. Would it be possible to add in an extra party member via the editor and then place it into the world similar to adding recruitable characters to Skyrim? Originally posted by Thanks for the information, I'll check it out.
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