culaio Posted June 14, 2016 Share Posted June 14, 2016 While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods Link to comment Share on other sites More sharing options...
CiderMuffin Posted June 14, 2016 Share Posted June 14, 2016 While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave. We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment. And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth. Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o Link to comment Share on other sites More sharing options...
culaio Posted June 14, 2016 Share Posted June 14, 2016 (edited) While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story modsA person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth. Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw arena mods from previous bethesda games that didnt need DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets. Edited June 14, 2016 by culaio Link to comment Share on other sites More sharing options...
CiderMuffin Posted June 14, 2016 Share Posted June 14, 2016 While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave. We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment. And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth. Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets. It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story. Link to comment Share on other sites More sharing options...
culaio Posted June 14, 2016 Share Posted June 14, 2016 While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story modsA person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth. Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets. It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story. Like I said nothing from this DLC is needed for mod like this, only thing this DLC adds is assets that can be easily replaced with stuff we already have in game or easily made by mod creator Link to comment Share on other sites More sharing options...
CiderMuffin Posted June 14, 2016 Share Posted June 14, 2016 While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave. We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment. And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth. Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets. It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story. Like I said nothing from this DLC is needed for mod like this, only thing this DLC adds is assets that can be easily replaced with stuff we already have in game or easily made by mod creator Nothing is needed to make a mod like Mothership Zeta but the mod author still did it. Just because "Nothing is needed" which is highly inaccurate again doesn't change the fact that it's part of the foundation of the mod. This is just you ignoring facts at this point. It's literally the same thing that Mothership Zeta Crew did, they took what was in a dlc and expanded on it's foundation. Literally the same thing Link to comment Share on other sites More sharing options...
culaio Posted June 14, 2016 Share Posted June 14, 2016 While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story modsA person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth. Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets. It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story. Like I said nothing from this DLC is needed for mod like this, only thing this DLC adds is assets that can be easily replaced with stuff we already have in game or easily made by mod creator Nothing is needed to make a mod like Mothership Zeta but the mod author still did it. Just because "Nothing is needed" which is highly inaccurate again doesn't change the fact that it's part of the foundation of the mod. This is just you ignoring facts at this point. It's literally the same thing that Mothership Zeta Crew did, they took what was in a dlc and expanded on it's foundation. Literally the same thing Its not same, mothership zeta offers much more, it offers: story, lore, characters, themes(aliens), new locations, assets. you can easily create quest mod based on all of those but you cant really create quest mod based only on some assets as foundation. Link to comment Share on other sites More sharing options...
CiderMuffin Posted June 14, 2016 Share Posted June 14, 2016 (edited) While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave. We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment. And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth. Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets. It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story. Like I said nothing from this DLC is needed for mod like this, only thing this DLC adds is assets that can be easily replaced with stuff we already have in game or easily made by mod creator Nothing is needed to make a mod like Mothership Zeta but the mod author still did it. Just because "Nothing is needed" which is highly inaccurate again doesn't change the fact that it's part of the foundation of the mod. This is just you ignoring facts at this point. It's literally the same thing that Mothership Zeta Crew did, they took what was in a dlc and expanded on it's foundation. Literally the same thing Its not same, mothership zeta offers much more, it offers: story, lore, characters, themes(aliens), new locations, assets. you can easily create quest mod based on all of those but you cant really create quest mod based only on some assets as foundation. All poorly done which is the point of Mothership Zeta Crew. Again none of that makes it different from a mod that uses Wasteland Workshop as a foundation. Like, MZC doesn't even touch the MZ's vanilla characters but to only give them the MZC uniform and a few old locations are brought up, everything else is entirely new Edited June 14, 2016 by CiderMuffin Link to comment Share on other sites More sharing options...
noahdvs Posted June 14, 2016 Share Posted June 14, 2016 (edited) While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave.We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment.And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story modsA person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth. Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets. It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story. Like I said nothing from this DLC is needed for mod like this, only thing this DLC adds is assets that can be easily replaced with stuff we already have in game or easily made by mod creator "easily made by mod creator"You don't even have any mods. Modding is not easy, especially making brand new assets.Honestly, if you're going to make an argument like that, you could say the Mothership Zeta DLC wasn't needed either. After all, a modder could have "easily" made the same thing. Edited June 14, 2016 by noahdvs Link to comment Share on other sites More sharing options...
CiderMuffin Posted June 14, 2016 Share Posted June 14, 2016 (edited) While its true that not all DLC's for previous fallout games were amazing, they still were solid foundations from which modders could build, for example lots of people dislike mothership zeta DLC for fallout 3 but you know what, one of my favorite mods for fallout 3 was using it as its foundation: "MOTHERSHIP ZETA CREW: THE TERRAN STARSHIP COMMAND", it was DLC size in itself, had many new locations and quests, some of the coolest and funniest quests I ever seen, like teleporter malfunction which lead to our character being gender swaped, being teleported high above ground and being teleported back few seconds before going SPLAT, and even ending up in cave from which we see White-Gold Tower from elder scrolls(yup we ended up in elder scrolls world XD), sadly we get teleported back before we can leave cave. We could also walk on moon for a while in this mod, also there is quest with really creepy atmosphere that makes you expect something creepy to jump out at any moment. And whats more this mod was so popular that other modders created their own add-ons expanding this mod further, so yeah mothership zeta DLC maybe wasnt greatest but it lead to creation of DLC sized mod that lead to other modders expanding it further and something like this wont happen with workshop type DLC's since DLC's like this cant be used as foundation for story mods A person comes up to you with the idea of building a massive arena underground, not like in the settlements but a arena with criminal influences. After the arena is built by you you're given quests to expand it's popularity and to set up other things like a gambling parlor, a brothel, hire gang members to protect your assets, a drug den with a drug lab and squeezing in on the drug trade in the commonwealth. Just came up with an interesting idea that requires the wasteland workship DLC. All you need is some imagination, really o.o This is not story mod using DLC as foundations its simply mod using DLC elements in it, difference is that building on fundations is building off the story that DLC had, while workshop DLC dont even have story to build from, whats more you can create arena mod easliy without even having DLC with cages and stuff, not a single thing from workshop DLC is needed to create your mod idea(I saw area mods from previous bethesda games that didnt had DLC's like this), workshop DLC has nothing to do with creating a gambling parlor, a brothel, hire gang members to protect your assets. It's a story mod using DLC as a foundation. The foundation is the arena mechanic, the story is becoming a kingpin. The original DLC doesn't need to have a story to be the foundation of a mod that involves a story. Like I said nothing from this DLC is needed for mod like this, only thing this DLC adds is assets that can be easily replaced with stuff we already have in game or easily made by mod creator "easily made by mod creator" You don't even have any mods. Modding is not easy, especially making brand new assets. Honestly, if you're going to make an argument like that, you cloud say the mothership zeta DLC wasn't needed either. After all, a modder could have "easily" made the same thing. Ok I apologize for using the word easily, that was wrong of me and I didn't mean any disrespect. Though to be fair you're doing the same thing with Wasteland Workshop. You're making it out to be some easily made thing that can't be used as a foundation, that's equally disrespectful and well let's face it entirely wrong. Edited June 14, 2016 by CiderMuffin Link to comment Share on other sites More sharing options...
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