Weapon mod

Weapon mods have appeared in one way or another in Fallout, Fallout 2, and Fallout 3. They appear as an active feature for the first time in Fallout: New Vegas due to their popularity as a third party mod in Fallout 3. New mods were introduced with the new crafting system in Fallout 4. Fallout 76 has a similar system of weapon modding except one needs to scrap weapons in order to learn the mods and it decreases max weapon durability.
==Fallout==
Only Smitty can perform modifications in Fallout, and the only weapon he can upgrade is the Winchester P94 into a turbo plasma rifle.
==Fallout 2==
In Fallout 2, gunsmiths can upgrade some weapons for the Chosen One. One of Skeeter's quest rewards is a free weapons upgrade.
 	 	 	 	Vault City Downtown 	Gecko junkyard 	New Reno Arms 	New Reno Arms	Buster's Fine Emporium of Armament
Original weapon	→ 	Upgraded weapon	Upgrade effect 	Valerie 	Skeeter 	Eldridge 	Algernon 	Buster
 	→ 	 	Reduces reloading cost to 1 AP 	$650 / $800 	~$2,000 	~$2,000 	no charge 	
 	→ 	 	Increased damage 	$650 / $750 	~$3,000 	~$3,000 	no charge 	
 	→ 	 	+12 magazine capacity 	$850 / $1,000 	~$3,000 	~$3,000 	no charge 	
 	→ 	 	Weapon Scope Range 	 	~$4,000 	~$4,000 	no charge 	$500
 	→ 	 	+76 magazine capacity 	$1,350 / $1,500 	~$6,000 	~$6,000 	no charge 	
 	→ 	 	Removes penalties for illumination 	$3,100 / $3,500 	~$12,000 	~$12,000 	no charge 	
 	→ 	 	Increased damage 	 	 	 	no charge 	
 	→ 	 	Weapon Penetrate 	 	 	 	no charge 	
 	→ 	 	+16 charge capacity 	 	 	 	no charge 	
 	→ 	 	+12 charge capacity 	 	 	 	no charge 	
 	→ 	 	Increased damage 	 	 	 	no charge 	
 	→ 	 	Increased damage and Weapon Flameboy	 	 	 	no charge 	
 	→ 	 	Better DR mod 	 	 	 	no charge 	
Notes 	Notes	Notes 	Notes 	Reduced price if Charisma is 6 or greater or Barter is 75% or greater	Actual cost is the base price listed above multiplied by (250/(160+ Barter))	Actual cost is the base price listed above multiplied by (250/(160+ Barter))	 	Buster will only upgrade a hunting rifle once
==Fallout 3==
The only upgrades seen in Fallout 3 are scopes, the occasional use of silencers and the use of extended magazines. Other differences between unique weapons do not technically count as weapon mods, seeing as there is only one of each unique weapon.
==Fallout: New Vegas==
==Fallout 4==
Weapon mods can be built from raw materials and attached to weapons at weapons workbenches. There are over 700 modsBethblog Twitter, including scopes, barrels, stocks and more. For guns the Gun Nut perk is required, while Science! is required to modify energy weapons and advanced modifications for guns and Blacksmith is required for most melee weapons mods.
Most pistols, rifles and shotguns offer the option to customize grips/stocks, receivers and sights, changing which perks affect the weapon. 
*Any weapon with an automatic receiver gets bonuses from the Commando perk.
*Pistols with non-automatic receivers get bonuses from the Gunslinger perk.
*Rifles and shotguns with non-automatic receivers get bonuses from the Rifleman perk.
*The Sniper perk only works on non-automatic rifles with scopes which use the "hold breath" mechanic.
Grip mods create pistol weapons, while stock mods create rifle weapons. This allows for almost any ranged weapon to be customized to fit the player character's build.
==Fallout 76==
In Fallout 76, weapon mods are done similarly to Fallout 4 with the main differences being one has to learn the mod by scrapping weapons and it reduces max condition.
==Appearances==
Weapon mods appear in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout 4, and Fallout 76.
==Gallery==
WeaponMods.png
Pistol mods.jpg
==References==
Category:Weapons
Category:Weapon mods
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