Fallout 4

Choose your weapon mod of choice.

Open it with FO4Edit



Weapon

Speed - Value:  "1 is fine, otherwise balance it around the real firerate of the weapon/count ingame bullets per second shot and tweak multiplier as needed."

Reloadspeed - Value: 0.7 - 0.85

Out of Hit Rangemult - Value: 0.75

On hit - Value: "Depends on the weapon, normally No Dismember/Explode"

Weapon Damage - Values (Feel free to choose between these ranges depending on th caliber) 
-----------------------------
Pistols - 37 to 44
-----------------------------
Revolver/.44 - 52 to 58
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Rifles Semi AND automatic - 42 to 49
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Bolt Action Rifles/.308 - 62 to 69
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Caliber .50 - 110 to 130
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Shotguns - 75 to 90
-----------------------------


Object Modifications (Most important!)

Receivers (This goes for ALL weapons. +0.10 equals +10% more damage)

Standart receiver - Value: No damage increase
Light receiver - Value: No damage reduction
Heavy receiver
- Value: +0.10
Hardend receiver - Value: +0.20
Powerful receiver - Value: +0.30
Advanced receiver - Value: +0.40   -- Most of the time this receiver is exclusive to semi automatic

Automatic receivers are special. They no longer have reduced damage. Instead they have reduced accuracy on long range, which means:

MULT+ADD - MaxRange - Value: -3.5   -- Reduces the effective range of the weapon.


Barrels

Barrels don't increase damage in general. If you find a Object Modification that adds damage to the barrel, remove it. Damage is ONLY increase by the receiver.

Set the correct range for your weapon:

Adjust the range of your weapon, barrel object modifications:

Depends on short or long. For short pick the lower value of MaxRange.
MinRange always stay the same.


Pistols
----------------------
MinRange - 3
MaxRange - 6 to 9

.44
----------------------
MinRange - 3
MaxRange - 7 to 12

.308
----------------------
MinRange - 6
MaxRange - 16 to 24

.556
----------------------
MinRange - 6
MaxRange - 12 to 18

Shotgun
----------------------
MinRange - 4
MaxRange - 7 to 10

Article information

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Written by

Zzyxzz

16 comments

  1. heypalgaming
    heypalgaming
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    About Reloadspeed, what Value do I need to input to increase speed of reload? thank you sir
    1. heypalgaming
      heypalgaming
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      does lower value means faster or higher value means do the opposite ?
    2. eagle91
      eagle91
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      value > 1.0 = faster reload speed

      value < 1.0  = slower reload speed

      examples:
      a value of 1.2 increases the reload speed by 20%
      a value of 0.7 slows down the reload speed by 30 %

      these values are always related to the coresponding reload animation of the weapon.


  2. illprospect12
    illprospect12
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    The M2045 Magnum Revolver Rifle is affected by the mod, in a sense that I am unable to run with the weapon equipped. I am trying to modify the mod, but I am unable to pinpoint where to edit, I am hoping to make a patch.

    It seems the mod modifies the weapon like the minigun allowing you only to walk. If anyone can help me out I would greatly appreciate it.

    *I am unsure if this is intentional or not but I cannot run with the minigun either while in power armor.*
    1. Johannbeute
      Johannbeute
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      Did you ever find a fix? I'm experiencing the same issue
    2. OscarWrafter
      OscarWrafter
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      This reply is probably too late to help but changing the weapon's properties from heavy weapon to, say assault rifle, will allow you to run with said weapon as this mod only slows down running with weapons tagged as heavy.
  3. skrivanekCZ
    skrivanekCZ
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    what do u recomend for demage values for plasma, laser, alien and gauss?
    1. venginceincoming
      venginceincoming
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      The default laser pistol's damage went from 24 to 45 using this mod. Balance around that using your best judgement I guess. I believe Plasma went to 32/32. It looks like he has the science guns' default values in line with a certain gun caliber - laser = rifle, plasma = .308, gauss = .50 cal. The alien blaster only went from 50 dmg to 65 dmg, so you'll definitely just have to feel it out yourself on that one.

      Good luck future patchers!
  4. Ardent117
    Ardent117
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    Maybe answered elswyr but how do we patch modded melee weapon damage?
  5. lndigo
    lndigo
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    Automatic receivers : [MULT+ADD - MaxRange - Value: -3.5] I don't understand this one. FO4edit doesn't seem to recognize the formula. Tried MUL instead of MULT but same result... tbh I'm not even sure wich line I need to edit.
    EDIT: Nevermind, got it
    1. GentlemanRelish
      GentlemanRelish
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      What did you do? Stuck at changing Object Modifications due to same problems as you.
    2. wobbey363
      wobbey363
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      When modifying the receivers look for the property that says Attack damage and only change that one.
  6. loen999
    loen999
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    i see some of the weapon mod have value 2, what should i do about this kind of situation?
  7. fairplayer916
    fairplayer916
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    i just downloaded and installed your mod. and after about 3 hours, just finished manually patching all the weapon mods im using.
  8. KevinD2000
    KevinD2000
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    I'll attempt. But, because this would be nearly my first time doing something this deep with modding in Fallout 4, no definite promises. Along with school work, It'll take a while. I hope more people (specifically those with better experience) love both mods as much as I do to assist.

    I would try and Email the MF mod authors but, I get the impression they're not taking any requests as they're currently working on the v2.5 of MF.
    1. cardmaster
      cardmaster
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      It is not hard however it takes a lot of time especially with mods like MF. If you want to pickup were I left it be my guest ;-) I currently have a patch made that still needs some work on the object modifications. The problem is that MF uses a lot of ammo types and real life names of barrels and receivers that are not covered by the BLD mod let alone in the above example. It will take quite some research to try to match the game values against the real life values.