Fallout 4

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Alex Ananiev

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About this mod

Balance enhancements for Fallout 4 Weapons (including all DLCs)

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The current version is Version 1.5 (Assault Rifle update)

This update introduces the in-depth balance overhaul for Assault Rifle.

Go to https://equilibriummod.com/weapons/1.5 for more details.

Equilibrium is a series of mods designed to make Fallout 4 a more balanced game with a greater variety of choices.
For more details visit EquilibriumMod.com

The currently available mods are:

Equilibrium: Weapons
- Equilibrium: Anty-Materiel Rifle (add-on)

About this mod

Fallout 4 has tons of elaborate, wacky, and just amazing weapons. Unfortunately, not all of them are very well balanced so the player ends up with a very limited selection.

With this mod, I aim to fix this issue and make all Fallout 4 weapons relevant. At the same time, I want to preserve the dynamic of vanilla Fallout 4.


This mod contains tons of big and small changes, and one day I’ll list them all here, but for now - here are some highlights:

Double-barrel shotgun
- Increased damage and range.
Originally this weapon is pretty useless even for very early game. But now you can go shopping at Superduper Mart like a real wastelander.

Hunting rifle
- Better base damage
- Reworked ammo conversion receivers (.50cal and .38cal)
- More reasonable 50 cal ammo weight
- Adjusted perk requirements
The most apparent issue with the Hunting Rifle is that it just not powerful enough. Both ammo conversion receivers are pretty underwhelming as well.

Submachine gun
- Increased damage and decreased weight (closer to real-life analog)
SMG has damage of a pipe gun, ammo cost of Combat rifle and weight of Assault rifle. This doesn’t make too much sense.

- Increased base damage
- Adjusted modifications effects
- Adjusted perk requirements

- Damage increased noticeably.
Broadsider is fun. You know what else is fun? Death and destruction.

Radium Rifle
- The dish isn't just a cosmetic item.
- Adjusted perk requirements.

Combat shotgun
- Fire rate for automatic receiver increased.Originally automatic receiver roughly has the same fire rate as non-automatic version, which makes me wonder why it exists in a first place. Now it really feels like an automatic shotgun.

Institute Laser Gun
- Damage increased.
It is a bit weird that institute scientists designed a weapon which is worst than 200y old generic Laser Gun.

Laser Musket
- Better base damage
- Useful beam splitter
- Adjusted perk requirements

- Increased damage.
It’s shame that this cool weapon so underused.

- Increased damage and range.
- Some perk requirement adjusted. 
- Fixed a bug with range calculation for different nozzles and barrel lengths.
Flamethrowers supposed to be deadly.

Salvaged Assaultron head
- Damage increased greatly.
It’s hard to get, it’s slow, it irradiates user, but also it does mediocre damage, which makes this very interesting weapon barely usable.

Acid Soaker
- Damage increased dramatically.
- Ammunition cost less to craft and you get 10 ammo instead of one.
This is probably the most useless Fallout 4 weapon. Every shot cost you 20 acid and deals extremely small damage. And it’s a real shame because it has great potential.

MIRV Grenade
- Now craftable (requirements are pretty high though).
MIRV Grenade is rare to the point you can’t use it. To be specific you have 3 for an entire game.

Nuka Cherry/Quantum grenade
- Blast radius increased dramatically.
For some reason, these two grenades have a blast radius so tiny you have to throw it under one's feet in order to hit the target.

Explosives in general
- Components cost of crafting are a bit lower now. 
The reason is explosives crafting just isn’t useful enough because of components costs. Who wants to give up 2 nuclear material for Pulse Grenade of 4 oil for Molotov…


- Damage increased dramatically.
- You can craft stronger versions of syringes, provided you have high enough Chemist rank.
The syringes that deals damage are extremely underpowered. You have to craft and fire several BleadOut syringes in order to kill one basic Raider.Lead pipe is more efficient.

Pipe wrench
- Modifications progression order is rearranged.
- Perk requirements adjusted.
Because two hooks simply cannot be less deadly than one gear.

Melee weapons in general
- Some modifications (especially adding blades to blunt weapon) have a more pronounced effect. 
- Also, some modification made more powerful at the cost of additional perk requirements.
For instance, knuckles with long blades require Blacksmith 3, but now they are a pretty deadly weapon, which makes them viable later in a game.

- Damage increased dramatically.
- Weight reduced.
Traps are great, but the insane weight and poor damage make them absolutely useless.

- Attaching bayonet to a weapon now noticeably increase bashing damage.
Originally, attaching bayonet has the same impact on damage as increasing stock size, which doesn't make too much sense. Now the ability to attach bayonet is a proper selling point for some weapons.

Scopes and Suppressors
- Scopes now have more consistent perk requirements.
If you can mount Recon Scope on a Pipe Gun, you should be able to mount it on a proper weapon as well.

- Perk requirements adjusted. 
The reason is some receivers have such perk requirements which make them useless because a clearly better version has same requirements.
For example, 10mm heavy (small dmg boost and huge weight penalty) has same perk requirements as 10mm hardened (substantial dmg boost, tiny weight penalty), which makes the heavy receiver a waste.

Modifications in general
- Perk requirements are changed slightly for some modifications.
For example stocks for Radium rifle require 3rd Science rank, all of them. Which makes it hard to use before Science3 and makes wooden stock useless. Also why do you need science to make a wooden stock...

And some other changes:

- Pipe gun has slightly increased damage and recoil. The reason is with some attachments pipe gun has almost no recoil, which doesn’t make too much sense for a low-tech weapon.

- Handmade Rifle has increased recoil and reduced weight (close to real life analog). The reason is Handmade Rifle by default use aim model of Assault Rifle which has almost no recoil. Now Handmade Rifle has its own aim model more suitable for this kind of weapon (and which makes it less overpowered and give it more character).

- The Rocket launcher has increased damage.

- Cryolator has increased energy damage to justify insane ammo coast.

- Damage increased for Lightning Gun, Assaltron Blade and Harpoon Gun in order to make them more fitting for their respective niches.

- Nuka Grenade/Mine - pretty much same problem/solution as for MIRV Grenade.

- Pipe Revolver and Pipe Bolt Action - increased damage.

- Railway RIfle - automatic receiver has more fire rate at the cost of lower damage. This is debatable of course, but I think Railway RIfle has a similar problem as Combat Shotgun - automatic version just doesn’t feel like a proper automatic weapon.

Other affected weapons:

44 Revolver, 10mm Pistol, Radium Rifle, Lever-action Rifle, Combat Rifle, Laser musket, Gauss Rifle, Tire Iron, Machete, Knuckles, Deathclaw Gauntlet, Revolutionary Sword, Chinese Officer's Sword, Mr. Handy Buzz Blade.

In some cases changes are pretty subtle (e.g. requirement adjustments for certain modification), so don’t worry if you see something already well balanced in this list.

Feel free to share your feedback.

If you have any thoughts on the balance, if you find a bug in the mod, if you think some changes are a bit too much or not enough, please let me know.

Though I know the game very well and had a lot of different characters, I can’t possibly test all different playstyles and builds on my own. So feel free to share your experience on the matter.

Note: this mod requires Automatron, Far Harbor and Nuka-World dlcs.

Versions on bethesda.net:



IMPORTANT: You need the latest version of Fallout 4. 

Equilibrium Weapons - AWKCR Patch (updated synchronously with Equilibrium Weapons)
Assorted Compatibility Patches for Valdacil's Item Sorting 


- I’m experiencing CTD when I’m using EQ:W mod. What should I do?
- You should update your Fallout 4 to the latest version.

- Do I need to start a new game to use this mod?
- You can continue your old game if you want, all the changes will be in place.

- Do you have a complete list of changes?
- You can check https://EquilibriumMod.com/weapons . It has info about most of the changes. Also, with each update I post a new infographic which contains all the changes for a particular weapon.