How To Use Visible Weapons Fallout 4
- Companion Won't Stay Equipped. If you can't see his armor initially, tell him to equip some other armor and it should become visible. – DCShannon Nov 21 '15 at 3:26. Add a comment 3. Supply ammunition for the weapons. If so remove the lesser weapons from their inventory. Why won't my Fallout 4 settlers keep weapons equipped?
- I prefer the semi auto battle rifles in fallout 4 over fully auto for all non vat encounters. There is limited recoil in the semi autos so you can get more bullets into the target consistently. If you mod the guns at the bench you can get the dama.
For a list of unique weapon locations in Fallout 4, see Fallout 4 unique weapons. For a list of legendary effects for weapons, see Legendary weapon effects. |
Fallout 4 Wiki will guide you with information on weapons, armor, enemies, perks, maps, guides and walkthroughs.
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This page lists all weapons in Fallout 4. |
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OverviewEdit
Unlike previous installments, weapons in Fallout 4 fall under three classifications: normal, legendary, and unique. Normal weapons have no special statistics on them whatsoever. Legendary weapons come with random bonuses applied to them, and are only dropped by legendary enemies. Unique weapons are weapons that are already named and will always retain the same special bonus. Uniques are typically either bought from merchants or are quest rewards. Normal and legendary weapons will change their name when mods are applied, unique weapons will not.
All stats are given with standard weapon modifications.
Weapon statisticsEdit
General note: In the following descriptions, the statistics that are shown while playing the game will be referred to as in-game numbers, while the numbers used by the game's code will be referenced as internal numbers. Internal numbers can only be gathered through game editor or console use. |
Accuracy (): This is the Accuracy stat displayed in-game, which is derived from the internal game numbers for projectile deflection angles in an unknown way. See Spread for details on the internal measurements. |
Action Point cost (): The number of Action Points used per activation in V.A.T.S. Generally, this is a one shot equivalent for semi-automatic weapons, but automatic weapons may fire several rounds. |
Ammunition used (): The type of ammunition the weapon uses. This may be changed by the use of receiver mods. |
Armor piercing: The amount of the target's damage resistance the weapon ignores.[1] Also known as armor penetration. |
Bash damage: This is the amount of damage a projectile weapon does when used as a melee weapon. |
Critical hit Damage (): Most unmodified weapons that achieve a critical hit adds twice the base amount of damage to the hit. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike. |
Damage (): This is the damage caused by a single click of the mouse/trigger. For most small guns, that's a single bullet, but for shotguns the damage is equally split between the shell's pellets, and for the Gatling laser it's a single beam. |
Damage per second (): The manually calculated maximum cyclic damage dealt in one second, expressed as rate of fire multiplied by damage. Weapons that require a reload every shot have damage per second shown including reload times; all others show sustained rates without reloads. |
Magazine capacity or shots per reload (): The maximum ammunition capacity of the weapon or the maximum number of shots possible before requiring a reload. |
Magnification: The scope or sight mod's magnification rating. |
Range (): In-game, range is a generalized stat for how far a weapon's projectile can go before suffering from damage loss. How this number is derived from internal values and related to actual distances is unknown. There are two hidden internal range ratings, the minimum and maximum range. Between point blank and the minimum range, damage is full. Between minimum range and maximum range, damage decreases down to the out of range value at a linear rate. Beyond maximum range, damage is reduced by the out of range value. Typically, the out of range value is a 50% loss of damage, though some weapons are higher or lower. Distance for range is rated differently internally: most ranged weapons begin with range being 256 units and some research indicates that that 256 of these internal units is meant to equal approximately 12 feet, but more effort is needed to confirm.[2] |
Rate of fire (): The in-game given number gives the maximum cyclic number of shots/attacks per 10 seconds, without considering reloading. This is internally derived from the weapons attack delay rating divided by its speed rating However, if a weapon is converted to automatic or bolt-action fire, the time between shots becomes derived purely from its speed and/or firing animation duration.[3] |
Recoil: Recoil is the visible movement of the weapon upon firing. Like spread it is represented in maximum possible degrees from the center. Unlike spread which is the invisible possible deviation of the projectile from a perfect shot, recoil visibly moves the weapon and crosshairs, and can be additive with spread. Unlike spread which has a completely random direction, recoil has a limited 'window' which the kick can move the weapon.[4] |
Reload / Reload speed: This is made up of at least two factors. The base reload speed is derived from the reload animation speed in seconds. There is also a second internal value called reload speed that affects reload time in an unknown way, beyond the fact that higher values result in faster reloads. |
Sight time: This is the amount of time it takes to transition from hip firing to sighted or scoped state, in seconds. |
Sighted spread: The amount a weapon's spread is reduced to when aiming down a sight or scope. |
Spread (): Spread is the hidden internal number of degrees from a perfectly centered shot that a projectile can potentially deflect. For example, a combat shotgun has a spread of 12°. When firing it, each of the 8 pellets produced by the weapon can proceed separately from between 0° to 12°, randomly generated, in a separately randomly generated 360° cone. Most weapons have a minimum spread, when the shooter is standing still and fully focused, and a maximum spread. The degree of spread somewhat corresponds to the width of the crosshairs. Spread increases with each shot, by an amount different for each weapon, and slowly reverts to base spread after a slight delay.[4] |
Stability: This is an internal value that represents the amount of movement a sight or scope has without player involvement. How the internal number relates to actual movement is currently unknown, beyond the fact that higher stability means less movement.[4] |
Value to weight ratio (): This is the manually calculated ratio of the base weapon value in caps to the weapon weight. |
Weapon value in caps (): Base value of the weapon in caps. Resale value is affected by Barter skill. |
Weight (): Weight value of the weapon that applies to encumbrance. Weapon weight also increases the amount of time it takes for you to ADS (aim down sights) or 'scope.' This is explained in a loading screen tool-tip |
Unique weapon entries are shaded. |
Ballistic weaponsEdit
PistolsEdit
Base ID | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
.44 pistol | 48 | 28.8 | 6 | 119 | 66 | 35 | 1.2 | .44 round | 6 | 4.2 | 99 | 19 | 000ce97d |
Eddie's Peace | 48 | 28.8 | 6 | 125 | 81 | .44 round | 6 | 5 | 454 | 90.8 | 00225ae9 | ||
Kellogg's pistol | 48 | 28.8 | 6 | 119 | 70 | .44 round | 6 | 4.3 | 449 | 104.4 | 00225ac1 | ||
The Gainer | 48 | 28.8 | 6 | 119 | 74 | .44 round | 6 | 4.6 | 468 | 101.7 | 00225ae7 | ||
10mm pistol | 18 | 82.8 | 46 | 83 | 60 | 28 | 1.5 | 10mm | 12 | 3.5 | 50 | 14.3 | 00004822 |
Wastelander's Friend | 27 | 124.2 | 46 | 107 | 78 | 10mm | 24 | 7.3 | 772 | 128.7 | 001f61e6 | ||
Deliverer | 25 | 165 | 66 | 60 | 67 | 26 | 1.69 | 10mm | 12 | 4.4 | 774 | 175.9 | 000dc8e7 |
Classic 10mm pistol | 28 | 41 | 119 | 62 | 10mm | 12 | 4.9 | 53 | 10.8 | fe0f99 | |||
Ultimatum | 28 | 41 | 119 | 62 | 10mm | 12 | 4.9 | 53 | 10.8 | fe0f99 | |||
Flare gun | 10 | 3 | 3 | 146 | 74 | 40 | 0.25 | Flare | 1 | 2 | 50 | 25 | 001025ac |
Western revolver | 60 | 36 | 6 | 66 | 40 | 0.25 | .44 round | 6 | 5.2 | 99 | 0415b3 |
RiflesEdit
Base ID | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Assault rifle | 30 | 120 | 40 | 119 | 72 | 32 | 0.94 | 5.56mm | 30 | 13.1 | 144 | 11 | 0000463f |
Combat rifle | 33 | 108.9 | 33 | 119 | 70 | 25 | 1.32 | .45 | 20 | 11.1 | 117 | 10.5 | 000df42e |
December's Child | 33 | 135 | 41 | 5.56mm | – | ||||||||
Overseer's Guardian | 55 | 495 | 90 | 109 | 76 | .45 | 20 | 11.1 | 117 | 10.5 | 000df42e | ||
Gauss rifle | 110 | 726 | 66 | 191 | 69 | 30 | 3.67 | 2mm EC | 7 | 15.8 | 228 | 14.4 | 000d1eb0 |
The Last Minute | 204 | 66 | 203 | 112 | 2mm EC | 20 | 21.6 | 6500 | 0022b603 | ||||
Handmade rifle | 32 | 128 | 40 | 119 | 72 | 32 | 7.62 round | 10 | 12.8 | 136 | 10.6 | 033b60 | |
The Problem Solver | 57 | 56 | 59 | 185 | 92 | 7.62 round | – | ||||||
Splattercannon | 51 | 576.3 | 113 | 89 | 108 | 7.62 round | 75 | 23.6 | 6855 | 290.5 | – | ||
Hunting rifle | 37 | 11.1 | 3 | 131 | 71 | 28 | 1.32 | .308 | 5 | 9.6 | 55 | 5.7 | 0004f46a |
Reba | 37 | 11.1 | 3 | 131 | 71 | .308 | 5 | 9.6 | 55 | 5.7 | 001abc92 | ||
Reba II | 64 | 25.6 | 4 | 215 | 92 | .308 | 5 | 15.5 | 306 | 19.7 | – | ||
Tinker Tom Special | 55 | 16.5 | 3 | 185 | 112 | .308 | 1 | 16.7 | 706 | 42.3 | 001f2675 | ||
Lever-action rifle | 35 | 17.5 | 5 | 122 | 72 | 26 | 1.35 | .45-70 | 5 | 9 | 150 | 16.7 | 02c8b0 |
Lucky Eddy | 35 | 17.5 | 5 | 122 | 72 | .45-70 | 5 | 9 | 201 | 22.3 | – | ||
Old Reliable | 70 | 35 | 5 | 122 | 61 | .45-70 | 5 | 9 | 801 | 89 | – | ||
Radium rifle | 27 | 108 | 40 | 119 | 72 | 25 | 1.08 | .45 | 20 | 11.1 | 80 | 7.2 | 025fc4 |
Kiloton radium rifle | 27 | 108 | 40 | 119 | 72 | .45 | 20 | 11.1 | – | ||||
Radical Conversion | 27 | 108 | 40 | 119 | 72 | .45 | 20 | 11.1 | – | ||||
Railway rifle | 100 | 100 | 10 | 119 | 69 | 20 | 5 | Railway spike | 10 | 14.4 | 290 | 20.1 | 000fe268 |
Submachine gun | 10 | 127 | 127 | 107 | 63 | 35 | 0.28 | .45 | 50 | 12.7 | 109 | 8.6 | 0015b043 |
Silver submachine gun | 10 | 127 | 127 | 107 | 63 | .45 | 50 | 13.8 | 121 | 8.8 | 001b28f7 | ||
Spray n' Pray | 33 | 419.1 | 127 | 77 | 69 | .45 | 19 | 1084 | 57.1 | – | |||
Syringer | Variable | Variable | 2 | 119 | 72 | 35 | Syringer ammo | 6.2 | 132 | 21.3 | 0014d09e |
ShotgunsEdit
Base ID | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Combat shotgun | 50 | 100 | 20 | 47 | 23 | 35 | 1.43 | Shotgun shell | 8 | 11.1 | 87 | 7.8 | 0014831c |
Justice | 50 | 100 | 20 | 35 | 28 | Shotgun shell | 15.5 | 1076 | 69.4 | 001f61e4 | |||
Le Fusil Terribles | 62 | 124 | 20 | 71 | 29 | Shotgun shell | 15.7 | 389 | 24.8 | 00225771 | |||
Double-barrel shotgun | 45 | 162 | 36 | 47 | 16 | 30 | Shotgun shell | 2 | 9 | 39 | 4.33 | 00092217 |
Pipe weaponsEdit
Base ID | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pipe bolt-action | 34 | 6.8 | 2 | 95 | 63 | 29 | 1.17 | .308 | 6 | 3.2 | 30 | 9.4 | 0014831a |
Pipe gun | 13 | 71.5 | 55 | 83 | 57 | 30 | 0.43 | .38 | 12 | 2.3 | 20 | 8.7 | 00024f55 |
Pipe revolver | 24 | 14.4 | 6 | 83 | 61 | 35 | 0.68 | .45 | 6 | 4.2 | 25 | 6.0 | 0014831b |
Heavy weaponsEdit
Base ID | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Fat Man | 468 | 1 | 117 | 63 | 60 | 7.8 | Mini nuke | 1 | 30.7 | 512 | 16.7 | 000bd56f |
Big Boy | 486 | 1 | 117 | 39 | Mini nuke | 1 | 30.7 | 12405 | 404.07 | – | ||
The Striker | 100 | 1 | 117 | 63 | 60 | 1.66 | Modified bowling ball | 1 | 30.7 | 2512 | 81.82 | 031702 |
Nuka-nuke launcher | 833 | 1 | 117 | 63 | Nuka-nuke | 1 | 36 | 650 | 18.06 | – | ||
Flamer | 12 | 108 | 90 | 47 | 53 | 30 | Flamer fuel | 100 | 16.1 | 137 | 8.51 | 000e5881 |
Sergeant Ash | 13 | 117 | 90 | 47 | 53 | Flamer fuel | 100 | 16.1 | – | |||
Harpoon gun | 150 | 2 | 143 | 63 | 40 | Harpoon | 1 | 16.3 | 205 | 12.58 | 010b81 | |
Admiral's Friend | 150 | 2 | 143 | 63 | 40 | Harpoon | 1 | 16.3 | 1005 | 61.66 | – | |
Skipper's Last Stand | 165 | 2 | 143 | 63 | 40 | Harpoon | 1 | 16.3 | 1005 | 61.66 | – | |
Defender's Harpoon Gun | 150 | 2 | 143 | 63 | 40 | Harpoon | 1 | 16.3 | 1005 | 61.66 | – | |
Junk Jet | 40 | 20 | 119 | 75 | 30 | Most junk items | 29.9 | 285 | 6.2 | 000e942b | ||
Minigun | 8 | 217.6 | 272 | 131 | 35 | 30 | 5mm | 500 | 27.4 | 382 | 14 | 0001f669 |
Ashmaker | 9 | 281.7 | 313 | 77 | 39 | 5mm | 500 | 28.7 | 1755 | 61.1 | – | |
Missile launcher | 150 | 2 | 203 | 65 | 45 | Missile | 1 | 21 | 314 | 14.95 | 0003f6f8 | |
Partystarter | 150 | 2 | 191 | 107 | Missile | 28.5 | 4822 ? | ? | – | |||
Death From Above | 151 | 2 | 203 | 65 | Missile | 21 | 4479 ? | ? | – | |||
Broadsider | 108 | 2 | 203 | 63 | 40 | Cannonball | 1 | 27.4 | 245 | 9 | 000fd11b |
Energy weaponsEdit
LaserEdit
Base ID | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Institute laser | 15 | 99 | 66 | 71 | 70 | 25 | Fusion cell | 30 | 3.9 | 50 | 12.8 | 001633cc |
Virgil's rifle | 33 | 217.8 | 66 | 227 | 85 | Fusion cell | 7.2 | 384 | 53.3 | 00225aba | ||
Laser musket | 30 | 18 | 6 | 71 | 70 | 30 | Fusion cell | 1 | 12.6 | 57 | 4.5 | 0001dacf |
Laser gun | 24 | 120 | 50 | 71 | 25 | Fusion cell | 30 | 3.5 | 69 | 19.7 | 0009983b | |
Old Faithful | 29 | 145 | 50 | 71 | 71 | Fusion cell | 4.5 | 929 | 206.4 | – | ||
Survivor's Special | 26 | 19 | 44 | 47 | 42 | Fusion cell | 4.8 | 340 | 70.8 | 00225abc | ||
Protectron's Gaze | 54 | 307.8 | 57 | 47 | 44 | Fusion cell | 30 | 5.1 | 352 | – | ||
Good Intentions | 21 | 237.3 | 113 | 194 | 82 | Fusion cell | 7.9 | 393 | 49.7 | – | ||
Prototype UP77 'Limitless Potential' | 24 | 120 | 50 | 227 | 96 | Fusion cell | 6.5 | 355 | 54.6 | – | ||
Righteous Authority | 26 | 130 | 50 | 203 | 76 | Fusion cell | 27 | 5.5 | 326 | 59.3 | – | |
Wazer Wifle | 55 | 275 | 50 | 302 | 76 | Fusion cell | 6.3 | 364 | 57.8 | 00225965 | ||
Gatling laser | 14 | 380.8 | 272 | 203 | 30 | Fusion core | 500 | 19.3 | 804 | 41.7 | 000e27bc | |
Final Judgment | 14 | 476 | 340 | 203 | 48 | Fusion core | 500 | 19.3 | 3804 | 197.1 | – | |
Aeternus | 79 | 355.5 | 45 | 251 | 63 | Fusion core | 500 | 39.3 | 4799 | – |
PlasmaEdit
Base ID | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Plasma gun | 24+24 | 115.5 | 33 | 119 | 30 | Plasma cartridge | 30 | 3.9 | 123 | 31.5 | 00100ae9 |
Experiment 18-A | 25+25 | 680 | 136 | 203 | 140 | 6.6 | Plasma cartridge | 001f61e9 | |||
Sentinel's Plasmacaster | 24+24 | 270.6 | 33 | 119 | 148 | Plasma cartridge | 4.8 | 602 | 125.4 | 00225967 |
OtherEdit
All these weapons count as non automatic weapons and thus work with either Gunslinger, Rifleman, or Sniper respectively, except the Cryolator, which is counted as a heavy gun and thus works with Heavy Gunner.
Base ID | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Alien blaster pistol | 50 | 500 | 100 | 119 | 20 | Alien blaster round or Fusion cell | 42 | 2.5 | 1551 | 620.4 | 000ff995 | |
Hub's Alien Blaster | 58 | 580 | 100 | 149 | 76 | 20 | Alien blaster round or Fusion cell | 42 | 2.5 | 2751 | 1100.4 | 043416 |
Cosmic cannon | 36 | 90 | 77 | 72 | Fusion cell | 33 | 5.5 | 95 | fe0864 fe0c45 | |||
Cryolator | 20 | 180 | 90 | 71 | 66 | 20 | Cryo cell | 25 | 13.2 | 302 | 22.9 | 00171b2b |
Thirst Zapper | Varies | Varies | 100 | If modified, Nuka-Cola, Nuka-Cherry, or Nuka-Cola Quantum | 2 | 10 | 5 | 007bc8 | ||||
Salvaged assaultron head | 35 + 45 | 11 | 93 | 65 | Fusion cell | Charged single shot | 8 | 40 | 5 | 0100b7 | ||
Tesla rifle | 38 | 152 | 40 | 83 | 70 | Fusion cell | 15 | 8.1 | 90 | 11.1 | 003e07 |
Radiation weaponsEdit
These weapons produce radiation damage, including both direct damage from explosions and damage over time from exposure and poisoning. There is some variance in how damage is dealt within this class of weapon; please consult each weapon's page for specific details. Also, the radiation page explains the unique ways that this kind of damage is handled by the game. These are affected by the perk Nuclear Physicist in terms of radiation damage.
GammaEdit
Base ID | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Gamma gun | 110 | 121 | 66 | 119 | 30 | Gamma round | 8 | 3 | 156 | 52 | 000ddb7c |
Lorenzo's Artifact gun | 25+10 | 38.5 | 66 | 203 | 69 | Gamma round | 4.5 | 753 | 167.3 | 002266f7 | |
Zeta gun | 57 | 62.7 | 66 | 119 | Gamma round | 8 | 3.1 | 156 | 50 | 002266fc |
Poison weaponsEdit
Poison weapons utilize the poison damage type to deal ongoing damage to targets.
Base ID | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Acid Soaker | 11 | ? | 66 | 35 | 94 | ? | ? | ? | Acid concentrate | 20 | 3 | 125 | 42 | 007bc6 |
ExplosivesEdit
Explosives have a maximum range of 93. They seem to hit an invisible wall at their maximum range. Explosives benefit from the Bloody Mess, Demolition Expert and SCAV! - Cautionary Crafts perks, but only for their 'primary' damage effects (which always includes the Explosive legendary prefix); this is why the Pulse grenade and Pulse mine are not affected by any of the 3.
ThrownEdit
AOE | Base ID | ||||
---|---|---|---|---|---|
Baseball grenade | 101 | 1 | 40 | 40 | 00107bd6 |
Cryogenic grenade | 151 | 0.5 | 50 | 100 | 000ff21d |
Fragmentation grenade | 151 | 0.5 | 50 | 100 | 000eebed |
Fragmentation grenade MIRV | 1 | 1 | 75 | 75 | 033905 |
Smart fragmentation grenade | 151 | 0.6 | 60 | 100 | 0346fc |
HalluciGen gas grenade | 1 | 1 | 35 | 35 | 000e98e5 |
Fury grenade | 1 | 1 | 35 | 35 | 02618b |
Persuasion grenade | 1 | 1 | 35 | 35 | 023e60 |
Predator grenade | 1 | 1 | 35 | 35 | 025b0a |
Homing beacon | 1 | 1 | 0 | 0 | 00065dec |
Institute EM pulse grenade | 150 | 0.5 | 100 | 200 | 0018325e |
Molotov cocktail | 51 | 0.5 | 20 | 40 | 0010c3c6 |
Nuka grenade | 301 + 100 | 0.5 | 100 | 200 | 000e5750 |
Nuka Cherry grenade | 201 | 0.5 | 50 | 100 | 040cdd |
Nuka Quantum grenade | 301 | 0.5 | 50 | 100 | 040cde |
Plasma grenade | 150 + 150 | 0.5 | 135 | 270 | 0010a33d |
Pulse grenade | 150 , Secondary | 0.5 | 100 | 200 | 000ff21f |
PlacedEdit
AOE | Base ID | ||||
---|---|---|---|---|---|
Bottlecap mine | 301 | 0.5 | 75 | 150 | 0010771f |
Cryo mine | 101 | 0.5 | 50 | 100 | 0010c669 |
Fragmentation mine | 101 | 0.5 | 50 | 100 | 000e56c2 |
Nuke mine | 301 + 100 | 0.5 | 100 | 200 | 0010a340 |
Plasma mine | 150 + 150 | 0.5 | 100 | 200 | 0010a342 |
Pulse mine | 150 | 0.5 | 100 | 200 | 0010a344 |
Faction explosivesEdit
AOE | Base ID | ||||
---|---|---|---|---|---|
Artillery smoke grenade | 1 | 0.5 | 0 | 0 | 0012e2ca |
Institute beacon | 1 | 0.5 | 0 | 0 | 00174f8f |
Synth relay grenade | 1 | 0.5 | 50 | 100 | 000589f2 |
Vertibird signal grenade | 1 | 0.5 | 10 | 20 | 00056917 |
TrapsEdit
PlacedEdit
Placed trap name | AOE | Base ID |
---|---|---|
Bear trap | 8 | 054072 |
Bleeding bear trap | 8 | 0540f7 |
Caltrops | 0.5 | 05406e |
Poisoned caltrops | 0.5 | 0540ed |
How To Use Visible Weapons Fallout 4 Nexus Mods
Melee weaponsEdit
Damage found in the table is base damage, every point of Strength adds 10% to it. Several perks can further increase the damage displayed for a melee weapon.
BladedEdit
Bladed weapons can dismember limbs of humanoid opponents, permanently damaging the limb and disarming the target. Like all melee weapons, bladed weapons benefit from Big Leagues and Strength.
Base ID | |||||||||
---|---|---|---|---|---|---|---|---|---|
Assaultron blade | 17 | 19.8 | Medium | 35 | 3 | 50 | 008b8e | ||
Chinese officer sword | 16 | 18.7 | Medium | 35 | 0.46 | 3 | 50 | 16.7 | 00147be4 |
General Chao's Revenge | 28 | 34 | Medium | 35 | 0.8 | 3 | 775 | 258.3 | – |
Sword of Wonders | 16 | Medium | 3 | 325 | 108.3 | 050dd3 | |||
Zao's sword | 16 | 22 | Medium | 35 | 0.46 | 3 | 50 | 16.7 | 001f0860 |
Combat knife | 9 | 16 | Fast | 20 | 0.45 | 1 | 25 | 25 | 000913ca |
Pickman's Blade | 15 | 59.9 | Fast | 20 | 0.75 | 1 | 143 | 143 | 0022595f |
Disciples blade | 20 | Fast | 20 | 1 | 1.5 | 80 | 53.3 | 01aabc | |
Throatslicer | 20 | Fast | 20 | 1 | 1.5 | 04e422 | |||
Grognak's axe | 25 | 29.8 | Medium | 20 | 1.25 | 10 | 100 | 10 | 00183fcd |
Machete | 14 | 16.2 | Medium | 30 | 0.47 | 2 | 25 | 12.5 | 00033fe0 |
Kremvh's Tooth | 28 + 3 | 50.2 | Medium | 30 | 0.93 + 0.1 | 2 | 2 | 50 | 0022576d |
Mr. Handy buzz blade | 5 | 26.2 | Very Fast | 40 | 10 | 50 | 0020f8 | ||
Revolutionary sword | 16 | 18.7 | Medium | 35 | 0.46 | 3 | 50 | 16.7 | 00143ab5 |
Shem Drowne sword | 16 + 9 | 20.4 | Medium | 35 | 0.46 + 0.26 | 3 | 250 | 8.3 | 0000364a |
Ripper | 4 | 21 | Very Fast | 40 | 0.7 | 6 | 50 | 8.3 | 000fa2f6 |
Reckoning | 4 | 25 | Very Fast | 40 | 6 | 50 | 8.3 | 0022b604 | |
The Harvester | 4 | Very Fast | 40 | 6 | 250 | 41.7 | 04fa7e | ||
Shishkebab | 13 + 13 | 15.3 | Medium | 35 | 0.37 + 0.37 | 3 | 200 | 67 | 000fa2fb |
Switchblade | 8 | 14.6 | Fast | 20 | 0.4 | 1 | 20 | 20 | 000fdc81 |
BluntEdit
Blunt weapons tend to stagger opponents more frequently than bladed weapons. Like all melee weapons, blunt weapons benefit from Big Leagues and Strength.
Base ID | |||||||||
---|---|---|---|---|---|---|---|---|---|
Baseball bat | 16 | 12.1 | Slow | 35 | 0.46 | 3 | 25 | 8.3 | 0008e736 |
2076 World Series baseball bat | 16 | 16.5 | Slow | 35 | 0.46 | 3 | 325 | 108.3 | 00226438 |
Cito's Shiny Slugger | 123 | Slow | 7.5 | 175 | 28.3 | 04f084 | |||
Fencebuster | 44 | Slow | 35 | 1.26 | 3 | 125 | 41.7 | 04923c | |
Rockville Slugger | 21 | 12.7 | Slow | 21 | 1 | 3.5 | 133 | 38 | 001f2674 |
Board | 14 | 10.5 | Slow | 33 | 0.42 | 3 | 20 | 6.7 | 0005c250 |
Commie Whacker | 10 | Medium | 25 | 0.4 | 2 | 25 | 12.5 | 052926 | |
Lead pipe | 11 | 12.8 | Medium | 30 | 0.37 | 3 | 15 | 5 | 000fc9c3 |
Pipe wrench | 13 | 15.3 | Medium | 35 | 0.37 | 2 | 30 | 15 | 000d83bf |
Big Jim | 13 | 17.9 | Medium | 35 | 0.37 | 2 | 150 | 75 | 0023e5ec |
Pole hook | 63 | Slow | 40 | 7 | 52 | 7.4 | 009582 | ||
Bloodletter | 30 | Slow | 40 | 7 | 52 | 7.4 | 034e7b | ||
The Fish Catcher | 86 | Slow | 7 | 312 | 44.6 | 05158d | |||
Pool cue | 13 | 9.9 | Slow | 30 | 0.43 | 1 | 10 | 10 | 000fa3e8 |
Rolling pin | 11 | 12.8 | Medium | 25 | 0.44 | 1 | 10 | 10 | 00142fab |
Baton | 11 | 12.8 | Medium | 30 | 0.37 | 2 | 15 | 7.5 | 0008c14d |
Sledgehammer | 23 | 17.6 | Slow | 40 | 0.58 | 12 | 40 | 3.3 | 000e7ab9 |
Super sledge | 40 | 30.8 | Slow | 45 | 0.89 | 20 | 180 | 9 | 000ff964 |
Atom's Judgement | 40 + 100 | Slow | 45 | 20 | 03a388 | ||||
Swatter | 17 | ? | Slow | 35 | 0.49 | 3 | 30 | 10 | 00061721 |
Tire iron | 12 | 13.6 | Medium | 25 | 0.48 | 2 | 25 | 12.5 | 00185d25 |
Walking cane | 10 | 11.9 | Medium | 20 | 0.5 | 2 | 10 | 5 | 000fdc7d |
Fist weaponsEdit
Fist weapons benefit from the Iron Fist perk as well as from Strength. Note that fist weapons cannot be used while wearing power armor.
Base ID | |||||||||
---|---|---|---|---|---|---|---|---|---|
Boxing glove | 9 | 10.2 | Medium | 25 | 0.36 | 1 | 10 | 10 | 0016498f |
Deathclaw gauntlet | 25 | 29.8 | Medium | 40 | 0.63 | 10 | 75 | 7.5 | 000d8576 |
Knuckles | 10 | 9.4 | Medium | 25 | 0.4 | 0.5 | 10 | 20 | 0005524b |
Meat hook | 20 | Medium | 2 | 32 | 04b5f4 | ||||
Butcher's Hook | 20 | Medium | 2 | 05158c | |||||
Power fist | 20 | 23.8 | Medium | 35 | 0.57 | 4 | 100 | 25 | 0011b336 |
Renaming weaponsEdit
In Fallout 4, the player character is able to rename any weapon, including unique weapons, at any weapons workbench. However, the silver submachine gun, the Survivor's Special, Ashmaker and Grognak's axe cannot be renamed, nor will they pick up any prefixes from modding them such as hardened or punishing, etc. Renaming weapons does not affect any weapon stats. This primarily adds a level of personalization to weapons and can help avoid accidentally disassembling a favored weapon.
- Special and accented characters (i.e. alt-codes) can be used when renaming a weapon, but some of those will be replaced with '?'.
- Since patch 1.3, HTML tags (e.g. <u>, <i>) can no longer be used to change the appearance of the weapons name.
ModsEdit
Weapons may be modified in Fallout 4. Each weapon has modification 'slots' (e.g. barrel, grip, magazine, sights) that may be modified with increasingly powerful or useful mods by the player character based on their perks. However, the player character may salvage useful mods that are not yet available via the player character's perk level by simply modifying any weapon that already has the mod of interest.[5] By replacing the mod of interest with any available mod the original mod goes into inventory and may then be used to alter the player character's chosen weapon without regard for their perk level. Unique weapons do not offer this capability; their special mods are 'reserved' and since they are unique, no other examples are available to be salvaged.
NotesEdit
If a player character puts unique and legendary weapons in a container in a settlement, nearby NPCs, like settlers or even enemy attackers, can randomly take them and they may be irretrievable. Therefore, access to personal containers should be restricted, either by obstructing the expected path used by them to reach the container, or by the use of powered doors, holes, floating structures, etc.
BugsEdit
- Playstation 4 Sometimes, when starting the game, gunfire cannot be heard on certain weapons. This can be fixed by re-starting the game or re-loading to a previous save file.[verified]
- PCPlaystation 4 Sometimes, when using a night vision scope, the night vision effect will stick around after going out of the scope.[verified]
See alsoEdit
In Fallout 4Edit
In the rest of the Fallout seriesEdit
ReferencesEdit
- ↑https://www.nexusmods.com/fallout4/articles/189
- ↑https://www.creationkit.com/index.php?title=Unit
- ↑https://www.creationkit.com/fallout4/index.php?title=Talk:Weapons
- ↑ 4.04.14.2https://www.creationkit.com/fallout4/index.php?title=AimModel
- ↑Notes from page for Gun Nut perk
I've been known to write too much redundant nonsense, so I'll try to keep the descriptions short and concise this time.
When Fallout 4 launched I thought it was amazing. When I was 10 hours in or so, I started getting very disappointed by some design decisions, or straight up lack thereof. Features, systems and concepts that I felt needed to be in here were nowhere to be found. Even worse, some basic things that were present in Fallout 3 didn't even make it in here. Ultimately, the game felt bare bones and stripped to me. It wasn't the push forward that I expected.
There is an absolute fantastic game in here, evidenced by the fact that it outperformed Skyrim, it just needs some help getting out. Help in the terms of mods. Here are some that I use. If I have marked it with 'Essential' it indicates that this feature either should have been in the game to begin with, or is impossible to imagine playing the game without it. Check those out first.
Visual
True Storms: Wasteland Edition - Essential
Alters existing weather conditions like rain and thunder to be more realistic, noticeable and impactful. It also adds several new types of weather that, beyond just looking awesome, also affect gameplay. My favorite, the radiation storm, reduces visibility and makes you take constant radiation damage if you're out and about. You will end up having a reason to take cover inside and find a bed to sleep in to wait it out. This fits exceptionally well with Survival Mode.
Radiant Clouds and Fogs
If anything, I'm impressed by this mod's restraint to not overdo anything. It is a very nuanced tweak to clouds and fogs, that is more noticeable when it is in movement while playing. Also works with True Storms to add more nuance to the weather types.
WET - Water Enhanced Textures
Makes water look significantly better, especially in motion. Also adds new, better animations when rainfall interacts with water and such. It was a hard decision to say this isn't essential because the impact isn't that big, but I do highly recommend it.
Interiors Enhanced - Essential
This is one of those mods where upon experiencing it, you're baffled how poor vanilla was in retrospect. I had never noticed before how washed out and surreal the lighting was in vanilla interiors until I turned this mod off. This improves the atmosphere in a great way.
Better Handmade Weapon Textures
Did you ever notice how Pipe-Rifles and such were completely yellow/brownish? It looked pretty jarring. This mod replaces those textures with a more realistic look. At least, it looks more realistic to me, perhaps in reality weapons would turn completely yellow and brown over time, but it looks like garbage.
Enhanced Blood Textures
Makes blood looks significantly better and... fresh. Admit it, you love murder. You need and want to be confronted with the aftermath of murder as realistic as possible. I have a misplaced sense of integrity that makes me not say this is essential because the impact is low, but trust me, you need this in your life.
Darker Nights - Essential
Did you ever notice there was a day/night cycle in Fallout 4? I sure did. Because I saw stars in the sky once, but that was about the only change. I could still see everything just as clearly. You need this because you want nighttime to matter. You want a reason to sleep. You want to feel that change in atmosphere. You want to have to use your Pip-Boy Light (I bet you didn't even know there was one). It also comes with the option of changing enemy visibility during nighttime so they can't see you as easily if your Pip-Boy Light is turned off (seriously, there is a light). Increasing stealth viability and further adding reason to choose either day or nighttime.
Improved Map - Essential
Did you ever notice the icons on your map are not placed where the actual point of interest is in the world? It's off by a bit. This mod not just fixes that, but also adds the main roads to your map so you can see which approach you are supposed to take to reach a certain point of interest. That means, no more trying to 'Skryim' your way up a cliff you're not supposed to be able to scale just because you are clueless how to actually get to the place you want to go to.
Eyes of Beauty
Makes eyes more sparkling, colorful and lush. While it may look a bit much on this comparison, I found it actually looks good and proper in the game itself.
Companion Overhaul
Does not overhaul anything except for their appearance. It makes the companions look more distinct and overall better. It's more than just increased pixels or texture replacers though, the characters also look different than their vanilla counterparts, so you may not appreciate this one. I did.
Seasons
Ever thought the Fallout world looked a little too destroyed? A little too brown and grey? This adds four distinct seasons to the game along with more grass and plants depending on the season you are in. You can only have one season active at a time, the way mods work with the game prevents the mod from having an active season rotation while playing. You can still install all four and then deactivate and activate whichever season you want at any time during your save, but you do have to exit the game first. My advice is to either use the one season you like best or set a timer and change your season when it goes off (for me every 10 hours).
Hot Mama Murphy
Replaces Mama Murphy with a more attractive skin. Does not alter her voice at all. No, I'm not twelve, shut up.
Radiant Birds
Apparently all birds died in the explosion, which makes sense. But I still like to believe some birds survived and are making due. This adds bird sounds to the game, which I enjoy a lot. There is also a 'less radiant' mod version.
I don't even know if I'm allowed to link to this mod, so as a precaution I won't. It makes female bodies look better and adds the option to have them appear nude if they don't have any clothes on. I also have a mod installed that does the same for men. Yes, I'm probably a dirt-bag, but that's not why I have these mods. Here's the thing, it always bothered me that there are explosions going off left and right, limbs flying everywhere, blood and brain matter splattered on the floor and walls, but if you strip someone off their clothes they still have underwear on? If you're on a quest where a guy is 'collecting nude bodies' and you discover his 'stash' and they still all have underwear on? Listen, I'm not going to say the game has perfect immersion other than this, but I want to be as close as I can get. When people are stripped of their clothes, they are naked. I don't like the taboo on nudity and/or sex and this makes me very aware there is still underwear on these people because it's still socially unacceptable otherwise. That breaks immersion for me, I don't like it.
Gameplay
Lowered Weapons
You like pointing that weapon straight forward all the time do you? It's probably smarter and more comfortable to hold it down if you're exploring and not in immediate combat, so that's what you should do.
Weightless Ammo For Survival
Survival Mode is a fantastic mode. I like not being able to fast travel and having to sleep and eat. But some of the things go a little far. I still want to play the game so carrying 20 pound cement blocks that I need for base building from place to place and having to make literally 6 trips is a little much. Another such thing is ammo. It should weigh nothing to make the game better for what it is.
Weightless Junk and Other Items
See description above. Makes junk and other items weightless. This has options build in to decide which items you want to make weightless. For me, it was all the junk that has no use to the player other than base building. I still made food and such have weight.
Equipped Armor Weight Reduction
Speaking of which... this alters the Strong Back perk to also reduce the weight of currently equipped armor, which makes a lot of sense and makes that perk better.
Fusion to Fusion
Allows the crafting of fusion cores, which are finite items in vanilla that you require for the use of power armor, by using fusion cells. You find plenty of fusion cores over the course of the game, but unfortunately they do run out. Having to use a wiki to look up where I can find more is less preferable.
Higher Settlement Budget - Essential
Because the default cap doesn't allow you to build nearly enough. If you want to build anything worthwhile, this is absolutely necessary. It is perfectly safe and stable to increase the amount by 3 without problems. Note you have to activate this mod in the game too, look at the description for this mod.
Wearable Backpacks and Ammo Pouches
Circumvent one of the most annoying systems in Bethesda games, carry weight, by increasing the amount you can carry while having an in-world logical reason to be able to do so. Because unlimited carry weight is too much, but vanilla is too restrictive and increasing it outright is not elegant.
Functional Weapon Racks
We need a home base. And it has to look good.
OCDecorator - Essential
Speaking of looking good, I remember setting plates on tables along with cups and such, only to have it fall through the floor when I had left and came back later. The save states in Fallout 4 for objects do not support what they are supposed to. This mod allows you to make certain objects static, so they can't fall over, which also means they will stay in the place you put them when you return later. This means Dogmeat can also walk all over it and it won't matter. Roleplay friendly.
Campsite
If you like Survival Mode, this enhances your experience. No fast travel means sleeping bags and campfires that allow you to cook are awesome and make in-world sense.
Take Cover
Allows you to take cover in third person mode to get better situational awareness and shoot as you want. I don't use it a lot, but it helps in certain situations.
Craftable Floor Supports
Because while we understand there are no actual physics involved when building, it does look very dumb when things stick out without support of any kind. This is not required for you to use, but you can to make things look more realistic.
Colorful Survival Icons
Survival Mode is great, but knowing how hungry, thirsty or sleepy you are could be a little less obtuse. Color coding always works great to distinguish things.
Maibatsu Melee Weapons
I'm not one to quickly recommend visual weapon mods, but can you say these look bad?
Unlock All Hairstyles At Game Start - Essential
Doesn't need further elaboration, but I will say having hairstyles locked behind completing the game and starting a new character for a game like this makes absolutely no sense. Thanks mod, at least you're reasonable.
First, I realize that the above sentence makes it sound like beards are their own type of gender, but I'm generally happy how it came out. Second, more hairstyles are always a good thing. The mods linked add over 150 to each, some of them are going to be garbage but there are a lot of cool ones in there that fill a void.
Visible Companion Affinity
See when affinity goes up, down, by how much and your totals. Also, request affinity updates at any time. Makes the somewhat weird affinity system more transparent.
Nano Suit
Son, you need this craftable suit. It looks great.
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