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For the Minutemen - The Rise of Independence - A Sim Settlements 2 Addon -new mod

ElanaLoaded

Well-Known Member
Messages
953
Looks like great mod. However, it requires slocm joe workshop ccc - from creation club. <rant> I hate when big mods stick ONE cc mod in hard requirements </rant>
Went to beth site, went on steam. Only option is to buy credits for creation club. Would be really nice to see a list of CC mods, and their cost in credits. How do you buy credits when you don;t know the number of credits you will need? Am I stupid - is there a way to see the costs? If so, please point me in right direction. If not, anyone know the credit cost for
--- Required Mods and Creation Club Content --- Slocum Joe's Workshop CCC
Thank you all
 
You should see 'Creation Club' on the main menu when you start the game up,
Then its just clicking, waiting for it to load up, signing in with Bethesda account, and then all the creation club content should be displayed, showing the cost and how many creation club points you have.
20220112143558_1.jpg
The Slocum Joe's Workshop CC, is titled Coffee and Donuts Workshop Pack in the creation club and is normally 600 CC credits but current on special at 450 (has been since December - so I would expect a new lot of specials any day now)

Every time they renew the specials they typically have a couple of free items, usually a power armor paint, pip-boy color, weapon or armor paint, or the vault suit or t-shirt pack. So it's good to go in every month to check (when the Fallout 4 Updates description changes in the top right).
 
You should see 'Creation Club' on the main menu when you start the game up,
Then its just clicking, waiting for it to load up, signing in with Bethesda account, and then all the creation club content should be displayed, showing the cost and how many creation club points you have.
View attachment 14935
The Slocum Joe's Workshop CC, is titled Coffee and Donuts Workshop Pack in the creation club and is normally 600 CC credits but current on special at 450 (has been since December - so I would expect a new lot of specials any day now)

Every time they renew the specials they typically have a couple of free items, usually a power armor paint, pip-boy color, weapon or armor paint, or the vault suit or t-shirt pack. So it's good to go in every month to check (when the Fallout 4 Updates description changes in the top right).
It's true - if you're patient you can get tons of the creation club stuff for free over time.
 
CC mods did not seem to play well with others in the past. Has something changed or does it depend on the particular mod?
EDIT: The CC content is high quality and very polished. I've authored some minor mods and I'm happy to chip in for things I use or admire. It would please me to no end to hear that the Slocum's Joe CC is compatible with SS2.
 
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CC mods did not seem to play well with others in the past. Has something changed or does it depend on the particular mod?
this mod says the cc mod is hard requirement. i have never accessed cc before. i oppose that mode of revenue generation. buy credits is a free to them loan of my cash value. and yes - i have heard - many times that cc content has issues. im actually thinking of not using the mod. it has some features the other mm mods lack alas
 
Oxhorn did a pretty comprehensive video on the CC pack a while back
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Donuts is still on my list of ones to buy. So far I have only paid for the Tshirts set and Vault Suit/Pipboy/Armor Paints myself. (and that was only because I got tired of waiting for Institute/Enclave to be the freebie ones)
 
Oxhorn did a pretty comprehensive video on the CC pack a while back
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went to utube 2 watch, very powerful donuts -- if u can find braman milk. and the sweet roll doing skyrim howl, lol
 
Been a while but I'm pretty sure you can only buy credits in $7.50 increments so make sure to find enough content or buy enough to use up all of them as left over credits are useless
 
CC mods did not seem to play well with others in the past. Has something changed or does it depend on the particular mod?
EDIT: The CC content is high quality and very polished. I've authored some minor mods and I'm happy to chip in for things I use or admire. It would please me to no end to hear that the Slocum's Joe CC is compatible with SS2.
There are CC items that have general problems and/or do weird things. The power armor AI one does weird things to vanilla content I hear and breaks Place Anywhere on Xbox apparently. The one that is the tunnel snakes breaks a Far Harbor quest.
There’s one I hear can keep you from even starting the game because it won’t let you out of 111, but it’s either one of these same ones or some goofy one like the settlement attack thing, which is murder to Xbox anyway.
As far as SS2, the only thing I’ve seen or heard reported is that both SS2 and Shroud Manor put a terminal in the same place in the police precinct by Diamond City. It does nothing substantial to SS2 but you can’t complete the Shroud Manor quest I think.
Beyond that I’ve played pretty extensively with virtually every other CC, except the most recent releases - the Minuteman attack Quincy thing and the travel to Capital Wasteland one. I haven’t any issues yet with SS2 apart from things causing everyone problems.
 
There are CC items that have general problems and/or do weird things. The power armor AI one does weird things to vanilla content I hear and breaks Place Anywhere on Xbox apparently. The one that is the tunnel snakes breaks a Far Harbor quest.
There’s one I hear can keep you from even starting the game because it won’t let you out of 111, but it’s either one of these same ones or some goofy one like the settlement attack thing, which is murder to Xbox anyway.
As far as SS2, the only thing I’ve seen or heard reported is that both SS2 and Shroud Manor put a terminal in the same place in the police precinct by Diamond City. It does nothing substantial to SS2 but you can’t complete the Shroud Manor quest I think.
Beyond that I’ve played pretty extensively with virtually every other CC, except the most recent releases - the Minuteman attack Quincy thing and the travel to Capital Wasteland one. I haven’t any issues yet with SS2 apart from things causing everyone problems.
Thank you! While things are getting sorted I'm running a minimal - 11 total - modlist. I'll revisit the CC once SS2 Ch2 settles down a bit.
 
Honestly, I'm not sure if it's the list of hard requirements of stuff I don't want, or the I am physically incapable of going more than 5 minutes without reminding everyone how good smoking weed is thing that makes me not want to grab this addon. Shame, I can see some quite impressive work in the screenshots...
 
You should have seen the original list of hard dependencies... And if you ask me, the size is kinda far out there too. (Yeah, I get there's all the herb assets with their textures and everything, but still.)
 
incapable of going more than 5 minutes without reminding everyone how good smoking weed is
What's Australian weed laws and quality like? How easy/difficult is it to get? We're about to hit the 1 year anniversary of legalization where I'm at
 
You should have seen the original list of hard dependencies... And if you ask me, the size is kinda far out there too. (Yeah, I get there's all the herb assets with their textures and everything, but still.)
Is this going to mess with the marijuana from the other mod...creative clutter I think?
 
Is this going to mess with the marijuana from the other mod...creative clutter I think?
Afaik it shouldn't, but I'm not exactly up to date with this project (I'm not involved at all, just remember how it got started).
 
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