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.
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!
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.
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.
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"))
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!!!!
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.
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!
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.
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.
Does anyone know about any alternative, since this one doesn't work, or at least it doesn't work very well? Does anyone know any way to add any NPC, maybe a different mod or something? This can't be the only one😭
I recently installed the mod, downloaded the latest version, but it still doesn't work for me, it doesn't even let me start a new game, I would like to play with this mod, does anyone have a solution?
there is a lot of sticky post not sure what i am looking at, i have downloaded the latest version whenever i boot the game with the mod it says uuid or something is missing, and i dont know what to do here
Even though this mod still works in a way, none of the clones or extra tavs I create will stay inside the wardrobe adding an overwhelming presence that eventually leads into a game crash.
Looks great as an alternative to custom origin character. Does someone know if there is an updated version maybe ? Its looks like (from the comment) that the mod is not working, or have many bug/crash issue :(
Can anyone confirm that this mod will work with Patch 8? It's truly my absolute favorite mod, and I wouldn't want to play without it. Since it was last updated in September 2023, it also survived Patch 7 without a hitch. So, I'm hopeful... Currently, however, I've put Steam offline just for this one mod, to prevent an update to Patch 8, which could break this mod.
the mod still works, you just have to download one of the versions without modfixer posted on comments. or make your own version without modfix of ver 1.29
893 comments
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
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.
<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>
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.
[
As you can see, some leftover summons are somehow stuck in limbo. This was before I went to sleep.[
"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"
]
]
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
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...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"
]
]
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!
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.
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:
{
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."CreateConsole": true
}
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.
_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"))
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!!!!
I removed the "QUEST_FOR_QuasitSummon" and long rest works normal now. Thanks for this.
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.
You can download my fixed version, if you wish: RemoveMultiplayerCharacter-1.2.9.0-nomodfixer.pak
that. So thank you for sharing your fixed version!
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.
I believe it is used to add the skills.
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.
I was just trying to help out the users, who were stuck on patch 6, like I was.