фоллаут 4 мод weapon balance overhaul
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Weapon Balance Overhaul
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Weapon Balance Overhaul
Several bugfixes re v 1.7.1. Updated various compatibility patches. Now requires AWCKR. Will update mod for DLC and further balance changes soon.
Old files
Weapon Balance Overhaul
Added Weapons of Fate and Weapons of Fate & Loads compatibility patch.
Weapon Balance Overhaul
Fixed bug where automatron plugin was required. Added Weapons of Fate and Weapons of Fate & Loads compatibility patch.
Weapon Balance Overhaul
Fixed bug with Weapons of Fate compatibility. Added Tactical Mods compatibility.
Weapon Balance Overhaul
Added priority system, so compatibility patches will always load after the main WBO.esp.
Weapon Balance Overhaul
Weapon Balance Overhaul
Fixed bug in priority system preventing scripted install. Added priority system, so compatibility patches will always load after the main WBO.esp.
Weapon Balance Overhaul
Updated Loads-Tactical Mods compatibility patch. Fixed bug in priority system preventing scripted install. Added priority system, so compatibility patches will always load after the main WBO.esp.
Weapon Balance Overhaul
Weapon Balance Overhaul
Weapon Balance Overhaul
Weapon Balance Overhaul
Added 5.56 rechamber for hunting rifle (with Loads compatibility). Fixed small bug (smg damage wasn’t properly buffed in all compatibility patches).
Weapon Balance Overhaul
Updated various compatibility patches. Now requires AWCKR. Will update mod for DLC and further balance changes soon.
Rebalance of Fallout 4 Weaponry. Second balance pass complete.
Rebalance of Fallout 4 Weaponry. Fourth balance pass. Fixed small inconsistency with laser sniper and 10mm automatic receiver.
Rebalance of Fallout 4 Weaponry. First balance pass complete.
Rebalance of Fallout 4 Weaponry. Melee weapons added! Changes to modifications added! Fourth balance pass complete.
Rebalance of Fallout 4 Weaponry.
Rebalance of Fallout 4 Weaponry. Melee weapons added! Changes to modifications added! Third balance pass complete.
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Weapon Balance Overhaul
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
Main files
Weapon Balance Overhaul
Several bugfixes re v 1.7.1. Updated various compatibility patches. Now requires AWCKR. Will update mod for DLC and further balance changes soon.
Old files
Weapon Balance Overhaul
Added Weapons of Fate and Weapons of Fate & Loads compatibility patch.
Weapon Balance Overhaul
Fixed bug where automatron plugin was required. Added Weapons of Fate and Weapons of Fate & Loads compatibility patch.
Weapon Balance Overhaul
Fixed bug with Weapons of Fate compatibility. Added Tactical Mods compatibility.
Weapon Balance Overhaul
Added priority system, so compatibility patches will always load after the main WBO.esp.
Weapon Balance Overhaul
Weapon Balance Overhaul
Fixed bug in priority system preventing scripted install. Added priority system, so compatibility patches will always load after the main WBO.esp.
Weapon Balance Overhaul
Updated Loads-Tactical Mods compatibility patch. Fixed bug in priority system preventing scripted install. Added priority system, so compatibility patches will always load after the main WBO.esp.
Weapon Balance Overhaul
Weapon Balance Overhaul
Weapon Balance Overhaul
Weapon Balance Overhaul
Added 5.56 rechamber for hunting rifle (with Loads compatibility). Fixed small bug (smg damage wasn’t properly buffed in all compatibility patches).
Weapon Balance Overhaul
Updated various compatibility patches. Now requires AWCKR. Will update mod for DLC and further balance changes soon.
Rebalance of Fallout 4 Weaponry. Second balance pass complete.
Rebalance of Fallout 4 Weaponry. Fourth balance pass. Fixed small inconsistency with laser sniper and 10mm automatic receiver.
Rebalance of Fallout 4 Weaponry. First balance pass complete.
Rebalance of Fallout 4 Weaponry. Melee weapons added! Changes to modifications added! Fourth balance pass complete.
Rebalance of Fallout 4 Weaponry.
Rebalance of Fallout 4 Weaponry. Melee weapons added! Changes to modifications added! Third balance pass complete.
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Weapon Balance Overhaul (For Vanilla Companion Weapons)
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About this mod
A simple adjustment of weapon statistics to make the non-playable default companion armaments fall in line with the Weaponry Overhaul.esp from http://www.nexusmods.com/fallout4/mods/2463.
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What this mod changes:
I resolved this (mostly) by rebalancing the weapon damage/firerate values to match those of their playable counterparts within the Weaponry Overhaul.esp. I also set the weight value to 0 for all companion weapons as I disliked the fact that they were still weighing my companions down, even when replaced by something lighter/better.
While it doesn’t strictly rely upon Weaponry Overhaul.esp, it is recommended to maintain balance in the force.
Will conflict with anything that modifies companion weapon entries.
I do not intend to modify this file much at all, except perhaps to update it in line with the mod it relies upon.
All credit for balance and concept etc goes to Vazeron1, I just pressed some buttons and moved values around.
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Weapon Balance Overhaul
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About this mod
The first Fallout 4 weapon rebalance mod! Adjusts weapon damage for realism and balance.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
Anime Schoolgirl from SomethingAwful for like, half the changes to weapon mods and all the changes to melee weapons. jake from SA for giving me the season pass! He’s the one to thank for far harbor compatibility.
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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, and apply to both player and enemy:
The Assault Rifle and the Combat Rifle:
Assault 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.
Combat 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.
10mm Mods:
Rate of fire significantly increased for automatic receivers.
Increased AP cost and ROF for advanced receiver.
Eliminated Damage Penalty for Light Frame receiver.
.44 Mods:
Rate of Fire Slightly increased for all receivers.
Increased range for snub-nose barrel.
Reduced recoil for bull barrel.
Pipe 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.
Long Ranged Rifles:
Pipe 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.
Double 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).
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.
Energy Weapons:
Default Magazine Size: 30
Modded Magazine Size: 40
Laser 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.
Institute 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.
Alien Blaster Mods:
Fusion Cell conversion now actually reduces ammo capacity as it should.
Plasma 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.
Rationale: 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. 6×45= 270 damage, which is more than any other non-explosive weapon in the game.
Minigun 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.
Gatling Laser rate of fire increased to 2400 RPM standard, and 500 RPM for charged barrel
Lowered damage increase for Charging Barrel.
Missile Launcher Mods:
Eliminated range penalty for stabilizer.
Rationale: 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.
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 Magazine Size: 5
Modded Magazine Size: 2
Gauss 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.
Weapon 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).
Weapon 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.
Melee Weapons:
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.
Rationale: 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.
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Weapon Balance Overhaul
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
Main files
Weapon Balance Overhaul
Several bugfixes re v 1.7.1. Updated various compatibility patches. Now requires AWCKR. Will update mod for DLC and further balance changes soon.
Old files
Weapon Balance Overhaul
Added Weapons of Fate and Weapons of Fate & Loads compatibility patch.
Weapon Balance Overhaul
Fixed bug where automatron plugin was required. Added Weapons of Fate and Weapons of Fate & Loads compatibility patch.
Weapon Balance Overhaul
Fixed bug with Weapons of Fate compatibility. Added Tactical Mods compatibility.
Weapon Balance Overhaul
Added priority system, so compatibility patches will always load after the main WBO.esp.
Weapon Balance Overhaul
Weapon Balance Overhaul
Fixed bug in priority system preventing scripted install. Added priority system, so compatibility patches will always load after the main WBO.esp.
Weapon Balance Overhaul
Updated Loads-Tactical Mods compatibility patch. Fixed bug in priority system preventing scripted install. Added priority system, so compatibility patches will always load after the main WBO.esp.
Weapon Balance Overhaul
Weapon Balance Overhaul
Weapon Balance Overhaul
Weapon Balance Overhaul
Added 5.56 rechamber for hunting rifle (with Loads compatibility). Fixed small bug (smg damage wasn’t properly buffed in all compatibility patches).
Weapon Balance Overhaul
Updated various compatibility patches. Now requires AWCKR. Will update mod for DLC and further balance changes soon.
Rebalance of Fallout 4 Weaponry. Second balance pass complete.
Rebalance of Fallout 4 Weaponry. Fourth balance pass. Fixed small inconsistency with laser sniper and 10mm automatic receiver.
Rebalance of Fallout 4 Weaponry. First balance pass complete.
Rebalance of Fallout 4 Weaponry. Melee weapons added! Changes to modifications added! Fourth balance pass complete.
Rebalance of Fallout 4 Weaponry.
Rebalance of Fallout 4 Weaponry. Melee weapons added! Changes to modifications added! Third balance pass complete.