I think I know the solution to keep her from despawning:
BEFORE recruiting her, open the console and click her to get the info already selected, then leave the location she's in and wait for 3 days. That should ensure a cell reset. Now open the console again and type the commands "moveto player" and "enable". She shouldn't disappear anymore.
Mind that I haven't tested with this mod yet, but I've used console commands to make her into a companion before with success.
I was unable to replicate the despawn issue with Recruit Yuki Redux v2. I described my test in a different thread, but for convenience, here it is again:
Played through the quest with a version that disables the despawn script. It appears to work, as Yuki turned up at Sanctuary as expected. To further test it, I fast traveled to Spectacle Island and waited a month before returning. She was still there. Just to be safe, I returned to Spectacle Island, waited another month, and then returned. Again, Yuki was still there, so I think it is safe to say the despawn issue is resolved. Since she has already despawned for you, you'll likely have to revert to an earlier save and redo the quest.
I'm gearing up for a new play through, though, so I'll be sure to keep tabs on her since I won't be using sleep/wait to pass time.
First time I used this mod, it was once I completed basically ALL faction quests, and she showed up at Spectacle Island. This playthrough, I got the Neon Flats apartment ASAP, and then recruited her, but she did not turn up. I used console to find her ID, then tried moveto.player... but she is gone. Despawned.
It is a shame, because I use Spectacle Island as my home, with all my companions, but no settlers (I have a mod that has rebuilt the main house along with its six or seven bedrooms), but I do not like assigning companions to merchant stalls. Enter Yuki, who made a cute and suitably deferential and thankful tavern wench, or general store clerk etc etc.
I really hope this issue can be sorted and she be stabilized
As noted in the prior post, I was not able to reproduce the issue with Recruit Yuki Redux v2. She wouldn't despawn even after several months of in game time during my tests.
That said, since she has despawned for you, use the "player.placeatme" console command to bring her back. That restores her, whereas the "moveto" command can't do anything if she has despawned.
Glad you like it, and I agree. She should've been recruitable from the start. Even though she doesn't use a unique voice type, her unique appearance and uniform goes to waste without the option to recruit her.
As for Ivy, she's been requested before, so she's on my list. Since she's supposed to sneak off during her quest, my idea is to have her respawn somewhere else, such as Diamond City or Goodneighbor (or maybe even Far Harbor or Nuka World to match her plan to leave the Commonwealth). The problem is that, although I can place a recruitable version of her elsewhere, I don't know how to prevent her from spawning at the new location until after completing the CC quest. If I can figure out that part, Ivy will be one of many "throw away" NPCs I'll save from the void.
I've recruit her and was able to send her to a settlement but she never arrive; a few hours later i've use the console command to tp to her with her neonflat id but it bring me back to the third rail with not her in sight (pretty much the same bug as tier 4 npc vendors recruit such as trader rylee)
NPCs can take several in game days to reach a settlement (up to a week, I think). Try going to the settlement to which you sent her and wait/sleep for a few days. Ring the settlement summoning bell thereafter. If that doesn't work, you spawn her with the player.placeatme console command.
Another option is Universal NPC and Object Locator, which is what I use whenever an NPC disappears for no apparent reason. If that doesn't work, in means that Yuki has died and/or despawned for some reason. I toggled her protected flag, so she can't die unless you do the deed, and I removed the quest script from her records that makes her despawn after the Neon Flats quest, so if she despawned, the reason isn't from my mod.
That doesn't seem to happen with my original Recruit Yuki from Neon Flats mod. Maybe the "recruit framework" somehow overrides the quest's ability to disable her.
In any case, thanks for letting me know. I'll dig into "Neon Flats" and see if I can figure out what makes her vanish.
Okay, I spawned her in, sent her to Sanctuary, and then fast traveled to Spectacle Island where I waited for an in-game month. Upon returning to Sanctuary, she was still there tending crops, so she isn't despawning in that scenario.
That said, her world space data contains what appears to be a command line to activate a despawn script. I suspect my test bypasses that despawn script, which is why she doesn't vanish for me. I'm going to disable that script and run the quest all the way through. If she doesn't despawn thereafter, I'll post an update with the change. If that doesn't work, then there's something else causing her to despawn, which I'll have to figure out.
Played through the quest with a version that disables the despawn script. It appears to work, as Yuki turned up at Sanctuary as expected. To further test it, I fast traveled to Spectacle Island and waited a month before returning. She was still there. Just to be safe, I returned to Spectacle Island, waited another month, and then returned. Again, Yuki was still there, so I think it is safe to say the despawn issue is resolved. Since she has already despawned for you, you'll likely have to revert to an earlier save and redo the quest.
Try letting that one stay disabled which is the Ref ID version of her and just spawn in the Base ID version of her in your settlement. Talk to her then open workshop and pick her location. In my game i found the Base ID version of her does not get disabled. Open Console and type (help Yuki 4) The Id for the Base version should show then type (player.placeatme xx000C41) note the two xx's should be 0c000c41 unless your creation club files show another sequence of order. Hope that helps.
Try letting that one stay disabled which is the Ref ID version of her and just spawn in the Base ID version of her in your settlement. Talk to her then open workshop and pick her location. In my game i found the Base ID version of her does not get disabled. Open Console and type (help Yuki 4) The Id for the Base version should show then type (player.placeatme xx000C41) note the two xx's should be 0c000c41 unless your creation club files show another sequence of order. Hope that helps.
Essentially, that's what I was doing to test the mod. It didn't occur to me that the quest itself (via her world space entry) would disable her afterward. The new version I posted earlier today appears to be working as intended. But yeah, if she has already despawned, it looks like spawning her with console commands is the only way to bring her back.
Thank you for the diligence. I wish more unique character like this would get more mod attention from the community. Been thinking about ways to try and expand her dialogue options maybe using a.i programs. Also curious if this is or will be a esp light plugin/ESL? Thanks again for posting as well as time and effort.
Yuki uses the standard FemaleEvenTone voice type, which is used by many generic NPCs in the game, as well as some unique NPCs, too. So, there's a lot to work with, although it is likely that some AI voice work would be needed to flesh out specific details of Yuki's backstory.
There are a few "throw away" NPCs I'm looking at as possible recruit candidates, as well as some unique NPCs of my own. My "Diverse" series is getting most of my attention right now, but I have some other stuff in the pipeline that I'll be releasing in the days and weeks to come.
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BEFORE recruiting her, open the console and click her to get the info already selected, then leave the location she's in and wait for 3 days. That should ensure a cell reset. Now open the console again and type the commands "moveto player" and "enable". She shouldn't disappear anymore.
Mind that I haven't tested with this mod yet, but I've used console commands to make her into a companion before with success.
I'm gearing up for a new play through, though, so I'll be sure to keep tabs on her since I won't be using sleep/wait to pass time.
It is a shame, because I use Spectacle Island as my home, with all my companions, but no settlers (I have a mod that has rebuilt the main house along with its six or seven bedrooms), but I do not like assigning companions to merchant stalls. Enter Yuki, who made a cute and suitably deferential and thankful tavern wench, or general store clerk etc etc.
I really hope this issue can be sorted and she be stabilized
That said, since she has despawned for you, use the "player.placeatme" console command to bring her back. That restores her, whereas the "moveto" command can't do anything if she has despawned.
As for Ivy, she's been requested before, so she's on my list. Since she's supposed to sneak off during her quest, my idea is to have her respawn somewhere else, such as Diamond City or Goodneighbor (or maybe even Far Harbor or Nuka World to match her plan to leave the Commonwealth). The problem is that, although I can place a recruitable version of her elsewhere, I don't know how to prevent her from spawning at the new location until after completing the CC quest. If I can figure out that part, Ivy will be one of many "throw away" NPCs I'll save from the void.
Another option is Universal NPC and Object Locator, which is what I use whenever an NPC disappears for no apparent reason. If that doesn't work, in means that Yuki has died and/or despawned for some reason. I toggled her protected flag, so she can't die unless you do the deed, and I removed the quest script from her records that makes her despawn after the Neon Flats quest, so if she despawned, the reason isn't from my mod.
i think the game is set up to disable her after u interacted with her
tested in new game
In any case, thanks for letting me know. I'll dig into "Neon Flats" and see if I can figure out what makes her vanish.
That said, her world space data contains what appears to be a command line to activate a despawn script. I suspect my test bypasses that despawn script, which is why she doesn't vanish for me. I'm going to disable that script and run the quest all the way through. If she doesn't despawn thereafter, I'll post an update with the change. If that doesn't work, then there's something else causing her to despawn, which I'll have to figure out.
in case i will try to just respawn her with "prid xx0016E8" "enable" and "moveto player"
The Id for the Base version should show then type (player.placeatme xx000C41) note the two xx's should be 0c000c41 unless your creation club files show another sequence of order. Hope that helps.
Essentially, that's what I was doing to test the mod. It didn't occur to me that the quest itself (via her world space entry) would disable her afterward. The new version I posted earlier today appears to be working as intended. But yeah, if she has already despawned, it looks like spawning her with console commands is the only way to bring her back.
Been thinking about ways to try and expand her dialogue options maybe using a.i programs.
Also curious if this is or will be a esp light plugin/ESL? Thanks again for posting as well as time and effort.
There are a few "throw away" NPCs I'm looking at as possible recruit candidates, as well as some unique NPCs of my own. My "Diverse" series is getting most of my attention right now, but I have some other stuff in the pipeline that I'll be releasing in the days and weeks to come.
And yes, this is a light esp.