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[MOD] Undivided: Keeping NPCs Around

AquadrizztAquadrizzt Member Posts: 792
edited June 2017 in PST:EE Mods
Undivided is a mod that changes Morte and Nordom to be followers rather than a party members. This allows players to have all seven companions present as they progress through the game.

The newest version of this mod is available on GitHub.


This mod is being actively developed, and will be expanded as my free time permits. This mod currently allows players to change Morte and/or Nordom into followers. Followers will still interject and be identified as a member of the party for script/dialog purposes and will progress in levels along with The Nameless One.

To make Morte work as a follower, the following functionality changes have been made:
- Morte's teeth will automatically improve at 4th, 8th, and 12th level (d4+1, d6+2, d8+3).
- If Morte would be killed in combat, he instead "plays dead" for the remainder of combat, lying on the ground and not being controllable until combat has been concluded.
- Morte does not have access to an inventory and will not be able to open containers or pick items up from the ground.

To make Nordom work as a follower, the following functionality changes have been made:
- If Nordom would be killed in combat, he activates a "tactical retreat", teleporting him to the foyer of the Modron Maze. [this is will likely be changed in subsequent updates]

Upcoming Changes

I am currently working on the following features:
- Allowing Morte/Nordom to banter with party members.
- Allowing Morte/Nordom to equip items (Teeth, Lens, Bolts) found throughout your travels.
- Compatibility with the Fortress of Regrets and Player Maze.

Features listed above will be pushed to the live version when I am satisfied with stability and behavior. If you have ideas for future updates to this mod, please let me know in the comments.

Technical Limitations

I am aware of the following issues and would welcome suggestions for how to handle them:

- Followers do not respond to the "run vs. walk" system, meaning that Morte/Nordom will always walk everywhere, making them significantly slower than any party members who are running.

- When selecting a weapon for Morte/Nordom, the image of their weapons does not show up in the weapon selection quickbar, but is visible if you right click the apparently empty slot.

- I can't seem to get Morte/Nordom to consistently take items from the party and equip them. Any suggestions on how to do this efficiently would be welcome.


If you encounter any bugs while using this mod, please let me know.

As with all of my mods, if you have any ideas, comments, or criticism, please do not hesitate to post in this thread.

Post edited by Aquadrizzt on


  • DoubledimasDoubledimas Member Posts: 852
  • NickBluetoothNickBluetooth Member Posts: 38
    edited June 2017
    I've been watching the development of this mod on GitHub, and I was wondering if it was in a complete enough state to safely install. I'm glad it's finally ready for a public release; I never liked the thought of leaving any companions behind.
    One question though, if you aren't maxed out on companions, can you keep Morte and/or Nordom in your party as party members and use the party interface with them until you are?

  • AquadrizztAquadrizzt Member Posts: 792
    edited June 2017
    @NickBluetooth , I do not believe there are any progression breaking bugs associated with this. However, I also have not playtested it beyond making sure that the mechanics present work properly. Proceed with caution.

    Also, allowing Morte/Nordom to switch between party member and follower might introduce some... instability that I'd rather not address quite yet. That's not to say it is entirely off the table, but it certainly isn't a priority right now.

    EDIT: The Morte kidnapping scene currently doesn't fire properly (because the game teleports the party into the Lower Ward, but doesn't bother with followers) and will cause you to get stuck. I'm working on a fix right now.

  • AquadrizztAquadrizzt Member Posts: 792
    Okay so big update for this mod. The first and largest change is that there is now a second component that lets you convert Nordom to a follower as well. Other fixes include handling of the Tomb in the Drowned Nations, and a few scripting blocks to handle TeleportParty actions used throughout the game.

    To my knowledge, there are no longer any explicitly gamebreaking bugs, although there are still some issues that need to ironed out (e.g. Morte doesn't always exit the Pillar of Skulls upon pulling him out, Morte and Nordom will join you in the Player Maze, etc.)

  • AquadrizztAquadrizzt Member Posts: 792
    Okay so I've managed to stamp out *most* of the noticeable bugs with the mod. There remain only two problem areas to my knowledge. These are the Pillar of Skulls and the Fortress of Regrets.

    These both have major spoilers, caveat lector:

    The Pillar of Skulls will still allow you to give it Morte, in exchange for information. However, the game can't seem to return Morte to active play when you should have successfully pulled him out.

    The Fortress of Regrets simply does not know how to handle the fact that you could have more than 5 companions with you upon entry; this is only really an issue with how the Final Battle scripts/dialog plays out. I am working on making sure that it can allow you up to 6 companions in the Final Battle (because Vhailor/Ignus turn on you), should it come to that.

  • NickBluetoothNickBluetooth Member Posts: 38
    The updates are doing much to provide Undivided with dialog options which would otherwise be available in the game normally. By the way, if you install this mod, then load a save made before the mod was installed, could you still recruit Morte and Nordom as followers? If so, would it have to be a save where Morte and Nordom aren't currently in the party for the mod to work properly?

  • AquadrizztAquadrizzt Member Posts: 792
    @NickBluetooth , yeah, the updates to this mod right now are me trying to fix the issues with doing something to purposely subvert a core aspect of the game engine. Most of the issues now come from the fact that the same approach to a problem has different outcomes depending on when the problem occurs in the game. (e.g. getting Morte back from the Pillar of Skulls' doesn't work but getting him back from Lothar runs fine). Sorry for all of the inconvenience.

    And to be honest I don't know if you can install it mid game. You might be able to but I generally don't test my mods for midgame installs because they can usually break catastrophically...

  • dgmellodgmello Member Posts: 1
    Is anyone having problem with “Making Nordon a Follower” component?
    I’m testing it in a clean game, with no luck.
    If I install both components, the game crashes when I start a new game or load a save.
    If I install only Morte component, it works perfectly, at least the game starts when I start a new game or load a save.
    If I install only Nordon, the game crashes when loading or starting a new game.
    If I Install both components and later remove Nordon, the game starts normally again.

    I download the mod yesterday, 07/12, so I don’t think it’s an old bugged version.

    Any thoughts?

  • AquadrizztAquadrizzt Member Posts: 792
    @dgmello , I haven't tried it with the new update yet, but I'll look into it and see what I find. Thanks for bringing it to my attention. Strange that Nordom misbehaves when his code isn't relevant, whereas Morte behaves fine when his is the one you would notice earlier if it broke in-game...

  • Dead_SiriousDead_Sirious Member Posts: 2
    edited September 2017
    @Aquadrizzt Do you own Planescape Torment EE for Steam, GOG, or Android? Installing Undivided causes my save or new saves to crash upon loading. Thanks for creating this wonderful mod. Do you got Paypal for donations

    UPDATE. Only Morte works correctly, Nordon causes the game to crash upon loading. :(

    UPDATE after further testing, Nordon actually works and doesn't cause the save to crash if present in the same cell.

    Post edited by Dead_Sirious on
  • AquadrizztAquadrizzt Member Posts: 792
    @Dead_Sirious, which other mods are you using, which platform, and what is the version of PSTEE you currently have?

    I don't know why Nordom causes such issues when Morte doesn't; I'll try to give the code I used for Nordom a pass when I have a spare moment (soon™ because of grad school.)

  • Dead_SiriousDead_Sirious Member Posts: 2
    @Aquaflute Thanks for the response! I only play with Undivided. Steam version, along with the latest patch. The Nordom component actually works, but it requires the player to have spoken to Nordom in the save before use without crash.

    One final strange bug I'm noticing, for some odd reason; cell spaces become incredibly difficult to ( enter / exit ) with both components enabled. It becomes nearly impossible to activate town gates for fast travel with the 8 party following the player. Do you have any tips

  • AquadrizztAquadrizzt Member Posts: 792
    @Dead_Sirious, hmmm that's bizarre (re: Nordom crashing unless you've met him). I'll look into it when I have an opportunity.

    The cell transitions issue is because followers don't "gather" when you click a zone transition. You have to manually make Nordom/Morte stand within the area of the zone transition. I have no idea if there is a way to fix this that doesn't require a boat load of scripting, but this entire mod is a bit of a hack so I'll see what turns up when I do an editing pass.

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