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1) Prepare for the [Open Season]
Plan which gang to be killed in [Power Play]. Avoid assigning the gang to the park area so that when you kill of the gang, the whole park will still be your ally and filled with raiders.(or you have to kill them and leave the place empty.)
There are five parks within Nuka world, each park counts as 1 point.
You have to assign gangs to Commonwealth to build 3 raider outposts. Each outpost also counts as 1 point.
Thus, you have 8 points in total. Once you get 8 points, it will trigger the quest [Open Season]. The gang that owns the least amount of parks/outposts will be killed off.
Helping bosses with side quests does not count into favor. So, you can reject the side quests (You will be scorned but no outcome whatsoever) , or ignore them altogether.
//BUG-IMPORTANT// When you start settling a gang in Commonwealth in [Home Sweet Home] quest. Just place the gang's flag and be done with it. Do not start improving the first outpost right away. If you do so, the game will not count the first outpost as 1 in 3 outposts you need to start [Power Play]. So, you have to come back to Nuka Town USA and talk to Shank to get a notification that you need to improve the welfare of the first raider outpost. Once doing so the game will notifying you that you have succeed 1/3 outposts to take over.
Since you need at least 3 points for each gang you keep. The gang you kill will get 2 points from two raider outposts. Thus, you need to assign 1 raider outpost to one of the gang you keep. (You will probably have to come back and kill raiders in this outpost to clear the settlement slot back so that normal settlers will take over the settlement . //IMPORTANT// You have to kill at a specific step as I will guide you to, otherwise you will be permanent enemy with the gang you kill. This can not be undone without reload the old save.)
You still get 2 perks from gangs you keep. So, choose wisely.
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**FURTHER tricks you may also prepare the game for the best outcome.
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You may avoid visiting Concord and thus, you will have to advance your level by other means to eligible of starting Nuka World DLC. (reaching level 30) By doing so, you avoid to be hated by Preston.
If you decide to avoid visiting Concord and need the Minuteman quests to perform correctly, DO NOT advance the main quest. (You may visit Diamond City but do not help Nick Valentine. There will be a unique dialog if you did so when you meet Mama Murphy for the first time.) You have to do other side quests, or just running around and kill ghouls, raiders and gunners until you reach level 30. You might also avoid visiting any settlement to prevent the result of having settlements as your allies. (You can be an ally to a settlement without siding with the minuteman, settler will address you differently from when you side with minuteman.- sometime Bethesda does something right!) This will cut back the hassle you will have to spent helping settlements when you do the Nuka World DLC questline.
If you want Porter Gage's perk, you have to max out Gage's affinity and get the perk before starting [Open Season]. Gage's affinity will not change after [Open Season], since the game is not prepared for this outcome.
Do the quest [Amoral Combat] until you fight the Rogue Knight to acquire the legendary weapon: Aeternus . Please note that [Amoral Combat] will restart once every few days. (up to a week) You will get this quest when you come back to Nuka Town USA and walk pass a raider standing/walking near by. [Amoral Combat] may or may not start after [Open Season]. However, if the quest has already started, you can go to [Fritsch] or [Nuka cars arena] later to finish the side quest.
Get the Nuka World DLC code (the first two digits that you replace XX in ref ID with ID within the game under console command.) to be used later by clicking any NPC in Nuka World and open the console and look for the code shown in the top-center. For example, you get 0600ff12, thus the code is 06.
To reduce works in the Commonwealth, after finishing [Power Play], you might visit the raider's outposts of the gang that you kill during [Power Play] before start the [Open Season]. (You can bring Gage or another companion to aid you. But you have to do the final shot at the raiders to finish them. (Or they will regain health and you have to kill them again). Then you will regain the settlement site for the settlers to settle in.
//BUG// Settlement NOT CLEARED
If somehow, after you cleared all the raider in the outpost but you can not regain the settlement for normal settlers. This is likely because the game respawn raiders under terrain or rock surface or some spot that you can not reach. Some locations are prone to this bug, e.g. Outpost Zimonja, Greentop Nursery, Somerville Place.
To remedy this, click at the workshop bench, open the console and type:
sv
To get workshop information, look for "mylocation = (xxxxxxxx)". This is your location ID, then type in:
setLocationCleared xxxxxxxx 1
For example, Red Rocket settlement has 24fab as the location ID, so you type:
setLocationCleared 24fab 1
At this stage, you may want to add all merchants inside Nuka World as members of your faction, so they will not run around fleeing from raiders after everything is finished. (As you will have to run to them, seeing them staggered by weapons, and have to quickly use the console command at the moment when they regain health, which is very difficult to do.) by simply click on the merchant and open console, looking for ID and type:
addToFaction 1c21c 1
2) Dismiss Porter Gage to normal settlement.
At this point, you should dismiss Gage so that he won't shoot you when you start [Open Season]. However the game prevents you sending Gage to a normal settlement. (only to raider outpost) But we have a workaround for this:
You (and Gage as your companion) go to your desired settlement. Then you dismiss Gage there, quickly open the workshop mode (long-press [V]) with Gage close by, then select Gage and press [R] to send Gage to a settlement. Select the settlement you are in. (In fact, you can send Gage to any settlement not necessary the one you are in, but this is to make sure that Gage will not walk around when you leave the settlement, so you will expect to find him at the settlement when you come back later.
3) Kill bosses to start [Open Season].
If you have a companion with you and you would like to keep raiders alive (less work to recycleActor later), dismiss your companion in the Commonwealth at this point.
Go to the gang's base and kill all the bosses, (Mason, Mags Black, Nisha) and Shank. (The ones game notifies you)
Try avoiding unnecessary killing other raiders as possible, as this will increase your work when you have to recycleActor one by one later.
4) Go back to Commonwealth to clear raider outposts
Walk out from Nuka Town USA by foot. (Of course, you can not fast-travel while your enemies are near by.) Once you are far from enemies as the game allows, fast-travel to the Commonwealth to finish off the remaining raider outpost in the commonwealth.
You may skip this step if you want to keep the raider outpost in the commonwealth.
//IMPORTANT// Do not clear the outpost after you talk to Mackenzie. Doing so the faction which owns the outpost will be you enemy permanently. (This can not be undone without reloading old save.)
You can verify if the settlement has returned into a normal state by looking at the icon in your world map screen. If you can not open the workshop and the game notifies that the place is not cleared, you can use the same method when you clear previous raider outposts.
5) Seek out Gage and turn him back as a companion.
You can do this stage now or sometime later.
Seek out Gage (at the settlement you assigned him to) and quickly click on him and open console command:
Remove him from current factions, (which turn him as you enemy) (xx is the Nuka World ID)
xx00a5b1.removeFromAllFactions
If he turns hostile, you stop him attacking you by
stopCombat player
At this point, Gage will stop attacking you, but he will not respond to you. Then perform this set of commands (one by one)
xx00a5b1.addToFaction xx056ac4 1
xx00a5b1.addToFaction xx04b4d2 1
xx00a5b1.addToFaction 1ec1b9 1
xx00a5b1.addToFaction a1b85 1
Gage is now back as your companion. He will still think that you are travelling Commonwealth to expand the raider empire. He will not loose or gain your affinity but you can sleep with him for the [lover's embrace] perk if you have romanced him.
//NOTE// You can perform this method for X6-88 too!
You addtofaction with 1ec1b9 and a1b85 ,omitting the first two command lines. (As X6-88 is not in Nuka World DLC.)
//NOTE// Due to X6-88 script which is not written for this outcome. He will frequently wander around the north or south area of Libertalia. (In the vanilla gameplay, you will find X6-88 in the said area and you have to kill him.) The place he can be found is at Nahant Wharf (the spot where you were on the first mission with him), or near a boat north of Nordhagen beach (beware of several landmines there). Even though you assigned him to guard at a designated settlement he will still wander off. So I usually assign him to guard at Croup Manor or Nordhagen beach, so he can be back to the post quickly to fend off enemies if the settlement is under attacked.
6) Return to Nuka town market by fast-travel twice.
Fast travel twice back to Nuka Town Market (First to the Nuka World entrance, next quickly to the market)
If you do not fast-travel or walk quickly into the market, raiders will follow you into the market and increase the difficulty for the next step.
At this stage, raiders are still your enemies. Merchants are running around seeking hiding spots as raiders are gunning them down.
7) Clear raiders within the market, and bring back peace.
Now we may have to kill all the raiders in the market. Don't worry, we will recycleActor them later.
You should manually save the game at this point, before restoring gangs as you allies.
Here are the faction codes you may need to use: (xx = DLC code ID)
Player faction 1c21c
Disciples xx00f438
Operators xx00f439
The Pack xx00f43a
Firstly, we remove raider factions from our enemy faction, then add them to our allies.
setenemy <raider faction> 1c21c 0
setally <raider faction> 1c21c 1
For instance, I return Disciples and Pack back as my allies, my DLC code ID is 06
setenemy 0600f438 1c21c 0
setally 0600c438 1c21c 1
setenemy 0600f438 1c21c 0
setally 0600c438 1c21c 1
//IMPORTANT// You have to do this before talking to Mackenzie. Or the gangs will be your enemies permanently. (If the gangs are still you enemies, reload previous save and try again)
Sometime I find that the gang that you kill in step 4) may still be you enemy. You may have to reload old save (before you start [Open Season]) and try again.
If still not remedied, you may use the long set of commands I use in some of my playthroughs. (Do this for each gang)
setenemy <raider faction> 1c21c 0
setally <raider faction> 1c21c 1
setenemy 1c21c <raider faction> 0
setally 1c21c <raider faction> 1
8) Talk to Mackenzie to finish [Open Season].
Now you can talk to Mackenzie to finish the quest.
Fast-travel back from the market to Commonwealth, to make sure the game stores and unloads all Nuka World DLC data.
Not doing this step will result in raiders those are still alive, attack you. This might undone everything we did so far.
Go back to Nuka Town USA. If everything is done right, you will be greeted by gang's members as usual.
Perhaps you save game at this stage, as it is very difficult to work up to this point.
9) Resurrect all raiders, Set all merchants to your faction.
Now you may go into the Nuka Town Market, and also gang's bases, recycleActor all the raiders you want, including bosses.
Click on dead raider and use recycleActor on them.
Somehow it is difficult to select a dead NPC (game may be confused with other objects near by), so here are the ref ID of some notable named NPCs:
Mason xx018046
Mags Black xx018045
William Black xx01fd29
Lizzie Wyath xx021d7c
Nisha xx018047
Savoy xx024b00
Dixie xx024afe
If you have not yet set all merchants to your faction, they will still be gunned down by raiders, so we have to set all the merchants to our faction.
Click on the merchant that is running around, open the console, get the ref ID and
addToFaction 1c21c 1 or
<refID>.addToFaction 1c21c 1
I suggest you add all merchants to your faction before starting [Open Season]. As it is next to impossible to follow a merchant, select him/her while running. And when he/she is staggered, you can not click to select the NPC so you have to wait for a moment when NPC stands up (and start running again). I only do this for the merchants that I missed in the step earlier.
10) DONE!!!
So, what will be in Nuka World.
Merchants will live happily with raiders in the Nuka World, all merchants will thank you or praise you as you expel all raiders from the Nuka World.
All the bosses those are still alive will still give you side quests. You can join forces from the gangs and finish side quests as usual.
RedEye will broadcast for the last time, addressing overboss has turned on the gangs. (The last broadcasting may be delayed if he is still broadcasting songs or stories.)
All the raiders inside Nuka World DLC, and in the commonwealth, (the rest two gangs you keep) will be your allies.
Since I killed Shack already, I can not expand new Raider Outposts. (If someone still play this game and keep Shank alive, please share with me if you can still expand the outposts)
Other side quests and miscellaneous quests still be active, for instance, get your Nuka T-51 Power Armor, help Hubologists, go into fenced off area, etc.
You still can get discount from Brett Dunmore and a key to his safe, due west of Dunmore Homestead.
Far Harbor DLC is probably one of the best Fallout DLCs to date. There are several outcomes from the choices you made. And there will be consequences if you already joined a certain faction in the Commonwealth. After you finish main quest and let Acadia to continue its existence, you will be given quests to do something with Acadia:
Thus, you might choose to avoid joining certain factions before finishing Far Harbor's main quest.
If you already joined Railroad, Institute, or Brotherhood of Steel. There will be a quest [informing the <faction>] for each faction you joined.
If you already joined the Railroad and inform Railroad. Railroad faction will probably send someone to communicate with Acadia later. (no consequence to the game.)
If you already joined the Brotherhood of Steel and inform BoS. A quest[Search and Destroy] will be given to you to kill all the synths with the forces from BoS.
If you already joined the Institute and inform the situation. A quest [Forbidden Knowledge] will be given to you to recapture all the synths back to the Institute.
I normally play the Far Harbor DLC right after I finished [Open Season] for Nuka World DLC, and before I go to Concord, so I can avoid these quests completely and all the synths will live and let live without interfering from other factions.
After you finished the main quest, each checkpoint will be guarded with 5 members of your wining faction. If you continue to play your game for a long period of time after the main quest ends, you may find that some of the checkpoints will be empty. This is probably from both your own doing or some bugs/glitches in the game.
Although NPCs guarding the checkpoint will not die by enemies, they might die from high-powered, area-effect weapons, or, you can kill them and they will never respawn. You might choose to kill them if you don't want any nuisance to help them almost every time you come near them. Several checkpoints are located not far from a settlement. Thus, when you visit a settlement, you will have to deviate from the settlement to help them.
If you unintentionally kill NPC guarding at a checkpoint, use recycleActor to reactivate NPC. I am not sure if NPC will be respawn in the future.(Yet to be verified)
To replenish a minuteman or add more units at a checkpoint, use this command at a checkpoint:
player.placeAtMe ac514 1
However, I found out that this is not permanent, the NPC will disappear sometime later.
I usually dress up minutemen at a checkpoint with clothes, guns, and mining helmet. So I use [AFT] mod as follows:
Recruit a minuteman at checkpoint as my follower.
Set NPC as essential. (This is somehow force the game engine not to de-spawn NPC)
I talk to NPC and give them weapons, wear NPC with clothes.
Dismiss NPC and left him/her to guard the checkpoint.
Doing so, I can keep all minutemen at checkpoints for several REAL WORLD days and they are still in the clothes I gave them and everything.
I never have a problem with BoS, as they are quite powerful and can fend off attacks without dying, unlike minutemen that can be killed much easier. (I don't know about synths, as I don't like the consequence of keeping Institute alive - your settlers will attack each other from time to times because of synth replacement.)
After completing quest [Blind Betrayal], you will be presented with the quest [Tactical Thinking] to destroy the Railroad. If you would like to keep the Railroad. You can use:
completeQuest Bos302b
Before approaching Kells. Do not talk to Kells as it will set Railroad as your permanent enemy and can not be undone. (without loading old save)
Heck , why not. I think the most interesting faction in Fallout 4 is the Raider faction. There are several raider banters that you can listen if you sneak in certain places in Fallout 4. And more conversation lines that unlikely activated as they will only show up under a special circumstance, like when you bring Valentine with you, or when you face with a small group of raiders/gunners and talk them out of attacking you. Sometimes, raiders may talk to each other when they are guarding.
There is a mod called [Outcast and Remnants] that introduces a new raider faction at [Raider Emporium]. If you install this mod and get in the raider emporium, you will hear these addition conversations as the modder in the said mod included all the conversation for you to interact with. I only wish the modder allows them to speak outside of raider emporium too. (Vanilla raiders won't talk back to you, but they will speak their minds from time to time. Great huh!)
These are named raiders that I have turned them to be my minions so far:
Slab (* with random default appearance)
Malcolm [Far Harbor DLC] (*appearance can be modified using slm <refID> or showLooksMenu <refID>) **(You have to kill him in [turn back the fog] first to advance the quest, then recycleactor him.)
Bosco (* locked appearance)
Judge Zeller (* with random default appearance)
Captain Wes (* locked appearance)
Some named raiders share ref ID with other NPCs that will respawn, so you can not use them as you minions, some of them are:
You can change the body All NPCs/player in game using slm / showLooksMenu (use showLooksMenu player to change your PC), including those NPCs with pre-set appearance to be slim/fat/muscular as you like. (You can not change anything else for pre-set NPC).
You may see glitches from time to time. NPCs (or your PC) face color will be a different color than body, and missing eyebrows and some other features on the face. This is a known bug and It will resolve itself if you save, quit and restart the game, or you use showLooksMenu with NPC and select <Face> and start adjusting feature.
Although you can see body color changed when you use showLooksMenu with pre-set NPC, the change is not permanent, or your NPC will have a different face color than the body.
Using mod [AFT] can keep a raider at your side, but they still kill you if you dismiss him/her.
I usually kill the named raider first to complete a quest before making him/her as a follower. (this is not necessary for raiders that are not involved in a quest.)
Try using a generic weapon without legendary effect. If you find out that after using recycleActor, NPC still crippling, you may have to reload old save and do it again. So manual save before getting into the scene with the named raider you want. (Sometime other NPC in the scene may cause the NPC to cripple as one may fire a nuke or some legendary weapon to him/her.)
Next, remove NPC from raider faction: (click on NPC and)
removeFromAllFactions
then
addToFaction 1c21c 1
Now we can recycleActor the raider, like all those settlers that you can change their appearances, you can also change appearance of some named NPCs/raiders/gunners by simply repeat the command recycleActor and look for a pre-set appearance you like.
Now, you can recruit raiders/gunners as your minions. I usually dismiss a raider at the place I firstly found him/her and make NPC as essential using [AFT] so other NPCs can not kill him/her.
If the NPC you want is a generic NPC or one is not hostile to other factions, you can skip all the steps above and just use the AFT mod to recruit him/her.
Certain named raiders/gunners, like Barnes and Winlock are not hostile to anyone. So you don't have to remove them from raider faction. (Just kill them to advance quest, then recycleActor them. I also found out that after you dismiss Barnes or Winlock, they will be at the place you dismiss them the last time. So you can leave them at a settlement to guard the place.)
If somehow your newly acquired minion flees from a gun fighting, or simply standing without helping you, you have to change NPC's reaction by typing the following command: (click on NPC first)
setav 2bc 1 set aggression to normal
setav 2bd 4 set confidence to very confidence
setav 2c1 2 set assistance to assist friends and allies.
//NOTE// If you resurrect the NPC after using these commands, all the settings will be returned to default. You may have to set them again if doing so.
if your group of minions start fighting each other, avoid giving them area-effect weapon, e.g. explosive, nuke, weapon with explosive effect, you may have to avoid these types of weapons too, as some of your minions may turn on and fire weapons back at you too. (You may reduce the situation by add them all of them to you faction by using addToFaction 1c21c 1 )
In the mod [Outcasts and Remnants], when I have Gabriel with other followers and participate in a gun fight, sometime its dog, Brutus, will be injured by weapons from other followers and result in Brutus fights with followers until he is staggered. To prevent this, I set Brutus to my faction using addToFaction 1c21c 1 .
You can force raiders/gunners or NPC from other factions to be in a designated settlement:
by using setav 2bc/2bd/2c1 and addToFaction 1c21c 1 commands along side with <homing beacon> from [AFT]
[AFT] will drops tons of homing beacon on the rooftop of the red rocket building in the red rocket settlement.
Simply pick one of the beacon (select the beacon with the name of the target settlement so that it will not confuse you), then drop it in the target settlement.
Now you can use the command from [AFT] to send your NPC follower to the target location where you drop the beacon.
//NOTE// see caution below!
Please note that a raider may randomly swearing and firing a gun in hand. (This is an intended action in the game. Gunners and raiders from Far Harbor and Nuka World won't do this.) And it might cause other NPCs/settlers to fire back at him/her and cause a fight. You can stop this by removing guns from raider follower before going into a town/settlement. However, doing so will cause the raider to stop responding to your commands instead. (Sometimes even you give raider a gun, raider follower may be stuck in a gun holding animation.)
If you recruit several raider followers using [AFT], you will find that there will be two raiders that stop moving and will not follow you to a new location. One that causes the problem will stuck in gun holding animation or standing still, another one will hold a weapon in a resting position.
To correct this, you may do either of the followings:
You go into a deep water that you have to swim, then move all your minions to you location using [AFT].
You go into a place where your enemies are. When red dot(s) appears, you move all your minions to your location using [AFT].
You can spawn a small rodent to you and raider that hold still will start shooting ( and leave the stuck animation). I use a mod script ties to a hotkey to spawn a molerat at my location. (Or you open console and type yourself.)
player.placeAtMe 1d966 1