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#326
Pstemarie

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btw: i see ProjectQ is getting some more vanilla fixes as well. do you guys share your resources as well between the two projects?

 

I try to leave the vanilla tile fixes to CPP unless its a tile that I've reworked (or will be reworking - like adding ceilings) for Q. We have a sort of reciprocal relationship - Shadow is welcome to pull any fixes he wants from Q to include in CPP.



#327
Bogdanov89

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ShadoOow, if you have a bit of time, could you please consider making optional mods/files that do the following:

 

1. As far as i know, the Throwing Axes are automatically "Mighty" up to the total (maximum) of the character's Strength modifier.

Could you please make a mod/file that makes all ranged weapons in the game be Mighty up to the total (maximum) character's Strength modifier?

 

It would be awesome if all the ranged weapons automatically scaled with ALL of the character's strength (modifier) without the need to have a specific "Mighty" enchant.

 

2. There is a feat called Zen Archery (prerequisite base attack bonus +3, wisdom 13+) that makes your Wisdom be used to determine attack rolls for ranged weapons instead of Dexterity.

Could you please make a mod/file that adds an (optional) feat that makes your Strength be used to determine attack rolls for all ranged weapons instead of Dexterity?

 

It could be named something like "Mighty Archery", and it could require something like BAB+3 and Strength 13+

 

3a. Could you please make the Weapon Master bonuses/feats (everything that weapon master class gives) also work with all the Ranged Weapons in NWN?

I always wanted to make a crazy Fighter/Barb/Weapon Master that specialized in Throwing Axes!!!

 

3b. I am not sure does Barbarian's Thundering/Terrifying/Mighty/Greater Rage also work with Ranged Weapons.

If they do not, could you please make them work with ranged weapons?

 

I do not know how hard is it to program these optional mods/files, but it would be super awesome if you could do it... pretty please? :)



#328
Shadooow

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ShadoOow, if you have a bit of time, could you please consider making optional mods/files that do the following:

 

1. As far as i know, the Throwing Axes are automatically "Mighty" up to the total (maximum) of the character's Strength modifier.

Could you please make a mod/file that makes all ranged weapons in the game be Mighty up to the total (maximum) character's Strength modifier?

 

It would be awesome if all the ranged weapons automatically scaled with ALL of the character's strength (modifier) without the need to have a specific "Mighty" enchant.

 

2. There is a feat called Zen Archery (prerequisite base attack bonus +3, wisdom 13+) that makes your Wisdom be used to determine attack rolls for ranged weapons instead of Dexterity.

Could you please make a mod/file that adds an (optional) feat that makes your Strength be used to determine attack rolls for all ranged weapons instead of Dexterity?

 

It could be named something like "Mighty Archery", and it could require something like BAB+3 and Strength 13+

 

3a. Could you please make the Weapon Master bonuses/feats (everything that weapon master class gives) also work with all the Ranged Weapons in NWN?

I always wanted to make a crazy Fighter/Barb/Weapon Master that specialized in Throwing Axes!!!

 

3b. I am not sure does Barbarian's Thundering/Terrifying/Mighty/Greater Rage also work with Ranged Weapons.

If they do not, could you please make them work with ranged weapons?

 

I do not know how hard is it to program these optional mods/files, but it would be super awesome if you could do it... pretty please? :)

1. Easy to do ingame via OnEquip/OnUnEquip script where you can apply the mighty itemproperty automatically. This might be part of the DnD 3.5 rules mod since in 3.5 throwing weapons are all automatically mighty afaik. However while I do like 3.5 a lot and I consider it to be a patch for 3.0, opinions on this varies and such modification would be generally treated negative and as a balance change. While this modification fits in the CPP scope, I am not sure whether this should be added or not into CPP. I need more opinions before adding something like this to be part of the CPP project. EDIT: when considering this, keep in mind that I can do it both inside engine via NWNX_Patch or via NWScript in the already mentioned OnEquip/OnUnEquip events.

 

2. There is a Brutal Thrown feat that adds strenght modifier for attack with throwing weapons in DnD 3.5, and I am able to make new feats like this (and Ive actually already done them for my abadoned PW also with Power Thrown) but this is sort of modification that doesnt fit into CPP scope at all. And while I am able to do this I do not have a time to make an additional modification packages outside of the CP project, at least not modifications like that that would need an engine modifications.

 

3a. The same as 2.

 

3b. they works, with an exception of the deafning onhit chance from thundering weapon that doesnt. I might be able to fix this by playing this itemproperty onto ammunition where it works. Ok will do it, I have improved gloves like this already.


Modifié par Shadooow, 17 juin 2014 - 01:59 .


#329
Bogdanov89

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Thank you very much for replying.

 

I know about balance changes in CPP being an issue, so i thought if you can make it as one of those completely separate files.

Like the "50%/75% empower/maximize" separate (optional) mod/file you uploaded on the Neverwintervault.

 

So that way no one would mind it existing, since it would be completely separate from the CPP as far as the installation goes.

 

As far as your explanation of the 1. question, i don't know anything about scripts - so i can't use that information in any way :(

 

If you happen to catch a moment of time you can spare in the coming days/weeks, it would be awesome if you would consider making these optional (separate) mods/files for improving ranged weapons :)



#330
Shadooow

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Thank you very much for replying.

 

I know about balance changes in CPP being an issue, so i thought if you can make it as one of those completely separate files.

Like the "50%/75% empower/maximize" separate (optional) mod/file you uploaded on the Neverwintervault.

 

So that way no one would mind it existing, since it would be completely separate from the CPP as far as the installation goes.

 

As far as your explanation of the 1. question, i don't know anything about scripts - so i can't use that information in any way :(

 

If you happen to catch a moment of time you can spare in the coming days/weeks, it would be awesome if you would consider making these optional (separate) mods/files for improving ranged weapons :)

Of course but the problem is that this requires an engine modification. So this needs to be done via NWNX/NWNCX plugin which is a problem because such plugin would conflicted with the NWN©X_Patch plugin and they wouldnt worked together.

And this is already possible to do using existing NWNX plugins, but only for a server. And AFAIK you are playing singleplayer.

 

This is simply not a suitable modification for a singleplayer...



#331
Bogdanov89

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Of course but the problem is that this requires an engine modification. So this needs to be done via NWNX/NWNCX plugin which is a problem because such plugin would conflicted with the NWN©X_Patch plugin and they wouldnt worked together.

And this is already possible to do using existing NWNX plugins, but only for a server. And AFAIK you are playing singleplayer.

This is simply not a suitable modification for a singleplayer...

 

I play either single player or multi-player with a brother of mine (i am hosting on internet through the NWN game).

 

But i did not realize that it would be so complex to get all the files to work correctly with one another.

 

Oh well, perhaps one day :)



#332
Shadooow

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New stuff that I finished:

 

1) support for ranged non-throwing weapons with terryfing rage: the deafness onhit property is added onto ammunition as this property cannot be placed onto weapon itself (technically: game attempts to do it, but since its not valid property for a bow/xbow/sling, nothing happens)

BTW: throwing weapons doesn't have any limitations with terryfing rage

 

The rest are NWN©X_Patch plugins new features:

 

2) fixed double equip or so called throwing weapons exploit. Opposed to my original fix I've done long time ago (http://nwvault.ign.c....Detail&id=3573) the new solution is way better, there are no threats of false positive and I found out that in one special case my old script wasn't helpful.

 

3) fixed Ki Critical bug with offhand weapon. The bug is in fact that the offhand weapon looked up for a weapon of choice feat for an onhand weapon.

 

4) Holy Aura and Unholy Aura now properly affects only targets of correct alignment.

 

5) Softcoded the Assassin's Death Attack OnHit paralyse effect. Both the saving throw and effect is now coded in a NWScript and can be altered. Builder now can change everything, DC, duration, effect type even turn it off. This comes with already altered duration to be equal to asassin level/rounds instead of turns. Also newly, the duration is subject to difficulty scaling and thus the 71_SHORTENED_DURATION_OF_DISABLE_EFFECTS CPP module switch. And also, this ability is now triggered only once. (was originally triggered for each attack in first attack flurry)



#333
Shadooow

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1.71 Add-on finally release. More info here.

 

Note: While I received the permission, the Ravenloft skybox override wasn't added because they are missing the "top" which vanilla skies afaik have, thus they doesn't meet the standards that CPP requires.



#334
Gruftlord

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If it's a texture problem with the skies, let me know if i can help you
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#335
Bogdanov89

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ShadoOow, i got a question about henchmen and traps/bashing chests (i am NOT using TonyK AI mod).

 

For example:

 

I am a wizard with Find Trap - i use that spell to reveal a nearby hostile trap.

 

I right click on my henchmen (barbarian daelan, he can not disable trap or pick lock) and tell him to "handle trap" - he runs over to the trapped chest (or floor tile) and intentionally triggers the trap (either by walking or melee bashing the chest), thus removing it.

Same goes when there is a nearby locked chest and i click on Daelan and tell him to "pick lock", after which he proceeds to bash the locked chest.

 

However, there seems to be an annoying problem that i am hoping you can fix.

 

In case of traps, sometimes my henchmen will fail to (refuse to) "go trigger" the trap (on chests or floor) UNTIL i bring him almost point-blank to the trap, so much that he is nearly toughing it... after which he will "accept" my command to go trigger the trap intentionally.

 

I am not sure, but i think the problem is that using the "Find Trap" spell (on high difficulty) only reveals the trap's location FOR THE WIZARD, and not for his party and henchmen.

 

So my question would be, could you please make either Find Trap reveal traps for all the party members to see (all players and henchmen and pets in party) - or could you make the henchmen/pets automatically get information about a trap's location if it is already known/visible to the henchmen's owner?

 

Sometimes the henchment are also kinda oblivious to a locked chest that i tell them to "unlock" through the right-click radial command menu, and only fix i found is to bring them point blank to the chest OR start bashing/unlocking it myself.

 

 

P.S. thank you for releasing the latest update for CPP :)



#336
Shadooow

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So my question would be, could you please make either Find Trap reveal traps for all the party members to see (all players and henchmen and pets in party) - or could you make the henchmen/pets automatically get information about a trap's location if it is already known/visible to the henchmen's owner?

You are correct, the script reveals the trap position only for the caster and this is not passed to the henchmans neither caster's master. Normally, if you find a trap via search skill, this is automatically passed to the henchman and he can see it, but it seems that this is not done when the trap is revealed by a scripting.

 

Okay, so there are two choices:

1) reveal the trap for all henchmans, familiars and animal companions (quite exhausting way and what about friendly pcs in party?)

2) allow henchman to attempt disable even trap he cannot see but his master can (might as well be revealed to him automatically when he is asked for this and his master can see it and he is not)

 

 

BTW: it seems I messed up the inventory feature for OC henchmans. I have rewritten my AI scripts by accident. Will post a fixed script version soon.



#337
Bogdanov89

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Honestly i think that Find Trap (or just regular trap detecting) should reveal the trap to ALL party players and creatures.

 

Kinda makes sense that, if you found a trap, you would immidiately alert all of your party members to the trap's location... so i think that Find Trap (and regular trap detecting) should show/display everyone in the party where the trap is (reveal it).

 

 

I wanted to ask you something about the henchmen/familiar/pet AI in combat.

 

I am playing a wizard and my brother is playing a cleric, so both of us have henchmen and some additional creatures.

 

However, both the henchmen and the creatures sometimes go into a fully "passive" mode where they are just not interested in attacking enemes, even when i or they are attacked... i even use a crossbow to attack hostiles but the henchmen/companions do not attack enemies at all.

 

Manually ordering "Attack Nearest" or "Guard me" on henchmen/pets usually gets them to attack nearby hostile creatures - but not always.

 

It is almost like the companions/henchment get stuck into a passive (non-violent) Follow command/mode, but i never ordered them to "Follow".

 

And sometimes, the henchmen/pets go into SUPER aggresive mode where they run 100 meters just to attack an enemy that was not even aware of us.

 

I also tried changing the "distance it keeps from me" between short/medium/long, as well as other companion options, but it just does not fix the "sometimes 100% passive" problem.

 

Also, sometimes, my brother's cleric and his henchmen would be fighting normally (melee) and my wizard would be casting spells on enemies - but my henchmen (or pet) would stay right next to me and do nothing... sometimes both henchmen and pet fail to be aggressive and sometimes only 1 is aggressive while the other is passive.

 

 

What i wanted to ask you is, could you please make the henchmen/familiar/companion/pet AI pretty much ALWAYS be in a state of "medium" aggression?

Can you completely remove that passive mode/state (or bug?) that they sometimes fall into and refuse to fight?

 

Either that, or if we can somehow order the companions/henchmen how much aggressive they should be?



#338
MannyJabrielle

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I noticed that behavior as well when I played through the OC.  Ordering attack nearest always brought them out of passive mode however.

For traps... I might be wrong, but I believe that the "hands on" trap handling method "flag trap" makes the trap show up for party members who don't have the search skill to see it.  On the idea of "show the trap to party members", that we can flag traps manually makes for a good argument why the find-traps spell should reveal the traps to the party as well.



#339
Shadooow

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What i wanted to ask you is, could you please make the henchmen/familiar/companion/pet AI pretty much ALWAYS be in a state of "medium" aggression?

Can you completely remove that passive mode/state (or bug?) that they sometimes fall into and refuse to fight?

 

Either that, or if we can somehow order the companions/henchmen how much aggressive they should be?

Yes i can fix it, but I need help with that. I need a savegame with a henchman bugged this way so I can find out whats the problem.



#340
Bogdanov89

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I noticed that behavior as well when I played through the OC.  Ordering attack nearest always brought them out of passive mode however.

For traps... I might be wrong, but I believe that the "hands on" trap handling method "flag trap" makes the trap show up for party members who don't have the search skill to see it.  On the idea of "show the trap to party members", that we can flag traps manually makes for a good argument why the find-traps spell should reveal the traps to the party as well.

 

Me and my brother are having those "passive AI" issues a lot in chapter 2... the rogue henchmen almost completely refuses to attack.

The "passive AI" issue is hapening nearly every fight, and sometimes even the "Attack nearest" will not force them into aggression...

 

Seems to me that a fix to this issue would be absolutely amazing!

 

Only mods me and my brother have installed are CPP 1.71 final, the hyper blood/gore mod (i think made by shadoOoW) and the 50%/75% empower/maximze mod (made by shadoOow).

 

Also companions sometimes do not heal you even though you specified when they should heal you and you made sure they have spells (rested)... even ordering "Heal me" sometimes does not force them to heal you.



#341
Bogdanov89

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Yes i can fix it, but I need help with that. I need a savegame with a henchman bugged this way so I can find out whats the problem.

Oh i will gladly supply you with all the savegames that i can find.

 

I stopped using henchmens (because of this passive AI bug), but i will start reusing them and as soon as i have this bug occuring i will save and upload it here (or somewhere else?).

 

Thank you for helping!!!! :)



#342
Shadooow

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Also companions sometimes do not heal you even though you specified when they should heal you and you made sure they have spells (rested)... even ordering "Heal me" sometimes does not force them to heal you.

if you got a savegame with this problem, I will be able to fix this too



#343
Bogdanov89

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Ok il try to get a save game with the henchmen healing bug as well.

 

I forgot to report two bugs in earlier posts:

 

1. Sometimes companions will get stuck in some room (seems to sometimes occur near a chest/door/trap, perhaps they were trying to unlock/bash it?), and they will absolutely refuse to move from that spot - regardless of how far you move away from them, or try calling them with "Guard me" or "follow".

Only reliable way to get them to move is to teleport out so that they are forced to respawn where you are recalled to.

 

2. My brother had the bard girl as a henchmen, and she got killed during some fight in chapter 2 of original campaign (multiplayer).

However, the bard henchmen was not in the temple where the killed henchmen respawn... she was also not in the main tavern where she is recruited... we searched the town as well as the location/zone of the battle where she was killed... but we never found her!



#344
Pstemarie

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Ok il try to get a save game with the henchmen healing bug as well.

 

I forgot to report two bugs in earlier posts:

 

1. Sometimes companions will get stuck in some room (seems to sometimes occur near a chest/door/trap, perhaps they were trying to unlock/bash it?), and they will absolutely refuse to move from that spot - regardless of how far you move away from them, or try calling them with "Guard me" or "follow".

Only reliable way to get them to move is to teleport out so that they are forced to respawn where you are recalled to.

 

2. My brother had the bard girl as a henchmen, and she got killed during some fight in chapter 2 of original campaign (multiplayer).

However, the bard henchmen was not in the temple where the killed henchmen respawn... she was also not in the main tavern where she is recruited... we searched the town as well as the location/zone of the battle where she was killed... but we never found her!

 

This happened to me - has nothing to do with CPP - but with Tomi not Sharwyn. I had to go into cheat mode and respawn him.



#345
MannyJabrielle

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That actually reminds me of an oddity I ran across in the same chapter.  I triggered a rather powerful trap that zapped Linu the elf cleric dead.  I went back to the temple, and she was there and responsive, however she was stil "dead", laying on the floor, tab-highlighting showed her as dead, even though she had full HP.  I took her back to the area where she died, and zapped her myself until she was *actually* dead, and then used a scroll of raise dead on her (She didn't zap back to the temple, she was laid out on the ground as "dead", really dead this time).  When she came back to life, she was still hostile though and stayed as such even after I ported back to the temple and rested, and then let myself get zapped in another area to die myself.  I finally said hell with it and killed her again... that last time her body disappeared as if she were any other non-henchman NPC killed.



#346
Pstemarie

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That actually reminds me of an oddity I ran across in the same chapter.  I triggered a rather powerful trap that zapped Linu the elf cleric dead.  I went back to the temple, and she was there and responsive, however she was stil "dead", laying on the floor, tab-highlighting showed her as dead, even though she had full HP.  I took her back to the area where she died, and zapped her myself until she was *actually* dead, and then used a scroll of raise dead on her (She didn't zap back to the temple, she was laid out on the ground as "dead", really dead this time).  When she came back to life, she was still hostile though and stayed as such even after I ported back to the temple and rested, and then let myself get zapped in another area to die myself.  I finally said hell with it and killed her again... that last time her body disappeared as if she were any other non-henchman NPC killed.

 

Yeah the OC has a lot of oddities with henchmen. On my first trip through the campaign I was using Tomi, who, as he is supposed to, kept going and taking care of traps for me. At one point he encountered a trap that was too difficult even for him to disarm and he got killed by it. When I returned to the temple to get him back he refused to talk to me or interact at all - acting as if I was an enemy. However, he was NOT hostile. I eventually gave up and opted for Grimnaw instead. 

 

At certain points, and under the right circumstances, it seems that when a henchman dies they sometimes blame the PC for it and refuse to work for them again. I don't exactly consider this a glitch so much as a neat side-effect. After all, who wants to work for a master that keeps getting them killed.



#347
MannyJabrielle

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Masochist henchmen?



#348
Bogdanov89

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I made a few brand new save games in which the hencmen healing and/or aggression is bugged.

All the 9 saves i made are heavy 186 MBytes, but i used WinRar (free) to compress it down to around 10 (ten) Megabytes - so you will need to uncompress (unzip?) them first :)

I uploaded the same zip on various different websites, hopefully one of these will be fast and reliable for download:

 

https://www.sendspace.com/file/bkn92d

http://wikisend.com/...load/302312/bug complilation.rar

http://www.filedropp...bugcomplilation

http://sharesend.com/7idv1ink

http://www.megafileu...lation-rar.html

http://speedy.sh/94E...omplilation.rar

 

 

Overall description:

 

I made a brand new barbarian/cleric (singleplayer, original campaign, fresh beginning of chapter 2).

 

immediately as my character first spawned, i used the console cheats to enable debug mode and "givegold / givelevel 8" to my character, so she can properly fight in chapter 2.

As soon as i gave my char the gold/levels i disabled the debug mode through console command.

 

After finishing cheat-leveling (lvl9 character) i talked to aribeth and to that black spy-man and then picked the cleric henchmen for my party.

Through talking with my cleric henchmen i set her to "Heal me if i am under 75% health" and "Stay close to me"... i also talked all there was with her about her personal quest/life.

Went out of the building, gathered all quests i know of in the village and went to the "north road" to find that guy's wife that was kidnapped.

 

Through ~90 minutes of playing, my cleric automatically (on her own) cast healing spells on me about 4 times in total.

My character rested at least once every ~4-5 minutes due to the buffs expiring, so my henchmen always had healing spells ready.

I was seriously wounded many times and was near death a couple of times, during which my companion tossed no heals (or maybe just one just once).

 

Most of my saves are labeled clearly, but just to mention:

 

- saves called "test1" is my first save before any combat was done.

 

- saves called "not healing" mean that my henchmen definitely had her healing spells ready, but she did not automatically use them on me - either during combat or when getting hurt by a trap. I had to order her "heal me" through the right click radial menu to get her to heal me, and even then she sometimes used very weak heals. Sometimes i specify in the save's name that it was only a trap that damadged me (took me below 75% hp or even to near death) but my hench did not heal me.

 

- saves called "suddenly heals" are when a companion suddenly decided to do some automatic healing on me (i was wounded)... she casted one or two healing spells on me (without me manually asking for it) during combat (or slightly after it), but after that she seems to resume to her "no healing" behavior.

 

- saves named "passive" are when my companion was not defending/attacking at all, even while i and her were being attacked.

 

- the save called "passive near death" is especially important (i think), since my companion did not fight and she did not automatically heal me... she just stood there (close to me) and i had to drink a potion to not die.

 

 

I tried to give as little (almost none) orders to the companion, so that her automatic AI does all the thinking.

I think i manually told her "heal me" twice during ~1.5 hours of play, and i do not think i ever manually told her "attack nearest" during that play time.

 

If you need more saves or anything else, please do let me know :)

Thank you very much for trying to improve the AI!


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#349
Shadooow

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Okay, first impression on the healing issue. This looks as a behavior decision - not to heal outside of combat. Neither TonyK AI allows this Ive checked (though TonyK AI will start healing when you tackle your henchman - vanilla AI will heal only self in such case).

 

I will see what can I do, but there might be reason why this is not done. Outside of combat you might decide to rest instead or use potion/healers kit, to preserve henchman's spell uses. And if you want to being healed by henchman you can use the radial command.

 

As for gettint hurt by a trap, this is problematic because this wont trigger a "combat", neither any script. The solution is to allow healing outside combat or to change trap scripts to run the creature OnSpellCastAt event which I want to avoid for now (might have unpredictable consequences).



#350
Bogdanov89

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Okay, first impression on the healing issue. This looks as a behavior decision - not to heal outside of combat. Neither TonyK AI allows this Ive checked (though TonyK AI will start healing when you tackle your henchman - vanilla AI will heal only self in such case).

 

I will see what can I do, but there might be reason why this is not done. Outside of combat you might decide to rest instead or use potion/healers kit, to preserve henchman's spell uses. And if you want to being healed by henchman you can use the radial command.

 

As for gettint hurt by a trap, this is problematic because this wont trigger a "combat", neither any script. The solution is to allow healing outside combat or to change trap scripts to run the creature OnSpellCastAt event which I want to avoid for now (might have unpredictable consequences).

 

Thank you for reading all that :)

 

I do agree that traps do not have to trigger a heal from a henchmen if out of combat, but i do have to repeat the fact that over 90 minutes of gameplay my henchmen healed me (automatically) only 3 or 4 times... while i was heavily wounded during combat many many times.

 

So i just gotta point out that henchmen automatic (AI) healing is very unreliable even during combat, and by that i mean that in over 90% of cases where my companion should have healed me - she did not, and i had to manually order her to do the healing.

 

Personally, i would love if the companion/henchmen AI was changed to constantly be in a highly aggressive mode (attack any nearby hostiles on it's own) and that it furiously casted healing spells whenever it's master dropped below a specified % of health.

 

I think an aggressive + fast-to-cast/heal companion/henchmen AI is much much much better and more reliable than a passive, idle, no casting/no healing/no fighting companion AI.

 

Edit: I have prepared 2 more saves for you.

One is i think a good example of the AI henchmen refusing to fight, even when i tell her to guard me during combat.

The other is yet another example of my (fully rested) cleric absolutely refusing to heal me or herself during combat/fighting.

 

http://wikisend.com/...load/988570/New 2 examples of bugs.rar

 

I gotta mention one thing i noticed: sometimes my cleric will start casting a spell (maybe healing) but then she will start running thowards enemies, thus interrupting her own spell.

I don't think she at all attempts to recast that spell once she gets to her enemies, so that specific situation might be a big problem in the AI.

 

Perhaps the AI gets screwed up when i load/reload a game, or when i zone in/out from certain areas or under certain conditions.