Fallout 4

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Weapon Mods Take Up Weight in Your Inventory
Here's something I wish I knew earlier, and that should have been pointed out the first time when modding a weapon at a bench. It makes sense, but for a variety of reasons I'll get into below, it could have been handled a bit better.

I only began thinking of all this after I got dozens of hours into the game and I realized that I had 'phantom' weight somehow, only to then check every single item and find that the 'phantom' weight was in fact 40 pounds of weapon mods.



So, here are a few things I'm thinking, now:

For one, like I already wrote, the game should at least give a warning that weapon mods take up weight when you first go to a bench. Along with that, warn me that any mods I remove end up in my inventory rather than the workshop inventory.

Secondly, modding a totally standard weapon results in adding standard 'mods' into your personal inventory... which is counter-intuitive. I mean, the standard settings for a weapon aren't really mods... they should simply be the basic state of the weapon, which is then over-written by the mod. But no... modding a fully standard item results in having to grab off of it a couple pounds of standard mods. Which are totally useless unless you *want* to revert a modded weapon back to standard issue, which is not something that will happen often at all.

Lastly, I think it could be more clear that the mods are added to your inventory. I just tested it out to prove I'm not crazy, and when you mod a weapon, there's never an indication you took anything off it and put it in your inventory... all there is is the XP gain notification for crafting. This really is an issue when combined with the fact that standard 'mods' come off when modding items... while logically I should have assumed that removing non-standard mods would result in having that mod exist somewhere in my inventory or the workshop's, I never would have expected gaining standard 'mods' from modding. And the reason I had 40 pounds of mods is because I used the new 'favorites' feature a lot and went into my inventory less than ever, all the while collecting standard 'mods' that the game never was telling me were being added to my inventory.


I love the game to death, and it might be one of my favorites of all time already, but it definitely has a few quirks and issues (dialogue choices are awful now, but that's a different topic).

And this quirk is one I just have to point out, now, given how long it took to notice and how easily I missed it since I was trying to use the favorited items feature much more often.
Last edited by Aluminum Elite Master; Nov 30, 2015 @ 2:10pm
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Showing 1-14 of 14 comments
The_Pastmaster Nov 30, 2015 @ 2:12pm 
What annoys me is that a mod can add 3 weight to a weaopn but if you take it off it only has half a weight. EVERY mod.
I found this out early on. After modding weapons to sell or use I'd go through my inventory, each tab, to store anything I really didn't need. Cut back on my weight. When I found the mod tab I made it a habit to put them all in storage when I was done crafting. You can also find mods in the game, looks like tiny wooden shoeboxes.
Originally posted by ƒractured | Ʀaptor:
I found this out early on. After modding weapons to sell or use I'd go through my inventory, each tab, to store anything I really didn't need. Cut back on my weight. When I found the mod tab I made it a habit to put them all in storage when I was done crafting. You can also find mods in the game, looks like tiny wooden shoeboxes.

I found mods at the castle after one of the quests for the minutemen, and just assumed they were weightless like in NV.

I think that's another thing... in NV, I'm pretty sure weapon mods were 0.00 pounds for weight, and might have even been assigned to Misc. rather than have their own category. If that's the case, then there *really* needs to be a warning when first using a modding station.

Like I said already, I get the actual logic to weapon mods having weight, but there are some things that still don't make sense, and the first person to respond pointed out that virtually all mods are 0.5 pounds (though some Power Armor mods do weigh more when just floating in your inventory). Further, the game never tells you you took off mods and put them in your inventory... and as I already wrote to a great length, this is really a problem given that you pull off 'standard mods' when modding the basic weapons.
Gavener Nov 30, 2015 @ 2:31pm 
Same even some Misc items have weight, like the overdue books, i found where to take them, but forgot where so there in a tool box in town now Strength 4 :D
ImHelping Nov 30, 2015 @ 2:33pm 
Yeah every so often I forget to store the mods from guns I play around with.

At least when it comes to mods, unless you want to swap out parts on a weapons bench found in the middle of a raider hide out, you have zero reason to carry any around with you instead of keeping them in your favorite settlement workbench.

Gameplay concessions are not always a bad thing. Unless you are the sort of person who wants to uninstall because caps have no weight.

Originally posted by Gavener:
Same even some Misc items have weight, like the overdue books, i found where to take them, but forgot where so there in a tool box in town now Strength 4 :D
Yeah, skimming my misc inventory for the stray things I picked up that have weight shaved off a good 10 pounds when I finally got around to it.

I know Rad X and Rad away has weight (only 0.1, but it adds up) but I can't bring myself to not carry my whole supply of each.
Last edited by ImHelping; Nov 30, 2015 @ 2:34pm
Shrapnel (Banned) Nov 30, 2015 @ 2:38pm 
Originally posted by I'm Helping!:
Gameplay concessions are not always a bad thing. Unless you are the sort of person who wants to uninstall because caps have no weight.
Im guessing he is as Im still trying to understand the reason for this thread
'Be mindful of inventory weight' been doing that since I had an inventory, go through it, see what you need what you dont and what bogs you down. 6yr olds know this
Originally posted by I'm Helping!:
I know Rad X and Rad away has weight (only 0.1, but it adds up) but I can't bring myself to not carry my whole supply of each.

Even with playing on Very Hard, I've found myself carrying a ridiculous amount of weight in chems... I had 18 pounds of mentats from looting chem stashes with the 'grab all' button every time. I never used them because I had a high starting Intelligence for the XP benefits and quick access to one or two perks. Bear in mind, 18 pounds is like 180 units or so of mentats. Which is a lot, especially given that I never use console commands or game modifications, so every one of them I had found legitimately!

Same with Rad-X and Radaway... once I got 20+ Fusion Cores and enough junk to repair my power armor, I started wearing power armor everywhere and very rarely got much radiation damage. I currently have about 80 of each, and actually removed 50 units of each and stored them to gain back 10 pounds.

Animal/creature meat though is the worst offender. With the one Wasteland Survival perk, you gain 2x meat from kills. And I almost always pick it up since cooking it gives easy XP. Yet even from just wandering for 20 minutes, I can sometimes have a huge amount of it (molerats, mirelurks, and radroaches are numerous in a good number of locations). Really, I've had to dump animal meat (both raw as well as cooked) almost every time I come back home.
ostar Nov 30, 2015 @ 2:44pm 
Originally posted by Field Marshal Sad Keanu:
Which are totally useless unless you *want* to revert a modded weapon back to standard issue, which is not something that will happen often at all.



It does if you do a charisma run.

Use charisma to get best shops. Use shops to buy weapons that have mods that you can't build. Mod those down to basic mods, and use the upgraded mods on your weapons.

That way you can skip putting "perk" points into the mod "perks".
ImHelping Nov 30, 2015 @ 2:44pm 
Originally posted by Shrapnel:
Originally posted by I'm Helping!:
Gameplay concessions are not always a bad thing. Unless you are the sort of person who wants to uninstall because caps have no weight.
Im guessing he is as Im still trying to understand the reason for this thread
'Be mindful of inventory weight' been doing that since I had an inventory, go through it, see what you need what you dont and what bogs you down. 6yr olds know this
Well, I can see some of his points by mentioing "But in NEW VEGAS".

However, there are a **** load more weapon mods in this game than NV. So they likely added the token standard 0.5 weight to keep you from carrying 18 million pipe gun mods in your inventory.
ImHelping Nov 30, 2015 @ 2:45pm 
Originally posted by ostar:
Originally posted by Field Marshal Sad Keanu:
Which are totally useless unless you *want* to revert a modded weapon back to standard issue, which is not something that will happen often at all.



It does if you do a charisma run.

Use charisma to get best shops. Use shops to buy weapons that have mods that you can't build. Mod those down to basic mods, and use the upgraded mods on your weapons.

That way you can skip putting "perk" points into the mod "perks".
You basically have to buy the guns and hope for the best though, for being able to tell with a lot of mods.

No way to tell if a laser sniper is a normal barrel, or improved barrel before you buy it and bring it to a workbench, for example.
ostar Nov 30, 2015 @ 2:46pm 
Also, put unused mods from your inventory into the workshop inventory.

Whenever you go to mod, it has access to those mods.
Last edited by ostar; Nov 30, 2015 @ 2:48pm
ostar Nov 30, 2015 @ 2:47pm 
Originally posted by I'm Helping!:
Originally posted by ostar:



It does if you do a charisma run.

Use charisma to get best shops. Use shops to buy weapons that have mods that you can't build. Mod those down to basic mods, and use the upgraded mods on your weapons.

That way you can skip putting "perk" points into the mod "perks".
You basically have to buy the guns and hope for the best though, for being able to tell with a lot of mods.

No way to tell if a laser sniper is a normal barrel, or improved barrel before you buy it and bring it to a workbench, for example.



Um............................you can inspect weapons and armor and see every mod on them before buying them.
Last edited by ostar; Nov 30, 2015 @ 2:47pm
Originally posted by Shrapnel:
Originally posted by I'm Helping!:
Gameplay concessions are not always a bad thing. Unless you are the sort of person who wants to uninstall because caps have no weight.
Im guessing he is as Im still trying to understand the reason for this thread
'Be mindful of inventory weight' been doing that since I had an inventory, go through it, see what you need what you dont and what bogs you down. 6yr olds know this

Pretty rude thing to write... I mean, I've said up-and-down that I understand that logically weapon mods should have weight. Never asked them to be weightless.

The issue isn't their weight, which I thought I'd made clear. The issue is rather that several things don't make a ton of sense (like pulling standard mods off of a weapon... something that didn't happen in FO:NV). Further, the game tells you every single time that you added X item to your inventory after you craft something... except for mods.

If anything, I'd have thought modding standard weapons would just add a bit of junk (screws, gears) when adding a mod. But no, you get a 'standard' mod, which, again, isn't entirely silly save that NV didn't work this way.


Like I'm saying, the issue isn't as simple as

'WEiGht B4D, me NO OOOOO LIKE!!11111!1'

and is more an issue of

'Weapon mods have some inconsistencies with weight, and more could have been said about how crafting them works given that NV did things differently.'
Spocks Toupee Nov 30, 2015 @ 2:52pm 
Put all your mods in your workbench, that way they'll still be avaialbe to you when you craft other weapons, and won't sit in your inventory taking up weight
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Date Posted: Nov 30, 2015 @ 2:08pm
Posts: 14