SetMaxHenchman () but you can't do it from the console unless you write a script and then execute it using the console. Also, you would need to execute it for each module, not just the first one of each campaign.
The main issue is that you'll either lose all the interesting interaction dialogue between the henchmen because the convo triggers are set up to fire only once and then stores the variable on whichever henchman was in the trigger area AND/OR crash the game entirely when Chapter 2 starts because it couldn't figure out which henchman to "drag" up from the Interlude. Essentially, all you will accomplish by raising the number of henchmen is making a boring mess (i..e. no combat scaling = no challenge) of an otherwise nicely-storied campaign just to have a larger menagerie following your toon around.
Also, that Mischa work-around only provides her as a combat ally but without any special interactive convos like Dorna & Xanos. Why? Because there aren't any in the module! *lol* (you could write your own, though.
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edit: HotU would be even worse. Deekin is the only henchman scripted to move into Chapter 2. Later on, the contigencies of which henchman are present in Chapter 3 will determine the outcome of several events.... unless you mess with the henchman count and screw all the variable setting up.
Bottom line: If you want more henchman, rewrite and rebalance the modules where you prefer a BG-style experience. There are loads of large-party community content on the Vault that have already been designed that way. Check them out!
Modifié par HipMaestro, 21 janvier 2012 - 09:08 .