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If you don't want to make Preston mad, you need to do the raider stuff before meeting him. Or at the very least, don't agree to become the Minutemen general until after you have finished doing all the raider stuff. Preston only hates you if you establish a raider base in the Commonwealth while being the Minutemen general.
That said, the only irreversible long-term consequence of siding with the raiders after the Minutemen is that Preston won't travel with you as an active companion (even if you turn against the raiders and destroy them all). So if you already earned his companion perk before invading the Commonwealth you're not losing that much by alienating him. It's still preferable to handle the raider storyline first, of course.
Oh, that's right where I am in the game now. I've cleared the entirety of Nuka-World, assigned the places to the raider gangs and I'm doing the Amoral Combat quest now. I've just knocked off the third challenger. I am not going to invade the Commonwealth for the raiders though. My plan is to get as much adventure and loot as I can from Nuka-World and then to kill the leaders of the gangs. So I'll do Open Season after Amoral Combat gets done. I even accidentally started talking to Shank, but I terminated the conversation before saying we'd go raising the Commonwealth. So that part is quite avoidable.
A question for others who've been through this part of the game, however, is this: do the parts of the amusement park remain populated by raiders after Open Season and do they re-spawn infinitely? And does this mean that I can get all armed and ready and then go back and kill a large number of raiders when I want? That would be a way of getting leveled up rather easily, I think.
edited to put the spoilers warning in.
There are a few things you miss out on by not completing the raider questline, including two free raider perks and the ability to build some special raider items in Commonwealth settlements you've taken over (which you can only do while allied with the raiders, but if you reclaim the site later, the raider items you built are available until you scrap/store them). That doesn't apply to every new settlement object from Nuka World; it's just a few special ones that only raiders can build.
I'm already a general, is there absolutely nothing I can do?
That sounds good too. I can basically gain all of that space to play around in after I rack up some XP for offing all of the remaining raiders. Would that also allow me to deal with more merchants at the market? I have some water I could sell them!
Yeah, I don't want to alienate Preston. I plan on finishing the game with the Minute Men. Also, I kind of don't like the idea of pushing the Abernathys or the Finches or others off their plots of dirt. I do plan to leave Preston and the gang in the Museum on my next playthrough and do theNuka-World DLC first, but even then I don't know how I'll deal with having to do that kind of behavior. I know, it's just a game. I don't know, at this time, how I'll handle it. Maybe I'll be able to get myself to do all of that stuff when the next playthrough starts. Right now I'm just dealing with Amoral Combat.
The existing merchants at the market will remain available unless you accidentally kill them yourself while fighting the raiders.
The absolute minimum you can do (as required by the raider storyline) is forcing one settlement serve as a vassal to supply the raiders with food.
You can otherwise have the raider gangs capture only unoccupied settlement sites to use as their outposts. You'll need from three to eight outposts, depending on whether you want to do the minimum the story requires or build every single special raider object. The two perks you receive at the end of the raider questline will come from the raider gangs you favoured the most in distributing the five parks and the first three outposts.
From a character standpoint, when not roleplaying a raider (or similar character) I usually justify doing the raider storyline as necessary because fighting three powerful and well-armed raider gangs immediately upon meeting them isn't reasonable for me to do alone (at the very least I need to scout them out and see how they operate). It's not as if the Minutemen allow you to deploy an attack force; the only assistance you'll ever get is a single companion.