Fallout 4

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LarannKiar

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LarannKiar

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167 comments

  1. FTroops
    FTroops
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    Is there anyway to change what they are wearing when you spawn them? Thanks.
  2. JaceJuggernaut
    JaceJuggernaut
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    Also using CBBE leads to the black face bug if you have more than one copy of yourself around.
  3. Taylor3006
    Taylor3006
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    I love this mod. I tried several of the other Nora companion mods and had trouble with them. This one is so simple, lore friendly, and have very little trouble with it. Clone Nora stays out of my way, does not say a whole lot, stays on my flank during combat and out of the line of fire. She is the perfect companion, never bitching when I pick up junk. I really enjoy conquering the Commonwealth with my wife. 

    I have only run into one minor issue with the mod. When Nora goes down in combat, I have the option to stimpak her but she does not get back up. I either have to wait for her to recover or fast travel somewhere and she will get up then. Just a minor issue and one I can live with. Not sure if it is a mod conflict or a bug but figured I would mention it in case anyone else was having the same problem. 
  4. studmuffin1017
    studmuffin1017
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    i was reading through the description but i think im still not comprehending... i am able to customize the clone NPC right? even without presets? i was hoping i could create followers of my friend's characters. changing the features like making our own character at the beginning, 
  5. dtra70
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    Thank you for this great mod. I apologize if this has already been covered but I am having a problem with the holotape. Is it supposed to be auto added to inventory? I have searched my inventory and can find no sign of it. Or are you supposed to add it with console command, or perhaps find it in world? I have searched all posts and scoured the description, but can find no reference to where the holotape comes from. The clone is however showing up in the workshop and I am able to build it. Which is just wonderful by the way. Any assistance would be appreciated and thanks in advance for your reply.
    1. LarannKiar
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      It should be added to your inventory automatically. If it doesn't happen for some reason (it's most likely due to a mod conflict), you can craft the Clone Holotape at any Chemistry Workbench >> Utility section. (The holotape in the Chemistry Workbench is visible only if you don't have it in your inventory).
    2. dtra70
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      Thanks for the speedy reply. Just went in the game again and still nothing in inventory, checked utility in the Chem workbench and it does not show up there either. Also, just to verify whether even the clone building part is working. When in resource/ misc in the workshop I see just a blank spot with my characters name under it and when selected gives the outline in green of my character which I can then build. Is there supposed to also be one for Nora or Nate depending on which gender you are playing? If so it is not showing up.
    3. LarannKiar
      LarannKiar
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      Yes, Player, Nora and Nate clones should be there.

      Which game version do you have? The mod requires Patch 1.33 (November 2019 Update, Game Version 1.10.162. or higher).
    4. dtra70
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      Oh I see, I'm  on the VR version of the game. I rarely run into mods that do not work in VR and they are usually ones that require f4se. Even though I have f4seVR installed I often find that mods using f4se require a very specific game version. That is why I only installed the basic mod and not the customizable NPC's. Since you said the base mod did not require f4se I thought it would work. Oh well, I appreciate your work and help. 
    5. LarannKiar
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      Unfortunately the VR version hasn't been updated for a long time.. In 2019, the developers doubled the FormID range that can be utilized by additional content (most likely they did it in favor of the Creation Club mods). This mod utilizes these IDs as the updated version of the Creation Kit automatically assigns these IDs to new Forms regardless of F4SE. Mods made after 2019 frequently utilize these IDs. The problem is that the VR version may recognize only some and not all Forms added by the mod.
    6. dtra70
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      I know I have to change the version number under HEDR - Header from 1.000000 to 0.950000 on all new mods for them to work in VR, and so far that has worked on every new mod I have used. I changed it on this mod too. Is there possibly any thing I can do in xedit about the form ID? 
    7. LarannKiar
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      It's possible to renumber the FormIDs in a plugin but.. I hardcoded the FormIDs in the scripts so, both the forms and the scripts would need to be redone. That would take awhile.. not to mention every time I release an update this process needs to be repeated. I know one has to patch the plugin version to use it with an older EXE but unfortunately that's not enough.
    8. dtra70
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      I am afraid I am not at all knowledgeable about the inner workings of mods, I have the utmost respect for people like you that are. I am continually amazed by the things you guys come up with. The games themselves, I find to be very mundane and more than a bit annoying, until you get a hold of some marvelous mods. Anyway, I appreciate all your responses and, though it cannot work for me, am still endorsing your mod as it will be very cool for those that can use it.
      Thanks again.
    9. Tythemis
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      Dang I'm here checking to see if it worked for VR, guess not.  Mod looks amazing tho.
  6. hurrdurrmurrgurr
    hurrdurrmurrgurr
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    Anyone know how to get past, "this person cannot be commanded by you" when trying to create a clone in the workshop menu, it prevents me from placing any clones.
    1. LarannKiar
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      If you click on the non-placed clone in the console and type "SV", does the console return the script "CloneYourself:Actor"? Which game version do you have? v1.10.162 or higher?
    2. lilsiik
      lilsiik
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      lmk if you find a solution :/
  7. lilsiik
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    love the mod, it worked on my previous save but on this one it's giving me the "this person cannot be commanded by you" message, even thought my game is up to date, idk what to do about it tho
  8. 363rdChemicalCompany
    363rdChemicalCompany
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    I read the descritpion but must confess am not fully tracking this one thing yet: :)

    - Will the created clones have unqiue identifies to allow me to do looksmenu on them?

    Also
    - And if yes I should be able to make several different Nora clones and give them all the different hot SLM looks I have stored yes/no?
    1. LarannKiar
      LarannKiar
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      1) From the "Custom NPC" optional files, yes. (See longer post why).
      2) Yes.

      The CharGen menu (opened by the SLM command or LooksMenu, it doesn't matter) stores facial and body morph data in the NPC ("ActorBase") base form and not in the actor reference form so in order to edit an NPC's appearance the NPC should have their own NPC ActorBase record in their respective plugin otherwise all actors created (templated) from that NPC base form would be affected. Clones from the main files have limited records: female and male clones, female and male synths. So I wouldn't advise editing their appearance. Custom NPCs (the optional files) however are "one plugin - one NPC record" so you can have as many unique-record clones as you like by them. You'll need to: 1) choose one of the optional files, 2) activate that optional file in your load order (the main file will detect it and register the NPC from it to the mod), 3) rename the optional file to something else, 4) enable the renamed plugin as a separate, new mod to have another unique-record clone in your build menu. Since the mod comes in ESLs, there's no practical limit of how many unique NPCs you can have. Theoretical limit of ESLs is 4096 if I'm remembering right.
    2. 363rdChemicalCompany
      363rdChemicalCompany
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      I think I actually understood that, after the 2nd read :)
      I may try just that.
      It does sound like a little bit more work than just cloning more and more NPCs and ~ SLMing them, but at least once its done I could have  a pool of them.

      PS: Do I rename just the plug-in itself then? After unpacking the zipfiles? I just DLed your female optional files 6 times as a experiment.. to keep easier track .
    3. LarannKiar
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      Yes, to have 3 unique individually customizable and nameable NPCs, in your load order the Custom NPC files should look something like this:
      *CloneF.esl
      *CloneF2.esl
      *CloneF3.esl
      (...)
      Or this, whichever you prefer:
      Nora.esl
      Cora.esl
      Eleonora.esl
    4. 363rdChemicalCompany
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      Thank you Sir.
  9. caliburn6941
    caliburn6941
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    I have an issue with this mod, I made a female synth, saved and quit, modified the cloneF and turned it into cloneF2.esl, the synth already built vanished and i can't build any more - the option doesn't show up in the workshop menu. Reinstalling and loading previous saves didn't help.
  10. Tsungzu7777
    Tsungzu7777
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    how do i use multiple copies of the custom npc optional file in mod organizer? they just overwrite each other cause they have the same name.
    1. Tsungzu7777
      Tsungzu7777
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      after some quick testing it appears i can just rename the esl ... i installed a 2nd CloneF.esl and renamed it to CloneF1.esl ... opened f04edit to check and it still retained the dependency to CloneYourself.esl.

      started game up with both of them and made a 2nd custom Synth/Clone and it had a separate baseid than the one i made from the original CloneF.esl. which means i should be able to customize it. and everything appeared to be working fine. so FYI if your using Mod organizer you can just install it multiple times and rename it CloneF1 and CloneF2(File name in left pane+esl in the file) and so on to eliminate the redundant flag that appears when you use multiple esl with same name and seems to be working fine. 

      i will reply to this later if i run into any issues doing this.