Pausanias's Mods: REVISION HISTORY September 10 v0.89 Fixed inventory system so that it works with all versions of NWN, including v1.24. Ranged henchmen will now switch back to their missile weapons within 15 seconds of the end of combat. Variables are now transferred to the new henchman after levelup. Fixed levelup code so that PC with both a familiar and an animal companion will receive the items back. Fixed bug where non-spellcasting henchmen would not drink buffing potions. Fixed bug where herbivores would attack instead of running away. Fixed familiar AI so that they do not waste their spells/powers on weak enemies. Fixed Nifty's bard song so that it works with v1.24. Fixed monster seek so that monsters who drop out of combat will continue to seek the nearest PC. Note to experts: the only changes made to the inventory system were modifications to henchmanfinish and the addition of the script henchmanxfer. Importing the ERF should cause changes to take effect transparently. August 28 v0.88 Greatly improved stability of inventory control & weapon switching functions. Fixed monster roaming to work for all patches of NWN, including v1.23. Fixed bug where all combat feats were only used 10% of the time. Implemented nifty's bard song bugfix v0.91 which allows the bard to sing the proper number of songs per day. Fixed bug with weapon equipping through the dialogue tree. Added dialogue option to "summon a monster" for Linu (will only work with Auldar's henchman pack once he gets a Linu modification out). Fixed bug which gave bards double lore. Added option to use a Large Box instead of a bag of holding for inventory control. August 16 v0.87 Bug with equipping rings fixed. Fixed bug where surrendered monsters will continue attacking if the party attacks of their faction nearby. Bug where after levelup, familiar's items transferred to PC would get unidentified is fixed. Protection spells are now cast before enhancement spells, allowing spells like mage armor to be cast before improved invisibility when selecting "Buff the whole party." Added dialogue options to Sharwyn and Boddyknock to summon monsters under the "Cast me a spell" dialogue tree; this latter option requires Auldar's improved henchman pack to be installed. Script function reference tacked at the end of the README. August 13 v0.86 Monsters unlocking doors in seek mode is now optional. Bosses now behave more sensibly in monster seek mode. Associates behave appropriately when confused/dazed/frightened/ asleep/stunned. This was a BioBug. *** Enraged *** and *** Healed *** texts are now gone. Equipping text now says the name of the item if it's identified. Linu's identify dialogue option moved to the root tree. August 10 v0.85 All versions of NWN are now supported. Monsters seeking you out now do so much more sensibly, wandering about randomly rather than making a bee's line towards you. Bosses also behave much more sensibly. Monster potion use has been altered so that it is less annoying and less open to AoO exploit at higher levels. No more **Attempting to Heal** text will appear. The number of potions generated has been halved. A bug with the inventory control causing items not to be transferred to the new henchman properly during levelup has been fixed. August 7 v0.84 Monster will now seek you out in hardcore & very difficult mode. When you request buffing via dialogue, (improved) invisibility will be cast after all other buffs, so that you can actually receive them all. There is now an option to "Buff our party with all the spells you've got" in the dialogue as well, which will start a chain of spellcasting. A bug causing winter wolves and phase spiders to drink potions was fixed. Another bug causing items to get unidentified after levelup is now also fixed. August 2 v0.83 Levelling up should now be completely worry-free; henchmen now give all the items to be transferred directly to the new henchman, without duplication of identical or upgraded items. Bug causing the source code for henchmanequip/finish to fail compiling fixed. Weapon switching is now much smoother and more reliable---that includes dual wielding. Bastard swords now can be dual-wielded. Selecting Attack Nearest when no enemies are around near a trapped chest/door causes henchman to try to destroy it if they can. Darts, shurikens, and other directly throwable weapons are now usable. Grimgnaw's conversation tree allows missile weapon tactics now. Rare bug with spell self-healing fixed. July 31st v0.82 Fixed bugs: Hostile NPC Mage AI now works properly. Bard Lore now works properly---Sharwyn works great at identifying objects! Rare bug with scouting also fixed. July 30th v0.81 Henchmen can be told to scout ahead. Mage henchmen will cast magic missile at the nearest locked chest when told to Attack Nearest without enemies neary. Thanks to the forum member Magic, henchmen can try to identify items, but they all have crummy Lore values, including Sharwyn and Boddyknock. Boddyknock can summon a weak familiar. Linu and Sharwyn can be told not to cast spells or heal when they are in hand-to-hand combat. Monsters will no longer drop their spontaneously generated healing potions if they fail to use them when they die. July 27th v0.8: Merged inventory and Battle AI. Added lengthy documentation and troubleshooting text files. Fixed bug where managing inventories of 2 associates simultaneously caused their property to get screwed up. Changed the henchman inventory interface such that armor is managed separately from other equipment. Added improved Monster AI and self-healing for Hard Core and Very Difficulty settings. Added Wounded Monster Auto-haste for Very Difficult setting. Disabled turning of easy undead monsters. Added better source distribution. SEPARATE INVENTORY MOD REVISION HISTORY July 14th v0.78 Now items are transferred to the master when levelling up. July 13th v0.77 Added the ability to choose the target of the magical buff. July 12th v0.76 Added optional interface with Battle AI. Added dual-wielding for Tomi. July 10th v0.75 Added dual-wielding; added protection spells to the list of on-command buffing spells. July 8th 0.74 Added animal companion inventory management. July 7th 0.73 Added familiar inventory management. Add "Buff me" command to spellcasting henchmen. July 1st 0.7 All Hail Zoligato's NWN Packer for making life 10,000 times better! All scripts are now placeable in the override directory. 0.6 Updated the scripts so that they would work with the new patched versions of NWN. It turns out that GetItemPossessor() behaves differently in the original vs. the patched versions, and that was causing the scripts not to function properly in the patched versions. 0.55 Fixed major bug with OnHeartBeat script clearing all actions. The fix was to use SetAssociateState(NW_ASC_IS_BUSY,TRUE). June 30th 0.51 Changed bug which prevented the helmet slot from being recognized as Slot 0. June 29th 0.5 Added use of DelayCommand() for better stability. SEPARATE BATTLE AI MOD REVISION HISTORY July 19th v0.72 Added new radial menu functions. July 16th v0.71 Tweaked the challenge rating again. The familiar now behaves a lot more appropriately. Also made a fix so that two associates sharing the same master will never attack each other. This ought to fix the "undead familiar/animal companion" bug experienced by some. July 14th v0.7 Fixed several bugs related to AI stability. Also made a major fix of the challenge rating system. Apparently GetChallengeRating() returns a number that is fixed for a monster, not relative. Therefore the AI's challenge rating has to be subtracted from the CCR in order to get a true measure of the relative challenge. As a result, all challenge related orders must be re-given, and the CCR may now be negative. July 13th v0.69 Fixes BioBugs in the Enhancement and Protection talent use scripts. Improves the ability of the henchman to follow the master during combat. July 12th v0.68 Added optional interface with the inventory management mod. July 11th v0.67 Fixes rare logic bug causing the AI to stand inactive. v0.66 Added unique battle cries for the henchmen. July 10th v0.65 Added dual-wielding support. Fixed the mage AI so it actually works. Changed the close-distance criterion from 4.0 meters to 3.6 meters. Fixed shields so that the AI will properly switch between missile weapons and shields (this was a problem with NWN, not my scripts). July 9th v0.61 Henchman will now properly heal master as set in the DIALOG settings. This has nothing to do with the radial menu shouts. v0.6 Added spell filter to prevent casting of some common stupid spell choices (sleep on undead, etc). Fixes yet another rare bug with weapon switching. Discouraged disarm. July 7th v0.57 Fixes one rare bug with weapon switching, and also makes the henchmen use potions to heal themselves BEFORE the try casting healing spell on themselves! July 6th v0.56 Fixes some bugs included in v0.55 when making the updates. v0.55 Familiars run away from tough enemies. Challenge rating of an encounter is calculated is log (sum (2**cr)) where cr loops over all seen enemies. Smarter AI for Bards and Cleric in selecting when to choose spells and when to fight. Henchman now respects player choice about missile/melee. July 4th 0.5 Added generalized henchmen and selective buff-spell casting. July 1 0.4 This was the Sharwyn-only version.