xxxanaxxx Posted September 6, 2016 Share Posted September 6, 2016 Once I talked to the Doc at the Market...and realized I could "kill em all" I decided that works best for my character. I wanted to originally eliminate the other factions and just keep the operators...but their 3 musketeer mentality meant "lead for one lead for all" and every faction leader received complementary open head brain surgery. I wish Nuka World were a settlement or settlements...the place is so dirty...and I can't find a hidden cappy anywhere Link to comment Share on other sites More sharing options...
robhartman9 Posted September 6, 2016 Share Posted September 6, 2016 Am I the only one with a minuteman settlement at nuka world? I didn't use any mods for this. There is a workbench at the red rocket in nuka world. It appears to have been an option for a raider settlement but after completing open season (killing all the raiders at a slaves request) the icon for the settlement changed on the map from raider to a normal red rocket workshop area. The cappy's are harder to see if your not wearing the cappy glasses but they are still visible. You only need the cappy glasses to see the clue and log it as found. All of the cappys are painted on walls. Some of them are out in the open in plain sight and others you will never see unless you know where to look. They can be found by using the compass markers but I recommend looking on you tube to find the last couple of really hard ones. Even if this is the spoiler section I wont give away what the cappys lead to but I will say this is the primary quest for nuka world. Link to comment Share on other sites More sharing options...
Deleted35607895User Posted September 6, 2016 Share Posted September 6, 2016 It's the one(s) that got 1 or no pieces of the park, AFAIK. Hence most people going with a 2/2/1 or 3/2/0 split. So you get the perk from two factions, and you can choose which. Mind you, I have NO first hand idea, since I still can't place frikken raider banners. But that's what I've read. Yeah, I gave the Disciples one, and they were the one's who turned even though they were equal to all the others with the Commonwealth settlements I took over . . .. Ungrateful bastards. I too cannot craft the raider flag for the quests, and had to use Godmode to do it. I definitely had all the materials needed. Link to comment Share on other sites More sharing options...
TheGadget1945 Posted September 6, 2016 Author Share Posted September 6, 2016 Am I the only one with a minuteman settlement at nuka world? I didn't use any mods for this. There is a workbench at the red rocket in nuka world. It appears to have been an option for a raider settlement but after completing open season (killing all the raiders at a slaves request) the icon for the settlement changed on the map from raider to a normal red rocket workshop area. The cappy's are harder to see if your not wearing the cappy glasses but they are still visible. You only need the cappy glasses to see the clue and log it as found. All of the cappys are painted on walls. Some of them are out in the open in plain sight and others you will never see unless you know where to look. They can be found by using the compass markers but I recommend looking on you tube to find the last couple of really hard ones. Even if this is the spoiler section I wont give away what the cappys lead to but I will say this is the primary quest for nuka world. I really couldn't be bothered with the cappy mission and that was what killed Nuka World for me. Link to comment Share on other sites More sharing options...
mkborgelt13 Posted September 6, 2016 Share Posted September 6, 2016 I'm looking forward to going back and finding the remaining Cappys after all this outpost stuff is taken care of, and just picking through NW, looking through the desert area, etc. The Disciples are extremely ungrateful. I try to be fair between Operators and Disciples, and the Disciples constantly whine about it. The closest they've come to behind happy is when they have more holdings than the rest of the gangs, by at least 1 park and outpost, and even then they still talk about offing me. They were dissappointed when I sent them to an empty settlement... they wanted to kill people, and there was no one there, and I am always reminded how they "wanted a real fight." Like, Come on! They got a nice plot of land for free! And they still complain. Link to comment Share on other sites More sharing options...
WaRi0 Posted September 7, 2016 Share Posted September 7, 2016 (edited) yea when I first started playing Nuka World I sided with the raiders until it got to the point where they wanted me to go raid settlements and I was like screw that, hehe. I went and talked with the doctor lady in the market area and shes like why not just kill the raiders and so I did :D One thing to note is if you kill the raiders and then go turn the power back on at the power plant it lets you turn off all the rides which helps a LOT in kiddie kingdom. also this lets you goto the red rocket station and start building right away :smile: I built myself a nice house there with all the crafting and stuff I need in one place. Edited September 7, 2016 by WaRi0 Link to comment Share on other sites More sharing options...
EntwinedAnchor Posted September 15, 2016 Share Posted September 15, 2016 I posted this in another thread [(Nuka-World) Disappointing questlines], but it seems appropriate here and I do not know how to link to that post. For grins and giggles, I took a different gybe through Nuka-World. I did the Ambitious Plan quest, recruited Gage and took a whirlwind tour of the Commonwealth doing all the things Gage liked (ignoring settlements under attack [like occurs when the quest fails], adding mods to weapons, murder in general, successfully picking locks, stealing in general, demanding more caps during quest negotiations, and just being an jerk during conversation). This eventually got me his Lessons in Blood perk. Then I did the Open Season quest. This at least got me one of the four possible character development perks available in Nuka-World. I made a conscious decision to not play to and through the Power Play quest. Creating four settlements which only had to be reclaimed later seemed like a lot of work and a poor exchange for the rather insipid perks from the remaining Raider bosses following Power Play. Of course, the alternative could have been to play through Power Play with Gage still in tow. But I decided against that too. Link to comment Share on other sites More sharing options...
cossayos Posted September 15, 2016 Share Posted September 15, 2016 Attacking your own settlements is purely pointless, since you already own it, and turning it into a raider outpost doesn't change it into something very different anyway. It's still a settlement with the settlers renamed to raiders. And at least after the attack you'll have less people in it. It isn't pointless. Raiders, if given sufficient settlements, rake in a fair amount of cash. There are certain settlements I wouldn't hand over to them. But the dumps like Tenpines, Somerville Place, Abernathy or Finch Farm are fair game. Either as outposts or as suppliers. Link to comment Share on other sites More sharing options...
Moraelin Posted September 15, 2016 Share Posted September 15, 2016 Well, I suppose it would matter as an alternate way to play the game, i.e., if those settlements weren't already producing more cash than I need. Abernathi in particular has more than enough space for two dozen settlers and quite a few shops, which actually produces decent money. Finch Farm is only marginally more compact, but you can still place some tall buildings by the shore. Honestly, I haven't seen a settlement place yet that I can't fill. And then there's the water farming. Especially after you've placed a shop or two, essentially you just have to haul the water from the workshop to the nearest vendor. It's somewhat less exciting in places without some puddle, like Abernathi, though if you have enough space you can always use multiple powered pumps. But Finch definitely has enough water access for the big pump. And the starch. I mean, obviously you can just use money to buy shipments of adhesive, but planting the right stuff to make starch saves you that money. In the end I guess it depends on whether you want to build up the place or not. It's also one of the reasons I find it a pity that the MW quest only starts so late. Being able to just use raiders to farm the taxes would be much more useful as an alternative to building early in the game, than at level 30 to 50. Link to comment Share on other sites More sharing options...
cossayos Posted September 15, 2016 Share Posted September 15, 2016 And then there's the water farming. Especially after you've placed a shop or two, essentially you just have to haul the water from the workshop to the nearest vendor. It's somewhat less exciting in places without some puddle, like Abernathi, though if you have enough space you can always use multiple powered pumps. But Finch definitely has enough water access for the big pump. And these are the ones I don't give away. The castle is a no go anyway, but apart from that it's Sanctuary, Taffingtons, Egret Tours, Nordhagen and, of course Spectacle Island. Link to comment Share on other sites More sharing options...
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