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Well.. I found it kinda odd how the henchman act how I don't want them to. I've been playing The Aielund Saga and my cleric won't heal my other party member and sometimes not even me when I need her to. Also she sometimes just stands there and casts, what I believe are, buffs on herself, for a minute, then goes to fight. Sorry if this post seems kinda angry\disappointed. Honestly, Ive been having lots a fun on my return to NwN. I'm just trying to find a way to get past this barbarian fight without having any party members die.

Ima get off the comp in a sec, so thanks for the help in advanced.
Do you have the Henchmen AI mod installed or are you talking about the regular Henchmen AI?

If you have the mod, this may be an incompatibility between the AI mod and the Modules own AI (if there is one). So uninstalling the AI would be the way to go to see if this helps.

If you haven't installed the Henchmen AI mod, you definately should try it. It makes the henchmen way more intelligent regarding spell and weapon usage and you can configure their behaviour much better than before.

Here's the link: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=4510

When you install make sure you don't use the monster potions and monsters wandering around and bash doors as it may break custom modules like Aielund Saga.

Hope i could help a little.
That or its the same as the old fight between "Healing Clerics" and "War Clerics"
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Grombart: Snip
Sorry about the very late response. I tried this out and it didn't seem to work. After installing the mod, nothing changed with my henchmen. Perhaps I'm installing it wrong?
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Landeril: Snip
Hmm that may be the problem. How would I fix this?
I suppose the module then has its own Henchmen AI, overwriting the AI mod. If this is the case, i fear you can't really do anything about your issue... (besides editing the module and implementing the mod AI scripts there directly by yourself i suppose, but you definately would need some editor skills to do that without breaking anything important)

Sorry :(

Maybe someone else has some other idea still?
If the mod You are playing uses it's own AI scripts stored in a .hak, those will override the Henchmen AI. You can either tamper with the module to disable it's custom scripting or import the behavior protocols contained within the Henchmen AI.
Post edited September 18, 2011 by LordAvatar
Well it seems that the only thing I could really do is tell the henchmen to follow then attack nearest and guard me to keep them close. Even though the conversation options for the henchmen say "stay close" they will run far away to a person who is shooting arrows and let me get owned by the buffed up melee. I usually keep them close by doing a mix between those three radial menu options XD. Thanks for the help still everyone :D.

BTW after all that mess, the new part that I'm at is where there are a bunch of barbarians in a camp and I'm suppose to kill their leader. Problem is I don't see the leader in the camp and there is a cave that is in the camp that most likely leads to the leader. Just in case you haven't noticed, there is NO chance of me killing that many barbarians. I need to look into it more to see if there is another way.
The option which allows You to set the distance to be kept by Your henchmen applies to non-combat situations only. Whenever combat occurs the guard me/attack nearest selections take precedence over the aforementioned setting.
Post edited September 18, 2011 by LordAvatar
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Kil3r: Hmm that may be the problem. How would I fix this?
If its a Henchmen you can't. A War Cleric simply DOES NOT heal.
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Kil3r: Hmm that may be the problem. How would I fix this?
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Landeril: If its a Henchmen you can't. A War Cleric simply DOES NOT heal.
haha woops. Well she does heal me so I don't have to worry about that.
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Landeril: If its a Henchmen you can't. A War Cleric simply DOES NOT heal.
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Kil3r: haha woops. Well she does heal me so I don't have to worry about that.
Then its not a war cleric.