Okay. I see no way how to alter minimap. Maybe it is possible to somehow enlarge the minimap GUI but I doubt that game will be able to work with that...
As for saves:
- 000046 - new bug 1 - what is problem there? havent seen anything unusual
- 000047 - new bug 2 no heal - she didnt healed you because there was enemy around and she doesnt possess combat casting so he doesnt heal in melee combat unless she is very badly wounded but that doesnt apply on you as her master - in this situation you must order her to heal you manually - its intented. As soon as I killed that last convict she started healing me.
- 000048 - new bug 3 passive - when I load it, she stands over there not doing anything but in a second she helps me without me need to order anything
- 000050 - new bug passive 2 - she attacks as soon as I load it, he even use turn undead and kill all zombies around
- 000051 - new bug bash stuck - when I load it she is not bashing anything, and I didnt have a problem with her following me - but sometimes this happens and she really stuck in some corner - in such situation you need to "bump" her
will cut this - all the passive bug saves are working for me - please redownload the 1.71 patch addon and make sure you overwrite all files when you copy it into override.
Will try to look where Linu is in that bug with temple but this looks like a OC specific issue and this is at this moment out of CPP scope.
I am sorry for wasting your time '>
I was sure that those saves (the "passive" named ones) had the passive AI bug occurring again...
I reinstalled the 1.71 latest Addons (v3) as you suggested, so far it seems to work fine.
I got a long list of suggestions and potential bugs, if you could please take a minute to read and consider them:
1. Could henchmen/companions be changed so that they always prioritize buffing the player's character instead of themselves?
I always find it kind of a waste for my Cleric henchmen to first buff herself with all those nice buffs (like Bull's Strength) - and then she does not have more to also buff up my Barbarian/Fighter/Weapon Master character (who can make much better use of the buffs) '>
I suppose the AI should first cast party-wide buffs (that affect everyone at once) and then just cast buffs on the player's character - and skip buffing themselves completely, so they have more spell slots for other spells (like spontaneous casting/healing).
Honestly it seems that those spell-caster henchmen (cleric, sorcerer/wizard, bard) should always FIRST buff the player's character (unless the player is a wizard/sorcerer who does not benefit from most combat buffs like Bull's Strength).
In fact, it is probably better if the henchmen ONLY buffs the player (and not themselves) - and leave the remaining spell slots for casting other spells (like spontaneous healing from cleric).
2. I see two (locked) chests in a room.
I approach and click on the first and it says "locked" - my henchmen runs over to that (first) one to unlock it or bash it.
At the same time i run over to the 2nd chest and click on it (says locked) - my henchmen interrupts his own lock picking (or bashing) of the first chest to run over to the 2nd chest (where i am) to try and lock pick that one, thus wasting a ton of time...
It would be much better if the companion insisted on finishing the (first) lock pick he was already very close to completing, instead of abandoning a near completed job...
Could you please make it so that when a henchmen/companion/pet starts doing Lock Pick (or bash) they will not interrupt it unless their master directly orders them something like Guard Me or Attack Nearest?
Also if the master manually orders a new "Pick Lock" command (radial menu) while the AI is already in the middle of a pick lock or bash, the companion/henchmen can be forced to abandon his current lock pick (or bash) and try to lock pick (or bash) the chest the master is the closest to (or the chest the master is trying to bash or lock pick).
3. Could the companion/henchmen AI be forced to hug (in melee) his master when the AI is planning to cast party-wide buffs as well as buffs that should be cast on the master (like bull's strength)?
A lot of times at the start of a fight my companion will immediately start buffing - while my melee character is running ahead to fight the enemy.
So when my henchmen finishes casting her buff, i am usually either out of range or behind a corner/wall...
Forcing a henchmen to approach it's master FIRST and then attempt to cast a buff would help a lot... especially if the henchmen will try to approach the master before EVERY buff to insure that they all properly reach the master.
4. I am loving the new "permanent combat modes" change you made (where power attack does not turn itself off).
However the icon (of power attack, for example) changes very little depending is it on or off - just a very tiny white square appears around the power attack icon when it is on, and it is very hard to notice on high resolutions... which means i gotta open my C panel every time i need to check which combat modes are actually on at that moment '>
Could you please make the icons of combat modes be more noticeably changed when the mode is on?
Perhaps something simple like "invert colors" of the icon when the combat mode is on (like power attack) would be fantastic, it would not require much work but would be instantly recognizable is the mode on or off.
5. Could the companion/henchmen AI be told not to try and cast spells that are borderline useless?
I think the AI will try casting a spell that can never work against certain enemies (like death magic on golems, or a low level daze against high level enemies).
Also certain very weak buffs (like Virtue) are just not worth a spell slot and would be better if the companion never wasted time to cast them, and instead saved the spell slots for healing or other more useful spells.
6. The Whirlwind attack seems to work a bit strange:
It seems to sometimes automatically cancel my previous "attack" command, meaning that my character will stand still (passive) after performing the Whirlwind - and that is horrible in a big fight...
Sometimes after doing a Whirlwind it will automatically queue an Attack command on a certain creature around my character, and if i want to do more Whirlwinds after the first Whirlwind i have to manually cancel that automatic Attack command in the top-left corner.
Overall the Whirlwind attack seems to be plagued by some "automatic adding of an attack or cancel-attack" bugs, where it will sometimes either add (or cancel) an attack command for no reason...
7. A minor bug that is a bit strange and it will not always happen.
When i use the W keybind (move forward) to go through a zone (loading screen), my character will do a 180-degree turn once he "zones in", meaning that if i press W again i will walk back through the same "portal" that i just came through!
My camera is set to "top down" if it is of any significance... anyway it is a minor bug, but kinda annoying when i press W and end up walking back through the zone "portal" that i just came out of - meaning i gotta load the previous zone, and then again load the new zone i wanna go to >.<
8. Is there a way you could make consumable things like First Aid Kits and potions be purchased in big groups of 5 or 10?
Either some new way to buy them in groups, or just to very quickly buy them 1 by 1, or perhaps if the vendors themselves could sell them in groups of 5 (or 10)?
9. NWN wiki says that barbarian Mighty Rage can be stacked with the regular Rage (or Greater Rage) if casted in a specific order:
"one can use mighty rage then barbarian rage to get the effects of both."
That honestly seems like a bug - it should either stack regardless of casting order, or it should never stack at all.
Did the CPP perhaps fix this double-rage issue in any way?
10. Any way for the companion to cast spells like Restoration (or whatever else) in order to remove harmfull spells/effects from it's master - like casting restoration to remove attribute decreases, or casting "whatever" to remove paralysis/fear/daze?
Also any way for a companion to be made to do dispel magic and spell breach on mages/creatures that have valuable buffs/defenses that can be removed/dispelled?
11. Sometimes my companion will stand still at the beginning of combat (passive), and after about ~5 seconds he will properly join the fight.
Is there any way to remove or reduce this occasional passive time that the AI sometimes takes before joining a fight?
12. If a henchmen or pet/companion has Sneak Attack, could the AI be told to prioritize attacking targets that it would get the Sneak Attacks against?
If i (a fighter) and my henchmen (rogue Tomi) are fighting multiple foes - can the AI make Tomi prioritize attacking the enemies that are attacking me, so that he can utilize his Sneak Attacks?
13. When fighting creatures that can turn invisible, my character behaves strangely:
I am fighting a clearly visible Imp in Melee.
The imp casts invisibility, but i never lose sight of the Imp (he becomes transparent, but i still see him).
For some reason, my character stops attacking and goes into the "passive" mode!
I click to attack again... when the Imp's invisibility expires (goes away), my character again goes into the passive mode (stops attacking)!
I click yet again to attack... if the Imp again recasts Invisibility, my character will again stop attacking - even though he can see the Imp!
It seems to me that the act of becoming Invisible or losing Invisibility makes player character (or perhaps all characters) lose their "attack" command...
It seems like a minor bug, but really annoying... especially since i can see the damn imp the entire time in melee!
14. If my companion/henchmen has the Find Trap or Knock spells, can there be an option for me to order him to cast it?
The caster companions would be much more useful if they could cast Find Trap and Knock spells (if they know those spells).
15. My camera controls are behaving rather strange since i installed the 1.71 CPP and it's v3 addons and the NWNC/NWNCX Loader (also the hyper gore and 50%/75% empower/maximize addon you made).
My camera zoom is either extremely fast or very slow - same goes for my camera turning/rotation (both with middle mouse button and by moving cursor to any edge of the screen), it is either very fast or very slow!
I tried changing all the camera speed and camera mode options in the NWN settings but nothing has helped '>
I think the camera work fine if i play NWN without any mods/addons/patches.
16. It would be very nice and helpful if the player could see ("identify") what spells are his party members (both allied players and hench/companions) casting.
It would make sense for your teammates to "tell you" which spells they are casting - and it would also be quite useful for the player to be fully aware of what spells are his party members casting.
Overall it does not make much sense to me that you need Spellcraft to know what spells your ALLIES are casting - they can just tell you the name of the spell, and it is just great for coordination '>
17. Sometimes when i tell my companion/hench to "handle" a ground (not chest) trap we can see (they don't have disarm trap), the companion will walk to the trap's corner and then along the very edge of the trap - but it will not trigger the trap!
After this walk on the very edge of the trap's trigger area, the companion will return to me like it has done it's "handle trap" job!
Usually the companion will properly run into the trap we can see when i tell him "handle trap" and he has no disarm trap - but, sometimes, they will do this "on the edge" walk around the trap... trolling AI '>
Thank you very much for reading and helping out! '>