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Frustration w/ "Follow Me" Command for Henchman/Familiars

Discussion in 'Neverwinter Nights (Classic)' started by Spellbound, Jul 7, 2002.

  1. Spellbound

    Spellbound Fleur de Mystique Distinguished Member ★ SPS Account Holder Veteran

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    On numerous occasions I've noticed that when a "Follow Me" command is issued to both the henchman and familiar to break off a battle, the command, for the most part, is ignored. They may follow for a few steps, but then continually keep breaking off to return to the battle scene. I was just in the Creator Race Ruins and was trying to break off the battle with one of the golems and had to request that they follow me over and over and over, until finally we got far enough away that they stayed put. :mad: Why in the world is that command an option, if it doesn't work (in battle?) :rolleyes: Or....is there another way to get the same thing accomplished?
     
  2. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    [​IMG] Same here... It's best that when you don't want help in battle, you remove the henchman/familiar from the party. The "Follow Me" command is there basically to start up the henchman/familiar again if they are removed from the attachment to you for various reasons. With familiars, this happens after you de-possess them. The command works fine, just not in battle... Attack Hostile obviously overrides everything else.
     
  3. 8people

    8people 8 is just another way of looking at infinite ★ SPS Account Holder Adored Veteran

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    The follow me command is supposed to be used if your henchmen or familiar is too thick to get somewhere and needs you guidence, or something like that. On BCs' PC they follow him regardless of hostiles, it is when you/they stop walking that attack hostile takes over
     
  4. Pretend Gems: 5/31
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    Well the game does say the henchmen/women take direct orders from you, but they got their own will. What I've seen some characters are more agressive running at the enemy where some stick close to you and respond to command better.
     
  5. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    I would guess that if they are attacked they will ignore the Follow command. I actually haven't had any problem with this, but I have to admit I usually issue the order before they're in close quarter battle. Also, the Stand Your Ground command has been very effective for me to keep them away from a battle or a trap blast radius I don't want them in.
     
  6. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    Even Stand Your Ground is ineffective - after about 5 seconds they'll rush at any hostiles again. I've had it happen for both my henchman and familiar just now.
     
  7. Rael Elrohim Gems: 1/31
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    I've had some very interesting glitches with henchmen, with them vanishing through walls, sometiems even disappearing outside the area, into limbo. Once sharwyn managed to get on board a ship in Luskan port, but wasn't able to find her way back of course.

    I do think that you should have mroe control over the henchpeople. I mean, in a real situation, if you wanted them to cast a certain spell, or to not go rushing off into the middle of a battle, then you would tell them so and they'd do it. One thing that annoys me is how, when my henchperson is set up as an archer and they are melee attacked, they just stand there with their bow. Is it beyond the AI to have them pull out a sword? Or should there be a "run the f**k away" command?
     
  8. Syrel Gems: 6/31
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    [​IMG] I find that I have to issue the follow cammand repeatedly while running away for it to work.
    saying follow me while you stand there doesn't work cause you are not going anywhere for them to follow :)
    Stand your ground also only works if there are no enemies. they will not follow you but they will defend themselves against any hostile in view. once the hostile is gone they will once again stand their ground.

    however i find that the stand your ground command is most usefull for leaving your henchmen at the entrence to the area or in a room somewhere.
    then if you start to get in trouble you issue the follow me command and they will soon be by your side once again. but for an actuel battle command they are almost useless except if you are in full retreat and want them to retreat with you.
     
  9. Spellbound

    Spellbound Fleur de Mystique Distinguished Member ★ SPS Account Holder Veteran

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    The command does indeed work temporarily in all situations, but only permanently when you get a cetain distance away from the battle. I've also tried shortening the distance that the henchman stays to my character (through the Talk function) to see if that would solve the problem---as before--works only in non-battle situations.

    As Tal mentioned, the "Remove From Party" option sounds like a viable alternative, but I wonder if once removed, they still stay in the battle area and continue to take damage?

    All in all, there doesn't seem to be an effective "full retreat" script that can take priority over "attack hostiles"---but it would have been nice to have it as an option.
     
  10. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Hmmm... I have had no problems with either command, but I guess they're far enough away that they don't disregard my orders.

    Under the Green Griffon Inn when I saw the thousands of spiders I'd have to kill, I took Tomi and my Panther back to the start an told them to stand their ground. There was only an open doorway (no door) between me an them, and I took on all the spiders etc. myself without interruption.

    In some other dungeon, Tomi went running around a corner, presumably to attack something he saw and I didn't. I recalled him with the Follow command and he came running back with undead on his heels.
     
  11. Spellbound

    Spellbound Fleur de Mystique Distinguished Member ★ SPS Account Holder Veteran

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    Hmmm.. that's interesting. Perhaps different henchman have different attack mindsets. I've got the half-orc and it really doesn't matter if he's in the midst of battle or a ways away---he won't disengage. But I'm still trying to change that....:D
     
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