Fallout 4

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Alex Ananiev

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Fallout 4 has tons of wacky, interesting, and just great weapons. Unfortunately lots of them arenít very well balanced so player ends up with very limited selection.

This modís aim is to fix this and make all Fallout 4 weapons relevant.
This isn't really a rebalance and more of an attempt to fix the existing balance which is pretty good already but has some apparent issues.

This mod contains tons of big and small changes, and one day Iíll 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

- Increased base damage.
- Increased bonus damage for 50. cal receiver.

This weapon was criticised a lot for itís low damage, especially with 50. cal.

Submachine gun

- Increased damage and decreased weight (closed to real life analog)

SMG has damage of a pipe gun, ammo coast of Combat rifle and weight of Assault riffle. This doesnít make too much sense.


- Increased damage.
- Rebalanced effect of different barrels.

Minigun now deadly and viable for late game as it should be.


- Increased damage.

Itís shame that this cool weapon so underused.


- Increased damage and range.

Flamethrowers supposed to be deadly.

Salvaged Assaultron head

- Damage increased greatly.

Itís hard to get, itís slow, it irradiates user, but also it does mediocre damage, which make 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 itís 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 canít use it. To be specific you have 3 for 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.


- Damage increased dramatically.
- You can craft stronger versions of syringes, provided your 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.


- Damage increased dramatically.
- Weight reduced.

Traps are great, but insane weight and poor damage make them absolutely useless.


- Attaching bayonet to the a weapon now noticeably increase bashing damage.

Originally, attaching bayonet has 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 proper weapon as well.

Modifications in general

- Perk requirements are changed slightly for some modifications.

For example stocks for Radium riffle 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...

Other affected weapons:

Pipe Gun, Pipe Bolt Action Gun, Pipe Revolver, 44 Revolver, 10mm Pistol, Radium Rifle, Handmade Rifle, Lever-action Rifle, Combat RIfle, Combat Shotgun, Broadsider, Harpoon Gun, Railway Rifle, Cryolator, Laser musket, Institute laser gun, Gauss Riffle, Lightning Gun, Missile Launcher, Pipe Wrench, Tire Iron, Machete, Knuckles Deathclaw Gauntlet, Revolutionary Sword, Chinese Officer's Sword, Assaltron Blade, Mr Handy Buzz Blade, Nuka grenade, Nuka mine.

In some cases changes are pretty subtle (e.g. requirement adjustments for certain modification), so donít 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 canít possibly test all different playstyles and builds on my own. So feel free to share your experience on the matter.