The First Weapon Overhaul for Fallout 4!



UPDATED December 21/2016



NOW REQUIRES AWKCR.

UPDATED December 21/2016

Assault Rifle:

Combat Rifle



10mm:

Pipe Pistol/Rifle/Sniper



.44 Magnum



Pipe Revolver



Hunting Rifle



Pipe Bolt Action



Double Barrel Shotgun



Combat Shotgun:



Submachine Gun



Laser Pistol/Rifle/Sniper



Institute Laser Guns



Alien Blaster



Plasma Pistol/Rifle/Sniper/Flamer



Laser Musket



Minigun



Gatling Laser

Missile Launcher



Fat Man



Flamer

Junk Jet



Gauss Rifle



Railway Rifle



Gamma Gun (no change)

Unique Guns:



Broadsider:



Cryolator:



Deliverer





Melee Weapons:

Power Fist:

Chinese Officer Sword:



Ripper:



Shishkebab

Grognak's Axe:



Update December 21/2016: Now requires AWKCR . Removed compatibility patches for compatibility patches. Choose one or make a merged patch, updating all the possible varieties of mods takes an extraordinary amount of time. Added compatibility patches for The Bolt Sometimes Changes, and Ornamental Weapons. Updated the Loads of Ammo, Weapons of Fate, and Extended Weapon Mods patches. Removed Compatibility patch for Legendary Modification, and CWMR. CWMR has a patch on its page and I no longer have the time to maintain that patch.Update May 11/2016: Added DLC support and .38 SMG rechamber.Update May 10/2016: Working on adding DLC support!For the most part, Fallout 4 did a pretty okay job at weapon balance. There were, however, some annoyances. Pipe weapons quickly became obsolete, the hunting rifle did pathetic damage in comparison to almost everything else, heavy weapons were underpowered, institute weapons did less damage than their generic counterparts, melee uniques were underwhelming, et cetera et cetera. While other weapons were fun, generally the combat rifle was the best weapon to use in nearly every situation.This mod aims to fix that. Primarily, my goals were as follows:Firstly, to ensure every weapon was a valid and legitimate choice to use. From the lowliest pipe pistol to the most tricked out plasma sniper, no weapon should be completely useless. Primarily, this meant buffing the weakest weapons, like the minigun and the pipe weapons. These simple buffs ensure that otherwise next to useless weapons could compete with their otherwise obvious upgrades.Secondly, to differentiate weapons within groups, so that they serve different roles. No one weapon is better than another in every aspect, and they each bring different strengths to the table. Whether it be by editing the rate of fire, magazine size, or range, every weapon now has a unique strength that gives it an edge to its name.Thirdly, to reduce the annoyance of damage sponginess on all difficulties, particularly at later levels. This means that most weapons got some degree of damage buff, though this was primarily a factor of trying to balance weapons against one another without nerfing anything too badly.The changes to weapons are as follows, andDefault Damage - 30Modded Damage - 32Default Magazine - 30/60Modded Magazine - 30/60Assault Rifle Mods:Automatic receivers now have increased ROF and damage.Improved hipfire accuracy.Reduced action point cost in VATS for advanced, light frame, and hair trigger receivers.Removed damage penalty for light frame receiver.Reduced silencer range penalty.Slightly reduced recoil.Default Damage Value - 33Modded Damage Value - 36Default Magazine - 20/40Modded Magazine - 14/28Combat Rifle Mods:.308 rechamber now has reduced rate of fire, but increased damage to compensate..38 rechamber now increases rate of fire.Automatic receivers now have a very small rate of fire increase, and slightly reduced damage penalty.Reduced hipfire accuracy.Increased range penalty for using a silencer.Rationale: The Assault Rifle and Combat Rifle were in a bit of a weird place by default. While the Assault Rifle boasted a larger maximum magazine size, the Combat Rifle was significantly stronger with mods, and far, far easier to obtain. I decided to play to each weapon's strengths. The high damage and limited magazine size for the Combat Rifle promotes its use as a Battle Rifle, excelling in a midrange semi-automatic role. The Assault Rifle retains its vanilla damage, but now boasts an even larger magazine by default. It performs best as an automatic in the close-mid range arena. The biggest and most serious change is likely the magazine nerf to the Combat Rifle. In sum, neither rifle should be obviously better than the other, and they now serve very distinct roles.Default Damage - 18Modded Damage - 24Default Magazine - 12/24Modded Magazine - 10/2010mm Mods:Rate of fire significantly increased for automatic receivers.Increased AP cost and ROF for advanced receiver.Eliminated Damage Penalty for Light Frame receiver.Default Damage - 13Modded Damage - 17Default Magazine - 12Modded Magazine - 20Pipe Gun Mods:Increased rate of fire for automatic receivers. Reduced damage penalty for automatics.Improved damage for .45 receiver conversion, but reduced ROF and increased AP cost.Significantly reduced range penalty for suppressing pipe weapons.Eliminated Damage Penalty for Light Frame receiver.Reduced hipfire penalty for long barrels. Improved hipfire accuracy for short barrels.Reduced weight across the board.Default Damage Value - 48Modded Damage Value - 50.44 Mods:Rate of Fire Slightly increased for all receivers.Increased range for snub-nose barrel.Reduced recoil for bull barrel.Default Damage Value - 24Modded Damage Value - 40Pipe Revolver Mods:.308 conversion now reduces rate of fire, but has a greater damage bonus..38 conversion now has massively increased rate of fire.Reduced hipfire penalty for long barrels.Reduced range penalty for short barrels.Reduced weight across the board.Rationale: Here more drastic changes can be seen, and we have our first encounter with the buffed pipe weapons. To start, damage values were increased across the board. Now, at first glance this would do little to resolve the issue of one weapon (the 10mm/the .44) being materially better than another (the pipe weapons). However, these are necessary changes to make combat more deadly, and maintain a given handgun's place as a valid weapon in a given situation. After all, if a submachine gun did as much damage as the 10mm, who would ever use the 10mm?Accordingly, we have here the biggest division between pipe weapons and conventional ballistic weaponry. Generally speaking, ballistic weapons will be characterized by higher damage values (reflected in their better/more professional make, if you want a lore justification). The jury-rigged pipe weapons by contrast will be higher capacity but lower damage alternatives to ballistic weapons. While magazine sizes eventually get ridiculously large, before you get Gun Nut 3 and 4, this will serve to provide a meaningful choice between the two. The damage increase was necessary both to preserve the .44 and the 10mm's damage lead over the pipe weapons, while still making sure that pipe weapons can do more than scratch enemies.The revolvers have increased damage (significantly for the pipe revolver) to accommodate for their significantly slower fire rate. While both are excellent guns by default, especially the .44, its long reload means that the pipe revolver, still plenty lethal, should suffice for most encounters. For those that absolutely require high single shot capability in a short-mid range environment beyond the reach of shotguns and too close for snipers, the .44 reigns. Pistols, speaking generally, now do exactly that - thrive in short-mid range environments that require higher damage per shot than the rifles afford, yet at distances too great for shotguns and too short for snipers or rifles.Default Damage - 37Modded Damage - 62Hunting Rifle Mods:.50 Caliber now massively increases damage, at the cost of a much slower rate of fire..38 Caliber rechamber now reduces weight, significantly increases rate of fire and ammo capacity.Added 5.56mm conversion that increases rate of fire and ammo capacity at the cost of damage (to a lesser degree than the .38 conversion).Slightly increased range penalty for using a silencer.Reduced Compensator range Penalty.Light Frame does not reduce damage.Increased weight.Default Damage Value - 34Modded Damage Value - 50Default Magazine - 6Modded Magazine - 10Pipe Bolt Action Mods:.50 Caliber rechamber now massively increases damage, at the cost of a slower rate of fire..38 Caliber rechamber now reduces weight, significantly increases rate of fire and ammo capacity. Damage loss remains the same.Increased hipfire accuracy.Reduced range penalty for stub and short barrels, and bayonets.Slightly increased range penalty for using a silencer.Reduced weight across the board.Rationale: Mostly similar to the above, the Hunting Rifle is significantly more powerful than the Bolt Action Pipe Rifle/Pistol, but at the cost of a much smaller magazine capacity, with a default of 5 rounds per mag. The Pipe Bolt Action rifle is now credible as a high damage weapon, rather than being literally equivalent to the vanilla Combat Rifle. Generally speaking, fast-firing weapons tend to do better in Fallout 4, as it allows for more opportunities to proc legendary effects. The downside comes in the form of an inability to alpha strike enemies, making them poorly suited for stealth. By buffing the hunting rifle and the bolt action pipe rifle, playing as a long range sniper is significantly more practical. The Hunting Rifle will serve you well in dealing with high-health legendaries who you want to down in as few hits as possible, while the high magazine capacity of the Bolt Action Pipe will perform better in target rich environments, where you won't have time to reload between shots. The 5.56mm conversion for the Hunting Rifle was made on request, but provides more opportunity for a slightly harder hitting, slower firing Pipe Rifle.Default Damage - 45Modded Damage - 75Double Barrel Mods:Spread coefficient reduced to 13% (long barrel) and 35% (short barrel). Reduced Spread Coefficient to 60% for Sawed Off. This results in significantly tighter shot groupings for the long barrel and moderately tighter shot groupings for the short barrel and sawed off.Increased Weapon Range (needs some more testing but should result in a smaller damage drop off).Default Damage Value - 50Modded Damage Value - 50 (no change)Combat Shotgun Weapon Mods:Massively increased rate of fire for automatic barrels.Increased Weapon Range (needs some more testing but should result in a smaller damage drop off). Increased Max Range by 30% and Minimum Range by 40% for the Long Barrel Variants.Spread coefficient reduced to 20% (long barrel) and 50% (short barrel). This results in moderately tighter shot groupings for the short barrel, and significantly tighter shot groupings for the long barrel.Drum Magazine size increase halved.Reduced AP cost for advance receiver.Reduced recoil.Increased silencer range penalty. Reduced bayonet range penalty.Rationale: A fairly simple rationale here. Vanilla, the Combat Shotgun is better in literally every way compared to the Double Barrel. It's stronger, has a faster reload speed, and a significantly better magazine size. Accordingly, the only real option is to either nerf the Combat Shotgun, which goes against my design principles, or buff the Double Barrel. Accordingly, the Double Barrel does a shitton of damage, especially when it has legendary mods attached, but you are of course constrained by the fact you only have two shells to fire before reloading. The Combat Shotgun, on the other hand, is now more suited to room clearing, with its fast fire right and high magazine capacity, though it suffers from decreased range and damage compared to the Double Barrel.Default Damage Value - 13Modded Damage Value - 17Default Magazine Size - 50/100Modded Magazine Size - 30/60Submachine Mods:Eliminated Damage Penalty attached to receiver.Eliminated Compensator Range Penalty.Reduced recoil.Removed range penalty for compensator and muzzle break.Reduced range penalty for suppressors.Improved rate of fire.Added .38 conversion that reduces damage, but significantly increases firerate and ammo capacity.Rationale: Existing in a poor, lonely category all on its lonesome, the submachine gun sits in an unfortunate place. It has a huge magazine capacity, reaching 100 rounds by the end, but its damage is simply so, so bad that it takes forever to kill anything. It's basically a super soaker. Perhaps that's balanced, but it's not much fun. This small change makes the SMG slightly more effective, though it lacks a clearly defined role that is not served by the rifles. If nothing else, it's exceptionally good against ghouls. The rate of fire is now increased even further, but the magazine size is significantly reduced, reducing the SMG's long-range capacities (what little it had to begin with). The .38 conversion will reduce damage by 10%, but the massive ROF and Ammo Capacity should prove valuable, if at the cost of a great deal of ammo consumption.Default Damage - 24Modded Damage - 26Default Magazine Size: 30Modded Magazine Size: 40Laser Mods:Automatic Laser Barrels have greater ammo capacity and rate of fire.Sniper barrels have reduced charge time, with a correspondingly higher damage modifier.Reduced Range Penalty for Beam Splitter (shotgun) conversion, and reduced out of range damage multiplier.Significantly improved hipfire.Significantly reduced recoil for all grips and nonautomatic barrels).Reduced automatic damage penalty.Default Damage Value - 21 EnergyModded Damage Value - 34 EnergyInstitute Mods:Removed across the board damage penalty for institute receivers.Increased damage on higher end receivers slightly.Reduced shotgun conversion range penalty.Reduced automatic damage penalty.Default Damage Value - 50 EnergyModded Damage Value - 100 EnergyAlien Blaster Mods:Fusion Cell conversion now actually reduces ammo capacity as it should.Default Damage Value - 32 + 32 EnergyModded Damage Value - 32 + 32 EnergyPlasma Mods:Reduced damage penalty for automatic receivers slightly.Reduced out of range damage penalty for flamer conversion.Increased range for shotgun conversion.Improved automatic rate of fire.Default Damage - 30 EnergyModded Damage - 45 EnergyRationale: Damage values for energy weapons are, unfortunately, obfuscated slightly, which makes balancing difficult. For now, the Institute Weapons got a much needed buff to reflect their greater technological development, while laser weapons now have greater ammo capacity. The Alien Blaster got a buff because most weapons got a buff because it was kinda pathetic, a joke weapon in any event, and it hardly seems fair to leave the aliens in a comparatively poor situation. The plasma guns got a damage increase as well, but no other changes. They are the most powerful general-use weapons available, but don't lend themselves as well to niches like other weapons do.The Laser Musket got a small damage increase to compensate for the fact that it no longer outdamages conventional laser weapons. This also further enshrines its niche as the ultimate Alpha-Strike weapon. 6x45= 270 damage, which is more than any other non-explosive weapon in the game.Default Damage - 8Modded Damage - 12Minigun Mods:Rate of fire significantly increased for all barrels. Standard ROF is 2000, 3000 with the Accelerated Barrel, and 1500 with the Tri Barrel.Reduced Range Penalty for Shredder.All barrels now pierce 40 points (not %) of Armour.Improved hipfire accuracy.Default Damage Value - 14 EnergyModded Damage Value - 18 EnergyGatling Laser rate of fire increased to 2400 RPM standard, and 500 RPM for charged barrelLowered damage increase for Charging Barrel.Default Damage - 15 Direct, 135 explosionModded Damage - 50 Direct, 250 ExplosionDefault Radius - 150Default IS Radius - 500Modded Radius - 200Modded IS Radius - 600Default Force - 550Modded Force - 750Missile Launcher Mods:Eliminated range penalty for stabilizer.Default Damage Value - 18 Direct, 450 ExplosionModded Damage - 18 Direct, 750 ExplosionDefault Radius - 300Default IS Radius - 850Modded Radius - 350Modded IS Radius - 950Default Force - 1200Modded Force - 2000Default Damage Value - 9 EnergyModded Damage Value - 20 EnergyDefault Damage Value - 40Modded Damage Value - 80Rationale: By far the most disappointing weapon category, heavy weapons are incredibly heavy, incredibly ammo inefficient, and worst? Aren't even all that much good at killing your enemy. Very few things should survive a missile or a mini nuke to the face, nor should they be able to withstand literal minutes of fire from a minigun or gatling laser. The flamer is possibly the worst weapon in the game, with rare and expensive fuel, combined with a flabbergasting inability to accomplish anything shotguns cannot. All were in need of fairly heavy damage buffs, though the ammo inefficiency remains. If you really need overkill, and sometimes you really do, packing a heavy weapon is now a legitimate option.The Junk Jet is still a pain in the ass to use, but at least now it's a pain in the ass that does decent damage.With regards to the explosives, I always found both rather underwhelming. The missile launcher has a tiny radius and pathetic damage - a combat rifle should not outdamage a literal missile that weighs a ton. The tiny radius just contributes to wasteful ammo use, and makes AOE damage essentially nonexistant. By boosting radius and damage, the missile launcher actually has a purpose - it will outdamage just about every other weapon in the game - at least until you need to reload. It's heavy as shit and ammo is pretty rare as well. Very good against bosses or clumps of enemies, poor against everyone else.The Fat Man, then, can be plausibly seen as the missile launcher writ large. Frankly, very very little should survive a mini nuke to the face, and increasing damage and radius significantly helps resolve it. The even more limited ammo and higher weight serve to reign this weapon in. The bigger radius makes aiming a bit easier, and the fact that the mini nuke doesn't have a fuckoff big radius to begin with just breaks your suspension of disbelief.Default Damage Value - 110Modded Damage Value - 110Default Magazine Size: 5Modded Magazine Size: 2Gauss Rifle Mods:Significantly increased range penalty for silencer.Let's face it. If you have the ammo, the gauss rifle is the best weapon for any situation. It outdamages the assault rifles, outfires the sniper rifles, and it comes with a suppressor to boot. It's still ridiculously powerful, but now you have to count your shots and deal with the slow reload.Default Damage Value - 100Modded Damage Value - 120Weapon mod changes:Increased automatic rate of fire.Reduced weight.The railway rifle is the best worst gun. It's great! It's just that its damage is so shit you never get to see the fun bits. Accordingly, damage has been significantly raised, and rate of fire increased. It's a fun gun with very little ammo, that unfortunately pales in comparison to a properly modded combat rifle (as most weapons do, admittedly).Default Radiation Exposure Value - 10Modded Radiation Exposure Value - 10Default Damage Value - 33Modded Damage Value - 60Default Damage Value - 20Modded Damage Value - 40Default Damage Value - 25Modded Damage Value - 35Default Magazine Size - 8Modded Magazine Size - 10Weapon Mods:Eliminated range penalty for short barrel.Reduced range penalty for suppressor.Reduced extra ammo capacity with the quick eject magazine.Eliminated damage penalty with the light frame.Rationale: Just as the pistols were buffed, so too must be the deliverer. Now boasting an equal magazine size to the 10mm, the Deliverer's sleek look and exceptional power do provide a straight upgrade, which is probably fairly appropriate for such a unique item. Similarly, the Broadsider literally shoots cannon balls at people and should probably do slightly more physical damage than a 7.62 NATO round.All basic melee weapons have had their damage multiplied by 2, to compensate for ridiculously slow swing speed. Unique or rare melee weapons have their damage values specified below.Default Damage Value - 20Modded Damage Value - 60Default Damage Value - 16Modded Damage Value - 40Default Damage Value - 4Modded Damage Value - 14Default Damage Value - 13 + 13 EnergyModded Damage Value - 35 + 35 EnergyDefault Damage Value - 25Modded Damave Value - 75Rationale: Unique weapons and the power fist were buffed significantly, so as to make them a more credible alternative to guns and firearms. While most junk melee weapons remain ineffectual in comparison, these standouts actually offer some nice advantages, when you consider the fact that they will now generally outdamage their ranged counterparts. Fair enough, considering you have to get shot a bunch to get close enough. Unique weapons will now do between 40-50 DPS depending on what their extra effects are. The power fist remains around 30 or so, considering it's not technically unique.Tesla Rifle:Default Damage Value - 32Modded Damage Value - 45Assaultron BladeDefault Damage Value - 17Modded Damage Value - 42Salvaged Assaultron HeadDefault Damage Value - 35Modded Damage Value - 60Radiation damage incurred reduced to 10 from 25 per tick.Install with Nexus Mod Manager. Created with FO4Edit. Set plugins.txt to read only, even with NMM!