Enemy Cloning (Savage Doubled Enemy with fixes)

⭐ ⭐ (129 endorsements) 📥 11,163 downloads 📌 v2.4.12 📅 2/25/2024
🟡 Updated this year

By Eumeta · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 12/14/2025 📅 Created: 2/25/2024

🔍 Analysis

  • 👍 1.2% endorsement rate — high engagement, a strong quality signal
  • 🏆 #203 of 597 Gameplay mods in this game by downloads

📋 About This Mod

This is a slightly fixed version of "Savage Doubled Enemy" by SavageMessiah5. I'm patching this in the author's stead since they have IRL issues preventing them from modding.

Should the original author returns, this mod will be deleted. Should the original author requests it, this mod will be deleted. Until then, I'm taking it upon myself to maintain it.

Do note that I did this out of annoyance and have no expertise whatsoever regarding modding. So feedback and advice is appreciated.

Installation: same as the original mod

For now I'm assuming most people using this mod would want to disable summon cloning, let me know if you want to enable the feature, since I'd need to detach some of the bug fixes out of summon cloning  script

Mods compatibilities:

+ Will work with any mod that add enemies, EXCEPT when the mod in question has a new version AND its author changed template NPC between version, the NPCs that you killed along with its clone. This WILL cause ctd on loading with a newer version.

- Resolution: Use Summon Tutorial Chest, or Trashcan: load outdated version, store the dead bodies into the container then save AFTER the container is gone. Exit bg3, update to newer version the load the save you just made. You should successfully resolve the ctd, at the cost of said NPC springing back to life and initiate combat, if you stayed where their bodies were upon saving.(Example: Additional Enemies Extended 3. 2. 0 -> 3. 3. 1, ctd on loading a save if the DIsplacer Beast and its clones near the Goblin Camp bridge are already dead in that save)

+ Also Additional Enemies Extended : Underdark dog's grave portion where you encounter 2 Lesser Bullettes, their clones will be invisible without the status 'invisible'. Either blacklist them or bring Faerie Fire / wait for them to strike, you can fire arrows at the clones and can still hit and do damage, but they won't reveal themselves.

+ If an added enemy is based off of a boss with legendary actions, they will receive them. The actions cannot be permanently disabled, since they reactivate each turn. (or until I come up with a script to disable them each time they are turned on)

Added features:

Additional variables in config for gameplay customizaton, including:

+ Disable potentially infinite cloning on revival effects(you miss out on clone xp, but more managable)

+ Toggle clones' xp to match original's (note that you'll level even faster with this on, because most humanoid clones give 1 xp)

+ Toggle and customise randomisation of number of clones for each enemy. ( I am not responsible for your ctds if RNG decides to give you maximum numbers you set up yourself)

*This setting will be enabled if upper bound > lowebound (i.e to enable randomness for bosses, set BossLowerBound < BossUpperBound, the rest however many you want) . The script will use static number of clone in config if this check fails (randomness  is disabled by default)

+ Toggle giving clones original's items, inform me if it's not doing so while

📊 Mod Details

Game
Baldursgate3 Mods
Author
Eumeta
Version
2.4.12
Downloads
11,163
Endorsements
129
Category
Gameplay
Created
2/25/2024
Updated
12/14/2025

🔧 How to Install Baldur's Gate 3 Mods

Download from Nexus Mods.

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