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It is down to whether you want to sacrifice ethics for benefits or not. Bringing the Nukaworld raiders to the Commonwealth gets you a pretty strong perk, if you prefer the Operators and if you have raiderized at least three settlements outside of Nukaworld.
There are some settlements that are inhabited by ferals, mirelurks, raiders or Children of the Atom. Unless you have already cleared them all and turned them into your own settlements, you could pick those for Nukaraider settlements and you do not have to kill or kick out any proper settlers. Depending on how you have flagged them, you can more or less instantly drive off the raiders from two of the three settllements in the Commonwealth.
You could flag 3 Nukaparks for the Operators and 2 for the Pack. Then flag the first CW settlement for the Pack as well. Give the next 2 to the Disciples and see what this triggers.
When making a raider vassal, however, it has to be a populated settlement. So doing the raider questline forces you to take over at least 1 settled location.
The vanilla alternative is the Open Season quest, but it requires you to make all the raider gangs hostile and kill the leaders, so you basically don't get to do anything else in the DLC. The parks get left empty, the traders only remove their collars and don't to anything else, and it's overall the rather boring end. Only benefit is the Nuka-World Red Rocket location can become a settlement rather than a raider outpost (but this mod[www.nexusmods.com] will let you make it a settlement even if you don't slaughter the raiders).
Bringing the Nukas to CW just to kill them later is like activating a protectron just to destroy it for parts.
It's never complete eradication either way, since lopping off all three heads of this unsavoury chimera leaves plenty of their minions still roaming around to encounter.
Also, if you convert 8 settlements into raider outposts, you unlock all unique raider settlement objects, including the Tribute Chest, one of the rare sources of legendary items.
While you can only build these objects in raider outposts, they will remain functional should you turn them back into settlements.
All in all, the only drawback of all that is losing Preston Garvey as a companion, because he'll be pissed and permanently stop speaking with you (so make sure you get 100% affinity with him beforehand).
Since that includes pestering you with radiant quests, some people see that as an advantage.
Preston being pissed off has no effect on the Minutemen main quest. He will even cooperate on all the necessary quests.
Also, you can still get MM radiant quest from Radio Freedom, either by tuning in on your Pip-Boy or from at the Castle.
There is however the possibility to completely ignore Preston at the very beginning in the Concord museum (at least before you become general of the Minutemen) and only talk to him once you've finished Nuka-World with all the raiding.
In that case, Preston will request you to wipe out all Nuka-Raiders before he talks to you again.
The same goes for Nuka-Raider radiant quests, which you can refuse if they are targeting settlers, scavengers or members of the MM, RR and Institute, so you can focus them on supermutants and feral ghouls only.
And considering that the alternative to accepting the job is to immediately start a solo fight against three gangs of heavily-armed raiders...