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Writer's pictureBrian Lynch

A Review of the Creation Club System (feat. "Mini-DLC" Reviews)

Updated: Feb 5, 2018

If you had asked me a few months ago how I felt about the Creation Club after its ego-driven announcement at E3, then I would have probably responded along the lines of this image:


This isn’t to say the people who are against the Creation Club—as I once believed to be—are comically out-of-touch, but I think that announcement and the amount of dislikes Bethesda received goes to show presentation means everything. Even when I agree that modders should be paid for their efforts as well as agreeing to label third-party licensed content as “official DLCs,” the initial showcase did little to discredit the fears people had for what remains to be Paid Mods. What was touted out as “new content” to expand the worlds of Skyrim and Fallout 4 eventually brought out a poor excuse of a selection of good items but not for the initial 3000 points ($25) value. Pip-Boy skins, one-piece armor and weapon items, one settlement bundle and, the best item of the lot, the Modular Backpack—these are ideas modders have proven they can provide.


Over the past month, especially with the last released items, my interest in Creation Club has blossomed into reserved, hopeful support because Bethesda has transformed what was a bad idea into a better one with more room to grow.


You’re Not Paying for Every Slice; You’re Paying for a Curated Buffet


Let’s be clear on one thing before we continue: Whatever Pete Hines or Bethesda believes of their own worth, these selections are paid mods or micro-mod-transactions, contracted by Bethesda and paid by consumers.


This system has far better safeguards to prevent exploitation and improved monetary incentives to contribute to the program than the failed Steam Workshop Paid Mods debacle. The main concerns with paid-mods was due to a lack of curation, quality control and payment, and Bethesda has done a half-decent job to recover its noble idea from the BioShock Rapture-like scenario of caveat emptor fracturing the foundation of the modding community.


From Super Bunny Hop’s Mod Monetization Madness video, “Which is a lot like Andrew Ryan asking, ‘Is a modder not entitled for the sweat of his brow?’”

There are still problems with this system, some of which are rarely discussed; however, many fundamental issues have been addressed or they are being addressed with each update. Problems that have been addressed include the bloating of unused content with new updates on PC hard drives via Steam (which is still a problem on consoles, sadly) and the “value” of each content. You now only download what you paid to get for all future content. The only major problem that makes this system not optional is how the updates to Fallout 4 impact F4SE, but there is a way to revert to a previous version on Steam to launch the game via F4SE. If you play Fallout/Skyrim on PC, then you probably already launch the game through this software anyway.


The biggest misunderstood aspect of Creation Club that I believe would change people’s minds is how Bethesda is marketing it. The amount of legalese involved in buying credits into items, which is done specifically to avoid lawsuits, copyright, etc., doesn’t need to be alarming if Bethesda would reframe their idea into something more palatable. What makes this practice more ethical than other microtransactions is you get what you want, and if you wait long enough you can purchase it either for the price you think it is worth or it is given away for free. Starcraft 2 also follows a similar model for cosmetic, audio, and new character options before/after its Free-to-Play model and Valve’s games also include curated mod items people can purchase. Bethesda’s monetization model is nothing entirely new in concept except for the fact that they are contracting modders as freelancers. What makes Bethesda’s version far more agreeable is to illustrate the value of this service by a comparison to describe the Creation Club as a DLC buffet.


Let’s compare a service like Cici’s Pizza/Golden Corral with a major pizza-joint or restaurant. You’re not paying for the individual slices of food; you are paying a base-price for access to a selection. Similar to the Creation Club, you are not paying directly for one mod but given a base-line fee to choose a platter of items you deem to be acceptable for that one fee. The obvious difference is that you are more limited on the Creation Club due to points and a selection for now, but in reality, you cannot simply eat everything provided at these buffets, so you take only want you desire—you also are not pressured to make the most out of that one buffet because you can spend your credits whenever you want. This attitude is how I feel about the showcase for Fallout 4’s Creation Club content. There are pieces I desire, some are priced fairly and others a bit too much without a discount, but there are items/features/etc. I would desire if I could pay a flat “expansion” price for a collection of them.


When framed in this manner, it’s easy to see why after spending around $25 for 2350 points (100 free points from Bethesda; one 750 and one 1500 selection), I was feeling satisfied with my purchase because all the items were tailored to my interests. If I were to purchase the 1500 points and wait for discounted sales on every item, then I would have most things from this list. Anything else on the storefront is extraneous; it either does not interest me or it remains on my radar for the future.


The other additional value that must be considered is the fact it is provided in the “vanilla” game of Fallout 4. Aside from compatibility issues for community systems like Alternative Start and Another Weapon Keyword Community Resource (AWKCR), Creation Club content will easily merge into existing save-files and free mods. On top of this benefit, there is another greater value associated with these items. If and when modders bring Fallout 3 and New Vegas to Fallout 4’s engine (or projects like Fallout: Miami), these items will have more value because they will be applicable to these overhauls. This is an underappreciated feature that will become more relevant when we do see these projects finished, and it will suddenly make the idea of roleplaying as the DOOM marine with a BFG in the Mojave a greater factor to justify the cost.


The Framework to Transition from Paid Mods to Mini-DLCs


Earlier I had mentioned there were other problems associated with the system often not discussed in detail, and it’s time to address those concerns now. My biggest complaints of the Creation Club system are two criticisms focused on the value of every item: 1) the ubiquity of CC items/skins/armor and 2) the perceived value. These faults may be technical related and they may be unsolvable; however, if Bethesda wishes people not to describe these items as “paid mods”, then they need to step up their quality-control for more consistency and for more standards with each item.


It may surprise you to learn that not all Creation Club content are compatible with each other. Not all paint schemes offered for every Power Armor and for every new weapon works, which would be an understandable situation given the problem of daisy-chaining content you may not possess. As far as I understand from reliable mod-reviewers like Oxhorn, it’s a technical limitation on updating every item in the future that is not feasible to achieve due to updating every creation with new updates. As Oxhorn describes it in his Weapon Skins Creation Club video, “They can’t make their Creations compatible with every single mod out there; they can’t predict the ones that are out there. These mods are user-generated. Every single modded installation is like a thumbprint, completely unique.” Even amongst the Creation Club options, it would be difficult to update every new gear/weapon with future skins given on PC let alone console updates.


However, there are two aspects of this problem that make it more difficult to side with Bethesda. For starters, the Pip Boy mods are ubiquitous, meaning that there is some system in-place to allow future compatibility. Second, and this is my main source of complaint, not all paints/skins are compatible with Vanilla items let alone the two major expansion content.


For example, let’s look at the Faction Paintjobs. These weapon skins are only compatible with the Assault Rifle, Combat Rifle, Combat Shotgun, Hunting Rifle, Laser/Institute rifles, Missile Launcher, Minigun, Gatling Laser, 10mm Pistol and .44 Revolver. Melee weapons, uniques like the Tesla Gun, the Laser Musket, the Fat Man, the Radium and the Handmade rifles, and all the other variants included in the GOTY editon are excluded. If anything, the GOTY weapon selection should be a standard set for all future weapon/armor paint jobs because those items will not alter with time, so it should be expected that these Creation Club items would have as close to 100% compatibility. Now I don’t believe anyone will feel heartbroken if miscellaneous weapons are excluded such as the Paddle Ball, the Alien Blaster and the Acid Soaker; however, it is a problem when late-game/DLC weapons are excluded.


How can Bethesda solve this problem if weapon/armor skins take more time/effort to complete? While I am certainly not tech savvy to provide the best solution, there is a feasible one that doesn’t mean more work on the modder. Instead of a small handful of supported items, enforce patterns to have a certain “freeware” dimension to be stretched on ALL items. This would assure customers paintjobs will have more value with every purchase, even if the solution is not the most appealing one. The important take-away is consumers will perceive higher functionality on the same item than if there was less value attributed to the good.


To support my point, we can look at the fact that a modder already makes ALL new weapon skins compatible with the Laser Musket. An honestly named mod by the name of Creation Club Paints for Laser Musket by James Freeze/NumeroDuo provides not only a patch for these CC skins but also an AWKCR compatibility patch. Similarly, Bethesda cannot predict the future of their mods, but they can provide the community with the assets to support themselves—even if you do not use mods at all, the added functionality will persuade others to accept the price.


In addition to this concern on perceived value, Bethesda needs to enforce their recent expectation that every item will offer a wide selection of features to entice buyers. The launch of the CC was scattershot at best; several individual PipBoy and Power Armor paints, two individual weapons, two individual power armors, two individual armors, one feature rich backpack and one settlement item. Some of these items came with quests; others plopped the item into your inventory like the Courier’s Stash from New Vegas. Some were worth their time and others only if you really desired that one thing. All of these items feature the same problem that has been addressed over time with more modular/bundle content, the perceived value of every item.


One only needs to see the surprised reaction to the last Fallout 4 CC update to come to the realization that the most popularly accepted items are the ones in bundles. From the beginning, everyone who had liked/disliked the launch praised the Modular Backpack. Some even liked the Modern Furniture Pack, and, to be honest, the Settlement features perhaps offer the best value for every credit. Later on, the DOOM Bundle came out that kept the cost under 800 points. Then weapon skin bundles arose; and now with the recent update, we received three bundles all worth something to even naysayers or people who will get the items when cheaper.


Without going into too much detail, let us observe what each of these items offer. The Tunnel Snakes Rule! Creation features two unique guns, the Fallout 1 style pistol and a new Unique, heavily detailed Gunner Classic 10MM; the Tunnel Snakes Jacket; a new mini-dungeon/quest; and a lore-friendly story about Wally Mack from Fallout 3. The Arcade Workshop pack not only features playable PipBoy game Arcade Cabinets but settlement items from chairs, projectors, floors and posters to make your own arcades (which increase happiness in-game.) Even the absurd Slocam Joe Donut Workshop Pack features not only an amazing array of settlement items, but it also includes an outfit, two power armor paints, a mini-quest to show off two new craftable items—Donut Mix and Coffee Grains—and thirty-one new consumables with status effects to make a Homer Simpson build for survival mode.


All of these items have one major thing in common; they are bundles with a wide array of interests. No matter if they are niche products they have some appeal for every player. Whether that is making donut-shops and arcades or is adding gameplay elements such as lore, consumable items, armor/weapons, there is a higher perceived value. This is why people are celebrating these new Creations instead of cynically mocking them, and if Bethesda would learn anything it should be to establish a consistency of value with every new addition.


As I illustrated in my review of Automatron, Bethesda/modders already have a framework to set a standard of value for every new creation. Without going into too much detail, here is the summary of what I would say should be the basis for every Creation Club content from now on: Two dungeons and a mini-campaign adventure, a few new gameplay features (weapons, armor, mechanics) or a new companion, and new settlement options no matter whatever they can cram into the package. In addition, any armor/weapon items should allow Ballistic Weave, allow armor pieces on top, and cosmetic/modular options to make them not only visually distinct but practical to the game. If Bethesda can take any of this advice under consideration, then the image of Creation Club can be improved.


Time to Put the Credits Where My Mouth Is


To make this last section to the point as possible, I will break down every purchase into the following four relevant categories:


1.) Original Price vs. Paid Price

2.) What features come with the main sell?

3.) Are there mods to enhance the CC item?

4.) Is there a free version? What is the difference?

5.) Do I recommend it? If so, why?


Pipe Shotgun by Stefan "asXas" Engdahl – Original: 200 Credits; Purchased: 100 Points (Free)


Short and simple, Stefan brought Bethesda's cut-content back to Fallout 4, a pipe-version of the double-barrel shotgun. Enemies will also spawn with this weapon, so it's not a one-sided mod. You will face enemies using this weapon against you. Unless you desire the appeal itself, which I consider to look better than the free alternatives, the modular functionality will only allow you to make small tweaks to the weapon.


Are there free alternatives? Yes, however there are two that offer vastly different experiences. The Pipe Shotgun Collection by Elgoes and Henkspamadres features more modular options whereas Standalone Pipe Shotgun by mattsahuman and Stefan Engdahl is a simple pipe shotgun. Visually, the CC version appeals to me the most.


Are there mods to enhance it? None. (No Paint Options Either)


Chinese Stealth Armor by Bethesda – Original: 400 Credits; Purchased: 200 Credits


This is perhaps the most subjective item from the list. Some may prefer the free version; I prefer the CC look as well as the sound of cloaking. If it wasn’t for the mod patches for CC that add in Ballistic Weave and armor pieces, then I would easily go with the free version for practicality.


Are there free alternatives? Yes, Chinese Stealth Suit by


Are there mods to enhance it? Yes. HomerDOHSimpson adds Ballistic Weave for greater utility and the one by Captainoob adds Ballistic Weave and armor pieces on top of the suit.


Onyx Pip Boy by Bethesda – Original Price 50 Credits; Purchased: 50 Credits

As with all PipBoy offerings, it’s only recommended if you like the style. There are hundreds of better alternatives on the Nexus. The color and wear-and-tear look are what sold me on this PipBoy (and I felt I had to sample everything available.)


Onyx Power Armor by Bethesda – Original Price 100 Credits; Purchased: 100 Credits

Same problem as the PipBoy, this armor color is only recommended if you like the style. You can find far greater options, quality and compatibility on the Nexus.


Modular Backpack by fadingsignal – Original Price 400 Credits; Purchased: 400 Credits

Absolutely one of the better items still available on the Creation Club storefront. This backpack does more than add extra carry weight; you can personalize its colors, emblems, straps or no straps, and add small buff modifiers to personalize it to your character. This is what separates it from the free mods.


Are there alternatives? Yes, a simple search yields many results but they do not add the same functionality. EDIT: There was a recent addition to the Nexus by BmanBlazer titled Backpacks of the Commonwealth that does offer the same functionality with a whopping 50 lore-friendly backpacks with statistical alterations. I still do not regret my purchase, but I wanted to include this neat alternative.


Are there mods to enhance it? Aside from the immersive (don’t spawn with it) patch, there does not appear to be any mods for it. A real shame.


Faction Paintjobs by Skibadaa – Original Price 300 Credits; Purchased: 300 Credits (BoS was 100% off)




Originally, I was only interested in the 100% off Brotherhood of Steel colors; however, the more I examined all four options (which are bundled for the price of three), the more I grew attached to these items. Although it may sound cheesy, I liked how it added to my immersion to make my weapons tied to the story I was telling of my escaped Synth with Railroad and Institute themed weapons when I played with Alternative Start. If it wasn’t for the “Immersive Creation Club Paints” mod to give all factions (including Vault-Tec and Gunners) their colors, I would only somewhat recommend it.


Are there alternatives? Certainly. There are far too numerous mods out there that accomplish the same thing, but it's the high quality that makes these skins stand out for role-playing purpose.


Are there mods to enhance it? Two. The first one is the Immersive Paint Job mod by ChibiCD and the one I mentioned previously for Laser Muskets.


Arcade Workshop Pack by Bethesda – Original Price 300 Credits; Purchased: 300 Credits




To be honest, I came away from this mod far more entertained than I could imagine. Sure, one could make the argument you are buying to unlock the mini-games already in the game with some new settlement options. Within the 200 hours of Fallout 4, I have never found all the Holotape games on my own, so this mod makes it simpler to experience the content with added flair. It also gives me the option to make my own arcade joints with my Raider character to take over the Commonwealth with Arcades and Pachinko parlors (sadly not included, so I made a junk stand.)


Are there alternatives? Technically yes and no.


Now this one is interesting because there are two alternatives. There was an '80s arcade mod by GrooveMods that was discontinued over a year ago and it was given an unofficial patch when the Creation Club version came out.


Another mimics what Bethesda brought out by LilKandeeKid, but it requires both electricity and people--and settlers will try to kill you if you beat their high-score. (Now that sounds like a feature.) The machines may function similarly but the quality is difficult to say which is better. Personally, I like the free-one's style. However, I would include all three, playable or not, to give my arcade more variety.


Are there mods to enhance it? There is a simple category patch by Bretton fix to put all arcade items in a Creation Club section. Makes it easier to organize.


Tunnel Snakes Rule! by Adam "Rizzler" Ridstale– Original Price 500 Credits; Purchased: 500 Credits



It’s surprising that this mod wasn’t released by Bethesda because the environmental storytelling, lore, and text entries are up to the quality of Fallout 3 and 4. It’s nothing profound; it’s actually a short-story about how Wally Mack is an idiot who thinks he can get superpowers from radiation. My only gripe with the package is that it gives you the guns far too quick; I wish the tunnels were several dungeons, minimum of two, where you can build up to get the Ultimatum. Instead, you will drop the Classic 10mm almost as soon as you find it. (You also can get around five Tunnel Snake jackets to make your own Tunnel Snake crew.)


Are there alternatives? Plenty for the jacket and one "okay" Classic gun. Elianora was kind enough to provide a patch and she has a free jacket in one of her amazing outfit collections, so I would recommend her work.


Are there mods to enhance it? Yes. In addition to Elianora's patch, there is a Ballistic Weave option on all clothes that will benefit the jacket too by Mateodon.


Prototype Gauss Rifle by Bethesda – Original Price 400 Credits; Purchased: 400 Credits

Similar to the Pip Boy games, I never found the Gauss cannon in the game, but this one works wonderfully for survival mode. There are also some options to modify it with minor progression stats. Unlike the Laser Musket, this cannon feels like a more varied weapon due to how much damage each crank adds, making it more tactical than the Musket with three cranks. At two-thirds ready, I was able to kill someone in Power Armor with a stealth bonus.


Are there alternatives? I'm sure there are but I could not discover one that best matches it.


Are there mods to enhance it? None.

Hellfire X03 Power Armor by Bethesda – Original Price 500 Price; Perceived Value: 250 Credits

With the recent Creation Club sale, I snagged the Hellfire Power Armor at its discounted price after getting more Credits. EDIT: After enough testing, I discovered it was the AWKCR mod which was causing conflicts, but downloading the Mod Power Armor Patch 1.2 remedied this problem. I can confirm that Hellfire from Creation Club is fully compatible with Another Start as I initially feared.


Are there alternatives? Hellfire X03 (and X02) Power Armor by DogtoothGG offers far more accessibility and functionality over Bethesda's version.


Are there mods to enhance it? I also discovered that Oh Dear included a Creation Club Redone package for the Hellfire Power Armor.


Prey Suit by Bethesda – Original Price 300 Credits; Perceived Value: 150 Credits

Until I found the mod PREYdiation Suit by Spiffyskytrooper, I thought this was a missed opportunity to add a Vault Suit alternative to the game. With this mod-addon, you can not only further customize the outfit to your liking but it also offers more combat potential as an alternative hazmat suit. It also includes Weaves and treats it like underwear. This is why I would only recommend this Creation if you include this mod. Bethesda should be thanking Spiffyskytrooper for making their product better.


Are there alternatives? No.


Are there mods to enhance it? PREYdiation Suit by Spiffyskytrooper.


DOOM Bundle by Bethesda – Original Price 600 Credits; Perceived Value: 300 Credits


There’s a few reasons why I would only get this half-off. For one, you cannot customize the DOOM armor or the BFG to any extend. Second, whether intended to balance the BFG, this armor has the bullet and energy protection of Combat Recon Armor and the rad resistance of a Hazmat Suit. Lastly, if you want to look badass you must be a DOOMgurl because the male variant makes you look like a green guerilla with massive breasts. (Sometimes classic designs should stay in the past.) The BFG is an amazing weapon—so impressive the model takes up the entire screen—and its destruction is worth experiencing. If not in Fallout 4 then in other projects.


Are there alternatives? No.


Are there mods to enhance it? Yes, but the one by Oh Deer is a WIP to add more customizable options to the armor. I wish him/her the best of luck.

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