Fallout: New Vegas weapon mods

==Overview==
One of the features added to Fallout: New Vegas is the ability to custom modify certain base weapons. While in Fallout 3 this was limited to the creation of custom weapons, Fallout: New Vegas takes this a step further by allowing the creation of weapon variants based on basic weapons by adding weapon mods.
Unique weapons cannot be equipped with weapon mods, with the exception of the weathered 10mm pistol, the Mercenary's grenade rifle and the holorifle. While unique guns usually have better base stats, Obsidian Entertainment introduced this inherent drawback of unique weapons to balance out unique and normal weapons and make the choice less of an obvious decision and more of a preference. However, some unique variants have both mods and better base stats. Such is the case of the varmint rifle's unique variant, the Ratslayer, which has all of the mods the varmint rifle can be equipped with.
By themselves, the weapon mods are weightless and serve no function but, once attached to their specified weapon, will change the characteristics, look and/or function to create a distinct variant. The weapon mods range from scopes and silencers to extended mags and several in-between. In the case of the varmint rifle and other such weapons there exists more than one different type of modification. While the player is not limited in the amount of total mods they can apply to a single weapon, they are limited to one of each type of mod per single weapon and therefore are not able to stack attributes like increased rate of fire.
Once a weapon mod is attached to a weapon it cannot be removed and remains a permanent feature of that weapon, along with its added attribute. However, this might not always be a good thing. For example, extended magazines are almost always beneficial, unless the magazine must be reloaded on a shell by shell basis (ex: cowboy repeater), forcing a longer reload (not necessarily forcing the reload to be longer, since pressing the fire button stops the reload); scopes also have pros and cons, as they may increase maximum range, but make the gun harder to use in close combat situations.
The addition of a mod to a weapon will permanently increase the overall monetary value of that weapon by the value of the mod, even if the weapon is completely broken at the time it is applied.
==Usage==
Weapon mods are attached via the Pip-Boy. To attach a weapon mod one must have both the weapon it is intended for and the mod in their inventory. Highlight the weapon within the "weapons" section of the Pip-Boy, then select the modding menu via the button as indicated in the top right of the info panel. After selecting a mod, the weapon name will have a + after it to show it has been improved, e.g. varmint rifle+. Once a weapon mod has been installed it cannot be removed. Weapon mods that have not yet been attached to a weapon will appear in the "misc" items section of the Pip-Boy.
==Guns==
===Pistols===
Image	Weapon 	Mod 	Attribute 	Form ID
 	.357 Magnum revolver 	.357 revolver long barrel 	Increases damage by 3 	
 	.357 Magnum revolver 	.357 revolver HD cylinder 	Increases condition by 50% 	
 	.44 Magnum revolver 	.44 revolver scope 	Adds a short range scope (1.86x magnification)	
 	.44 Magnum revolver 	.44 revolver heavy frame 	Increases condition by 50% 	
 	.45 Auto pistol 	.45 AP HD slide 	Increases condition by 50% 	
 	.45 Auto pistol 	.45 AP silencer 	Reduces weapon noise 	
 	9mm pistol 	9mm pistol extended mags 	Increases mag capacity by 7 	
 	9mm pistol 	9mm pistol scope 	Adds a short range scope (1.6x magnification) 	
 	10mm pistolWeathered 10mm pistol	10mm pistol silencer 	Reduces weapon noise 	
 	10mm pistolWeathered 10mm pistol	10mm pistol extended mags 	Increases mag capacity by 4 	
 	10mm pistolWeathered 10mm pistol	10mm pistol laser sight 	Decreases spread by 0.4 	
 	12.7mm pistol 	12.7mm pistol silencer 	Reduces weapon noise 	
 	Hunting revolver (GRA) 	Hunting rev. 6-shot cylinder	Increases cylinder capacity by 1 round 	
 	Hunting revolver (GRA) 	Hunting rev. match barrel 	Decreases spread by 15% 	
===Rifles===
Image	Weapon 	Mod 	Attribute 	Form ID
 	Anti-materiel rifle (GRA)	Anti-mat. rifle CF parts 	Reduces weight by 7 	
 	Anti-materiel rifle (GRA)	Anti-mat. rifle custom bolt 	Increases rate of fire by 20% 	
 	Anti-materiel rifle (GRA)	Anti-mat. rifle suppressor 	Reduces weapon noise 	
 	Assault carbine 	Assault carbine extended magazines	Increases mag capacity by 6 	
 	Assault carbine (GRA) 	Assault carb. ext. mags 	Increases magazine capacity by 6 	
 	Assault carbine (GRA) 	Assault carb. forged receiver 	Increases condition by 33% 	
 	Assault carbine (GRA) 	Assault carb. light bolt 	Increases rate of fire by 20% 	
 	Automatic rifle 	Automatic rifle upgraded internals	Increases rate of fire by 10% 	
 	Brush gun 	Brush gun forged receiver 	Increase weapon condition by 50% 	
 	Cowboy repeater 	Cowboy repeater custom action 	Increases rate of fire by 20% 	
 	Cowboy repeater 	Cowboy repeater long tube 	Increases mag capacity by 4 	
 	Cowboy repeater 	Cowboy repeater maple stock 	Reduces weight by 1.5 	
 	Hunting rifle 	Hunting rifle extended mag 	Increases mag capacity by 5 	
 	Hunting rifle 	Hunting rifle scope 	Adds a high powered Scope (3.5x magnification) 	
 	Hunting rifle 	Hunting rifle custom action 	Increases rate of fire by 33.3% 	
 	Light machine gun 	Light machine gun expanded drums 	Increases mag capacity by 110 	
 	Service rifle 	Service rifle forged receiver 	Increases weapon condition by 50% 	
 	Service rifle 	Service rifle upgraded springs 	Increases rate of fire by 30% 	
 	Sniper rifle 	Sniper rifle suppressor 	Reduces weapon noise 	
 	Sniper rifle 	Sniper rifle carbon fiber parts 	Reduces weight by 5 	
 	Trail carbine 	Trail carbine scope 	Adds mid-range scope (2.6x magnification) 	
 	Varmint rifle 	Varmint rifle extended mags 	Increases mag capacity by 3 	
 	Varmint rifle 	Varmint rifle night scope 	Adds long-range night scope (2.86x magnification)	
 	Varmint rifle 	Varmint rifle silencer 	Reduces weapon noise 	
===SMGs===
Image	Weapon 	Mod 	Attribute 	Form ID
 	.45 Auto submachine gun 	.45 Auto SMG compensator 	Reduces spread by 0.5 	
 	.45 Auto submachine gun 	.45 Auto SMG drums 	Increases ammunition capacity by 20	
 	9mm submachine gun 	9mm SMG drums 	Increases mag capacity by 30 	
 	9mm submachine gun 	9mm SMG light bolt 	Increases rate of fire by 30% 	
 	10mm submachine gun 	10mm SMG extended mags 	Increases mag capacity by 10 	
 	10mm submachine gun 	10mm SMG recoil compensator 	Decreases spread by 1 	
 	12.7mm submachine gun 	12.7mm submachine gun silencer 	Reduces weapon noise 	
 	12.7mm submachine gun (GRA)	12.7mm SMG laser sight 	Decreases spread by 0.4 	
 	12.7mm submachine gun (GRA)	12.7mm SMG stacked magazine 	Increases magazine capacity by 6 	
 	12.7mm submachine gun (GRA)	12.7mm SMG suppressor 	Reduces weapon noise 	
 	Silenced .22 SMG 	Silenced .22 SMG expanded drums	Increases mag capacity by 60 	
===Shotguns===
Image	Weapon 	Mod 	Attribute 	Form ID
 	Hunting shotgun	Hunting shotgun long tube	Increases mag capacity by 3	
 	Hunting shotgun	Hunting shotgun choke 	Decreases spread by 40% 	
===Heavy===
Image	Weapon 	Mod 	Attribute 	Form ID
 	K9000 cyberdog gun 	K9000 mod - Resla roil 	Increases damage by 2 	
 	K9000 cyberdog gun 	K9000 mod - Mentat chow 	Increases rate of fire by 40% 	
 	Minigun 	Minigun damped subframe 	Reduces spread to 0.35 	
 	Minigun 	Minigun high-speed motor	Increases rate of fire by 25% 	
 	Shoulder mounted machine gun	SMMG mechanical upgrade 	Increases weapon condition by 25%	
 	Shoulder mounted machine gun	SMMG recoil compensator 	Reduces weapon spread by 0.2 	
 	Shoulder mounted machine gun	SMMG extended magazine 	Increases magazine size by 15 	
==Energy weapons==
===Pistols===
Image	Weapon 	Mod 	Attribute 	Form ID
 	Laser pistol (GRA) 	Laser pistol combat sights 	Adds iron sights 	
 	Laser pistol (GRA) 	Laser pistol focus optics 	Increases damage by 3 	
 	Laser pistol (GRA) 	Laser pistol recycler 	Every 4th shot is free 	
 	Plasma Defender (GRA)	Plasma Def. hi-cap terminal 	Increases ammo capacity by 32 	
 	Plasma Defender (GRA)	Plasma Def. scope 	Adds a short range scope (1.65x magnification)	
 	Plasma Defender (GRA)	Plasma Def. sheath stabilizer 	Decreases spread by 0.2 	
 	Plasma pistol (GRA) 	Plas. pistol hi-energy ionizer	Increases damage by 7 	
 	Plasma pistol (GRA) 	Plas. pistol mag. accelerator 	Increases projectile speed by 100% 	
 	Plasma pistol (GRA) 	Plas. pistol recycler 	Every 4th shot is free 	
 	Recharger pistol 	Laser RCW recycler¹ 	Every 4th shot is free 	
===Rifles===
Image	Weapon 	Mod 	Attribute 	Form ID
 	Holorifle 	Holorifle focus optics 	Increases weapon damage (+25 DAM) 	
 	Holorifle 	Holorifle advanced calibration 	Decreases spread by 0.25 	
 	Holorifle 	Holorifle reinforced components 	Improves weapon condition by 1.5% ¹ 	
 	LAER Elijah's advanced LAER	Auxiliary Recharger Chip 	Replenishes ammunition (1/4 shots) 	
 	LAER Elijah's advanced LAER	Prismatic Lens 	Creates three beams that together do increased damage. (+30%)	
 	Laser RCW 	Laser RCW recycler² 	Every 4th shot is free 	
 	Laser rifle 	Laser rifle focus optics 	Increases damage by 3 	
 	Laser rifle 	Laser rifle beam splitter 	Splits beam and increases combined damage by 30% 	
 	Laser rifle 	Laser rifle scope 	Adds long-range scope (3.5x magnification) 	
 	Plasma rifle 	Plasma rifle magnetic accelerator	Increases speed of projectile by 200% 	
 	Tri-beam laser rifle (GRA) 	Tri-beam LR focus optics 	Increases damage by 3 per beam (9 total) 	
 	Tri-beam laser rifle (GRA) 	Tri-beam LR HD caps 	Increases weapon condition by 200% 	
 	Tri-beam laser rifle (GRA) 	Tri-beam LR hi-cap terminal 	Increases ammo capacity by 24 	
===Heavy===
Image	Weapon 	Mod 	Attribute 	Form ID
 	Flamer 	Flamer expanded tanks 	Increases mag capacity by 60 	
 	Gatling laser	Gatling laser focus optics 	Increases damage by 3 	
 	Gatling laser	Gatling laser carbon fiber frame	Reduces weight by 50% 	
 	Plasma caster	Plasma caster HS electrode 	Increases rate of fire by 25%	
==Explosives==
===Rifles===
Image	Weapon 	Mod 	Attribute 	Form ID
 	25mm grenade APW (GRA) 	25mm G. APW exp. drum 	Increases magazine capacity by 2 	
 	25mm grenade APW (GRA) 	25mm G. APW long barrel 	Increases projectile speed by 100%	
 	25mm grenade APW (GRA) 	25mm G. APW upgraded int.	Increases rate of fire by 25% 	
 	Grenade rifleMercenary's grenade rifle	Grenade rifle long barrel	Increases range by 100% 	
===Heavy===
Image	Weapon 	Mod 	Attribute 	Form ID
 	Fat ManFat Man (GRA)	Fat Man Little Boy kit 	Reduces weight by 50% 	
 	Grenade machinegun 	Grenade machinegun high-speed kit	Increases rate of fire 	
 	Missile launcher 	Missile launcher guidance system 	Increases accuracy 	
 	Red Glare 	Red Glare alpha strike 	Increases speed of rockets by 20%	
 	Red Glare 	Red Glare auto launcher 	Increases Fire Rate 	
 	Red Glare 	Red Glare far sighting 	Increases zoom level 	
==Melee==
===Bladed===
Image	Weapon 	Mod 	Attribute 	Form ID
 	Chainsaw (GRA)	Chainsaw alloy frame 	Decreases weight by 8 	
 	Chainsaw (GRA)	Chainsaw carbide teeth 	Increases damage by 15 	
 	Chainsaw (GRA)	Chainsaw HD chain 	Increases condition by 50% 	
 	Katana (GRA) 	Katana authentic blade 	Increases damage by 5 	
 	Katana (GRA) 	Katana balanced grip 	Increases attack speed by 20%	
 	Katana (GRA) 	Katana protective sheath	Increases condition by 50% 	
 	Ripper (GRA) 	Ripper carbide teeth 	Increases damage by 10 	
 	Ripper (GRA) 	Ripper HD chain 	Increases condition by 50% 	
===Blunt===
Image	Weapon 	Mod 	Attribute 	Form ID
 	Baseball bat (GRA)	Baseball bat cork core 	Increases attack speed by 20% 	
 	Baseball bat (GRA)	Baseball bat maple body	Increases condition by 50% 	
 	Baseball bat (GRA)	Baseball bat nails 	Increases damage by 6 	
 	War club 	War club casings 	Increases weapon damage (+5 DAM)	
 	War club 	War club honors 	Increases attack speed (+25%) 	
==Unarmed==
Image	Weapon 	Mod 	Attribute 	Form ID
 	Bear trap fist 	Bear trap fist heavy duty springs	Increases weapon damage (+3 DAM)	
 	Power fist (GRA)	Power fist chromed tubes 	Increases condition by 100% 	
 	Power fist (GRA)	Power fist hi-cap valves 	Increases damage by 8 	
 	Power fist (GRA)	Power fist ported chambers 	Increases attack speed by 20% 	
==Vendors==
There are currently 10 vendors who offer weapon mods in the Mojave Wasteland, with additional vendors included within add-on areas. Inventory of mods changes with stock rotation every 72 hours game time.
Name 	Location 	Guns 	Guns 	Guns 	Guns 	Guns 	Energy 	Energy 	Energy 	NCR 	DM 	HH 	OWB
Name 	Location 	Tier 1 	Tier 2 	Tier 3 	Tier 4 	Tier 5 	Tier 1 	Tier 2 	Tier 3 	Tier 1 	Tier 1 	Tier 1 	Tier 1
Alexander 	188 Trading Post 	 	 	 	 	 	 	 	 	 	 	 	
Arms merchant 	188 Trading Post 	 	 	 	 	 	 	 	 	 	 	 	
Blake 	Crimson Caravan Company 	 	 	 	 	 	 	 	 	 	 	 	
Chet 	Goodsprings 	 	 	 	 	 	 	 	 	 	 	 	
Cliff Briscoe 	Novac 	 	 	 	 	 	 	 	 	 	 	 	
Dale Barton 	Fortification Hill 	 	 	 	 	 	 	 	 	 	 	 	
Gloria Van Graff 	Silver Rush 	 	 	 	 	 	 	 	 	 	 	 	
Great Khan armorer 	Great Khan armory 	 	 	 	 	 	 	 	 	 	 	 	
Old Lady Gibson 	Gibson scrap yard 	 	 	 	 	 	 	 	 	 	 	 	
Vendortron 	Gun Runners 	 	 	 	 	 	 	 	 	 	 	1 	
With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on 	With Dead Money add-on
Sierra Madre vending machine 	Abandoned BoS bunker 	 	 	 	 	 	 	 	 	 	 	 	
With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on 	With Honest Hearts add-on
Joshua Graham 	Various in Zion Canyon 	 	 	 	 	 	 	 	 	 	 	 	
With Old World Blues add-on 	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on	With Old World Blues add-on
Sink Central Intelligence Unit	The Sink 	 	 	 	 	 	 	 	 	 	 	 	
===Tiers===
;Guns Tier 1
* Varmint rifle
* .357 Magnum revolver
* 9mm pistol
;Guns Tier 2
* 10mm pistol
* 9mm submachine gun
* Cowboy repeater
* Service rifle
;Guns Tier 3
* .44 Magnum revolver
* Silenced .22 SMG
* 10mm submachine gun
* Hunting rifle
;Guns Tier 4
;Guns Tier 5
;Energy Tier 1
* Laser rifle
* Plasma rifle
;Energy Tier 2
* Laser RCW
* Flamer
* Recharger pistol
;Energy Tier 3
* Gatling laser
* Plasma caster
;Explosives Tier 1
* Grenade rifle
;Explosives Tier 2
* Missile launcher
;Explosives Tier 3
* Fat Man
* Grenade machinegun
;NCR Tier 1
;Dead Money Tier 1
;Honest Hearts Tier 1
;Old World Blues Tier 1
* K9000 mod - Mentat chow
* K9000 mod - Resla roil
* LAER mod - auxiliary recharger chip
* LAER mod - prismatic lens
==Achievements/Trophies==
Attaching 20 mods to weapons grants the Mod Machine achievement/trophy.
==Notes==
* Weapon mods have a weight of "0.00" listed in their stats where most weightless items have no number displayed at all, none add weight to any weapon, but some mods do reduce the overall weight of the weapon they are equipped on.
* Gun Runners' Arsenal adds 40 weapon mods to weapons in the base game.
* If a weapon has a GRA counterpart, GRA mods can only be applied to the GRA counterpart and not to the base weapon. If the weapon in question does not have an available GRA counterpart, GRA acquired mods can be applied normally.
* If given to a companion or other NPC, a modded weapon's appearance will revert back to the weapon's world model, but the mods will otherwise still work. (Example: If you give a silenced 12.7mm SMG to a companion it will appear as if the silencer is missing, however, the weapon will still be silenced.) The "+" addition to the weapon's name can also disappear until taken back.
==Behind the scenes==
According to J.E. Sawyer, Fallout: New Vegas' project director and lead designer, during brainstorming and development, an appropriate skill level and a workbench would be required to attach a weapon mod. This was later scrapped during development because it came down to the player having already spent a sum of caps for the mod that they wanted to use as soon as they bought it, making the price and usefulness of the mod the main driving force toward the purchase, rather than skills and accessibility to workbenches.Josh Sawyer in The Making of Fallout: New Vegas DVD, chapter "The Technology"
==References==
 
de:Fallout: New Vegas Waffenmodifikationen
es:Modificaciones de Armas de Fallout: New Vegas
ko:폴아웃: 뉴 베가스 무기 개조
ru:Модификация оружия Fallout: New Vegas
uk:Модифікація зброї у Fallout: New Vegas
zh:Fallout: New Vegas武器模組