Fallout 4 balance enhancements

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.

Double-barrel shotgun

  • - Increased damage and range.
Originally this weapon is pretty useless even for a very early game. But now you can do 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 its low damage, especially with 50. cal.

Submachine gun

  • - Increased damage
  • - Reduced weight (closer to the 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

The Minigun is supposed to be deadly. Considering all the downsides like weight, spread, and ammo inefficiency, the damage should be impressive enough to make this weapon worth using. So the base damage was noticeably increased to meet this expectation.

The modifications effects and requirements were also adjusted to give the Minigun a better-defined niche.


  • - 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

The Radium Rifle is a very interesting and good looking weapon. But it has a couple of major issues.

One of them is a weird perk requirements. For instance, you need to have Science!3 perk in order to mount a wooden stock which doesn't make a lot of sense even from the gameplay perspective.

The second one is less of an issue but more of a weird (or lazy) design choice. The dish attached to the barrel makes the barrel em... longer? Doesn’t seem like this should be the case.

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

It’s a shame that one of the signature weapons is so underused due to its ineffectiveness, isn’t it? But with some changes it may become a very interesting high risk, high reward early to mid game weapon.


  • - 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 the 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 the 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. The 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 a bayonet to a weapon now noticeably increase bashing damage.
  • - Range penalty removed.
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.

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, 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 on this list.