About this mod
A gun that clones any NPC and turns the clone into a fully functional voiced settler or companion. Also supports super mutant and animal cloning. Requires F4SE.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- Changelogs
- Donations
Version 1.7.2 Added a few items to keep clones busy. A silt bean relaxation marker for "friend" settlers (animals and creatures), so they don't invade houses (decorations - misc). A universal guard mat that works for any assignable clones (defence - guard posts) and super mutant cooking station and bench.
Version 1.7.1 Fixed a minor problem with outfit copies.
Version 1.7 Warning! The version has many technical changes. While it might still work when installed as an update for old versions, I recommend to install it for a new playthrough. Unfortunately, I have lost my old game saves and mod versions and it became problematic to test. Installing as an update for older version at your own risk, make a hard save before doing this.
What's new.
*Added fixes that are supposed to make the mod work better and prevent some issues:
Changes were made for all the existing settler type actors. Human, ghoul, gen 2 and 3 synth, super mutant and dog settlers should be immune to the race change glitch now.
The diffuser modification is set to clone only one NPC per shot (the game could not handle cloning a bunch of actors at once very well), but still allows to clone yourself.
*Clones should not stuck anywhere in the Commonwealth any more and will appear at the destination point much faster.
New items:
Added new Alien Blaster mod - DNA modifier( Weapon workbench -> scopes). The scope allows to repair and modify the DNA of pre-placed rotten bodies and to clone more different animals and creatures. Animals and creatures don't count for population and can't be assigned to work, but can be used to add some life to a settlement.
*The DNA detector highlights all actors that have intact DNA and can be cloned without using the modifier.
To clone a pre-placed corpse, craft any of the 2 Alien DNA modifiers and aim at the corpse from close distance. In order for this option to show up, keep your blaster reloaded.
Notes:
*Due to the imperfection of the technology, the clones of rotten bodies might still look a little rotten and dead and are suitable rather for a Halloween themed settlement. New animals and creatures is a bonus. I wanted to have those cute goats from the Nuka World roaming in my settlements. They might work less stable as humanoid NPC, but should not cause anything game breaking. The worst thing that can happen is them changing their look and turning into some another animal.
What is the idea?
I wanted to be able to turn anyone into a fully functional settler and to make it enough funny and easy to use.
As you know there is a cloning machine for goats in Nuka-World. I imagine that there can be some more advanced technologies in Alien's world. How they work? I don`t know. Though I also don't know how the goat cloning machine works or how ghouls stay alive even with a rotten brain. So maybe it's a super speeded clone growing with some nano-robot technologies or it`s a summoned being from the Black Lodge or some alternative dimension. Aliens know better. But in the context of repopulating the Commonwealth ...some poor raider could be a good guy in another life, he could be even a Minutman.
The mod requires F4SE (but does not require to be updated after each F4SE update).
When installing F4SE you need to copy the Data folder that contains scripts and merge it with your Data folder.
F4SE is required only for the process of cloning. Launching the game in a usual way is safe, though you won't be able to clone anybody.
What the mod does:
The mod adds weapon mods for Alien Blaster and special ammo that turns the blaster into a portable cloning device. You can clone any NPC anywhere in game including DLC locations and NPCs and send them to your settlements. All humanoid clones will have usual vanilla dialogue options and one of the vanilla settlers' voices. To craft the mods and ammo you need to find some special Schematics. You'll also get a holotape that allows to change some settings(Alien Cloning Device Override), alternatively you can craft it in your chemistry lab.
Items
A list of items: an additional Alien Blaster, ammo conversion mags, biotech ammo (chemlab), a barrel diffuser that allows to clone yourself by shooting at your imaginary feet, DNA modifier scopes (one with night vision and another one with intact DNA detector option), a few relaxation furniture markers for dogs and mutant hounds (decorations -> miscellaneous), a holotape with different settings and options that allows to turn clones into companions, to create frenzied hostile clones and other things.
How to start cloning:
For people who don't want a total spoiler:
You will meet a special encounter in the Commonwealth in the right time and place but only after reaching level 20. Pay attention to things that might be related to aliens and check them out.
For others:
You will be able to get the Schematics and an additional Blaster after the mysterious UFO crash
(normally requires 20 level). There are 2 possible scenarios:
1) Scenario 1 happens if you install the mod before the crash. You will meet the encounter after exploring the place.
2) Scenario 2 happens if you install the mod after the crash. You can meet the encounter any time in the Commonwealth. If you want to speed it up you can visit and search the UFO crash location or go and Wander in the Commonwealth Wilderness.
* In both cases the encounter will keep appearing from time to time until you complete the objective.
* Alternatively, you can cheat and add the Alien Schematics by console commands.
After obtaining the knowledge you can craft the mods and start your cloning spree. Each Blaster mod requires special ammo that can be found and crafted in your Chemlab - Utility section.
What actors can be cloned?
The gun will affect super mutants, all kinds of dogs and humanoid NPCs: humans, non feral ghouls, some human looking synths who have some intact DNA in their body. A new bonus option allows to clone most other animals, insects and feral creatures and turn them into settlement friends. You can clone dead bodies too. Since 1.7 version even pre-placed corpses can be cloned with the DNA modifer.
You can use it on yourself by shooting at your imaginary feet( use a Portable Cloning Device Diffuser barrel for it ). You can use it on clones to create their copies. The mod will work for kids additionally adding a trade option for them.
All clones are fully functional. You can assign them to jobs, send to other settlements and trade with them. Human and ghoul settlers can take part in vanilla radiant quests as settlement leaders and spokesmen. Super mutant and animal settlers will not take part in radiant quests.
Can it kill them?
Only if they have very low health. Alien Blaster mods reduce damage of your weapon to just few points and additionally heal any affected NPC.
Companions ( this is Beta option, minor bugs are possible).
* Any existing clone can be turned into a follower by starting a dialogue with them. In order to do this, set 'Allow followers' with the 'Alien Cloning Device holotape (Configure - Followers - Allow Followers). You can always turn this option off and all clone followers will be automatically dismissed. Optionally, you can replace humanoid settlers with the 'Follower' NPCs who will level up with the player (Configure -Set spawn type).
* The number of followers is unlimited or the limit is unknown, but too many followers can cause lags.
* The followers are considered player teammates. They don't take the companion slot and don't use the vanilla follower script of alias. This is independent follower system that works only for clones and should be compatible with other followers frameworks.
Important notes:
1. I can't give a guarantee that it will flawlessly work for NPC added by mods, so just to be safe make a save before doing this. If you clone such actors, I recommend you to avoid uninstalling the mod with the original NPCs. Doing such thing can lead to CTD.
2. After creating a clone you will get an option to select a settlement. If you don't use the option, you can get it open again by starting a dialogue with the settler.
3. All clones created inside settlement borders will be automatically assigned to the workshop until the population reaches the cap based on your Charisma. I don`t recommend to spawn more than 30 - 35 NPC in the same location. Depending on your PC specs it can become laggy with high number of actors in the loaded area.
4. If you don't assign clones to any settlement, they will eventually go away. Leave the location if you want it to clean up from unassigned clones.
5. There is a small chance to get a Minuteman instead of usual settler. Minutemen clones are pretty much the same as generic Minutemen settlers in the Castle. Usually they are higher level than usual settlers and are perfect for guarding your settlements. The chance can be turned off.
6. There is a small chance of malfunction that allows you to meet some unique actors. You can turn the chance off.
7. The mod allows you to trade with children, dogs and super mutant settlers when your weapon is sheathed and to start a usual dialogue when your weapon is drawn. You can customize this option or turn it off with the Alien Cloning Device Override holotape.
8. You can rename these settlers with any renaming mod.
9 . You can create special dog places for vicious dogs and mutant hounds. Find them under Decorations -> Misc.
10. You can turn on and off the Follower system or just the recruitment dialogue . This option allows to access the original settler dialogue without dismissing your current followers.
11. It's not necessary to use the blaster from my mod. You can use any other Alien blaster and turn it into a cloning device.
12. If, for some reason, you want original non settler character to come and live in your settlements, check my "Magic Syringes " mod. However, it's impossible to turn random NPCs into fully functional settlers without cloning them or editing all the records, so functionally they will be limited.
Bugs or Known issues:
I have not encountered any serious bugs during my testing, but there are some tips:
* Settlers can change their outfit while travelling to your settlement or some time later. It's just the way some things work in this game. You can take it as they just decided to change their outfit ;). It can only happen if you have not equipped them manually. Manual equipping has the highest priority in game.
*Super mutants clones and dogs will get random outfits unless you clone an actor who is wearing a unique outfit.
*Dogs and Supermutants can have problems pathing to some certain areas. This is caused by their original race settings that forbid them to swim, open doors or other important actions. Leaving the area so it becomes unloaded can help them to path. Another and more reliable way is to take them as your companions and escort to the desired settlement.
If you find a bug, please let me know about that.
Compatibility:
The mod does not touch any vanilla files so in theory it should be compatible with any mod. I also recommend to put it as high as possible in your load order. This is not mandatory, but it helps to avoid possible issues with compatibility and prevent pathing and behaviour issues.
Credits
Special thanks to Werr92 for voice acting.
Recommendations
SuperMutantWorkshop mod can be useful for super mutant settlers. They are completely functional and assignable to jobs.
My other mods
Settlement_Markers
Kitcat's Camping Gear
Magic Syringes
Simplistic Tent
Installation/Deinstallation
Install with NMM (or manually put files from the mod Data folder into your Data folder. Then add a line to your plugins.ini : *PortableCloningDevice.esp )
Uninstall with NMM (or manually remove imported files from Data folder and delete the line from your plugins.ini)
Updating
Install the update with NMM or manually. Load the game, make a save, load the new save. That's it. If you have any problems updating from some old versions, detaching and re-attaching weapon mods or crafting new weapon mods should fix it.
If you have manually extracted any scripts from my mod archives to your game folders, please make sure they are removed from Fallout4/Data/Scripts.
I have replaced some of the older scripts and to prevent log errors old scripts should not be there.
F4SE installation
Download the 7 zip archive, extract it somewhere. Use the F4SE readme to install the base files. Then go to the folder where you extracted the archive, find the Data folder inside, open it and copy the "Scripts" folder. Paste this folder into your Data folder (\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data). Agree to overwrite if it asks you about it. This does not really overwrite any vanilla files, only old F4SE files if you have any.
Launch the game with F4SE loader in your FO4 folder.