Fallout 4

Fallout 4

View Stats:
Mod for Disassembling weapons?
Is there a mod on the Nexus or B.net that makes it easier to move mods from one weapon to another?

Example: I spend all my resources upgrading a gun only to get a legendary variant the next time i head out into the commonwealth, now i want to move all those mods onto the legendary variant but in order to do that for some parts i have to spend materials to craft a basic receiver or grip etc.

So something that turns a gun into all the mods it has equipped or soemthing that makes basic mods all cost nothing would be ideal.
< >
Showing 1-15 of 21 comments
casualsailor Oct 7, 2016 @ 8:41am 
I think you're making a mountain out of a mole hill. With the exception of the .44 pistol a standard receiver cost no rare components. Are you really lacking screws and adhesive? If so, rather than use a mod just gift yourself some using console commands.

Or you could get the scrapper perk and scrap junk weapons for basic components.

Either way, a mod to make standard receivers and etc cost no components seems a bit overkill for the problem.
TheShiftyHuman Oct 7, 2016 @ 9:36am 
Originally posted by casualsailor:
I think you're making a mountain out of a mole hill. With the exception of the .44 pistol a standard receiver cost no rare components. Are you really lacking screws and adhesive? If so, rather than use a mod just gift yourself some using console commands.

I've set this run up to be as brutal as possible, a sort of custom survival mode. Super tough combat, super strict weight, no xp gain from crafting/cooking. so yeah things are a little tight at this point, i don't want to cheat to solve problems when a QoL mod could fix this for every playthrough in the future.
TheShiftyHuman Oct 7, 2016 @ 9:37am 
Originally posted by haljayjim:
something like this? http://www.nexusmods.com/fallout4/mods/2073/?

Yes this is exactly what i was hoping to find, thank you! :)
Mew Mew Oct 7, 2016 @ 9:44am 
Originally posted by TheShiftyHuman:
Originally posted by casualsailor:
I think you're making a mountain out of a mole hill. With the exception of the .44 pistol a standard receiver cost no rare components. Are you really lacking screws and adhesive? If so, rather than use a mod just gift yourself some using console commands.

I've set this run up to be as brutal as possible, a sort of custom survival mode. Super tough combat, super strict weight, no xp gain from crafting/cooking. so yeah things are a little tight at this point, i don't want to cheat to solve problems when a QoL mod could fix this for every playthrough in the future.

So you've set up this super strict system and don't want to cheat, but you'll cheat by making it easier for yourself via mods? That makes total sense.
TheShiftyHuman Oct 7, 2016 @ 9:51am 
Originally posted by Mew Mew:
So you've set up this super strict system and don't want to cheat, but you'll cheat by making it easier for yourself via mods? That makes total sense.

It does make sense, why should i have to spend resources to essentially downgrade a weapon when i could just pull the part off and use it in the other one?

If you were making a new PC but were carrying over your old graphics card, would you get another graphics card for the original one after you stripped it? no. you would not.
casualsailor Oct 7, 2016 @ 11:09am 
Originally posted by TheShiftyHuman:
Originally posted by casualsailor:
I think you're making a mountain out of a mole hill. With the exception of the .44 pistol a standard receiver cost no rare components. Are you really lacking screws and adhesive? If so, rather than use a mod just gift yourself some using console commands.

I've set this run up to be as brutal as possible, a sort of custom survival mode. Super tough combat, super strict weight, no xp gain from crafting/cooking. so yeah things are a little tight at this point, i don't want to cheat to solve problems when a QoL mod could fix this for every playthrough in the future.

Ok, but if your goal is to make the game harder then doesn't this defeat your purpose? And using a mod to make downgrading weapons cost free is kinda a cheat.
Last edited by casualsailor; Oct 7, 2016 @ 11:10am
TheShiftyHuman Oct 7, 2016 @ 11:24am 
Originally posted by casualsailor:
Ok, but if your goal is to make the game harder then doesn't this defeat your purpose? And using a mod to make downgrading weapons cost free is kinda a cheat.

Yeah i want to make the game harder, but i want actual difficulty as opposed to 'Artificial Difficulty' I want combat to be tough, i want to have to plan ahead and prioritise loot etc.

Not get frustrated over illogical little things like this.

Its hardly a cheat when in reality i could literally (with the correct knowledge, game knowledge would come from Gun Nut perk) strip a weapon into its pieces and combine those into another weapon of the same model. It's not cheating, its essentially simulating a function that is unavailable in the base game.

Why you can't convert a weapon into all of its mods to move them into your inventory at the cost of a funcitonal weapon is beyond me. This is simply a workaround for that.
Last edited by TheShiftyHuman; Oct 7, 2016 @ 11:24am
SBGaming Oct 7, 2016 @ 11:39am 
Originally posted by casualsailor:
Originally posted by TheShiftyHuman:

I've set this run up to be as brutal as possible, a sort of custom survival mode. Super tough combat, super strict weight, no xp gain from crafting/cooking. so yeah things are a little tight at this point, i don't want to cheat to solve problems when a QoL mod could fix this for every playthrough in the future.

Ok, but if your goal is to make the game harder then doesn't this defeat your purpose? And using a mod to make downgrading weapons cost free is kinda a cheat.

Casualsailor, do you realize that you can strip off the mods from every single piece of armor for absolutely NO cost (except one of the component's of Synth armor that doesn't have a standard version), and throw them on a new piece of gear that you just picked up? If this is going to be consistent, it should cost nothing in resources to pull off the parts from one weapon so that you can apply it to another. The Free Weapons Downgrade mod is no more of a cheat than what is possible in the game with armor. It's one of those, "should have been in the game to start with" mods that solve a problem.

My preferred choice for weapon modding would be that weapons that have the mods removed, without replacing it with another mod would become a disabled weapon that can't be used until it is reassembled, other than maybe as an awkward melee weapon.
casualsailor Oct 7, 2016 @ 12:22pm 
Originally posted by SBGaming:
Originally posted by casualsailor:

Ok, but if your goal is to make the game harder then doesn't this defeat your purpose? And using a mod to make downgrading weapons cost free is kinda a cheat.

Casualsailor, do you realize that you can strip off the mods from every single piece of armor for absolutely NO cost (except one of the component's of Synth armor that doesn't have a standard version), and throw them on a new piece of gear that you just picked up? If this is going to be consistent, it should cost nothing in resources to pull off the parts from one weapon so that you can apply it to another. The Free Weapons Downgrade mod is no more of a cheat than what is possible in the game with armor. It's one of those, "should have been in the game to start with" mods that solve a problem.

My preferred choice for weapon modding would be that weapons that have the mods removed, without replacing it with another mod would become a disabled weapon that can't be used until it is reassembled, other than maybe as an awkward melee weapon.

I do realize that. But that doesn't change my opinion. Besides guns are different than armor. If I remove ceramic plates from a kevlar vest I still have a vest. But if I remove the receiver from my weapon I no longer have an opperable weapon. And the game doesn't provide for inopperable weapons.

Besides, screws and adhesive are just not that hard to come by.
Sebathius Oct 7, 2016 @ 12:31pm 
Originally posted by casualsailor:
Originally posted by SBGaming:

Casualsailor, do you realize that you can strip off the mods from every single piece of armor for absolutely NO cost (except one of the component's of Synth armor that doesn't have a standard version), and throw them on a new piece of gear that you just picked up? If this is going to be consistent, it should cost nothing in resources to pull off the parts from one weapon so that you can apply it to another. The Free Weapons Downgrade mod is no more of a cheat than what is possible in the game with armor. It's one of those, "should have been in the game to start with" mods that solve a problem.

My preferred choice for weapon modding would be that weapons that have the mods removed, without replacing it with another mod would become a disabled weapon that can't be used until it is reassembled, other than maybe as an awkward melee weapon.

I do realize that. But that doesn't change my opinion. Besides guns are different than armor. If I remove ceramic plates from a kevlar vest I still have a vest. But if I remove the receiver from my weapon I no longer have an opperable weapon. And the game doesn't provide for inopperable weapons.

Besides, screws and adhesive are just not that hard to come by.

Odd, Ill have to go back in and see what you are talking about. Ive been stripping weapons down to base and still having them available to use them at stock and transporting mods into other weapons when it suits me.

I wonder what Im not seeing here where you are having an issue.
SBGaming Oct 7, 2016 @ 12:49pm 
So, being unable to unscrew a scope off a weapon to put it on another weapon because you don't have the resources to craft basic sights for the weapon you're removing the scope from makes sense? I guess I can't use this because I'm short of resources.

How about if I want to remove the scope off one weapon, remove the sights from another weapon, and just switch them over to have two otherwise operable weapons? Do I still need screws and adhesive to do that?

Just becuase Bethesda didn't make it possible to have inoperable weapons shouldn't restrict you from being able to dismantle a weapon to grab those parts off of it that you want. Sometimes, especially in the field when you come across a weapons workbench and just want to pull a mod off a weapon, you can't because you don't have the resources of your entire settlement at your disposal. Sometimes it's a matter of weight and carrying capacity. You don't care about the weapon itself, just the mod that's on it.

Let's say I want to remove a MIRV Launcher off one Fatman to put it on a better one I found (or bought in case of the Big Boy). Should I really have to spend 5 Adhesive, 6 Aluminum, 6 Gears, 4 Nuclear Material, 6 Screws, 6 Springs, and 9 Steel just to do the switch over?

The Standard Laser Rifle/Pistol costs 1 Adhesive, 2 Circuitry, 1 Crystal, 2 Nuclear Material, 6 Plastic, and 3 Screws to put a Standard Capacitor on it. Short Barrel? Adhesive, Circuitry, 2 Fibre Optiics, 2 Glass, 2 Plastic and 2 Screws.

Plasma Gun Standard Capacitor? Adhesive, 2 Circuitry, 2 Crystal, 2 Nuclear Material, 4 Screws, 7 Steel.

It's not just a bit of Screws and Adhesive.

And to think, you'd suggest and have no problems using the console to gift/cheat yourself the resources so that you can pull mods off one weapon to put them on another weapon, but you have issues with a mod that results in basically the same thing... except the mod is far more convenient since you don't need to look up console commands and console ID's.
casualsailor Oct 7, 2016 @ 12:54pm 
Originally posted by SBGaming:
So, being unable to unscrew a scope off a weapon to put it on another weapon because you don't have the resources to craft basic sights for the weapon you're removing the scope from makes sense? I guess I can't use this because I'm short of resources.

How about if I want to remove the scope off one weapon, remove the sights from another weapon, and just switch them over to have two otherwise operable weapons? Do I still need screws and adhesive to do that?

Just becuase Bethesda didn't make it possible to have inoperable weapons shouldn't restrict you from being able to dismantle a weapon to grab those parts off of it that you want. Sometimes, especially in the field when you come across a weapons workbench and just want to pull a mod off a weapon, you can't because you don't have the resources of your entire settlement at your disposal. Sometimes it's a matter of weight and carrying capacity. You don't care about the weapon itself, just the mod that's on it.

Let's say I want to remove a MIRV Launcher off one Fatman to put it on a better one I found (or bought in case of the Big Boy). Should I really have to spend 5 Adhesive, 6 Aluminum, 6 Gears, 4 Nuclear Material, 6 Screws, 6 Springs, and 9 Steel just to do the switch over?

The Standard Laser Rifle/Pistol costs 1 Adhesive, 2 Circuitry, 1 Crystal, 2 Nuclear Material, 6 Plastic, and 3 Screws to put a Standard Capacitor on it. Short Barrel? Adhesive, Circuitry, 2 Fibre Optiics, 2 Glass, 2 Plastic and 2 Screws.

Plasma Gun Standard Capacitor? Adhesive, 2 Circuitry, 2 Crystal, 2 Nuclear Material, 4 Screws, 7 Steel.

It's not just a bit of Screws and Adhesive.

And to think, you'd suggest and have no problems using the console to gift/cheat yourself the resources so that you can pull mods off one weapon to put them on another weapon, but you have issues with a mod that results in basically the same thing... except the mod is far more convenient since you don't need to look up console commands and console ID's.

Well how many weapons are you modding in a given game that this is a burden? Every alarm clock has nuclear material.

If it is really an issue get Scrapper 2 and scrap weapons for rare materials.

I understand WHAT you are saying. I just do see it as an issue big enough to be of concern.

Edit: I only have a few hundred hours in this game, and I have tons of caps, tons of junk and tons of weapons mods. But I've only modded a handful of weapons for my personal use. And at lvl 77 I havent modded a new weapon in 25 lvls.
Last edited by casualsailor; Oct 7, 2016 @ 12:56pm
SBGaming Oct 7, 2016 @ 1:39pm 
First thing that I will say is that this is not something that is a burden. It's one of those logical issues that I had with the game even when I was playing a character with Gun Nut/scrapper, and was picking up every bit of junk. For the most part the weapon modding I did was crafting new components from scratch, and I wasn't bothering to pull mods off found weapons since I could craft all the mods that I needed. That is irrelevant.

The fundamental point is that this can be done with armor, but not with weapons. The inability to remove a mod off a weapon without replacing it with something else because Bethesda did not include inoperable weapons isn't a reason to not have issue with this.

In my current playthrough, where it could be said that this is very relevant is one where I'm restricting myself from crafting weapon or armor mods unless I find or buy them out in the wasteland. It's mainly a convenience to pull a mod off one weapon to put on a weapon I'm using, and then replace the mod that I pulled off one weapon to put on the one I found that I don't want. It doesn't break the game, or imbalance the game in anyway, just because Bethesda did not make it a possibility to have inoperable weapons.

I find it hillarious that if given the choice to suggest a mod to get around this, versus using the console to cheat some resources so that you can pull that mod off a weapon, that you'd suggest something that is more of a cheat than what the mod offers.

Thinking about it more, I think it might be possible to create a mod that adds a "free" weapon downgrade option for each mod component with the effect of giving the weapon a magazine capacity of 0, which would in effect make the weapon inoperable, except perhaps as a club. No magazine capacity, no ability to reload the weapon, thus no way to fire it. Problem solved.
TheShiftyHuman Oct 7, 2016 @ 1:44pm 
Originally posted by SBGaming:
First thing that I will say is that this is not something that is a burden.

Agreed, it's not a burden. But it is an inconvenience that a small amount fo time and a small mod install can remove pretty much entirely for this playthrough and EVERY playthrough thereafter.

Some mods add new content.
Some mods fix existing content.
Some mods are just for fun.

There is a mod for most, if not anything.
< >
Showing 1-15 of 21 comments
Per page: 1530 50

Date Posted: Oct 7, 2016 @ 8:27am
Posts: 21