Fallout 4

Fallout 4

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brampie2005 Mar 29, 2020 @ 4:04am
What in the Creation club is actually worth buying?
Title says it all
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Showing 1-15 of 73 comments
Chaosium Mar 29, 2020 @ 4:07am 
Settlement Ambush Kit is fun if you're into settlement building.

Manwell rifle if you want an OP gun
IronSquid501 Mar 29, 2020 @ 4:25am 
Ambush Kit is worth every cent
kdodds Mar 29, 2020 @ 6:00am 
That's entirely subjective. IMO, nothing. I wanted Dogmeat as a Rottweiler or Great Dane. Got the Transdogrifier and both breeds only to find out that, as those breeds, nothing else can be equipped. Lesson learned, I should have Googled it first. Beyond that, for me, nothing else is worth anything. I wouldn't even d/l them if they were on Nexus.
ImTotallyNormal Mar 29, 2020 @ 6:11am 
I second the Ambush Kit. Main thing it does is lets you turn your Settlements into a tower defense kind of minigame, truly letting you test your defenses. The rounds get harder and harder as it goes along. There are four 'factions' that can attack you. Super Mutants, Creatures of the Commonwealth, Raiders and Gunners.

It is very very fun. Good settlement for it is The Castle but you can use almost any settlement.
kdodds Mar 29, 2020 @ 6:41am 
See now that's the thing... almost everything on CC is a watered down, anemic version of something already available for free. See: Sim Settlements : Conqueror.
MortVent Mar 29, 2020 @ 6:49am 
Originally posted by kdodds:
See now that's the thing... almost everything on CC is a watered down, anemic version of something already available for free. See: Sim Settlements : Conqueror.

opinion noted, and round filed.

A lot of the mods are overpowered, poorly scripted and broken... versus the CC options. which is a fact. There are similar mods to some CC items (several created after the CC item) but to each their own (and many items are not available anywhere but as a mod or in the CC as there are no alternatives)
kdodds Mar 29, 2020 @ 6:58am 
Actually, there aren't many mods that fit that "broken, poorly scripted, overpowered" model you're suggesting, and none of them are in the top few hundred mods. Objectively. Your claim is false. There's really nothing on the CC that's not available on Nexus, or at least something very close, that hasn't been done bigger and better on Nexus. Custom paint jobs? Meh. And that's 90% of CC. And there are more options on Nexus, if not identical. And one last point, the most innovative mod on CC is the Transdogrifier. But then, as stated, it's half-baked, incomplete, and neglects to inform the buyer of it's massive flaw.
MortVent Mar 29, 2020 @ 7:00am 
Originally posted by kdodds:
Actually, there aren't many mods that fit that "broken, poorly scripted, overpowered" model you're suggesting, and none of them are in the top few hundred mods. Objectively. Your claim is false. There's really nothing on the CC that's not available on Nexus, or at least something very close, that hasn't been done bigger and better on Nexus. Custom paint jobs? Meh. And that's 90% of CC. And there are more options on Nexus, if not identical. And one last point, the most innovative mod on CC is the Transdogrifier. But then, as stated, it's half-baked, incomplete, and neglects to inform the buyer of it's massive flaw.

LOL

Wrong, as they all have long bug lists on them where issues arouse from broken scripts and other issues.

Poor thing, but even Sim settlements has issues with it's scripts and other bugs... selective memory or simply lack of knowledge of the bugs and issues?

Objectively there is plenty of bugs reported on the top mods, some just choose to ignore them...

As for overpowered, that is also a fact for a lot of the alternatives. Such as the various armor sets where there was no attempt not to make them god items...
Donofett Mar 29, 2020 @ 7:01am 
In my opinion? The Settlement Ambush Kit and the CR-74L.
kdodds Mar 29, 2020 @ 7:43am 
Originally posted by MortVent:
Originally posted by kdodds:
Actually, there aren't many mods that fit that "broken, poorly scripted, overpowered" model you're suggesting, and none of them are in the top few hundred mods. Objectively. Your claim is false. There's really nothing on the CC that's not available on Nexus, or at least something very close, that hasn't been done bigger and better on Nexus. Custom paint jobs? Meh. And that's 90% of CC. And there are more options on Nexus, if not identical. And one last point, the most innovative mod on CC is the Transdogrifier. But then, as stated, it's half-baked, incomplete, and neglects to inform the buyer of it's massive flaw.

LOL

Wrong, as they all have long bug lists on them where issues arouse from broken scripts and other issues.

Poor thing, but even Sim settlements has issues with it's scripts and other bugs... selective memory or simply lack of knowledge of the bugs and issues?

Objectively there is plenty of bugs reported on the top mods, some just choose to ignore them...

As for overpowered, that is also a fact for a lot of the alternatives. Such as the various armor sets where there was no attempt not to make them god items...
Actually, check out my play time. Check out my mod guide. Clearly, I have a great deal of experience playing a modded game, with various mods, and am well aware of 'bugs'. None of the mods on my list are broken, poorly scripted, or overpowered. Minor bugs, sure here and there. But, then, CC doesn't offer anything even as remotely as complicated as many mods like UFO4P, Sim Settlements, Combat Zone Restored, Fourville, etc., etc. It's fairly easy to make 90% of your mods 'bug free' when they're all just skins.

Sim Settlements script issues aren't necessarily mod issues as much as they are undisclosed engine issues/limitations. Kinggath has mentioned them, defined them, and provided users with advice and workarounds to avoid those issue and limitations. You see, unlike you, I am actually familiar with more than just a blurb from some reddit thread.

Which Armor sets? Something in Eli's Armor Compendium (the biggest and most widely used)? Or maybe you're talking about AE which removes the modding restriction from the minimally protective vanilla outfits?

You keep using the 100 skins, and 10 other mods. Good for you. I'll have darker nights, better weather, better atmosphere, better lighting, better textures, better "handmade" weapons, better levelled lists, better recipes, context applied cooking stations, crossbows, chainsaws, live dismemberment, 10x as many options for Dogmeat that still allow him to equip items, hundreds of new interiors, quests, and NPCs, settlers that will build on their own, a real way to get Cait, better and more backpacks, canteens, keepable and refillable bottles, camping gear, mobile work stations (benches), darkness affected detection, ghoul plagues during rad storms, thousands and thousands of bug fixes, better sorted inventory in trade/barter/pip boy menus, just off the top of my head in a minute or so.
MortVent Mar 29, 2020 @ 7:48am 
Originally posted by kdodds:
Originally posted by MortVent:

LOL

Wrong, as they all have long bug lists on them where issues arouse from broken scripts and other issues.

Poor thing, but even Sim settlements has issues with it's scripts and other bugs... selective memory or simply lack of knowledge of the bugs and issues?

Objectively there is plenty of bugs reported on the top mods, some just choose to ignore them...

As for overpowered, that is also a fact for a lot of the alternatives. Such as the various armor sets where there was no attempt not to make them god items...
Actually, check out my play time. Check out my mod guide. Clearly, I have a great deal of experience playing a modded game, with various mods, and am well aware of 'bugs'. None of the mods on my list are broken, poorly scripted, or overpowered. Minor bugs, sure here and there. But, then, CC doesn't offer anything even as remotely as complicated as many mods like UFO4P, Sim Settlements, Combat Zone Restored, Fourville, etc., etc. It's fairly easy to make 90% of your mods 'bug free' when they're all just skins.

Sim Settlements script issues aren't necessarily mod issues as much as they are undisclosed engine issues/limitations. Kinggath has mentioned them, defined them, and provided users with advice and workarounds to avoid those issue and limitations. You see, unlike you, I am actually familiar with more than just a blurb from some reddit thread.

Which Armor sets? Something in Eli's Armor Compendium (the biggest and most widely used)? Or maybe you're talking about AE which removes the modding restriction from the minimally protective vanilla outfits?

You keep using the 100 skins, and 10 other mods. Good for you. I'll have darker nights, better weather, better atmosphere, better lighting, better textures, better "handmade" weapons, better levelled lists, better recipes, context applied cooking stations, crossbows, chainsaws, live dismemberment, 10x as many options for Dogmeat that still allow him to equip items, hundreds of new interiors, quests, and NPCs, settlers that will build on their own, a real way to get Cait, better and more backpacks, canteens, keepable and refillable bottles, camping gear, mobile work stations (benches), darkness affected detection, ghoul plagues during rad storms, thousands and thousands of bug fixes, better sorted inventory in trade/barter/pip boy menus, just off the top of my head in a minute or so.

LOL

You just proved my point, that the mods are not 100 percent perfect. Even though you did claim they were.... funny that lol contradicting yourself about them being perfect and working flawlessly

And if you really don't understand things like imbalanced item stats (such as armor that provides near invulnerable defenses), etc..

As well as showing complete ignorance of the ability to use Mods and CC items together... funny that

Play time, guides, etc don't mean you are not ignorant of reality ;3
kdodds Mar 29, 2020 @ 8:02am 
I made no such claims. Neither are the CC mods. Most are flawed in some very serious ways.

You mentioned overpowered items, not I, do you have an example to prove your claim?

I am using CC and Nexus together you dolt. I mentioned it in my first post in the thread. But, then, you didn't go and check my game time or guide before you let your stubby little troll fingers fly, did you?

There's reality, and there's delusion. Nexus, by far, offers more of everything than the pitifully slim pickings on CC. Dog thing is broken from the ground up. OP suits and weapons. Couple of non-OP items. All of which have better options on Nexus. Some workshop stuff, which, again, is completely eclipsed by what's available on Nexus. And some minor "quests" and "settlements" mods that are, again, eclipsed by original Nexus content. And the remainder? Reskins, reskins, reskins. Yeah, no. There's literally nothing, for me, worth paying money for in the CC.

If you feel, subjectively, otherwise, give me an example, and I'll point you to something better.
MortVent Mar 29, 2020 @ 8:08am 
Originally posted by kdodds:
I made no such claims. Neither are the CC mods. Most are flawed in some very serious ways.

You mentioned overpowered items, not I, do you have an example to prove your claim?

I am using CC and Nexus together you dolt. I mentioned it in my first post in the thread. But, then, you didn't go and check my game time or guide before you let your stubby little troll fingers fly, did you?

There's reality, and there's delusion. Nexus, by far, offers more of everything than the pitifully slim pickings on CC. Dog thing is broken from the ground up. OP suits and weapons. Couple of non-OP items. All of which have better options on Nexus. Some workshop stuff, which, again, is completely eclipsed by what's available on Nexus. And some minor "quests" and "settlements" mods that are, again, eclipsed by original Nexus content. And the remainder? Reskins, reskins, reskins. Yeah, no. There's literally nothing, for me, worth paying money for in the CC.

If you feel, subjectively, otherwise, give me an example, and I'll point you to something better.

Well lets take the mod version of say the Chinese stealth armor which is overpowered, well at least several versions of it. Or the mod version of the hellfire armor, etc..

But hey you do you and ignore reality in an irrational rage over modders being hired to work as professionals for content that you have to pay for.

And most of what is on the Nexus is eclipsed by what is on the CC, as you ignore the fact a majority of it is trash...

And just because you don't like it, doesn't make it bad. Your opinion and feelings are immaterial to others.

Sorry you can't even cry and get sympathy over paid work costing money with the same quality if not better than your nexus..
Dufflebags Mar 29, 2020 @ 9:07am 
In my life time I've experienced very few mods that where worth money.

They've always been fan fair and small time amusement. There's been exceptions to this and all the work is appreciated. But I digress, still not worth anything IMO.

That's why monetizing mods is such a joke. They've never been worse really. It watered down any good content we ever had. Really ruined something that was cool.
kdodds Mar 29, 2020 @ 9:59am 
Originally posted by Darth Invictus:
https://www.youtube.com/watch?v=9a_3wQHcm_Y

Yep. "Some" of the armors (that were available first, by the way) are more powerful than their CC (copies) versions. Some. Yep. That's the best he's got besides nebulous vomiting at non-specific works.
Last edited by kdodds; Mar 29, 2020 @ 10:00am
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Date Posted: Mar 29, 2020 @ 4:04am
Posts: 73