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Kill raiders
Turn on the power
done...
20 minutes of content if you are a killing machine.
I did find a workaround for the naked traders thing by buying from each named trader in the market and then going to the commonwealth for a bit. When I returned to Nuka World they all got dressed again leaving just Chip the scavenger guy still welding away in his undies. I hope they keep that in the game :)
Yeah the park is empty, no traders/civilianss taking the place of the gangs. The flagpoles can't be used at all in fact which is a shame, would be nice to get people out there to make it all seem less empty.
The Raider content is interesting but I don't like the idea of populating the commonwealth with raiders after my character has spent the entire game up until now killing them on sight. The tech behind the settlement missions would be good to flesh out the Brotherhoods presence in the region IMO or even give the minutemen radial quests a break because I am getting sick of Preston sending me out to save half the population of Boston everytime I bump into him in whatever settlement I send him to.
You don't have to kill them right off the bat. I'm setting mine up in park areas first and doing some side quests.
All you have to do is *not* take any commonwealth settlements.
Things may be fun later; I've spotted NW gangs in the commonwealth already, without any outposts or settlements done. Literally the *only* thing I've done as a crossover was stick a shock collar on a super mutant in Faneuil Hall.
From what I gather, once the gangs are well-settled (btw, spoiler, Cito really likes the new inhabitants from the Pack) and the power is turned back on, there's going to be one left out and pissed off gang (3 gangs and 5 areas, math that yourself) that will take over the power plant and thereby give you the opportunity for a little mini-cleanup.
I'm hanging the disciples out to dry, because they're brutalist murderrs ad psychopaths, and they show absolutely no respect to someone who can (and will) wipe them off the map without breaking a sweat.
Killing a single gang member results in aggro behavior for probably the usual 'cooloff' period.
Killing a gang boss results in all gangs and members going aggro. Don't know if cooloff applies for the 'peons' but if it doesn't, eh. I'll find a rooftop and wait for targets, it's not like I'm in a hurry at that point.
tl;dr the 'good' path does eliminate all the raider fun, but you don't have to rush into it and ruin your fun... just don't screw the minutemen over by taking *any* CW locations.
Sarcasm aside, you can still explore the park, power plant and get the nuka rocket station, which is still fun to do but has no future.
There is some settlement workshop items only available if you get the Warlord perk but otherwise pretty much what you posted. There is a mod that gives you the perk anyway if you choose not to allow shank to go to the commonwealth to scout out settlements.
(Diciples first of course)