This forum is to be used for all discussions pertaining to Obsidian Entertainment's Neverwinter Nights 2, the Mask of the Betrayer expansion pack, the Storm of Zehir expansion pack, and the Mysteries of Westgate adventure pack.
You'll be able to remove them when you get to Neverwinter.
SWC
Sir Edmund:"Should you obey the lord who asks you to put a village of innocents to the torch? Is that chivalrous? Is it noble?" Me:"It's a great way to get promoted, I know that much."
Okay, I've found the answer : "You won’t be able to add or remove companions until you’ve reached Neverwinter." Great! So designers decided for me with whom I should play even if it's only until Neverwinter. They didn't care to explain this constraint in the manual as well.
A better way is to put them in Puppet mode (available in the behaviours tab on their character sheets). Then they will only follow you around but won't do anything else.
XantharTheFlame wrote:A better way is to put them in Puppet mode (available in the behaviours tab on their character sheets). Then they will only follow you around but won't do anything else.
XantharTheFlame
Thanx! I'll try this or saying "stand your ground".
If they stand their ground they may still get into fights because they will defend themselves (think area of effect spells!) You'd have to issue the command every time you transition to a new area on the map -- which is very frequently!
XantharTheFlame wrote:If they stand their ground they may still get into fights because they will defend themselves (think area of effect spells!) You'd have to issue the command every time you transition to a new area on the map -- which is very frequently!
XantharTheFlame
I applied your advice and its ok now! Thanx again!
Yigor