Author Topic: How to get rid of that stupid fluo-green paint!  (Read 3014 times)

Legacy_Vaalyah

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How to get rid of that stupid fluo-green paint!
« Reply #15 on: September 05, 2010, 09:19:52 pm »


               I already love Deekin! He's soooooooo sweet! Plus, to say the truth, my PC is not fragile and I usually kill everyone in sight without much help from companions. But I am always glad to have some good help because you can't even know what you will find in the next area! And I don't want to use Deekin because he IS fragile... I spend more time trying to keep Deekin away from damages than using him o_O
               
               

               
            

Legacy_Zesvotzashne

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How to get rid of that stupid fluo-green paint!
« Reply #16 on: September 06, 2010, 04:00:53 am »


               

HipMaestro wrote...

Vaalyah wrote...

Guys, could you also tell me if there exists a cheat to allowing 3 companions in the party? From what I've heard, I can have only two. I am going to meet soon Natyrra and Valen, but I would like to keep the adorable Deekin with me.
Any idea, please?

My opinion is "NO".

However, oldmansbeard utility claims to provide the ability to build your party to whatever size you like based on characters you have already created.

So, in your case, you probably would need to build your own version of Naphyrra, Valen, Tomi, whoever... using their character screen to adjust the build to match as best you can and then port them into the current game.

The main issues I see are 1) Deekin is the ONLY henchman from Chapter 1 that is scripted to appear in Chapter 2, and 2) even if you are able to create your own "custom" versions of the henchfolk you want, there won't be any of the scripted interactions between characters that have been provided by the module, probably the most amusing part of the whole experience IMO.  If you just like to have a big party to venture through, OMB's utility should work fine.  Other than that, I am afraid you are limited to the party limit for OFFICIAL henchmen that the module provides.


Can't you actually just edit the HotU campaign and up the maximum henchman limit to 3 (I wouldn't do anything else though, adding hakpaks seems to break the scripts), save it  use Linkboy and go to town?

I had a module edited to allow 8 henchmen once.... Was a fulltime headache but hilarious to go invisible and watch them struggle.
               
               

               


                     Modifié par Zesvotzashne, 06 septembre 2010 - 03:05 .
                     
                  


            

Legacy_Vaalyah

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« Reply #17 on: September 06, 2010, 09:24:35 pm »


               That could be a nice idea but... I don't even know where to start to do that... I think I'd need a step by step tutorial!
               
               

               
            

Legacy_HipMaestro

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« Reply #18 on: September 07, 2010, 03:06:51 pm »


               

Vaalyah wrote...

4
That could be a nice idea but... I don't even know where to start to do that... I think I'd need a step by step tutorial!

Well... I suppose you could edit the
loadmodule
script and change
SetMaxHenchmen(3);
to another number like
SetMaxHenchmen(4);
, for example.

There are a few caveats worth considering, however...

1.  You will probably need to change the script parameter in all three HotU modules.  IIRC the script fires separately each time a new module loads (if it contains the script at all, that is).

2.  I am just guessing, but it may need to be recompiled and renamed.  Dunno never tried it myself.

3.  There could be unanticipated consequences throughout the game where other scripting may conflict with the max henchmen setting.  The consequences COULD result in a broken module.

4.  When Module 2 loads it is scripted to only "carry" Deekin fro m the previous chapter and no others.  If there is a way to circumvent this, I couldn't even hazard a guess on how to do it.

If you are the adventurous type, go for it!  Myself, I feel fortunate that the game operates reliably and avoid any potential gliches whenever I can.

As far as using the Linkboy... that is used only for porting pre-built PCs into a module and has nothing to do with the module-defined henchmen. But that (OHS) could be a more stable method to increase the party size, if that is your goal.  Honestly, since the campaigns are so easy to complete with the designed party size, I fail to see the advantage of building up an army other than just for vicarious thrills.

Good luck with whatever path you decide to follow, Vaalyah!
               
               

               


                     Modifié par HipMaestro, 07 septembre 2010 - 02:26 .
                     
                  


            

Legacy_Vaalyah

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How to get rid of that stupid fluo-green paint!
« Reply #19 on: September 07, 2010, 04:13:09 pm »


               No, I am absolutely not of the adventurous type. I thanks each time the game loads successfully and I am still trying to make also NWN2 runs! (well, the toolset). So, no adventures for me. I suppose I will keep my small party with me :-(

Thanks for the support guys! ^^
               
               

               
            

Legacy_kalbaern

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« Reply #20 on: September 12, 2010, 05:49:25 am »


               If the Module's Onload script is a default one (for each chapter) the simply editing it and dropping it into your  override folder should suffice.
               
               

               
            

Legacy_Vaalyah

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« Reply #21 on: September 12, 2010, 02:36:09 pm »


               Are you sure of this? Have you ever tried this before?
               
               

               
            

Legacy_Vansen Elamber

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« Reply #22 on: December 07, 2010, 02:40:38 pm »


               

Vaalyah wrote...

Hmmm, that would be a problem, since the reason I want more NPCs is because I like them interacting with my PC. If I build a copy of Deekin, he would not start dialogues with my character so it would be like not having him in my party...


If I had to make a complaint about NWN this would be it. Every time I get to the Seer's camp in Chapter 3 I always don't feel like finishing the game because as I have said in other post I play pretty much exclusively for the story and a huge part of that is the interactions your PC has with the companions in the party. Now suddenly I have these new companions I can use and I have to leave one of them behind.

I don't see why they could not have made it so that at that point you get to have three companions instead of two, because if you can summon or a party member can summon you can in effect have three so whats the big deal? They must have had complaints during beta testing in house, I can almost garantee that because any gamer who likes story hates to leave part of it waiting back at the temple.
               
               

               
            

Legacy_HipMaestro

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« Reply #23 on: December 07, 2010, 06:30:18 pm »


               

Vansen Elamber wrote...
I don't see why they could not have made it so that at that point you get to have three companions instead of two, because if you can summon or a party member can summon you can in effect have three so whats the big deal? They must have had complaints during beta testing in house, I can almost garantee that because any gamer who likes story hates to leave part of it waiting back at the temple.

Straying off topic but it really isn't all that mysterious why the designers set it up this way.  NWN is not BG.

So, the reason: It's for those who enjoy a challenge.  Two is one more than in either the OC or SoU.  Besides, there is so much uber equipment available, your allies can become almost godly with respect to the majority of the combat encounters.  Some of us in the antisocial fraternity sometimes play it solo, just for a boost, and it's fun even that way.

The easiest way to get all the available interactions is to keep stirring the mix.  Deekin/Valen for a while, then switch to Deekin/Naphyrra then Valen/Naphyrra.  In the last chapter, the mix is even greater, though some is extremely linear. There's plenty of opportunities for quality time with each combo,  ff you enjoy the interactions more than dealing with combat.  Allow each to complain about the temporary divorce and go about your business. They'll wait.  They are hired killers, eh?

There are ways to custom the party size, if that is your preference, just by resetting the max hench variable.
               
               

               
            

Legacy_Vaalyah

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« Reply #24 on: December 07, 2010, 08:32:57 pm »


               Hip, you have a point, but there is another way to consider the game. Since you can choose how many companions have with you (also in old BG), why programmers had not left to us the choice? I mean: I want a challenge? I'm alone, or just with a companion. I want a lot of fun and a more "round" story? I walk with 3 NPCs. So everyone could have been happy!
               
               

               
            

Legacy_HipMaestro

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« Reply #25 on: December 07, 2010, 09:50:42 pm »


               True.  But it would have required much more scripting with a potential for all the additional combos.  What we need to remember is that these commercial modules are not created in a vacuum like community content where there is no pressure to get the content released. Just from my own limited experience, just working out the existing bugs can be overwhelming enough and they probably set up Gantt charts and all that to keep on schedule.  It definitely would have offered more possibilities and interest.  Next life! '<img'>
               
               

               
            

Legacy_Vaalyah

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« Reply #26 on: December 07, 2010, 10:14:29 pm »


               Excuse me but... since the game already has all the companion-companion interactions, they could just simply put all the 1-1 interactions they already had! (hope that in English the sentence could give the idea of what I mean)
               
               

               
            

Legacy_HipMaestro

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« Reply #27 on: December 07, 2010, 10:50:43 pm »


               Unless there is a conflict, which is likely.  They use triggers and would need to either write delays or extra conditionals to prevent two events from occurring at the same moment.  It is currently set up to handle only two hench at a time, with each 2-way convo as a unique event, so would need to be modified.
               
               

               
            

Legacy_Muric

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How to get rid of that stupid fluo-green paint!
« Reply #28 on: December 08, 2010, 08:13:34 am »


               Hmm. Dispel magic should have worked for removing the "paint".  very odd.. oh well. at least it's gone now.
               
               

               
            

Legacy_Vaalyah

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« Reply #29 on: December 09, 2010, 08:10:48 pm »


               @ Muric: since my internet connection is awful, I didn't even try to patch the game. So maybe my was just a glitch! :-)