Niceeeee another recruit mod. I hope we can do the same to Henry cooke after his quest because he will be gone after that or the Norwegian ghouls at FMS Northern Star.
Doubtful for either. Both have unique voice types, so there isn't settler dialog available. I'm only working with NPCs who use the generic voice types that have settler dialog. Larannkiar works with unique voice types, though, so if anyone is going to make a recruitable Cooke or Norwegian ghoul, it'll be her.
Yuki benefits from appearing at the end of the quest, as well as using the same voice type as various generic settlers. Any other Creation Club NPCs (or any NPC, actually), has to use those generic settler voice types before I can even consider doing anything with them, as I don't know how to cut up unique dialog to make it function as settler dialog.
That said, feel free to put together a list of NPCs you think might be appropriate and I'll take a look.
I will make some list of some npc on the creation club later on. But i think i have another recruit idea, remember Emmett the cat on Prydwen? Like can we have some option to recruit him as part of our settlements? He will be dead when we destroy the Prydwen. And also there is 2 cat on Nuka World, Katana and Luna and they live in the building that located about a quarter of the way to Bradberton from the Nuka-World Red Rocket.
Checked out Ivy from the Anti-Material Rifle mod and she uses a generic settler voice, so that's a good start for making her recruitable. I don't remember much about the quest, though, so I'll have to do some research to see if she can be extracted from it without damaging the quest stages after her stage is done.
As for the cats, there isn't a logical/realistic/immersive way to get Emmett off the Prydwen, so I doubt I'll make him recruitable. Luna and Katana are another story, though, and based on the letter asking the reader to give them a good home, making them recruitable is logical. I'll definitely see if I can do something with them.
Ivy is a no go. Her quest requires her to slip away when no one is looking, and I have no idea how to make her respawn later so that she can be recruited elsewhere.
Luna and Katana will work, though. I've already made the mod, but I still need to test it.
Can you have a look at R3-11 (Burner) and PR-15 (Captain Carol Janssen), the tow escaped and mindwiped synths from the "Noir Penthouse" Creation Club content? They are living a second live as a Raider and Gunner respectively, until they start having weird memories of their previous lives creeping up and start meeting up, eventually killing the Courser B-263 who was tracking them. After that you can only delete their records or kill them. Even if you let them live, they are staying at Back Street Apparel and Hub City Auto Wreckers, where they are bound to get killed anyway.
I have that one. Fantastic player home, but its location is terrible. If I ever figure out the CK well enough, I'll move it to a better location. And if I get really well versed with the CK, I'll separate it from the quest which, in my opinion, isn't that great and doesn't do justice to the player home.
As for characters, they're hostile regardless of the quest's outcome, which means you'd never get close enough to recruit them. At best, I could copy their character models onto a blank settler template so that, at the very least, their unique faces get continued use throughout the game. If that works for you, then I'll add them to my "faces to repurpose" list. I may add them regardless.
Spawned her in and recruited her to Sanctuary. Waited a couple of days and she was still there. Fast traveled to Spectacle Island and waited there for a week, but Yuki was still in Sanctuary upon my return. Waited in Sanctuary for a month. No change. Fast traveled back to Spectacle Island and waited a month there. Yuki was still in Sanctuary when I returned. I think it is safe to say my version doesn't disable her unless it is something that happens after a much longer time frame.
Just so you know, vanilla Yuki is mortal. If you forgot to make her Protected (or Essential), maybe she was killed rather than disabled by the game.
I made her portected and I also run the game with tdetect off and she was not killed because it would be seen when I prid her. Let's day that we won't use the recruit keyword and just her beeing a settler with beeing able to move her. Will she still disapear? I will check your mod too.
If you use the console to move her to a settlement and leave it at that, she'd have no reason to stay, same as any other NPC who isn't recruited to the settlement. If you're recruiting her with the "Move" command in workshop mode, that should work, but I don't know if it is foolproof. That's how I tested the earliest version of the mod before adding with recruit framework requirement. I was just trying to see if I got all of the VNAM and Faction stuff correct, so I don't know if she would've disappeared later.
That said, I went digging in her file, and I couldn't find anything that would make her despawn. My test was over two months of in game time without issue, so I'm as baffled as you are. Have you compared our versions side by side in fo4edit to see if what might be different?
Nah, I tested it in 3 playthroughs, one of them I used your mod, and she will be just disable if I enter/exit a cell or fast travell, I think is a bug in my CC, I thought about it but wasn't sure, is cool that I pay for it and it still have "bethesda magic" in it.
That is definitely odd. I fast traveled between Santuary and Spectacle Island twice during my test and she was fine. Are you using any of the mods that revamp Goodneighbor and use a Neon Flats patch? If so, maybe one of them is overriding Yuki's data.
Yeah, sounds like your cc DL is corrupted. Could be your Fo4.esm, too, but that would cause a bunch of other problems as well. Either way, I hope you figure it out. Yuki is needs a home!
I just used console commands to spawn one and used her as a settler. And in my mod I add to yuki the RE recruit faction so when I find her I will have the dialogue to recruit her, to be more than just press a button to move her to a settlement.
The "REDialogueRescued" faction? That's the only faction entry I know of the gives recruit dialog. I found that one just recently, and while it worked, it only offered the recruit option once. If I didn't use it to recruit the settler, I was locked out from further attempts.
Hell yeah. I had a mod like this and another that gave you the option to talk down Candy with a speech check, policewoman for my settlement, but it's outdated.
Yuki was a no-brainer recruit for me since she is friendly. I figure Larannkiar will produce a definitive version eventually, but this will do for now.
Yes, you can trade with her. She has all of the vendor functions, too, and since she uses the femaleeventone voice by default, she'll have the appropriate dialog for the job she's given.
Oh well. Can't win them all. But if you see Neon Flats on sale (or offered for free), it is worth a look. The player home (which is in Goodneighbor) is fantastic and the quest is pretty good, too.
32 comments
That said, feel free to put together a list of NPCs you think might be appropriate and I'll take a look.
And also there is 2 cat on Nuka World, Katana and Luna and they live in the building that located about a quarter of the way to Bradberton from the Nuka-World Red Rocket.
As for the cats, there isn't a logical/realistic/immersive way to get Emmett off the Prydwen, so I doubt I'll make him recruitable. Luna and Katana are another story, though, and based on the letter asking the reader to give them a good home, making them recruitable is logical. I'll definitely see if I can do something with them.
Luna and Katana will work, though. I've already made the mod, but I still need to test it.
They are living a second live as a Raider and Gunner respectively, until they start having weird memories of their previous lives creeping up and start meeting up, eventually killing the Courser B-263 who was tracking them.
After that you can only delete their records or kill them. Even if you let them live, they are staying at Back Street Apparel and Hub City Auto Wreckers, where they are bound to get killed anyway.
https://fallout.fandom.com/wiki/Burner
https://fallout.fandom.com/wiki/Carol_Janssen
https://fallout.fandom.com/wiki/B-263
https://fallout.fandom.com/wiki/Early_Retirement_(quest)
As for characters, they're hostile regardless of the quest's outcome, which means you'd never get close enough to recruit them. At best, I could copy their character models onto a blank settler template so that, at the very least, their unique faces get continued use throughout the game. If that works for you, then I'll add them to my "faces to repurpose" list. I may add them regardless.
Spawned her in and recruited her to Sanctuary. Waited a couple of days and she was still there. Fast traveled to Spectacle Island and waited there for a week, but Yuki was still in Sanctuary upon my return. Waited in Sanctuary for a month. No change. Fast traveled back to Spectacle Island and waited a month there. Yuki was still in Sanctuary when I returned. I think it is safe to say my version doesn't disable her unless it is something that happens after a much longer time frame.
Just so you know, vanilla Yuki is mortal. If you forgot to make her Protected (or Essential), maybe she was killed rather than disabled by the game.
That said, I went digging in her file, and I couldn't find anything that would make her despawn. My test was over two months of in game time without issue, so I'm as baffled as you are. Have you compared our versions side by side in fo4edit to see if what might be different?
I had a mod like this and another that gave you the option to talk down Candy with a speech check, policewoman for my settlement, but it's outdated.
Is Candy the pre-war ghoul from Shroud Manor?