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Make sure there's no active quest for that settlement. But some of the locations just can't be turned into outposts e.g. But none of them became available targets even though all four of Shank's recommended settlements are within the list.
Return to Shank who will inform you that your outpost has attracted some unwanted attention from a gang of Commonwealth Raiders led by a man named Sinner. Head back to your outpost to help defend it alongside your gang. You can either dissuade Sinner with a hard speech check or with violence. Head back to Shank who instructs that the next order of business is to provide resources to the outpost by strong-arming a settlement nearby the outpost. He will make a few target suggestions based on proximity to the outpost.
Mods of the month
Shank mentions that keeping the gang members happy and loyal is the next step, providing suggestions for objects to build to do just that. At this point, it becomes possible to send Shank to the outpost as a resident, saving the player character the hassle of having to keep returning to Nuka-World to carry out outpost operations. To complete the quest, you need to claim two more outposts. It's possible to convince settlers to leave with persuasion, pay them off , or simply wipe them out.
If you do all the raider stuff that you need to do before preston ever even names you general, then there is a dialogue option with him when you finally talk to him in which he orders you to wipe out the raiders. Arqade is a question and answer site for passionate videogamers on all platforms. This section is transcluded from Fallout 4 locations. After you claim the first settlement, you will have to take over a few more before the last quest for Nuka World pops up. This last quest is a simple one, where you are given a key and told to turn the Nuka World power back on.
Characters
The player character selects a method, which gang to use in the assault if violence is chosen , and finally a location. Shank reviews his notes on the location, to determine if it is possible to attack the settlement, if some other business needs to be resolved first, or if the occupants are merely beasts . Either intimidate him with persuasion or gun him and his four raiders down. Note, they come in power armor, so bring a can opener. Except Sanctuary which I believe is not a valid target for Nuka Raiders and Sunshine Tiding co-op, I have not visited any settlement locations.
No need to reload an earlier save if you're updating, just replace the old version with the new one. Does anyone know the proper commands to get this to work? I tried installing a mod but it disabled my achievements and put some stupid symbol next to my save file. Accepting the mission Home Sweet Home affects nothing. Planting the first Raider flag in that mission, however, will immediately make the Minuteman faction hostile to the player. This includes Preston, Ronnie, and any and all Minutemen that randomly spawn.
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I find it quite frustrating to raid my own settlements just to complete the Nuka World main quest line, so i made this little plugin that lets you skip the quest "Home Sweet Home" by just talking to Shank. If you have an achievements mod enabled, you will also get the achievement for quest completion. I'm playing the sort of character who wouldn't side with the Raiders but would play along with them long enough to get everything I could before murdering them all. I'd like to get the perks from completing Power Play but as soon as I set a raider flag in the Commonwealth, I'm informed that "Preston hated that" . The settlement I picked doesn't involve forcing any settlers off their land; I'm literally just creating one settlement that I plan to completely neglect until I can get the power on at Nuka World and slaughter everyone . At the chosen settlement, the player character must meet with the leader and convince them, with either payment in caps or intimidation, to supply the nearby raider outpost.

Some settlements show up on the list to only attack if there are any kind of enemies. Not sure if Mr. Feels Good would be considered an essential NPC. With the whole of Nuka-World under raider control, it's time to expand operations into the Commonwealth. First, the Sole Survivor needs to pick a settlement to capture, then another to supply it with provisions. Although I haven't encountered it myself, there seems to be a bug causing Power Play not to start.
Depending on the method chosen, the player will need to complete either Capture Settlement or Clear Out Settlement (if going the less-violent route). This allows for unlocking settlements that are otherwise unavailable. Settlements that are empty or have quests active cannot be attacked. Swing by Lizzie Wyath to pick up a recipe for the Smooth Operator and persuasion grenade. I made my way to the Nuka world transit directly, I did no quest in the Commonwealth at all, not even talking to Codsworth or Dogmeat. I only cleared a few locations without quests for the basic weapons and level needed to fight at Nuka World.
After returning, the outpost's marker in the Pip-Boy will have changed back to the original one and will no longer indicate surrounding settlements as suppliers. The last thing to do is to interact with the workbench in order to enable building mode. As a result, the raider outpost will have been reclaimed and turned into a standard settlement without turning the Nuka-World gangs hostile. Raider-specific objects such as the booze still and pick-me-up station will not be available to construct, while Minutemen artillery can be constructed again. This will also break all settlements currently in their vassal states. Eliminating all the raiders at an outpost will convert that area back into a standard settlement, and mark the location as that it is already cleared out.
The effectiveness of persuasion can be increased and/or the caps payoff amount reduced by having other raider outposts nearby, use of the gangs' optional tools, or building a Nuka-World radio transmitter at the outpost. You can actually loot the Museum of Freedom and walk right past him. Head to Nuka World and compete the DLC in favor of the Raiders netting you two unique weapons and two unique perks . Next step is to talk with Mackenzie at the Nuka World Trading Store and start the quest Open Season. Kill every Raider in Nuka World and kill all Raiders at the settlements you took over for them.

At the Home Sweet Home quest however, when I tried to talk to Shank to expand into the Commonwealth, he claims that there are no target available for both negotiations and assault. The whole point of Nuka World is to introduce you to the raider system, either kill the leaders or take over settlements. Earn 10 reputation in order to answer this question. The reputation requirement helps protect this question from spam and non-answer activity.
Objects for the different park zones will not unlock unless certain conditions are met. The amplifier will not appear in the workshop menu unless a Nuka-World transmitter is built and powered, and the resources and dealers sections of the raiders category will not appear until Home Sweet Home is started. Additionally, items under the flags, resources and dealers categories will not appear in the workshop menu unless the settlement is raider-controlled.

This will free up the conquered settlements allowing you to invite settlers back. (I don't know how this effects vassal settlements unfortunately so you might have to test that yourself). Now that all settlements you raided have become neutral go talk with Preston and continue the game as normal. Galactic Zone objects unlock after putting 20 cores into Star Control and repairing the mainframe; unlike the other parks, one does not need to plant a raider flag to unlock the objects.
Fallout 4: Nuka-World 'Home Sweet Home' walkthrough
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