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Adding CC content mid-game. Safe or not?

NosTheResurection

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I've done a lot of reading since i got into modding a couple years ago but haven't been able to find a definite answer for this. I know, from this forum, that LO should never be changed as the mod position has to do with some kind of ID referencing. So my question is, does CC effect this? If added mid-game will it bork these references? I play on xbox so I have no way to see how CC is loaded but it doesn't count against my mod space so it seems like its handled like DLC.
 
It shouldn't have an effect - the Creation Club stuff was designed to be safe to install midway through and automatically goes to the top of a Fallout 4 load order. There are certain conflicts to be aware of with it and some of the SS2 quests, but there is a door hijack system (you may have noticed little doorknob activators beside some SS2 doors) that helps you deal with that. The main conflict is with Neon Flats.
 
I actually feel like most of those were explicitly designed around adding into an existing playthrough that'd been going since Day 1 of the game's release, at the time the Creations were first launched, as part of Bethesda's apparent belief that a large portion of their playerbase only ever have ONE save - I mean, just look at how far out of their way they go these days to avoid having any kind of "missable" or even "mutually exclusive" content, see also "being the leader of every guild at the same time in Skyrim".
 
Thanks for the responses guys.

@Captain LaserBeam that's good to know. I know about the hijacks and that has to be one of the best systems implemented by a mod team. i don't think I've seen anyone else go out of their way for compatibility like that.
I didn't know that about Neon Flats though. I've got that one installed. I assume you're referring to the part where it wants you to go to a terminal at GNR. I was just going to wait until after taking over to do that. Or does it actually break something? I haven't had an issue with any others and that was the only one i didn't have last playthrough.

@yaugie They use the same excuse for why they don't add more mod space for xbox. Apparently it'll break existing saves but I doubt anyone would care considering the trade off.
 
Thanks for the responses guys.

@Captain LaserBeam that's good to know. I know about the hijacks and that has to be one of the best systems implemented by a mod team. i don't think I've seen anyone else go out of their way for compatibility like that.
I didn't know that about Neon Flats though. I've got that one installed. I assume you're referring to the part where it wants you to go to a terminal at GNR. I was just going to wait until after taking over to do that. Or does it actually break something? I haven't had an issue with any others and that was the only one i didn't have last playthrough.

@yaugie They use the same excuse for why they don't add more mod space for xbox. Apparently it'll break existing saves but I doubt anyone would care considering the trade off.
Yes that is the one - the GNR one. It does not break anything but you will have to use the hijack to complete it since the GNR in SS2 is a unique GNR instance. So you'll be battling those Gunners twice since the ones in the vanilla instance will still be there after you use the hijack.
 
Yes that is the one - the GNR one. It does not break anything but you will have to use the hijack to complete it since the GNR in SS2 is a unique GNR instance. So you'll be battling those Gunners twice since the ones in the vanilla instance will still be there after you use the hijack.
Ah, I see. Thanks for the info. The way I see it, that just means double loot and xp. Lol.
I've seen that you also like some of the CC workshop stuff. Would you happen to know if the Fallout 3 GNR plaza one is worth the squeeze?
 
Ah, I see. Thanks for the info. The way I see it, that just means double loot and xp. Lol.
I've seen that you also like some of the CC workshop stuff. Would you happen to know if the Fallout 3 GNR plaza one is worth the squeeze?
I didn't enjoy that one as much. There's some terminal lore and some easter eggs, as well as the Talon company armor and the classic outfits (which are admittedly high quality), but aside from that it didn't really bowl me over. I was disappointed that you didn't get much of a story about what has happened in the Capital Wasteland since FO3 even though you are literally traveling there. I know contracts and other issues prevented new voice acting and story, but that made it really seem hollow to me. No Three Dog, no real explanation of where he went other than that he disappeared. I will say, though, there's an opportunity to recruit a buttload of potential settlers though - much like the Gunners vs. Minutemen CC. That can certainly help with SS2!

Since I used to be primarily an xbox player, though, that may be enough in your situation. Seeing as how CC does not count against mod limits you take what extra content you can get. When I switched over to being a PC player though, some of the CC seems even less of a value proposition to me than it did before given the incredible array of big quest mods with full professional voice acting that have been released on PC. Make of that what you will. That 2 GB limit is rough, so it's understandable to look for ways to get around it and the CC sorta is.
 
I didn't enjoy that one as much. There's some terminal lore and some easter eggs, as well as the Talon company armor and the classic outfits (which are admittedly high quality), but aside from that it didn't really bowl me over. I was disappointed that you didn't get much of a story about what has happened in the Capital Wasteland since FO3 even though you are literally traveling there. I know contracts and other issues prevented new voice acting and story, but that made it really seem hollow to me. No Three Dog, no real explanation of where he went other than that he disappeared. I will say, though, there's an opportunity to recruit a buttload of potential settlers though - much like the Gunners vs. Minutemen CC. That can certainly help with SS2!

Since I used to be primarily an xbox player, though, that may be enough in your situation. Seeing as how CC does not count against mod limits you take what extra content you can get. When I switched over to being a PC player though, some of the CC seems even less of a value proposition to me than it did before given the incredible array of big quest mods with full professional voice acting that have been released on PC. Make of that what you will. That 2 GB limit is rough, so it's understandable to look for ways to get around it and the CC sorta is.
Interesting. Thanks for the info. I'll have to think about it.
Yeah, that is why I own as much CC as I do. Helps make up for not being able to add all the mods I'd like. Although I will say the Coffee and Doughnuts pack is so good I'd buy it if I was on PC.
I hope to make the transition whenever GPU prices come down. My old one can't handle the CK. I've got some add-on ideas for SS2 plots I'd like to do themed for BoS or Enclave players. Since Cluegiver1 gave me permission to port Enclave Resurgent, I'm hoping he'll allow me to use some of his Enclave assets. I've seen a lot of people asking for military stuff like that.
 
Just wanted to come back and add that I downloaded Charlestown Condo and Noire Apartment and my save became unstable and started crashing frequently. Back to the drawing board i guess.
 
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