So i've managed to create spell caster henchmen before in the past, some how i've managed let that knowledge slip my mind. If i remember correctly all Henchmen that are spell casters all have to at least start at lv 1?
I have a lv 6 Sorcerer (Default) who's chanllenge rating is 8. Everytime i test play the Mod, and it's time for her to lv up from 6 to the next lev, says Error Level up in class 9 failed.
Creating A Wizard/Sorcerer Henchmen?
Débuté par
Omega27
, août 16 2012 01:27
#1
Posté 16 août 2012 - 01:27
#2
Posté 16 août 2012 - 02:07
I think that's because the game can only auto level up henchmen following one of the standard package for the calss, so if you added feats or the like to your henchmen he won't level up...
#3
Posté 16 août 2012 - 02:10
For a henchman starting at level 6 for example, the best is to create the level 1 version and have it level up to 6 at the start of your module (if I remember at level 1 you can add some feats and the henchman will level up but only at level 1...)
#4
Posté 16 août 2012 - 02:14
Well that makes sense, Didnt cause any of my non spell casters any issues adding feats and spells to them. I'm going to try resetting the lv 2 one.
#5
Posté 19 août 2012 - 12:52
Does anyone know which scripts govern how they autolevel?
#6
Posté 19 août 2012 - 01:18
NineCoronas2021 wrote...
Does anyone know which scripts govern how they autolevel?
There is not one. Auto Level is an internal function. ( Hard Coded)
If you are trying to use the auto level function, It is best if you start with your NPC at level 1 and then auto level them to the level you want.
#7
Posté 19 août 2012 - 03:18
Hmm... can you edit the standard packages then?
#9
Posté 19 août 2012 - 03:40
Squatting Monk wrote...
Yes, but you can also create your own. Either way requires some custom content. Nereng has an excellent guide here.
Thanks, I was about to direct him to the BioWare Aurora Engine Creature Format but that one is a headache on this topic.
Modifié par Lightfoot8, 19 août 2012 - 03:41 .
#10
Posté 19 août 2012 - 03:42
I actually didn't know about it until just now. Glad I found it. Will save from mucho headaches later on.
#11
Posté 19 août 2012 - 04:57
If Henchman use those packages to auto-level, and it's hardcoded into the game, then that means if I want to edit how they level up without scripting from the ground up, I'll have to edit the base ones, correct?
#12
Posté 19 août 2012 - 05:11
It's mostly done through the 2das, I think. In my brief looksie through the guide, I didn't see any scripting other than selecting a prestige class.
#13
Posté 19 août 2012 - 05:14
It's this quote that makes me think that editing the standard packages is the only way to change the way a henchman auto-levels up.Krevett wrote...
I think that's because the game can only auto level up henchmen following one of the standard package
J/C but if Deekin has RDD and he autolevels up, how does he do it without a package?
#14
Posté 19 août 2012 - 05:39
Leveling up a henchman ingame is done using LevelUpHenchman(), which will let you specify the class and package to use.
Leveling up an NPC in the toolset is what uses the Autolevelup. Even then, I'm pretty sure you can use custom packages just fine.
Leveling up an NPC in the toolset is what uses the Autolevelup. Even then, I'm pretty sure you can use custom packages just fine.
#15
Posté 19 août 2012 - 06:33
Well, that makes me quite happy.
Thanks SM!
#16
Posté 20 août 2012 - 07:41
Well im very upset i managed to miss out on such a detailed conversation
.
Yes, because im trying to create my own spell casters in a sense. So players wont fell like they have multiple Wiz , Sor, Bard etc henchmen. Making each spell caster come with different spell sets.
When i first did this wit a mod, I had it where i believe, every time i lv up. The Hench would vanish and the one at the lv i was at would appear in its place. Cant remember that script set
Yes, because im trying to create my own spell casters in a sense. So players wont fell like they have multiple Wiz , Sor, Bard etc henchmen. Making each spell caster come with different spell sets.
When i first did this wit a mod, I had it where i believe, every time i lv up. The Hench would vanish and the one at the lv i was at would appear in its place. Cant remember that script set
#17
Posté 20 août 2012 - 08:22
That's the way henchmen are handled in the OC if I remember, you create different templates of the henchman at different level, that way you can make him as specific as you want.
#18
Posté 20 août 2012 - 08:46
Think you could get the script for that, and the part that i place under *scripts* when making a hench?
#19
Posté 20 août 2012 - 08:48
Need to figure out how to combine that with the, control inv settings





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