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ImWayden

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ImWayden

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  1. ImWayden
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    The Mod isn't Updated to Support Patch 3 
    
  2. rajalatief123
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    I Can't find the mods i install the script by extracting it in the bin and install the mods using mod manager and still can't find the spell
    1. ImWayden
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      When using mod manager you have to do :

      if you haven't installed script extender yet:
      Open Mod manager -> Tools-> Click on Download & Extract script extender

      Then still in mod manager:
      File->Import mod->select the .zip or decompressed .pak->click open

      the mod should appear in your inactive mod section (the Right column):
      Activate it by drag and drop to the left column -> File -> Save Order
  3. ImWayden
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    If you don't want to risk messing up your save, the clone spell is a safer option, although you won't inherit the target NPC's inventory nor dialogues.

    the clone spell is safer and gives more possibility (like giving level up and classes to npc) or allows you to Create totally new custom character, 

    The clone spell is represented by a Hex Hearth icon. When you use it on an NPC, it triggers the character creation process. You should select the custom clone race without spending too much time on customization since it's essentially just a vessel. Then, you can freely choose your abilities and class. Click "next" without customizing the guardian, and there you have your clonedNPC,  if you choosed a race that isn't Clone you'll be able to create a custom Character.
  4. pepperjk
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    UUID for manual installation:

    <node id="ModuleShortDesc">
       <attribute id="Folder" type="LSString" value="RemoveMultiplayerCharacter"/>
       <attribute id="MD5" type="LSString" value=""/>
       <attribute id="Name" type="LSString" value="RemoveMultiplayerCharacter"/>
       <attribute id="UUID" type="FixedString" value="6cff991a-50b9-4a15-bc84-3ece3911b43b"/>
       <attribute id="Version64" type="int64" value="36451013778997248"/>
    </node>
  5. Tawaporah
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    Okay... I have fixed my run. I'm not entirely sure how to fix this in the mod file itself, though...

    The steps I took are somewhat advanced since my fix required unpacking the mod (version 1.3.2) and editing the source code. So, the data below might not be useful for everyone. Hopefully, it helps ImWayden to bugfix this in the future.

    1. The function LeaveParty requires a value, yet the value it gets from Osi.GetReservedUserID(target) is 'nil;' (empty). I couldn't get it to return anything it should, so I removed the line from the code to see how it would proceed. (You need to repackage the mod with the LSLib Toolkit)

    2. Thanks to JangoBritt's mention of the function _D(Osi.DB_Players:Get(nil)), I discovered some extra characters in my party. My main/origin character is Wyll, and I dismissed all summons from the companions before removing the companions from my party.
    [
            [
                    "S_Player_Wyll_c774d764-4a17-48dc-b470-32ace9ce447d"
            ],
            [
                    "Myrmidon_Water_ConjureElemental_4aad6c39-294b-8d70-ce9b-e868902a2290"
            ],
            [
                    "Myrmidon_Earth_ConjureElemental_187e2692-8e2f-d3c2-c0ae-defd094cd94f"
            ],
            [
                    "Deva_Male_PlanarAlly_ccf81973-3f56-0458-4115-5e3cb97f0e5e"
            ],
            [
                    "Myrmidon_Fire_ConjureElemental_72015a24-9bbb-cf4f-8710-895188bc0258"
            ],
            [
                    "QUEST_FOR_QuasitSummon_41ba0ca6-d32b-8c04-373c-59ce8233ba64"
            ],
            [
                    "WolfCompanion_Summon_Final_748bb2de-486e-71ee-9eaa-911006bc0efa"
            ],
            [
                    "Boo_FindFamiliar_319a32c4-7da4-9054-159e-64241eaadb32"
            ]
    ]
    As you can see, some leftover summons are somehow stuck in limbo. This was before I went to sleep.

    3. I noticed, as some have mentioned in these posts as well, that there are a few resurrections at Withers labelled as "I want to resurrect ." For me, there were three.

    4. With the 'LeaveParty' disabled. There was no longer an error popping up on the console logging. The long rest went on as normal. Afterwards, I still got the message, "Some of your companions remain deep in dreamful sleep and can't awaken yet.". I rechecked my list of party members in the logging.
    NPC Removed
    NPC Removed
    NPC Removed
    NPC Removed
    S >> _D(Osi.DB_Players:Get(nil))
    [
            [
                    "S_Player_Wyll_c774d764-4a17-48dc-b470-32ace9ce447d"
            ],
            [
                    "Myrmidon_Water_ConjureElemental_4aad6c39-294b-8d70-ce9b-e868902a2290"
            ],
            [
                    "Myrmidon_Earth_ConjureElemental_187e2692-8e2f-d3c2-c0ae-defd094cd94f"
            ],
            [
                    "Deva_Male_PlanarAlly_ccf81973-3f56-0458-4115-5e3cb97f0e5e"
            ]
    ]
    Now, there were four instead of 8 and 4 lines of messages about characters being removed. This didn't feel like a coincidence to me...

    5. Once again searching through the source code, I found the line of code that listed the message ("NPC Removed") and just above that line was "Osi.DB_Players:Delete(target)". A short debug message was added that provided me with the value of 'target'. This revealed that this is the full named ID of the character, e.g. "Deva_Male_PlanarAlly_ccf81973-3f56-0458-4115-5e3cb97f0e5e".

    6. Reloaded my save file and went to Withers (before trying to rest) to check the resurrection list again, still at three nameless entries.
    I opened the console, pressed Enter and then entered the call below.
    S >> Osi.DB_Players:Delete("Deva_Male_PlanarAlly_ccf81973-3f56-0458-4115-5e3cb97f0e5e")
    Since no error was shown in the console, I was hopeful that it went as planned. So, I talked to Withers again, and there are still three entries...

    I kept trying with the other entries in my party, and when I came to
    S >> Osi.DB_Players:Delete("WolfCompanion_Summon_Final_748bb2de-486e-71ee-9eaa-911006bc0efa")only two nameless entries to resurrect were left!

    7. This surprised me since it was one of the characters getting removed anyway. But since it seemed to do something that had looked bugged, I also went on to try the others. 
    S >> Osi.DB_Players:Delete("QUEST_FOR_QuasitSummon_41ba0ca6-d32b-8c04-373c-59ce8233ba64")
    S >> Osi.DB_Players:Delete("Myrmidon_Fire_ConjureElemental_72015a24-9bbb-cf4f-8710-895188bc0258")

    8. Now, the resurrection list was empty, and the option was no longer offered by Withers. For good measure, I removed the last remaining character, save Wyll, of course, and my party list looked like this:
    S >> _D(Osi.DB_Players:Get(nil))
    [
            [
                    "S_Player_Wyll_c774d764-4a17-48dc-b470-32ace9ce447d"
            ]
    ]

    9. Off to bed to try again... No errors were given in the console, and the messages with "NPC Added" and "Joined Party: S_Player_Karlach..." appeared after a few seconds, while the game remained black with only my cursor.

    10. And then the sound of early morning came through. And...my dashing Wyll was AWAKE, and I could walk around again as you would expect after a long rest! All my regular party members were added back to the team entirely how I went to sleep, but it was fine with me.

    TLDR; You might be able to fix your save with:
    1. List your party members with _D(Osi.DB_Players:Get(nil))
    2. Remove all characters that don't belong in it with Osi.DB_Players:Delete("xxxxxx") before going to sleep.

    I hope this helps at least someone, and thanks again to ImWayden for this very enjoyable mod!
    1. medusianAllure
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      Do you know of any ways to safely uninstall or fix this mod? I'm afraid I've borked my main file. I've added a bunch of NPC's to the party, then removed them after checking out their stuff.

      I'd really like to find a way to fix the long rest bug. Can't get past the "you can't wake up" screen and I've tried reducing the party, killing my Tav, group sneak, none of it has worked. But putting this mod into inactive has allowed me to see one of the night scenes. Before inactivating this mod, the game just crashed.

      I really like this mod. I'd like to have a run with unconventional party members like Commander Zhalk, animals, or like, random NPC's.
    2. SigmaStrain
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      THIS WORKED FOR ME TOO!!!
    3. TweedleDeem
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      Thank you so much for this! Especially the Tldr, lol.
    4. Draxinusom
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      This is the critical report that allowed me to save my broken 30hrs savegame. That damn Quasit... it is apparently able to scare across the virtual world into the real world :-/
      Anyway, if you too have a save game where you simply cannot wake/stand up from long rest with the incapacitated and other message, this is what helps.
      If you've installed the script extender via bg3 mod manager, you need to enable the console by placing a .json file into the directory where the DWrite.dll resides (use bg3manager, click go, open game folder). Write into ScriptExtenderSettings.json:
      {
         "CreateConsole": true
      }
      The next time you start the game, you'll have the console window started as well. Go into your safe up to the spot where you would long rest.
      Then as outlined above by Tawaporah, you activate the console by simply pressing return on the window and enter the command (write exactly as this):
      _D(Osi.DB_Players:Get(nil))
      Look through the list, if there is a summons there that is not an NPC companion of yours delete it with the command:
      _D(Osi.DB_Players:Delete("<insert here the exact string as in the list from previous command>"))
      it should just reply with "null". After that, make a quicksave and do the long rest. It should work again.

      Thanks again Tawaporah, this information helped me unfuck my save.
    5. davix1996
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      It worked for me, it took longer than expected because I was putting it     
       _D(Osi.DB_Players:Delete("<HAND_Mage_NOTAPPROVED_3c80a627-e9b1-e610-70b3-bd89cd67d267>"))   

      in instead of
      _D(Osi.DB_Players:Delete("HAND_Mage_NOTAPPROVED_3c80a627-e9b1-e610-70b3-bd89cd67d267"))
    6. poypoyleroi
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      Thank you so much, you are a genius!!!!
      Thank you so much, you are a genius!!!!Thank you so much, you are a genius!!!!Thank you so much, you are a genius!!!!
      Thank you so much, you are a genius!!!!
    7. outlawzgosu
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      Nevermind I found it, enable script extender console, press enter while the console has focus, type in commands.

      I removed the "QUEST_FOR_QuasitSummon" and long rest works normal now. Thanks for this.
  6. pepperjk
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    In case anyone wants to run this on Patch 7, you need to remove the integrated ModFixer.
    Just remove the "Mods/RemoveMultiplayerCharacter/Story" directory inside the RemoveMultiplayerCharacter.pak and repack it.

    You can use the lslib ExportTool (v1.19.5) to unpack and repack the mod.
    1. RetroHorror
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      I can't find at all what you are talking about in the pak file 
    2. Drav8
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      i got it.. thank u
    3. pepperjk
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      I can't find at all what you are talking about in the pak file
      What I described are subdirectories separated via /. The mod I modified is version 1.2.9.0.

      You can download my fixed version, if you wish: RemoveMultiplayerCharacter-1.2.9.0-nomodfixer.pak
    4. RetroHorror
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      THANK YOU- I had no idea what you were talking about at all BUT YOU ARE SUCH A LIFE SAVER!!
    5. KitTheNameless
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      I tried to remove it using Modders Multitool, and it wouldn't let me repack because of something in the races.lsx, even though I didn't touch
      that. So thank you for sharing your fixed version!
    6. eightwt
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      Thank you! It didn't work for me using the version you packaged, so I packaged my own version 1.3.2 again and now it works!
    7. pepperjk
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      Glad, I could help. Here a download for version 1.3.2.0: RemoveMultiplayerCharacter-1.3.2.0-nomodfixer.pak
    8. thebizkitman
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      I cannot roll the dice using your file, not sure how to make it work for me
    9. pepperjk
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      Sorry, I can't debug that for you. I only found the loading issue with the ModFixer, I'm afraid the rest of the Mod is too complex for my abilities. Hope you can find a workaround. Maybe the Mod will get an official update later, as well.
    10. Baldurian8Miro
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      man thank you! I was thinking that i will never see this mod again ^^
    11. pepperjk
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      No Problem. Enjoy. :)
    12. GankxShank
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      If anyone can't repak using Multitool due to an error in races.lsx

      To fix this, open up "races.lsx" and edit line 8 & 9 to:

      <attribute id="Description" type="TranslatedString" handle="h6c467c70g2d61g40b0gbd98g2c4ae257c0bc" version="1"/>
      <attribute id="DisplayName" type="TranslatedString" handle="h66b1f345g003dg4375gb57bgc7941ebd692b" version="1"/>

      At least that's what allowed me to repak it.
    13. Ukrial
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      This seens to be working, but the skills aren't appearing. I used your repak because i didn't understand how i should do the repack thing.
    14. rafaelmodspessoa
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      Mine isn't too. Do you figure out any way to make it works??
    15. pepperjk
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      Are you sure you have the script extender installed?
      I believe it is used to add the skills.
    16. dementepingu
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      Yeah, like these guys also doesn't seem to be working. Script extender works fine and I can run commands through it. 
    17. pepperjk
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      I'm sorry my repack isn't working for you. However, I'm not sure what would case this.

      I did not change anything but remove the ModFixer.
      It's possible you have incompatibility with another mod.

      Sadly I wont be able to resolve your issue. I don't have the time to maintain such a large mod.
      I only fix it, so legacy (patch 6) saves can be loaded.

      I hope you will be able to resolve your problems. Good luck.
    18. Flaast
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      Spells weren't appearing but saving and loading did the trick for me
    19. Justsomeguy672
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      you should ask the og mod developer if you can upload the fixed version 
    20. pepperjk
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      I'm not looking to become the maintainer of this mod.

      I was just trying to help out the users, who were stuck on patch 6, like I was.
    21. Justsomeguy672
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      ah fair enough 
    22. mytitsrhot
      mytitsrhot
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      thank youuuuu omg
  7. kalador2009
    kalador2009
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    when finnaly update and fix all bugs
  8. Kalutka
    Kalutka
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    such a shame this mod has been abandoned, here's hoping someone with the needed skills make it again.
  9. MilesEvilPrower
    MilesEvilPrower
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    I used this mod to take Karniss the drider as friend, sadly upon sleep(long rest) it crash, if someone know how to fix the problem please let me know! Thanks in advance!

    P.S I already done the "_D(Osi.DB_Players:Get(nil))" to remove stuff still  crash :(
    1. Elias775
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      Wait? you got this mod to work in patch 7, how? I lost all my mods, and I know I had this mod to have Rolan on my team and Nere, but when I try to use it I can't even make a new game it tells me to remove the mod, and make it dumb for me to understand lol...


      also I'll ask just in case if you know, I had another mod similar to this, except I was able to change npc cloths and I have no idea what mod that was called.
  10. Elias775
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    Is there a video how to download this mod, it won't work at all the game tells me to remove the mod, and I lost all my mods and I know I had this mod... and I had another it was similar to this where I was able to recruit npcs but I was able to change their outfits like I was able to grab Rolan and change his outfit, and I can't find it can someone help me?
  11. loldragoi
    loldragoi
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    Is there going to be any update to this for patch 7 (currently or patch 8)? Or is this a no longer supported mod?

    Does anyone knows how to use this on Nexus mod? I don't know how to use it on mod manager?
  12. linehand
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    The clone option basically seems to be working fine with patch 7. I haven't tried the add option.

    The clone option successfully creates a clone of an NPC and adds them to the party. If you choose the "clone" option for race, the cloned NPC will appear identical to the NPC they were cloned from. Including their clothing. The appearance of the clone's clothing will not change no matter what clothing/armor they are equipped with. So it's like they have a permanent cosmetic clothing effect. You can still use Appearance Edit Enhanced to change their appearance by altering their race/appearance settings but it seems the only way to get around the permanent clothing is to remake the character race/appearance entirely which will replace their head/hair/body with the various options from within the character creator, which kind of defeats the point of creating the clone.

    So if you want the NPC to join your party, and always appear to wearing the clothing/armor they were wearing at that time, then this mod seems to work fine for that, even with patch 7.

    On the other hand, if you wanted the NPC to join your party and work like the other companions as far as clothing/armor goes, then this mod doesn't work perfectly, though when combined with AEE, it can let you add a new custom companion, but in order to get clothing working properly cosmetically, you'll have to give up the NPCs original face/hair and possibly other unique aspects of their physical appearance.

    This was using the latest version from the pinned comment thread above where the user pepperjk had removed the mod fixer component for use with patch 7. For me... this isn't ideal.

    Given that this mod seems to be abandoned, I'll suggest people may prefer to try out the Full Custom Companion mod which also allows cloning NPCs into your party. I haven't tested it yet, but it is much more recently updated, and it looks like it may offer a method to change cloned NPC's clothing/armor appearance. I'm gonna try that mod out anyway, looks like it may be a bit more polished/flexible. Note that it does not allow recruiting NPCs directly, but rather only clones (which is fine by me).
    1. LadyPhae
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      I did run the FCC mod for a campaign. It broke the game, unfortunately. I got to the Ketheric fight in the colony under Moonrise. When I approached the door to go into the fight, my party members completely froze. They all had that little text bubble icon on them like they were in a dialog. I'm assuming it had something to do with waiting for a response from other players in a multiplayer scenario since it seems that mod leverages the multiplayer mechanics to do what it does. If you had better luck with it, I'd like to hear about it. I really liked having an entire custom party. There was a way to hack it by opening multiple instances of the game and using them to log into a multiplayer lobby. I couldn't get that to work either.
  13. dvixyz
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    at Patch 7 (hotfix exactly) the game doesn´t let you start a new game with this mode. I tried it with every combination of mods and all results where in relation with this mod. By loading new game at 100% a message comes like "not able to create a new story" and you get back to the menu.
    1. Yeah exactly, i've been looking for someone that has the same problem as me, do you know of any way to fix it?
  14. JustinWPU
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    Please do the entire world a favor and point this mod to console
  15. GhostOfAnEra
    GhostOfAnEra
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    Hope another modder will work on an updated version of this mod 😭😭
  16. shawn8384
    shawn8384
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    i was doing an evil playthrough and killed halsin before i learned that he was necessary for something later, and this mod just makes my game crash so it seems i have a weird mod mix. but i'll defo want to give this a proper try on a different playthrough, really cool mod