New version 1.7 is out. Please check the description page before installation.
Just want to thank everyone for the feedback and endorsements. My apologies if I'm not always able to answer everyone personally, but I'm always happy to read comments and to see people having fun.
And also...yesterday there was a comment with a question about clones. I was writing an answer, but the post with the question magically disappeared. I don`t really know if it was me who accidentally pressed the delete button, or if there is some way users can remove their comments. I was too tired yesterday to think about this. But just in case it was my fault, I`m sorry. The question was about clones - whether cloning a raider will produce a hostile clone. So the answer is no, all clones are normally friendly to the Player and can even fight on your side, especially if you give them a place in your settlement. However, if you try to offend them, they will turn hostile just like vanilla settlers.
Guys , if you are having an issue and the cloning is not working, please check that your F4SE is up-to-date. I have added an instruction for F4SE installation on the description page. It is important to have the latest version and to installscripts from the F4SE Script folder.
About the F4SE and game updates. The mod is not tied to a particular F4SE version and works fine with FO4 1.9.4(f4se_0_04_02) or higher. Note : If you can't see the new version of the F4SE on the official site, press f5 to refresh.
Hello, This is a great mod and a faster and convenient way to make clones compared to the synth production, although if we're talking about immersion, I prefer the latter. Though as of late, I'm using this as an alternative to workshop synth production mod, main reason is that the synths/clones created by that mod don't retain their SPECIAL stats that I modified them in console command (I used setav) after I visit the settlement where they're located, after some time away, it is as if their SPECIAL stats were reset. I thought the problem lies in that mod, so I used this as an alternative because I thought maybe it won't have the same problem but turns out it does and now I'm thinking maybe it's the game itself that resets the cloned NPCs' SPECIAL stats if they are tampered with regardless of the cloning mod used, or it could be because of another mod, I'm not so sure. I'm troubled by this because I use SS2 and I want my settlers to have the best stats. Is there any known workaround for this? Thanks
First of all I want to say that I LOVE this mod, really great
That said, something quite strange happened
I was trying to clone a kid from this mod (https://www.nexusmods.com/fallout4/mods/16586) because I have bunch of armors that nobody else can equip I found a couple of Raider Kid/Raider Rascal and when I tried to clone them, first an hostile alien showed up. I reloaded and tried to clone the kid again, this time, a dead "Gary 55" (?) showed up. I reloaded again, and this time the clone was right. Any idea?
Tell me what's the matter. Regardless of the settings, I get a hostile clone that immediately attacks me and my allies. I'm trying to clone people. settlers and companions.
This mod has worked fine until recently. The shots don't make clones unless I put " StopQuest MSM_MainQuest StartQuest MSM MainQuest " but they aren't being sent to settlements or assignable anymore. I have the F4SE up to date. I also had a moment where the clone gun worked one last time on its own, but I then reloaded and it suddenly stopped.
Excuse me, is it normal for the alien to be immortal? It's that I'm still at level 4 and suddenly he appeared behind me and I only see that his life bar recharges as if he were an essential npc, even the kill command doesn't work.
just a headsup for anyone trying this and it not working :player.additem 11004ca6 will most likely not work as 11 is tied to your personnal load order You just have to check in vortex -> plugin and see what is the load order for the mod it could be player.additem 2a004ca6 instead of 11004ca6 or far easier using this mod to get the items : DavesMods - In Game ESP Explorer
Is there any way to turn the Gun to Clone robots? Like both from arround the commonwealth and from the Automatron?
It would be cool, as one could just make one "Blueprint" For provisioners/ Mr.Handy farmers/ SARGE/AHAB, And with a click of a cloner make another one. Modable and shit. No more Hours and Hours of sitting in Robot workbench
597 comments
Just want to thank everyone for the feedback and endorsements. My apologies if I'm not always able to answer everyone personally, but I'm always happy to read comments and to see people having fun.
And also...yesterday there was a comment with a question about clones. I was writing an answer, but the post with the question magically disappeared.
I don`t really know if it was me who accidentally pressed the delete button, or if there is some way users can remove their comments. I was too tired yesterday to think about this.
But just in case it was my fault, I`m sorry. The question was about clones - whether cloning a raider will produce a hostile clone. So the answer is no, all clones are normally friendly to the Player and can even fight on your side, especially if you give them a place in your settlement. However, if you try to offend them, they will turn hostile just like vanilla settlers.
Guys , if you are having an issue and the cloning is not working, please check that your F4SE is up-to-date. I have added an instruction for F4SE installation on the description page. It is important to have the latest version and to installscripts from the F4SE Script folder.
About the F4SE and game updates.
The mod is not tied to a particular F4SE version and works fine with FO4 1.9.4(f4se_0_04_02) or higher. Note : If you can't see the new version of the F4SE on the official site, press f5 to refresh.
First of all I want to say that I LOVE this mod, really great
That said, something quite strange happened
I was trying to clone a kid from this mod (https://www.nexusmods.com/fallout4/mods/16586) because I have bunch of armors that nobody else can equip
I found a couple of Raider Kid/Raider Rascal and when I tried to clone them, first an hostile alien showed up. I reloaded and tried to clone the kid again, this time, a dead "Gary 55" (?) showed up. I reloaded again, and this time the clone was right.
Any idea?
Thank everybody and Merry Christmas
Here's a quick script file to bypass all the mucking about and bananas requirements for lazy buggers like me -
player.additem 11004ca6 1 ;Cloning gun blueprints
player.additem 11006b23 1 ;Settings holotape
player.additem 11005bda 500 ;Cloning ammo
player.additem ff995; Equip player with vanilla Alien blaster
player.cf "ObjectReference.AttachModToInventoryItem" ff995 1101a264 ;Upgrade Alienblaster to painless magazine
Copy the above lines into notepad, save it as clone.txt in your Fallout4 base folder, open the console and type -
bat clone
....enjoy the good life on easy street ;)
Still a great mod in 2023.
It's that I'm still at level 4 and suddenly he appeared behind me and I only see that his life bar recharges as if he were an essential npc, even the kill command doesn't work.
You just have to check in vortex -> plugin and see what is the load order for the mod
it could be player.additem 2a004ca6 instead of 11004ca6
or far easier using this mod to get the items :
DavesMods - In Game ESP Explorer
Like both from arround the commonwealth and from the Automatron?
It would be cool, as one could just make one "Blueprint" For provisioners/ Mr.Handy farmers/ SARGE/AHAB, And with a click of a cloner make another one. Modable and shit.
No more Hours and Hours of sitting in Robot workbench