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Balkoths Minion Control

This script allows players to control minions like familiars, animal companions, and summoned creatures through targeting in the game world. By targeting hostile creatures, players can command minions to attack, while targeting neutral creatures or locations moves minions to follow or travel to the target. The script aims to maximize player control over minions while providing options to override default AI behaviors.

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Paul
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0% found this document useful (0 votes)
59 views6 pages

Balkoths Minion Control

This script allows players to control minions like familiars, animal companions, and summoned creatures through targeting in the game world. By targeting hostile creatures, players can command minions to attack, while targeting neutral creatures or locations moves minions to follow or travel to the target. The script aims to maximize player control over minions while providing options to override default AI behaviors.

Uploaded by

Paul
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Balkoth's Minion Control

Submitted by:  Submitted by Balkoth on 2015-02-23 04:47.


Last modified:  2018-03-18 19:58
Author:  Balkoth
Version:  2.01
Game:  NwN1
Category:  Script
Requirements:  OC Xp1 Xp2
Language:  English
Tags:  Commands, familiar, Summon, Animal Companion, henchman, Control, Script

This is a massively expanded version of the original script and is featured in the Aielund Saga.  The basic gist is that clicking on something
using Player Tool 1 (or something similar, up to mod author) will give a command to all minions (NPC companions, animal companions,
familiars, and summoned creatures).

1. Selecting a hostile creature will cause your minions to attack that target (and they'll use their spells/abilties to do so, unlike the original
script).

2. Selecting a neutral/friendly creature will cause your minions to follow that target (ignoring any threats, they'll focus solely on moving).

3. Selecting a location will cause your minions to move to that location (ignoring any threats, they'll focus solely on moving).

4. Selecting a locked object will cause any minions flagged to deal with locks to attempt to deal with the lock.

5. Selecting a trapped object will cause any minions flagged to deal with traps to attempt to deal with the trap.

Giving one of the default orders (Attack Nearest, Follow Me, etc) will revert control back to the default AI.  Conversely, issuing one of these
orders will override the default AI unless the order is carried out.  The goal is to give maximum control to the player.

Here is an exhibition video showing the functionality.

I am working on an override version -- however, the override version won't be compatible with Tony K and also won't work in any module
where the AI scripts are altered.  Do note that a mod author can easily install Tony K and BMC as the code doesn't actually conflict.  It's just
the override that has problems.

I may try to come up with override files that are compatible with Tony or possibly see if I can include the necessary changes in Tony K's work
(if I can get permission to do so).  We'll see.  I'll be a lot more motivated to work on projects like that if the community shows interest, so let
me know your feedback and please report any bugs.

Version History

2.01

Improved handling of dialogue triggers and conversations.

2.00

Massive overhaul with locks/traps added, spells/abilities being used, etc.  No point in listing everything here as it was practically a rewrite.

Files: 

Attachment Size

bmc_v2_01_script_only.7z (91) 19.83 KB

Permissions & licensing:  Redistribute with corrections/modifications Request notification for all usage

Mon, 2015-02-23 19:29 #1

henesua How do you rate this content?: 

No votes yet
This is a brilliant idea.

One suggestion:

you could allow the player to customize the behavior of their pets in response to selecting a target. Your default
appears to be attack of move to location, but it would be nice to have the option of changing what this is.

Access to customization could happen in a couple ways. One way is to edit the conversation options with minions.
Another method would be to respond to a player targetting themself with the feat, and give them a conversation of
options for the tool and minion.

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Mon, 2015-02-23 23:30 (Reply to #1) #2

Balkoth How do you rate this content?: 

No votes yet

Not sure exactly what you're saying, sorry.  The default is attack if hostile, move if neutral/friendly, move if
location.  Simple option in the code (change a variable at the start per the instructions) to get attack if
hostile/neutral, move if friendly, move if location.

What other options are you looking for?  Obviously you could wind up even doing stuff like telling your minions
to "use" a placeable or loot items or something, is that the kind of stuff you mean?  This system could certainly
be expanded (and could also have things like multiple player tools to order specific minions rather than all of
them) but was just keeping it simple and very easy to install to start.

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Tue, 2015-02-24 20:32 (Reply to #2) #3

henesua How do you rate this content?: 

No votes yet

it seems to me that there are lots of possibilities. But lets just stick with your spell casting question. Lets say
you can edi the spell settings for your familiar. Instead of a physical attack when you target another creature
with the ability, your minion casts a spell at the target... a spell of your choosing. Perhaps spell A if friendly,
Spell B if hostile... etc....

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Wed, 2015-02-25 16:16 (Reply to #3) #4

Balkoth How do you rate this content?: 

No votes yet

Ah, fair enough.  Yes, that could be done.  I'm not sure if it's something that can be feasibly done for a
general release, though -- places have done things like edit familiar conversations, familiar availability,
familiar spells, etc.

What do you view as being reasonable for a general release?

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Wed, 2015-02-25 19:18 (Reply to #4) #5

henesua How do you rate this content?: 

No votes yet

good point.

Well in that case I think you'd want to create your own conversation and have it activated via
targetting yourself with the tool.

This conversation would open up the customization options for all possible pets.

Top menu selection: which pet.

Next level down:

1. go back and choose a dif pet


2. Hostile target: (pet's response)
3. Neutral target: (pet's response)
4. Friendly target: (pet's response)
5. Location target: (pet's response)

clicking on 2-5 would bring up the next page which lists optional responses for that particular pet.

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Tue, 2015-02-24 23:22 #6

Killmonger How do you rate this content?: 

No votes yet

Nice idea, Just DL'd it...

definitely checkin it out

Pet control would be nice, but natural, summoned animals' savagery and cunning could be affected.

(aka: a lone wolf hunting vs an entire pack) Re: item one about selected creatures

Could localized, standardized formations of soldiers, patrolmen, bandits be applied too? Like a phalanx, or a box or
a circle (inwards/outwards) be sent to a location Re: item two

(aka Gao's Field Marshal <see the Vault "Art of war") Not necessarily to destroy the target but perhaps to
contain/guard it. Like archer's on a hill or an encounter with a possible surrender.

<Lots to consider here>

Thanks

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Wed, 2015-02-25 16:18 (Reply to #6) #7

Balkoth How do you rate this content?: 

No votes yet

The same idea could be coded to in order to send a formation of soldiers someplace, yes.  You'd just have to
calculate the positions and facing of the formation and issue specific destination locations for each soldier.  That
would be a very specific piece of code, though.

The general idea is very adaptable for sure.

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Sat, 2015-11-28 08:42 #8

tarashon How do you rate this content?: 

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Integrated this into our PW and it is and was simply an amazing upgrade to dealing with pet/summons
/companions. Majorly thumbs up :)

/tarashon

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Sat, 2017-08-05 11:31 #9

demoix How do you rate this content?: 

No votes yet

Oh God, I all the time looking for something like this. But unfortunately, I have no idea how to install it. Can
someone please make a tutorial or make it for override version? I want to use it for official campaigns

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Tue, 2017-10-17 15:55 #10

Red_wizard_80 How do you rate this content?: 

No votes yet

I wonder if is there a way to make a custom henchman that can be comamnded directly by the player, like a sort of
DM possession. I need it to make full commandable npc´s to use in my module, any tip about it, would be really
appreciated. 

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Sat, 2018-04-07 19:36 (Reply to #10) #11

Qlippoth How do you rate this content?: 

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LATE reply, but if you grab the Custom Familiars project (which I'm not sure has ALL of the familiars) you can
change one of the familiars to another creature. I had removed one of the familiars and replaced it with human
fighter NPC. Used him to scout and fight, just for fun to see what could be done with it.

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Fri, 2018-01-05 06:04 #12

demoix How do you rate this content?: 

No votes yet

Anyone could make a quick video tutorial how to instal it , Please

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Thu, 2018-01-25 21:01 (Reply to #12) #13

Balkoth How do you rate this content?: 

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I've been working on a significantly improved version of this tool.  I'd be happy to make a video once I upload
the new version to help people, might even be this weekend.

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Fri, 2018-01-26 06:05 (Reply to #13) #14

demoix How do you rate this content?: 

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Good news! It is possible to make it work on official campaigns? (For companions)

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Fri, 2018-02-23 20:37 (Reply to #14) #15

Balkoth How do you rate this content?: 

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Hmm.  I mean, yes, but presumably you mean without having to go into the toolset and edit the official
campaigns.

I might be able to compile an override version that you can place in your override folder...putting final
touches on things this weekend.  Wound up vastly improving it.

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Sat, 2018-02-24 07:10 (Reply to #15) #16

demoix How do you rate this content?: 

No votes yet

Can't wait! Hopefully, there would be an override version :) I totally have no experience with toolset

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Fri, 2018-03-30 23:11 #17

ShadowM How do you rate this content?: 

Average: 10 (1 vote)

Awsome system. I been meaning to do this myself for my base and you reminded to get on it, so going to being
adding a similar system to my base with some inprovement. Allow control of individual(s)  / group with visual effect
on current controled and little more control with traps. I loved playing around with it in the Aielund Saga. Here
hoping BD adds a similar system and give us level up control and I will be very happy.

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Thu, 2018-04-12 15:19 #18

Grymlorde How do you rate this content?: 

No votes yet

I've been happy using Numos' Minion Command Tool. With that tool I don't have to worry about remembering to
take back control of the AI. And with the default controls, I can already put the command "Bob the Thief remove
trap" and "pick locks" on my toolbar.

I'm sorry but I fail to see the value in switching to your tool, especially when I have to issue a command to return to
the default AI. How is your tool better than Numos' tool?

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