tony007 Posted December 27, 2007 Share Posted December 27, 2007 Is there a solid, non-glitchy spell that you can use to clone yourself? If not, how do i create such a spell? I really wanted a companion of myself since my character is so strong and having only me to control the character gets lonely sometimes. The clones of you can cry out random stuff like, "Arggh! Sithis save me!" Which i find to be very amusing. Link to comment Share on other sites More sharing options...
Jumonji Posted December 27, 2007 Share Posted December 27, 2007 Hmm. Exactly how would you control the other you? Do you envision this as a type of companion that just looks like the player char? Would the clone disappear after a minute or two, like a summoned helper, or would you have another spell to send them back to, er, "oblivion?" Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 27, 2007 Share Posted December 27, 2007 All clone spells are potentially glitchy. This is because they duplicate all inventory items, which can be bad if you have any scripted items. Clones arealso restricted to a smaller amount of scripting which can be used on them. The new NPC's reference can only be used when the NPC is created, or when a new spell is cast on that NPC. This means that any packaging you may want on that NPC would need to be handled by a scripted ability which is setup to do all the thinking. In some cases, like the guilds, the clones factions remain, so if you accidentally steal or attack your clone, you can be expelled. The clone also knows every spell you know, but doesn't always know when to use it. I've had clones that despite having a higher destruction skill and some good spells, spent most their time using invisibility and summon scamp. You can add the NPC to some factions which can be used to setup dialogues, which can allow for a wider range of uses (changing packages, fighting styles) but doesn't solve some of the usual companion problems that can only be solved with global scripting. Oh, and your clone never improves until you resummon them again. Which means more duplicated scripted items and scripting. Link to comment Share on other sites More sharing options...
tony007 Posted December 27, 2007 Author Share Posted December 27, 2007 Hmm. Exactly how would you control the other you? Do you envision this as a type of companion that just looks like the player char? Would the clone disappear after a minute or two, like a summoned helper, or would you have another spell to send them back to, er, "oblivion?" Summon after a few minutes. If it was permanent, it would be glitchy. I also saw on youtube that there's a console command for this, but the that clone is stupid and he can't use a bow. He doesn't even follow you around. The only good thing is he can talk. Link to comment Share on other sites More sharing options...
Sypron Posted December 28, 2007 Share Posted December 28, 2007 Better be careful, the clone you summon might summon his own clone and they'll team up on you! (Disclaimer: This won't happen) Link to comment Share on other sites More sharing options...
tony007 Posted January 1, 2008 Author Share Posted January 1, 2008 But, Can i make a spell to clone myself like summoning creatures such as the daedra? Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 1, 2008 Share Posted January 1, 2008 But, Can i make a spell to clone myself like summoning creatures such as the daedra?You can, but it isn't suggested due to the duplicated inventory every time that NPC is made. As explained Here and Here. Meaning that each time you use the spell, everything in your inventory is duplicated. If you have an inventory full of scripted items, or a very large inventory, this can cause significant problems down the road. Unfortunately there isn't any way to use the same clone every time since the clone can only be referenced by the spell which initially creates it and any abilities which are added to that clone. Even if you create the clone, and right away remove all the items the clone has, you will still get those issues. If you wanted a clone, it would basically have to be a one time spell that removes all items, removes the clone from any factions, adds the clone to the playeraction, adjusts some of the NPCs values, removes any spells you don't want them to use (impossible in some cases) and creates some ability based framework for packages to function. The issues of the spells can be seriously bad since the clone will have access to every spell or power you have, but not the understanding of what it really does. In the case of scripted spells paired with normal effects, or some spell mods, this can be very, very, very bad. additionally you would need a method of updating the clone on a regular basis so that they aren't always stuck in that initial state. In short, it would be rather complicated to do, and would have to be tailored specifically to work with whatever your setup is and your personal tastes. Link to comment Share on other sites More sharing options...
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