LevelUpHenchment not following Package?
Dragonfolk2000
Member Posts: 388
I'm not sure what it's doing but when I run the LevelUpHenchman function it doesn't seem to follow any package that I try to assign to it. The end goal is a henchman who uses the Assassin package and starts as a level 1 rogue. The player should be able to choose between fighter or the rogue class during actual leveling up. I'll throw some tricky code in so that when the henchman qualifies for Assassin that becomes an option as well. The current goal is to just get a rogue to follow a package of my choosing.
#include "nw_i0_henchman" void main() { SendMessageToPC(GetFirstPC(), IntToString(GetLocalInt(OBJECT_SELF,"class"))); SendMessageToPC(GetFirstPC(), IntToString(GetLocalInt(OBJECT_SELF,"package"))); LevelUpHenchman(OBJECT_SELF, GetLocalInt(OBJECT_SELF,"class"), TRUE, GetLocalInt(OBJECT_SELF,"package")); }
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Comments
Did you make the level 1 henchman using the toolset wizard? Is the initial package the same as the one you're using in the script? Did you make any changes to feats, skills or whatever before running the script? See remarks on LevelUpHenchman to see why those questions matter.
Are you seeing a console message "Level Up Henchman failed"?
If not, what are the symptoms of failure?
The creature wizard always defaults to the default class package, which is not what I want. I did not make any changes to the character.
I see no console message about it failing.
The symptoms are that it just isn't picking feats based on the package. I haven't been checking skills but it should be picking feats in a different order, prioritizing certain ones over others.
What is the class, starting package and target package?
Can you give an example of a feat that isn't allocated?
You'd need to put a new row in packages.2da, then duplicate the files pack##assa.2da, renaming them to match the row you just added.
Use nwnexplorer to open the game files (data folder).
It may do that by default, but, if not, open nwn_base.key with the big Open button.
The 2da files are all in base_2da.bif.
That way, only those modules that need it will use it, by adding the hak to Custom Content in Module Properties. You can find many examples on Neverwinter Vault.
Putting things in override is fine for your own amusement, but it affects every module, so override is not a suitable method for distributing packages to other players.
The player can also use NIT (or Steam Workshop) to install both files with one click.
https://steamcommunity.com/sharedfiles/filedetails/?id=1309774090
Neverwinter Nights Mod Installer Tool - NIT
TR