I have recruited her, but doesn't leave third rail. I can trade with her and nothing more. Also checked her ID to move her with console commands and her ID is not found. I use your other recruitment mods with no issues (except Isabel). Not sure what to do.
A fan of your other mods, this is my first time trying this one as it's also the first time I didn't side with Lorenzo. Out of curiosity, what settlement job is she best at or prefers? I assume bartending for some reason.
Upon having an issue with recruiting, I see others have had problems too. I'll share what the problems were and what worked for me. Info from various sources: Reddit, as well as, GrimGrim31 and Cealevent from prior comments. Problem lies with "The Secret of Cabot House" quest still running and younger version of Emogene not showing up in 3rd Rail.
For me, both Emogene and Jack Cabot were older versions of themselves, with Jack stuck in Asylum and Emogene in 3rd rail, but both wouldn't talk to me. Jack said he was mourning his daddy and she just kept saying lines like "oh, it's you".
1. Console command "setstage MS09MiscJackReward 100", and it gave me the artifact reward. 2. Console command "SQV 00022A00" showed quest was still running. 3. Console command "Stopquest 00022A00" ended it for me with prior command confirming this. Old Emogene immediately started leaving 3rd Rail and went back to Cabot House and was unrecruitable. Young Emogene never showed up to replace, but quest mark was there. 5. Console command "prid 001A0095" targeted her and "enable" finally made her appear. I was then able to proceed with recruitment conversation and she immediately left 3rd Rail and showed up at my settlement the next day.
Hope this helps anyone else that may be having issues with this!
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?
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.
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 :)
99 comments
Nice mod, btw.
For me, both Emogene and Jack Cabot were older versions of themselves, with Jack stuck in Asylum and Emogene in 3rd rail, but both wouldn't talk to me. Jack said he was mourning his daddy and she just kept saying lines like "oh, it's you".
1. Console command "setstage MS09MiscJackReward 100", and it gave me the artifact reward.
2. Console command "SQV 00022A00" showed quest was still running.
3. Console command "Stopquest 00022A00" ended it for me with prior command confirming this. Old Emogene immediately started leaving 3rd Rail and went back to Cabot House and was unrecruitable. Young Emogene never showed up to replace, but quest mark was there.
5. Console command "prid 001A0095" targeted her and "enable" finally made her appear. I was then able to proceed with recruitment conversation and she immediately left 3rd Rail and showed up at my settlement the next day.
Hope this helps anyone else that may be having issues with this!
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?