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).
Well, in HotU you can ask a henchmen to cast a spell on you before battle. I don't think that this feature you want is so clear. There are a situations where this wouldn't have a sense such as that when character is caster himself. And to condition these exceptions would be quite a hard job. I fear we could end up in situation where other players come in here asking for the opposite.
This would need a new option in the tactics conversation - which unfortunately is not in the scope of this project. But it could be possible to add the "Cast a spell on me" conversation tree from HotU.
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).
Tricky. Possible to do if he would be picklocking I think, but not seamlessly possible if he would bashing the chest. What would be easy to do is to ignore any automatic "handle lock" calls while he is working on one already but I can imagine a situations where this would be bad idea. I will do this and tomorrow you will come with a request to do the opposite because you want your henchman to automatically stop the current job if he can't bash the chest at all.
At any way, why are you doing this at all? I don't see this as something that would be broken, it seems to me as if you wanted your henchman to be more intelligent than yourself
.
Sh1tload of work and I don't see any actual gameplay advantage. If you don't want to henchman skipped his current picklock job, just click on the chest by right mouse button where you can see its locked in in such case bash it/unlock it yourself.
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.
I understand the intentions but this has so many potentional issues that you don't realize. AOOs from moving, AOOs for spellcasting in close combat. Buffing in melee is terrible idea. Nobody ever yet introduced a system like this to handle positions for sophisticated buff casting in way to target all allies and keep outside of melee. Next to impossible. Project on its own really.
What I see possible is to check master position when casting an AoE buff like bless, however that wouldn't work for you anyway since before hench finish casting you will be gone out of reach.
4: Not in my skills. What resolution do you play anyway? Since you are reporting so many issues with it, wouldn't be easier to play in smaller?
5: This shouldnt happen, its already coded in - if you spot this report it with all details you can. "Think" is not enough.
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.
Theres a problem. I cannot change their memorised spells. I can stop them from using them via AI, but what they have memorised is controlled by a module builder. Though, in case of OC henchmans, their levelled up versions are in core game resources so it would be possible to change it. You would have to help me with that though. PM me for instructions.
As for spells like virtue. I could indeed block this spell from casting if the target is level 4+, however this more a fault of the henchman designer, I don't think this is good idea because you have to realize that this AI change affect all modules you play (unless those with custom AIs) and in certain modules the Virtue spell might be modified to give better benefit etc. Unlike other AIs out there, I always have to think about custom content as thats the aspect that vanilla AI excels. Though the Virtue spell specifically might deserve this handling...
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...
Whirwind attack is known for issue. Its entirely broken on linux for example locking your actions so you cant do anythign after. At anyway, so you prefer to whirwind attack not adding the new normal attack command automatically? Because I remember how you wanted to make some combat attacking automatically before
. I think I can do this but then you end up flatfooted not doing anything after WW unless you queve another WW or attack manually. Is this what you want?
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 >.<
I believe this is caused by a bad area transition design. Imo this 180turn will happen even if you use mouse for trigger area transition. Nothing I can do - common on PWs too, I always suggest builders to bind transition with waypoints and not area transition to area transition (which is this case). Would be sh1tload of work to redesign all area transition in OC campaigns. Worthless.
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)?
Not without modifying OC campaigns which at this moment I choose not to (mainly because I have no campaign injector so I would have to package full campaign file which would enormously increase a patch file size). I can only suggest you to use a numlock. You know if you open any radial menu, you can trigger each choice via number on numpad. 8 for 12hours, 9 for 1.5hours, 6 for 3hours etc. Thus move your mouse on the goods you want to purchase, click right mouse button and press num6. repeat, quite quick unless the goods is in a certain position where radial moves your mouse... 
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?
Of course. Please report things you see in game and not things you read on NWN wiki. NWN Wiki doesn't support neither acknowledge the CPP. They decided not to inform that CPP fixed this or that - mostly because they doesn't see things like barbarian rage to be a bugs. They even intentionally ignore all the new knowhow I found out such as hidden classes, but thats their own problem. I was helping there editing but now I m done with them. NWN Wiki is not an open project.
10: This should be in a place.
As for dispel, that needs a better handling, currently its categorized as offensive spell or something like that. This part of the AI needs rewrite, but seriously I can't dedicate to AI that much - I can do much better things with NWNX
. Need someone to help me.
11: He can't see enemies. Non-PCs have usually shorter vision. Also outside of the combat, AI reacts usually only each 6 seconds - this is workarounded by a silent shouts that tell to attack but the problem is that PC isn't shouting these. Which will be probably your situation. Send me a savegame with this exact situation. I can see what can I do.
12: This is already there. Send me a savegame where this doesn't work, I will see whats causing it.
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!
Yes this is intented. Otherwise it would be possible to track the invisible creature(player) that is running away. As for cancel when the creature loses invisibility, thats something I dont believe. I play this game for a long time and never seen this. Are you 100% sure about that?
14: Re: first paragraph. (Though certain PW admins could be against adding such choice to summoned creatures (PM Doom Knight) I don't think such PW admin would be using CPP in a first place. And, summons can be excluded from this feature anyway, but I think its a good idea.)
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.
Think is not enough. CPP itself is not even able to change this. NWNCX could possibly alter this (though its weird because I haven't altered that intentionally) but I don't think its the case. Might it be caused by other plugins in NWNCX? Don't know.
First run game without NWNCX. It this still happens, rename override folder to _override (which will effectively disable any overrides+1.71addon) and try again.
Also, to track down that something is (not) the CPP fault, what I do is to rename x2patch.key to 171_xp2patch.key and rename xp2patch.key.bak to xp2patch.key (if you installed with installer then you should have this backup). That will effectively disable CPP 1.71 final. If you run the game you will imediately notice this as you won't see the CPP new GUI screen.
16: Too hard for almost no gain - for example, I as an experienced player can recognize every spells cased on casting visuals.
17: Yes, the code for "running" into trap is written a bit stupidly. Ive seen this when incorporating changes before - but haven't found a motivation to change it, to code this is a bit tricky, vectors and such
...
Anyway, please. Always try to consider alternative point of view on the changes you are suggesting. Try imagine what would say a player playing on PW about this or a module builder, or whether this wouldn't be different in high-level modules etc. etc. Some could have different opinion about the changes you are requesting.
Also, next time please try post in short batches. This took me more than twenty minutes to reply . Rather post more frequently than this
.
EDIT: I wasnt even allowed to post so many quotes. Had to edit whole post.