Has anyone ever encountered something similar? I'm not sure if it's even a scripting issue, but I'll explain it below.
Sometimes when I examine a henchmen or summoned creature that is in the party, their six attributes are as expected. Yet, sometimes when I examine those same henchmen or summoned creatures still in the party, their six attributes all equal 8. Eventually, through going from one area to another, or after a battle or just exploring and examining the henchmen or summon again, their six attributes are back to normal.
I thought it might be a scripting issue as I only noticed it with henchmen while playing through one of my older modules Shadewood, and it continues to happen in the third module I'm building with henchmen too. That's when I also noticed it happens now and again with summons as well, which to me points to it not being the henchmen scripting package I'm using.
There's no pattern I've been able to work out, and if I had not noticed it while testing the third module, I would be ignorant to it all. When it happened in Shadewood as well, a module released in 2007, and a module I never noticed it happening in the past, it started to bug me. Could it be something in a HAK perhaps? A .2da file? Some file that determines henchmen and summons?
\Override is empty.
I've made no modifications to summons.
Henchmen are using 69MEH69's package, which is the same through the first two modules of the series.
I'd like to try and track this down, but I don't even know where to begin outside of the scripting package I'm using. I feel it's set up correctly, and since it also happens to default Bioware summons, that's a reason as to why it might not be a scripting issue at all.
I just don't know.
Thanks,
FP!