The Script

Creature Used
AICreature
ScriptName BodyGuard;
ScriptData “_GOOD1”;
OverridingBrainName BRAIN_BODY_GUARD;

notes: Most humanoid Creatures work. The rest cause the game to crash or not spawn at all.

Marker Used for Respawning
Marker
ScriptName M_BodyGuardRespawn;
ScriptData “_GOOD1”;

How it Works

Scriptname

References the “V_BodyGuard” quest script

Scriptdata

These control the voice, and stats of the Henchman.
_GOOD1
_GOOD2
_EVIL1
_EVIL2

Brain

BRAIN_BODY_GUARD forces body guard AI for non-body guard creatures.

Example

NewThing AICreature;
Player 2;
UID 98446741874686313861;
DefinitionType “CREATURE_BANDIT_FIRE_ARCHER”;
ScriptName BodyGuard;
ScriptData “_GOOD1”;

ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 29.989746;
PositionY 49.727295;
PositionZ 29.954823;
RHSetForwardX -0.465258;
RHSetForwardY -0.885149;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsNavigator;
StartCTCRandomAppearanceMorph;
Seed -1334292695;
EndCTCRandomAppearanceMorph;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCTalk;
EndCTCTalk;
StartCTCEditor;
EndCTCEditor;
StartCTCVillageMember;
VillageUID 0;
EndCTCVillageMember;
StartCTCContainerRewardHero;
EndCTCContainerRewardHero;
StartCTCEnemy;
FriendsWithEverythingFlag FALSE;
EnableFollowersEnemyProxy TRUE;
FactionName “”;
EndCTCEnemy;
Health 45.0;
OverridingBrainName NULL;
HasInformation FALSE;
WanderWithInformation FALSE;
WaveWithInformation FALSE;
EnableCreatureAutoPlacing FALSE;
AllowedToFollowHero FALSE;
RegionFollowingOverriddenFromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 3281.412109;
InitialPosY 4118.064453;
InitialPosZ 24.63022;
EndThing;\\

Notice the things that are bolded. They are the script elements that make the NPC turn into a bodyguard. OverridingBrainName BRAIN_BODY_GUARD; is only required if the NPC is someone that normally wouldn't be used as a bodyguard. For example Jack Of Blades.