As the mod descript says, if Emogene's dead this mod resurrects her. Hell, given a certain long-lasting dude's mental powers, he could very easily have left everyone thinking Emogene was there when she was the one he spared due to wanting to be more than just a humanoid tick. If so, she's given doses of the Serum on the down-low, just like yourself.
If Emogene stays in the Third Rail after you recruit her, the problem might be that The Secret of Cabot House quest is still running even though it shows up in your Pipboy as a completed quest. While it continues to run, a RefAlias in that quest for Emogene has a sandbox package for the Third Rail that will keep her there. You can use the console to check. SQV 00022A00 will show you if the quest is still running. If so, you can stop it by using Stopquest 00022A00. Then Emogene will move to whatever settlement you sent her to. If she is still a ghost, you can use the console command setghost 0 to make her normal again.
I realized that while Secret of Cabot House was completed I hadn't gone back to talk to Jack about the weapon he makes for you. Could that have anything to do with it?
Hope the author will be releasing an AIO mod that merges all these recruit mods. They each have a B2A file now and it is easy to go over the B2A limit with all of them installed on heavily modded game :( I've tried to merge it myself with zEdit, but something has gone wrong since the created plugin has records from Fallout.exe (like deleted player ref record). And I can't save plugin edits in F4Edit for merger plugins, so no way to just delete those record edits.
The engine can load up to 4096 ESL mods at once (theoretical limit) but the BA2 limit is somewhere between 450-490, depending on the structure of the archives. I made an "BA2 All-In-One Archive Pack" earlier for these recruitment mods, all archives are merged into 1 BA2 file.
Don't know how I missed that. Thanks! I don't have any issue with ESLs, but the BA2 limit is rough, I constantly fail to load the game if I reach ~247 archives to load. Removing just a single plugin with archive fixes that. Currently I have a very delicate load order with over 900 mods, so it is very hard/unsafe to remove existing mods to make room for these gems. But with the combined archive you've saved me :)
I can't get Emogene to leave the third rail. If I ask her to work for me, she'll say 'maybe', then 'uh... sure. I guess', and the conversation ends without her doing anything. I've also noticed she can't be selected in the console, nor can I shoot at her or punch her for some reason. Is there any way to force her into one of my settlements?
Thats what was happening to me. It seems the script is being overridden by another mod. For me it was Prettier NPC Bosses that was causing the issues, it was also effecting the one to recruit Darla and one to recruit Yuki. I dont know how to really fix the issue other than to use FO4edit to find the conflict and disable the one causing the problem, As soon as I disabled the conflicting mod I was able to recruit her just fine
Seems to have issues with Prettier NPC Bosses. It wouldnt allow me to send her or Darla anywhere until I disabled it. Unfortunately I believe I got that mod from LL or Id link it here
I have the issue where Emogene is recruitable after Cabot house is finished but won't leave The Third Rail and isn't assignable to anything if you move her to the settlement with console. It would probably be helpful to find out what conditions the Cabot House residents were left in for the people who the mod works for.
Unless you kill everyone I don't think this quest ever is supposed to end as far as the games is concerned. If you side with Jack. There is the return for the Gun after the quest is over. And after you retrieve the gun then Jack becomes a random event around the commonwealth where he'll give you materials if you interact with him. Kind of like Skinny Malone and Darla become random events if you spared them rescuing Valentine. I think that one gets closed off in your quest log but is still running in the background for the events. Killing the quest manually would probably stop those events. No really big loss there but it could explain why the quests don't close for everyone. They really aren't supposed to under certain conditions.
Would it be possible to remove Emogene from the Cabot Faction and replace her sandbox package and move her to the Third rail at Quest Stage 1200. Maybe she saw the light while you were fighting through Parson's or just needed a drink. Either way she would be out of the way if sided with Lorenzo and killed the rest of the family and not be dependent on The Secret of Cabot House being entirely closed.
I had enslaved Emogene & Darla, and they were silent... Bots! I finally decided to download these mods...
it's fantastic, I especially recommend Darla because even if she doesn't speak she has a UNIQUE little event and interaction! I hope you will also make Farenheit recruitable as she is a perfect guard for my bitches.
Seriously the work done with Darla, she deserves to be a cclub of at least 500cc. While AI-voiced Emogene is great, you also took care of the character's personality; I love you.
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I realized that while Secret of Cabot House was completed I hadn't gone back to talk to Jack about the weapon he makes for you. Could that have anything to do with it?
I've tried to merge it myself with zEdit, but something has gone wrong since the created plugin has records from Fallout.exe (like deleted player ref record). And I can't save plugin edits in F4Edit for merger plugins, so no way to just delete those record edits.
I don't have any issue with ESLs, but the BA2 limit is rough, I constantly fail to load the game if I reach ~247 archives to load. Removing just a single plugin with archive fixes that. Currently I have a very delicate load order with over 900 mods, so it is very hard/unsafe to remove existing mods to make room for these gems. But with the combined archive you've saved me :)
I'm currently using GK Female NPC Replacer FO4, GK Isabel Replacer and GK Magnolia Replacer which overhauls and replaces the female NPC's facial features and looks.
Will they have conflicts with your recruitment mods since you made a lot for the female NPCs in game?
Will George Cooper and Rex Goodman be recruited?
Unless you kill everyone I don't think this quest ever is supposed to end as far as the games is concerned. If you side with Jack. There is the return for the Gun after the quest is over. And after you retrieve the gun then Jack becomes a random event around the commonwealth where he'll give you materials if you interact with him. Kind of like Skinny Malone and Darla become random events if you spared them rescuing Valentine. I think that one gets closed off in your quest log but is still running in the background for the events. Killing the quest manually would probably stop those events. No really big loss there but it could explain why the quests don't close for everyone. They really aren't supposed to under certain conditions.
Would it be possible to remove Emogene from the Cabot Faction and replace her sandbox package and move her to the Third rail at Quest Stage 1200. Maybe she saw the light while you were fighting through Parson's or just needed a drink. Either way she would be out of the way if sided with Lorenzo and killed the rest of the family and not be dependent on The Secret of Cabot House being entirely closed.
I finally decided to download these mods...
it's fantastic, I especially recommend Darla because even if she doesn't speak she has a UNIQUE little event and interaction!
I hope you will also make Farenheit recruitable as she is a perfect guard for my bitches.
Seriously the work done with Darla,
she deserves to be a cclub of at least 500cc.
While AI-voiced Emogene is great, you also took care of the character's personality; I love you.