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  1. adriant1978
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    Known Issues and Workarounds

    0. Please make sure you are using the latest version before filing a bug report. It is also really helpful if bug reports include a script extender log or screenshot of the script extender window at the time the issue was encountered. Vague non-specific complaints without supporting evidence are hard to act upon.

    1. If you close the character creation screen when making a Custom Companion you will return to the main menu and lose any unsaved progress. This appears to be hard coded and I cannot work around it. DO NOT TAUNT HAPPY FUN BALL. DO NOT CLOSE THE CHARACTER CREATION SCREEN.

    2. Creating a Custom Companion will disruptively open the character creation screen for everyone in multiplayer. This is also hard coded. If using this mod in multiplayer you are advised to warn your friends before creating a Companion. Those players who are not creating a Companion should just click through without changing anything.

    3. Using this mod along with Show Approval Ratings in Dialogue Choices (and possibly other similar mods) will cause text like "[Gale 1]" to be appended to some of the dialogue lines when talking to a Custom Companion, as if those lines were going to affect a vanilla follower's approval. This is a cosmetic issue only, caused by me recycling vanilla dialogue lines which then get edited by the other mod, and will not actually modify your other party members' approval.

    4. Dragonborn Companions may have animation problems in dialogue. This is an underlying game issue and not in my power to fix, and probably explains why there are no Dragonborn hirelings. Please use the command spells instead of dialogue in this case.


    5. It has been reported that using Mordenkainen's Fortuitous Friend Finder can somehow register as a total party kill for the purposes of Honor Mode. I have no idea why this would be, but I don't play Honor Mode and this mod was not made with it in mind, so you are advised to be careful.


    Frequently Asked Questions


    Q: Can I make [insert favorite mod race here] and/or [insert favorite mod class here] Companions?
    A: This mod uses the same character creation interface as creating a player character, so any combination of race/class including modded ones should work. Some may require Improved UI, so check that you have it installed and up to date. If you find something which doesn't work in terms of race/class mods then it's almost certainly going to need to be addressed by their creator. This mod doesn't do anything on the user interface side of things.

    QCan I duplicate [insert favorite character here] ?
    A: There are no restrictions on what you can target with the duplication spell/item, but the mod was made with "standard" humanoid characters in mind. YMMV when it comes to "non-standard" things such as animals, monsters, mecha, etc. At the least you may run into missing weapon animations, and there may also be cases where unique special abilities do not copy over or are non-functional. Please do not be offended if I am not really interested in individually fixing issues with "non-standard" entities. When it comes to bug reports, priority will be given to issues which affect "standard" humanoids or are game breaking.

    QIs this compatible with [insert favorite mod here] ?
    A: I run a relatively low-mod setup, mostly just cosmetic things like hair and outfits, so I probably don't know. Please try for yourself and tell me about incompatible mods. I will attempt to improve compatibility where possible in response to reports. See the known issues above for any specific known conflicts.

    QCan I uninstall this mid-playthrough?
    A: No, this mod is not safe to remove mid-playthrough. You are advised to take a clean save before evaluating the mod so that you can revert if you decide you do not wish to use it.

    Q: I can't see the creation/duplication spells or the spells don't work.
    A: A few people have reported this, but I have never managed to reproduce the issue. Try using the items (wand and mirror) instead.

    QCan you unbind the wand and mirror? They offend my sense of inventory tidiness.
    A: Since v2.0.2.0 you can do this via the configuration file (see below) but you are on your own if you do so. I will not help you get back items lost by unbinding them.

    Q: I am a mod maker. How can I recognise characters created by your mod?
    A: Custom Companions, both created and duplicated, all carry the 7deac637-156c-435a-9059-a0dcc5d0ecf1 tag.

    QDoes this mod change the party size limit?
    A: Yes and no. You may have an unlimited number of custom companions, but when you have 3 of them the base game companions will regard your party as full. If you want a fully unlocked party size mod, I recommend Party Limit Begone (SE version). Certain cutscenes may have issues with an oversized party. Before reporting such issues as being the fault of my mod, please check if you can reproduce the problem with a normal size party.

    Q: Can I use this in multiplayer?
    A: Yes, but I don't play multiplayer myself and my testing is limited to running two copies of the game on my own computer. Feedback regarding how it does or doesn't perform in a genuine networked environment is welcome!

    Q: Can you add more dialogue?
    AUnlikely unless or until Larian release official modding tools. Even adding just the tiny number of lines I have was a pain with only a text editor to work with.

    Q: What version of the game and script extender are supported?
    A: As of writing, game patch 6 and script extender v14.

    QIs this the same as [insert other popular mod here] ?
    A: I made this mod to scratch a personal itch which other mods weren't reaching, and I felt pleased with the result so I thought I'd share it with the community. I'm not looking to get into a popularity contest and if you already have another mod which works for you then you won't need this one. 

    Q: I dismissed my companion! Can I get them back?
    A: No. Dismissed companions are gone for good. Next time send them to your camp instead of to oblivion. ;)
  2. adriant1978
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    Configuration File Details

    Note that this is an advanced feature. If you are not comfortable locating and editing this kind of file then leave it alone. The default settings should be fine for most players!

    The file will be created the first time you run the game with v2.0.2.0 or higher of the mod installed. It can then be found at:

    "%LOCALAPPDATA%\Larian Studios\Baldur's Gate 3\Script Extender\CustomCompanions.json"
    The syntax of the file must be preserved entirely. Change only the words true and false, nothing else.

    The following options are accepted:

    • CatchupXP - default: true - Enables the XP catch up mechanism where your Companions will level up when you do. If you disable this they will almost certainly start to lag behind.
    • CombatDuplication - default: false - Removes the out-of-combat restriction from the duplication spell, replacing the CC_CombatClone plugin. This feature is not well tested and you are not advised to enable it unless you have a particular great need for it.
    • ImmersiveEpilogue - default: true - Enables your Companions to grab a drink and mingle at Withers' gathering. Disable it if you want to retain control of your Companions during the epilogue. Only affects Custom Companions, does nothing to base game characters or characters from other mods.
    • UnbindItems - default: false - Turn this on to remove the 'bound' effect from the wand and mirror, allowing them to be moved out of your character's inventory. You are strongly advised against doing this and if you manage to lose the items as a result there is no way to get them back. You have been warned!
  3. chareloy
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    Since it works on dead body, does that mean I can play tough and hire a duplicate of dark urge in act3? That would be awesome.
  4. Ihatefallenorder
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    I hope one day someone can use this to make full on companions with their own dialogue and everything.
    1. GennyWoo
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      With GPT its highly possible, I wish there was an Mantella mod for BG3 and Cyberpunk
    2. BlueGunk
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      Agree. I made a couple of companions with this mod and they're fun to have in the game. But some generic dialogues and comments would be nice for them! Hope it can be done.
  5. pain123456789
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    Idk, but after creating multiple characters simultaneously (one after another), my game slow down and can´t be fixed until i load a different save.
  6. kmcsjr
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    Can you look at making this more compatible with CC or help me figure out why I can't zoom all the way out in CC? It would really help in choosing body tats  genitalia and skin color etc. Thanks I see that you have it as a possible hard code issue, but this modder found a solution for Astarion. Maybe it could offer a hint? Thanks again https://www.nexusmods.com/baldursgate3/mods/9888
    1. adriant1978
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      The mod you linked did not contain the solution in and of itself, but looking at it prompted me to go over Origins.lsx and CharacterCreationPresets.lsx again and finally realise what the problem was.

      I believe it is now fixed in the latest version just uploaded. Please try it.
    2. kmcsjr
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      As soon as I get home from work! This mod reall Improves the game. Thanks!!
    3. kmcsjr
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      sorry - I thought I responded. it works great
  7. AmeloGarrid
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    I updated this mod mid game and now all of my duplicated characters are named Not Found, do you know why this is or how I can fix it? I tried going to the magic mirror to rename them but it did not work.

    EDIT: I made a mistake only some of them are not all of them.
    1. AmeloGarrid
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      Sorry to add more problems on but it also seems that when I recruit an npc by duplicating them it gives them extra HPs proportionate to their class and level and the reason is due to "Difficulty: Tactician". I'm not exactly sure why it's happening now seeing as the npc's I've duplicated in the past do not have extra HPs but the new ones do and I have not changed difficulty at all mid game. Do you have any ideas?
    2. adriant1978
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      Good catch with the hit points thing; I play exclusively on Balanced and never tested the mod on Tactician, or Explorer for that matter. The latest version just uploaded today should fix the problem. Please try it.

      For your other issue you would need to provide a script extender log/screenshot from when you load the save, to give me something to go on.
    3. AmeloGarrid
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      Thank you so much for the quick fix, I have tested the updated file and newly duplicated npcs no longer get extra HPs due to tactician difficulty!

      As for the original problem with the duplicates being named Not Found here is a link to the Script Extender log from when I loaded the save.
      https://pastebin.com/h6q3ppFq

      Forgive me if this is the incorrect file, I'm not too well versed when it comes to this aspect of the Script Extender. Also I figure any extra information might help so, interestingly every time I load the game it appears to be random which duplicates are named Not Found. For example one time I loaded the game and my duplicate of Alfira and Sazza were named Not Found and in another instance of loading the game instead Volo and Kahga were named Not Found instead while the other two had their correct names. Hope this helps!
    4. adriant1978
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      [CustomCompanions][Init] GenericCompanion_Female_Player_94da229b-de3f-04d6-a920-9aeecf9c328c is not global and can't find a new RootTemplate
      [CustomCompanions][Init] record gear visibility for template QUEST_FOR_QuasitSummon_45322b6b-9486-f055-376a-f481564dc84e on GenericCompanion_Female_Player_94da229b-de3f-04d6-a920-9aeecf9c328c
      bg3se::esv::lua::OsirisCallbackManager::RunHandler(): Osiris event handler failed: [string "CustomCompanions/Server/AT78_CC_Main.lua"]:51: attempt to index a nil value
      stack traceback:
      CustomCompanions/Server/AT78_CC_Main.lua:51: in global 'IsGearVisible'
      CustomCompanions/Server/AT78_CC_Main.lua:720: in upvalue 'init'
      CustomCompanions/Server/AT78_CC_Main.lua:1422: in function <CustomCompanions/Server/AT78_CC_Main.lua:1415>

      The problem is that you duplicated Shovel. I never anticipated anyone would try to duplicate a summon, and the mod is falling over trying to check whether the new gear visibility feature applies to this character. 

      I'll look into whether a fix is possible, and if not I'll need to disallow duplicating summons to prevent this happening to anyone else, but for an immediate workaround I would try dismissing the duplicated Shovel and then taking a new save. 
    5. AmeloGarrid
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      Ahh interesting! I thought it would be fun to have Shovel as a full on companion instead of a summon but never thought the fact she's a summon would interfere with anything. Thank you so much for looking into it!

      EDIT: and now that I think of it I'm guessing duplicating Scratch works is because I duplicated him when he was a npc and not the summon version of him and seeing as there is no npc version of Shovel there's no way to duplicate her as a non summon, makes sense!
  8. Velldon
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    Any chance you could unbind the staff and mirror? I already have the spells and my inventory is packed
    1. adriant1978
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      Somebody didn't read the sticky posts. 🙄
  9. GrayNish
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    excuse me but how do I infected the custom companion? there is only 3 dialogue to go to camp, dismiss and carry on. and the brain panel still count it as hesitating
    1. cosmogyralDelirium
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      In order to let your custom companion consume tadpoles, you'll want to use the Infect with Tadpole command this mod provides, under Custom Commands. If you don't have Custom Commands in your hotbar, you can find it in the Common tab of your spellbook, under Class Actions. [Here's a link to a couple of screenshots to help explain what I mean.] If the command's not showing up there, then I suggest making sure you have the latest version of this mod installed, ideally through BG3 Mod Manager (for whatever reason, some mods don't behave properly if you're using Vortex).
    2. GrayNish
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      I see, my apology then, I never bother looking at command. so I just try to talk to to them over and over. thank you for direction
  10. Derpaherp1734
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    hey question. When you play as Dark Urge, the custom Companion you make seems to copy parts of the Dark Urge monologue.
    is that a glitch or...?
    1. cosmogyralDelirium
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      Hirelings from Withers in a vanilla Dark Urge playthrough will use Dark Urge voicelines. Custom companions from this mod behave like base-game hirelings, so I think them using Durge voicelines is a base-game glitch, not anything to do with this mod.
    2. Derpaherp1734
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      Massive Bummer
  11. Jysuran95
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    I tried a new game but it wont work because im in the astral plane and can't create any character or move and it's like 12 dudes and the dark urge. Did I install the mod wrong?
    1. cosmogyralDelirium
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      Sounds like you may need to install [Mod Fixer], or any other mod that includes Mod Fixer. It's okay to have multiple mods with Mod Fixer packed in, by the way! Also, make sure you have [BG3 Script Extender], as it's required for this mod to work properly.
  12. AQW1111
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    Are we supposed to be able to talk to companions? If so, how? If not, how do we dismiss them or tell them to wait at camp?

    I created two custom companions, not duplicated to be clear, fully custom companions, and now they are stuck in my party seemingly permanently. Can't talk to either of them, say 'X started conversation', but no conversation starts.

    EDIT: For those searching for an answer, to dismiss them, you have to use the 'Companion Commands' class action to send them back to camp, etc. Once there, they can be spoken with.