Fallout 4 weapon mods

==Overview==
Weapon mods can be built from raw materials and attached to weapons at weapons workbenches. There are over 700 mods,Bethblog Twitter generally including sights, barrels, stocks, receivers, magazines and more. The Gun Nut perk is required to create better modifications for guns. The Science! perk is used to create better modifications for energy weapons and create advanced modifications for bullet based firearms. The Blacksmith perk is used to create better modifications for melee weapons.
===Perks and weapon mods===
Most firearms, including energy weapons, offer the option to customize the grip/stock, receiver and sight, changing which perks affect the weapon.
* A firearm with an automatic receiver gets bonuses from the Commando perk.
* A firearm with a non-automatic receiver and pistol grip gets bonuses from the Gunslinger perk.
*A firearm with a non-automatic receiver and a stock mod gets bonuses from the Rifleman perk.
*A firearm with a suppressor mod gets bonuses from the Ace Operator perk. As well as the Cloak & Dagger perk when sneak attacking.
*The Sniper perk works only with scoped non-automatic rifles.
Grip mods create pistol weapons, while stock mods create rifle weapons. This allows for almost any ranged firearm to be customized to fit the player's character build.
===Action Points and weapon mods===
This section is based on research presented in YouTuber RedMage's video: "Fallout 4: VATS and AP Formula Solved!" 10mm pistol
Now based on Creation Kit values and formula.
====The formula====
Attacking from V.A.T.S. uses up Action Points (AP). There are two numbers that determine the AP cost for every type of modded weapon: the weapon's base AP cost, and the mods' AP multipliers. They do it based on this formula: 
:base AP cost x (1 + sum of mod AP multipliers)
Every weapon has a base AP cost that determines how much mods affect the AP of that type of weapon, since mods apply a percent change. Combat shotguns, for instance, have a base AP cost of 35, while laser guns have a base AP cost of 25, meaning mods applied to combat shotguns will have a greater impact on AP (up or down) than mods on laser guns. 
Some mods have an AP multiplier, which is how strongly it changes the weapon's AP cost. Most equivalent mods have the same multiplier across weapon types, but there are some inconsistencies when it comes to naming. For instance the short barrel on the 10mm pistol is equivalent to the stub barrel on pipe weapons, which has an AP multiplier of -15%. The long barrel on the 10mm pistol is consequently equivalent to the short barrel (AP multiplier of -10%) on the pipe weapons and other rifles, and not the long barrel on pipe weapons and rifles, which has an AP factor of +10%. 
Note that all weapons essentially have mods on by default that reduce the AP Cost. For instance, the short barrel which is standard for all rifles, with an AP multiplier of -10% (or -0.10 if you will), brings the AP cost on the hunting rifle down from 28 to 25.2. This is why you'll see some differences between the base AP cost and standard AP cost in the table below. 
====Weapon and mod details====
 Known weapon stats
Type 	Weapon 	Base 
AP cost	Standard 
AP cost	Mod 
AP mult
Pistols 	.44 Pistol 	35	28 	-20%
Pistols 	10mm pistol 	28	22.4	-20%
Rifles 	Assault rifle 	32	30.4	-5%
Rifles 	Combat rifle 	25	22.5	-10%
Rifles 	Hunting rifle 	28	25.2	-10%
Rifles 	Submachine gun 	35	42 	+20%
Shotguns	Double-barrel shotgun	30	27 	-10%
Shotguns	Combat shotgun 	35	31.5	-10%
Pipe 	Pipe gun 	30	24 	-20%
Pipe 	Pipe revolver 	35	28 	-20%
Pipe 	Pipe bolt-action 	29	23.2	-20%
Energy 	Laser gun 	25	20 	-20%
Energy 	Plasma gun 	30	24 	-20%
Energy 	Gamma gun 	30	24 	-20%
 
;Example
A combat rifle (base AP cost = 25) with reflex sight (AP multiplier = -15%) and short barrel (AP multiplier = -10%):
:25 x (1 + (-0.15 - 0.1) = 25 x (1 - 0.25) = 25 x 0.75 = 18.75 AP cost per shot
==Ballistic weapons==
<tabber>
|-|Receivers=
Receivers	Receivers 	Receivers	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers 	Receivers
Mod
Class	Mod 	AP 
multiplier	Pistols 	Pistols 	Pistols 	Pistols 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Shotguns 	Shotguns 	Shotguns 	Shotguns 	Pipe Weapons	Pipe Weapons	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	
Mod
Class	Mod 	AP 
multiplier	.44 Pistol	.44 Pistol	10mm pistol	10mm pistol	Assault rifle	Assault rifle	Combat rifle	Combat rifle	Hunting rifle	Hunting rifle	Double-barrel shotgun	Double-barrel shotgun	Combat Shotgun	Combat Shotgun	Pipe gun 	Pipe gun 	Pipe revolver	Pipe revolver	Pipe bolt-action	Pipe bolt-action	
Mod
Class	Mod 	AP 
multiplier	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	
Plain 	Standard receiver 	0 	28 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	27 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Plain 	Hardened receiver 	0 	28 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	27 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Plain 	Powerful receiver 	0 	28 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	27 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Weight 	Light frame receiver 	-25% 	 	 	15.4 	 	22.4 	 	16.25 	 	18.2 	 	19.5 	 	22.75 	 	16.5 	 	19.25 	 	15.95 	 	
Weight 	Heavy frame receiver 	+25% 	 	 	29.4 	 	38.4 	 	28.75 	 	32.2 	 	34.5 	 	40.25 	 	31.5 	 	36.75 	 	30.45 	 	
Special 	Calibrated receiver 	0 	 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	27 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Special 	Calibrated powerful receiver 	0 	 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	27 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Special 	Hair trigger receiver 	-10% 	 	 	19.6 	 	27.2 	 	20 	 	 	 	24 	 	28 	 	21 	 	 	 	 	 	
Special 	Tuned receiver 	-10% 	 	 	 	 	 	 	 	 	22.4 	 	 	 	 	 	 	 	24.5 	 	20.3 	 	
Special 	Advanced receiver 	-10% 	 	 	19.6 	 	27.2 	 	 	 	 	 	24 	 	28 	 	 	 	 	 	 	 	
Special 	Advanced receiver (.44 Pistol) 	0 	28 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Auto 	Automatic receiver 	+25% 	 	 	29.4 	 	38.4 	 	28.75 	 	 	 	 	 	40.25 	 	31.5 	 	 	 	 	 	
Auto 	Armor piercing automatic receiver	+25% 	 	 	29.4 	 	38.4 	 	28.75 	 	 	 	 	 	40.25 	 	31.5 	 	 	 	 	 	
Auto 	Hardened automatic receiver 	+25% 	 	 	29.4 	 	38.4 	 	28.75 	 	 	 	 	 	40.25 	 	31.5 	 	 	 	 	 	
Auto 	Rapid automatic receiver 	+25% 	 	 	29.4 	 	38.4 	 	28.75 	 	 	 	 	 	40.25 	 	31.5 	 	 	 	 	 	
Auto 	Hardened piercing auto receiver 	+35% 	 	 	32.2 	 	41.6 	 	31.25 	 	 	 	 	 	43.75 	 	34.5 	 	 	 	 	 	
Auto 	Powerful automatic receiver 	+25% 	 	 	29.4 	 	38.4 	 	28.75 	 	 	 	 	 	40.25 	 	31.5 	 	 	 	 	 	
Ammo 	.45 receiver 	-10% 	 	 	 	 	 	 	 	Standard 	 	 	 	 	 	 	21 	 	 	Standard 	 	 	
Ammo 	.38 receiver 	0 	 	 	 	 	 	 	22.5 	 	25.2 	 	 	 	 	 	 	Standard 	28 	 	23.2 	 	
Ammo 	.308 receiver (Pipe Revolver) 	0 	 	 	 	 	 	 	 	 	 	Standard 	 	 	 	 	 	 	28 	 	 	Standard 	
Ammo 	.308 receiver (Combat Rifle) 	-10% 	 	 	 	 	 	 	20 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Ammo 	.50 receiver 	0 	 	 	 	 	 	 	 	 	25.2 	 	 	 	 	 	 	 	 	 	23.2 	 	
|-|Barrels=
Barrels	Barrels 	Barrels	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels 	Barrels
Mod
Class	Mod 	AP 
multiplier	Pistols 	Pistols 	Pistols 	Pistols 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Shotguns 	Shotguns 	Shotguns 	Shotguns 	Pipe Weapons	Pipe Weapons	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	
Mod
Class	Mod 	AP 
multiplier	.44 Pistol	.44 Pistol	10mm pistol	10mm pistol	Assault rifle	Assault rifle	Combat rifle	Combat rifle	Hunting rifle	Hunting rifle	Double-barrel shotgun	Double-barrel shotgun	Combat Shotgun	Combat Shotgun	Pipe gun 	Pipe gun 	Pipe revolver	Pipe revolver	Pipe bolt-action	Pipe bolt-action	
Mod
Class	Mod 	AP 
multiplier	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	
Very 
Short	Snubnose / Short (10mm) / Sawed-off / Stub barrel 	-15% 	26.25 	 	21 	 	 	 	 	 	 	 	25.5 	 	 	 	22.5 	 	26.25 	 	21.75 	 	
Short 	Bull barrel / Long light (10mm) / Short light barrel	-15% 	26.25 	 	21 	 	 	 	21.25 	 	23.8 	 	 	 	 	 	22.5 	 	26.25 	 	21.75 	 	
Short 	Bladed bull barrel 	-15% 	26.25 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Short 	Long light ported barrel (10mm) 	-15% 	 	 	21 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Short 	Standard (.44) / Long (10mm) / Short barrel 	-10% 	28 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	27 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Short 	Long ported (10mm) / Short ported barrel 	-10% 	 	 	22.4 	 	30.4 	 	22.5 	 	 	 	 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Long 	Long light barrel 	0 	 	 	 	 	 	 	25 	 	28 	 	 	 	 	 	27 	 	31.5 	 	26.1 	 	
Long 	Long barrel 	+10% 	 	 	 	 	38.4 	 	27.5 	 	30.8 	 	33 	 	38.5 	 	30 	 	35 	 	29 	 	
Long 	Vented / Long ported barrel 	+10% 	 	 	 	 	38.4 	 	27.5 	 	30.8 	 	 	 	38.5 	 	30 	 	35 	 	29 	 	
Long 	Long finned barrel 	+10% 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	30 	 	35 	 	29 	 	
|-|Grips=
Grips 	Grips 	Grips	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips 	Grips
Mod
Class	Mod 	AP 
multiplier	Pistols 	Pistols 	Pistols 	Pistols 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Shotguns 	Shotguns 	Shotguns 	Shotguns 	Pipe Weapons	Pipe Weapons	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	
Mod
Class	Mod 	AP 
multiplier	.44 Pistol	.44 Pistol	10mm pistol	10mm pistol	Assault rifle	Assault rifle	Combat rifle	Combat rifle	Hunting rifle	Hunting rifle	Double-barrel shotgun	Double-barrel shotgun	Combat Shotgun	Combat Shotgun	Pipe gun 	Pipe gun 	Pipe revolver	Pipe revolver	Pipe bolt-action	Pipe bolt-action	
Mod
Class	Mod 	AP 
multiplier	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	
Pistol	Standard grip 	-10% 	28 	 	22.4 	 	 	 	 	 	 	 	 	 	 	 	24 	 	28 	 	23.2 	 	
Pistol	Comfort grip 	-10% 	28 	 	22.4 	 	 	 	 	 	 	 	 	 	 	 	24 	 	28 	 	23.2 	 	
Pistol	Sharpshooter's grip 	-15% 	 	 	21 	 	 	 	 	 	 	 	 	 	 	 	22.5 	 	26.25 	 	21.75 	 	
Rifle 	Short stock 	0 	 	 	 	 	30.4 	 	22.5 	 	25.2 	 	27 	 	31.5 	 	 	 	 	 	 	 	
Rifle 	Standard stock 	+20% 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	33 	 	38.5 	 	31.9 	 	
Rifle 	Full stock 	+20% 	 	 	 	 	38.4 	 	27.5 	 	30.8 	 	33 	 	38.5 	 	 	 	 	 	 	 	
Rifle 	Markman's stock 	+20% 	 	 	 	 	38.4 	 	27.5 	 	30.8 	 	 	 	38.5 	 	33 	 	38.5 	 	31.9 	 	
Rifle 	Recoil compensating stock	+20% 	 	 	 	 	38.4 	 	27.5 	 	30.8 	 	 	 	38.5 	 	33 	 	38.5 	 	31.9 	 	
|-|Magazines=
Magazines	Magazines 	Magazines	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines 	Magazines
Mod
Class	Mod 	AP 
multiplier	Pistols 	Pistols 	Pistols 	Pistols 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Shotguns 	Shotguns 	Shotguns 	Shotguns 	Pipe Weapons	Pipe Weapons	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	
Mod
Class	Mod 	AP 
multiplier	.44 Pistol	.44 Pistol	10mm pistol	10mm pistol	Assault rifle	Assault rifle	Combat rifle	Combat rifle	Hunting rifle	Hunting rifle	Double-barrel shotgun	Double-barrel shotgun	Combat Shotgun	Combat Shotgun	Pipe gun 	Pipe gun 	Pipe revolver	Pipe revolver	Pipe bolt-action	Pipe bolt-action	
Mod
Class	Mod 	AP 
multiplier	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	
Regular 	Standard magazine 	0 	 	 	22.4 	 	 	 	22.5 	 	25.2 	 	 	 	31.5 	 	24 	 	 	 	 	 	
Regular 	Medium magazine / Standard (Assault)	+5% 	 	 	 	 	30.4 	 	 	 	26.6 	 	 	 	33.25 	 	 	 	 	 	 	 	
Regular 	Large magazine 	+10% 	 	 	25.2 	 	 	 	25 	 	28 	 	 	 	 	 	27 	 	 	 	 	 	
Regular 	Drum magazine 	+10% 	 	 	 	 	33.6 	 	 	 	 	 	 	 	35 	 	27 	 	 	 	 	 	
Quick 	Quick eject mag 	-5% 	 	 	21 	 	 	 	 	 	23.8 	 	 	 	29.75 	 	22.5 	 	 	 	 	 	
Quick 	Medium quick eject mag 	-5% 	 	 	 	 	28.8 	 	21.25 	 	23.8 	 	 	 	29.75 	 	 	 	 	 	 	 	
Quick 	Large quick eject magazine 	0 	 	 	22.4 	 	 	 	22.5 	 	25.2 	 	 	 	 	 	24 	 	 	 	 	 	
Quick 	Quick eject drum mag 	0 	 	 	 	 	30.4 	 	 	 	 	 	 	 	31.5 	 	24 	 	 	 	 	 	
|-|Sights=
Sights	Sights 	Sights	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights 	Sights
Mod
Class	Mod 	AP 
multiplier	Pistols 	Pistols 	Pistols 	Pistols 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Shotguns 	Shotguns 	Shotguns 	Shotguns 	Pipe Weapons	Pipe Weapons	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	
Mod
Class	Mod 	AP 
multiplier	.44 Pistol	.44 Pistol	10mm pistol	10mm pistol	Assault rifle	Assault rifle	Combat rifle	Combat rifle	Hunting rifle	Hunting rifle	Double-barrel shotgun	Double-barrel shotgun	Combat Shotgun	Combat Shotgun	Pipe gun 	Pipe gun 	Pipe revolver	Pipe revolver	Pipe bolt-action	Pipe bolt-action	
Mod
Class	Mod 	AP 
multiplier	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	
Iron 	Standard sights 	0 	28 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	27 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Iron 	Front Sight Ring 	-5% 	 	 	 	 	 	 	21.25 	 	 	 	 	 	29.75 	 	 	 	 	 	 	 	
Iron 	Glow Front Sight Ring 	-5% 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Iron 	Glow sights 	-7.5% 	 	 	20.3 	 	 	 	20.62 	 	23.1 	 	24.75 	 	28.87 	 	21.75 	 	25.37 	 	21.02 	 	
Reflex	Glow reflex sight 	-15% 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	19.5 	 	22.75 	 	18.85 	 	
Reflex	Reflex sight (dot) 	-15% 	22.75 	 	18.2 	 	25.6 	 	18.75 	 	21 	 	22.5 	 	26.25 	 	24 	 	22.75 	 	18.85 	 	
Reflex	Reflex sight (circle) 	-15% 	 	 	18.2 	 	30.4 	 	18.75 	 	21 	 	22.5 	 	26.25 	 	 	 	 	 	 	 	
Scope 	Short scope 	+30% 	38.5 	 	 	 	40 	 	30 	 	33.6 	 	 	 	42 	 	33 	 	38.5 	 	31.9 	 	
Scope 	Medium scope 	+45% 	 	 	 	 	44.8 	 	33.75 	 	37.8 	 	 	 	47.25 	 	37.5 	 	43.75 	 	36.25 	 	
Scope 	Long scope 	+50% 	 	 	 	 	46.4 	 	35 	 	39.2 	 	 	 	49 	 	39 	 	45.5 	 	37.7 	 	
Night
Vision	Short night vision scope 	+30% 	 	 	 	 	40 	 	30 	 	36.4 	 	 	 	42 	 	33 	 	38.5 	 	31.9 	 	
Night
Vision	Medium night vision scope	+45% 	 	 	 	 	44.8 	 	33.75 	 	33.6 	 	 	 	47.25 	 	37.5 	 	43.75 	 	36.25 	 	
Night
Vision	Long night vision scope 	+50% 	 	 	 	 	46.4 	 	35 	 	39.2 	 	 	 	49 	 	39 	 	45.5 	 	37.7 	 	
Recon 	Recon scope 	+40% 	 	 	33.6 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Recon 	Recon scope (.44 Pistol) 	+30% 	38.5 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	
Recon 	Short recon scope 	+30% 	 	 	 	 	40 	 	30 	 	36.4 	 	 	 	42 	 	33 	 	38.5 	 	31.9 	 	
Recon 	Long recon scope 	+50% 	 	 	 	 	46.4 	 	35 	 	39.2 	 	 	 	49 	 	39 	 	45.5 	 	37.7 	 	
|-|Muzzles=
Muzzles	Muzzles 	Muzzles	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles 	Muzzles
Mod
Class	Mod 	AP 
multiplier	Pistols 	Pistols 	Pistols 	Pistols 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Rifles 	Shotguns 	Shotguns 	Shotguns 	Shotguns 	Pipe Weapons	Pipe Weapons	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	Pipe Weapons 	
Mod
Class	Mod 	AP 
multiplier	.44 Pistol	.44 Pistol	10mm pistol	10mm pistol	Assault rifle	Assault rifle	Combat rifle	Combat rifle	Hunting rifle	Hunting rifle	Double-barrel shotgun	Double-barrel shotgun	Combat Shotgun	Combat Shotgun	Pipe gun 	Pipe gun 	Pipe revolver	Pipe revolver	Pipe bolt-action	Pipe bolt-action	
Mod
Class	Mod 	AP 
multiplier	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	AP 	Form ID 	
 	No muzzle 	0 	 	 	22.4 	N/A 	30.4 	N/A 	22.5 	N/A 	25.2 	N/A 	27 	N/A 	31.5 	N/A 	24 	N/A 	28 	N/A 	23.2 	N/A 	
Bash 	Bayonet 	0 	 	 	 	 	 	 	 	 	25.2 	 	 	 	 	 	 	 	 	 	 	 	
Bash 	Small bayonet 	0 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	24 	 	28 	 	23.2 	 	
Bash 	Large bayonet 	0 	 	 	 	 	 	 	22.5 	 	 	 	 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Recoil 	Compensator 	0 	 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Recoil 	Muzzle brake 	0 	 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	27 	 	31.5 	 	24 	 	28 	 	23.2 	 	
Recoil 	Spiked muzzle brake	0 	 	 	 	 	 	 	 	 	 	 	27 	 	 	 	 	 	 	 	 	 	
Recoil 	Suppressor 	0 	 	 	22.4 	 	30.4 	 	22.5 	 	25.2 	 	 	 	31.5 	 	24 	 	28 	 	23.2 	 	
</tabber>
==Energy weapons ==
Weapon 	Slot 	Mod 	AP Cost Change	Description 	Req Rank 	Form ID
Laser gun 	Capacitor	Standard capacitor 	Unchanged 	Standard. 	None 	
Laser gun 	Capacitor	Photon exciter 	unchanged 	Improved critical shot damage and accuracy. 	None 	
Laser gun 	Capacitor	Beta wave tuner 	Unchanged 	Adds burning damage. Improved range. 	None 	
Laser gun 	Capacitor	Boosted capacitor 	Unchanged 	Improved damage. Reduced ammo capacity. 	None 	
Laser gun 	Capacitor	Photon agitator 	Unchanged 	Superior critical shot damage, accuracy and ammo capacity. 	Science! 1	
Laser gun 	Capacitor	Gamma wave emitter 	Unchanged 	Adds better burning damage. Better range and ammo capacity. 	Science! 1	
Laser gun 	Capacitor	Maximized capacitor 	Unchanged 	Better damage. 	Science! 2	
Laser gun 	Capacitor	Boosted photon agitator 	Unchanged 	Superior critical shot damage and ammo capacity. Better accuracy. Improved damage. 	Science! 2	
Laser gun 	Capacitor	Boosted gamma wave emitter 	Unchanged 	Adds better burning damage. Superior ammo capacity. Better range. Improved damage. 	Science! 2	
Laser gun 	Capacitor	Overcharged capacitor 	Unchanged 	Superior damage. Improved ammo capacity. 	Science! 3	
Laser gun 	Barrel 	Short barrel 	-10% 	 	None 	
Laser gun 	Barrel 	Long barrel 	+10% 	Better range, improved damage, sighted accuracy and recoil. Reduced ammo capacity. Poor hip-fire accuracy. 	Science! 1	
Laser gun 	Barrel 	Automatic barrel 	+25% 	Improved rate of fire, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy. 	Science! 1	
Laser gun 	Barrel 	Sniper barrel 	+35% 	Superior damage and range. Worse recoil. Poor ammo capacity and hip-fire accuracy. 	Science! 	
Laser gun 	Barrel 	Improved short barrel 	-10% 	Better damage. 	Science! 1	
Laser gun 	Barrel 	Improved long barrel 	+10% 	Better damage and range. Improved sighted accuracy and recoil. Reduced ammo capacity. Poor hip-fire accuracy. 	Science! 2	
Laser gun 	Barrel 	Improved automatic barrel 	+25% 	Superior rate of fire. Improved damage, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy.	Science! 2	
Laser gun 	Barrel 	Improved sniper barrel 	+35% 	Exceptional damage. Superior range. Worse recoil. Poor ammo capacity and hip-fire accuracy. 	Science! 2	
Laser gun 	Grip 	Standard grip 	-10% 	Standard. 	None 	
Laser gun 	Grip 	Comfort grip 	-10% 	Improved recoil and hip-fire accuracy. 	None 	
Laser gun 	Grip 	Sharpshooter's grip 	-15% 	Better recoil and hip-fire accuracy. 	Science! 1	
Laser gun 	Grip 	Short stock 	Unchanged 	Exceptional sighted accuracy. Better recoil and aim with scopes. Improved bash. 	None 	
Laser gun 	Grip 	Full stock 	+20% 	Exceptional sighted accuracy. Better recoil and aim with scopes. Improved bash. 	Science! 1	
Laser gun 	Grip 	Markman's stock 	+20% 	Exceptional sighted accuracy. Superior recoil and aim with scopes. Improved bash. 	Science! 2	
Laser gun 	Grip 	Recoil compensating stock 	+20% 	Exceptional sighted accuracy and recoil. Better aim with scopes. Improved bash. 	Science! 2	
Laser gun 	Sights 	Standard sights 	Unchanged 	Standard. 	None 	
Laser gun 	Sights 	Improved sights 	-5% 	Improved focus and sighted accuracy. 	None 	
Laser gun 	Sights 	Short scope 	+30% 	Improved magnification. Superior sighted accuracy. 	None 	
Laser gun 	Sights 	Reflex sight 	-15% 	Better focus and sighted accuracy. 	Science! 1	
Laser gun 	Sights 	Medium scope 	+40% 	Better magnification. Superior sighted accuracy 	Science! 1	
Laser gun 	Sights 	Long scope 	+50% 	Superior magnification and sighted accuracy. 	Science! 2	
Laser gun 	Sights 	Short night vision scope 	+30% 	Night vision. Improved magnification. Superior sighted accuracy 	Science! 2	
Laser gun 	Sights 	Medium night vision scope 	+40% 	Night vision. Better magnification. Superior sighted accuracy. 	Science! 2	
Laser gun 	Sights 	Long night vision scope 	+50% 	Night vision. Superior magnification and sighted accuracy. 	Science! 2	
Laser gun 	Sights 	Short recon scope 	+30% 	Tracks targets. Improved magnification. Superior sighted accuracy. 	Science! 3	
Laser gun 	Sights 	Long recon scope 	+50% 	Tracks targets. Superior magnification and sighted accuracy. 	Science! 3	
Laser gun 	Muzzle 	No muzzle 	Unchanged 	Standard 	None 	
Laser gun 	Muzzle 	Beam splitter 	Unchanged 	Splits beam into multiple projectiles covering a wider area. Poor accuracy and range. 	Science! 1	
Laser gun 	Muzzle 	Beam focuser 	Unchanged 	Better range, accuracy, and recoil. 	Science! 1	
Laser gun 	Muzzle 	Gyro compensating lens 	Unchanged 	Superior recoil. Reduced range. 	Science! 1	
Laser gun 	Muzzle 	Amplified beam splitter 	Unchanged 	Splits beam into multiple projectiles covering a wider area. Reduced accuracy. Poor range. 	Science! 2	
Laser gun 	Muzzle 	Fine-tuned beam focuser 	Unchanged 	Superior range and accuracy. Better recoil. 	Science! 2	
Laser gun 	Muzzle 	Quantum gyro compensating lens 	Unchanged 	Exceptional recoil. Reduced range. 	Science! 3	
Plasma gun	Capacitor	Standard capacitor 	Unchanged 	Standard. 	None 	
Plasma gun	Capacitor	Beta wave tuner 	 	Adds burning damage. Improved range. 	? 	
Plasma gun	Capacitor	Boosted capacitor 	 	Improved damage. Reduced ammo capacity. 	? 	
Plasma gun	Capacitor	Photon exciter 	 	Improved critical shot damage and accuracy. 	? 	
Plasma gun	Capacitor	Photon agitator 	 	Superior critical shot damage. Better accuracy and ammo capacity. 	Science! 2	
Plasma gun	Capacitor	Gamma wave emitter 	 	Adds better burning damage. Better range and ammo capacity. 	Science! 2	
Plasma gun	Capacitor	Maximized capacitor 	 	Better damage. 	Science! 2	
Plasma gun	Capacitor	Boosted photon agitator 	 	Superior critical shot damage and ammo capacity. Better accuracy. Improved damage. 	Science! 3	
Plasma gun	Capacitor	Boosted gamma wave emitter 	 	Adds better burning damage. Superior ammo capacity. Better range. Improved damage. 	Science! 3	
Plasma gun	Capacitor	Overcharged capacitor 	 	Superior damage. Improved ammo capacity. 	Science! 4	
Plasma gun	Barrel 	Short barrel 	-10% 	Standard. 	? 	
Plasma gun	Barrel 	Splitter 	 	Fires multiple projectiles. Improved damage. Poor accuracy. 	? 	
Plasma gun	Barrel 	Automatic barrel 	+25% 	Improved rate of fire, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy. 	Science! 1	
Plasma gun	Barrel 	Sniper barrel 	+35% 	Superior damage and range. Worse recoil. Poor ammo capacity and hip-fire accuracy. 	Science! 2	
Plasma gun	Barrel 	Flamer barrel 	30% 	Flame-thrower conversion. 	Science! 2	
Plasma gun	Barrel 	Improved short barrel 	-10% 	Improved damage. 	Science! 2	
Plasma gun	Barrel 	Improved splitter 	 	Fires multiple projectiles. Better damage. Poor accuracy. 	Science! 3	
Plasma gun	Barrel 	Improved automatic barrel 	 	Superior rate of fire. Improved damage, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy.	Science! 3	
Plasma gun	Barrel 	Improved sniper barrel 	 	Exceptional damage. Superior range. Worse recoil. Poor ammo capacity and hip-fire accuracy. 	Science! 3	
Plasma gun	Grip 	Standard grip 	 	Standard. 	? 	
Plasma gun	Grip 	Comfort grip 	 	Improves recoil and hip-fire accuracy. 	? 	
Plasma gun	Grip 	Standard stock 	 	Exceptional sighted accuracy. Better recoil and aim with scopes. Improved bash. 	Science! 2	
Plasma gun	Grip 	Markman's stock 	 	Exceptional sighted accuracy. Superior recoil and aim with scopes. Improved bash 	Science! 3	
Plasma gun	Grip 	Recoil compensating stock 	 	Exceptional sighted accuracy and recoil. Better aim with scopes. Improved bash. 	Science! 3	
Plasma gun	Sights 	Standard sights 	 	Standard. 	? 	
Plasma gun	Sights 	Short scope 	 	Improved magnification. Superior sighted accuracy. 	? 	
Plasma gun	Sights 	Reflex sight 	 	Better focus and sighted accuracy. 	Science! 1	
Plasma gun	Sights 	Medium scope 	 	Better magnification. Superior sighted accuracy 	Science! 2	
Plasma gun	Sights 	Long scope 	 	Superior magnification and sighted accuracy. 	Science! 2	
Plasma gun	Sights 	Short night vision scope 	 	Night vision. Improved magnification. Superior sighted accuracy 	Science! 3	
Plasma gun	Sights 	Medium night vision scope 	 	Night vision. Better magnification. Superior sighted accuracy. 	Science! 3	
Plasma gun	Sights 	Long night vision scope 	 	Night vision. Superior magnification and sighted accuracy. 	Science! 3	
Plasma gun	Sights 	Short recon scope 	 	Tracks targets. Improved magnification. Superior sighted accuracy. 	Science! 4	
Plasma gun	Sights 	Long recon scope 	 	Tracks targets. Superior magnification and sighted accuracy. 	Science! 4	
Gamma gun 	Barrel 	Standard dish 	-10% 	Standard. 	? 	
Gamma gun 	Barrel 	Deep dish 	+10% 	Better range and damage. 	Science! 4	
Gamma gun 	Barrel 	Zeta Wave Barrel 	-10% 	Changes weapon damage into Zeta Wave radiation. 	 	
Gamma gun 	Barrel 	Lorenzo's Artifact 	+10% 	Uses telekinesis to push targets away. 	 	
Gamma gun 	Grip 	Standard grip 	-10% 	Standard. 	? 	
Gamma gun 	Grip 	Sharpshooter's grip 	-15% 	Better recoil and hip-fire accuracy. 	Gun Nut 2 	
Gamma gun 	Muzzle 	No muzzle 	 	 	 	
Gamma gun 	Muzzle 	Electric signal carrier antennae	+30% 	Hold fire to charge additional electrical damage. 	Science! 3	
Gamma gun 	Muzzle 	Signal repeater 	 	Improved rate of fire. 	Science! 4	
==Melee weapons==
=== Blunt ===
Slot 	Mod 	Description 	Baseball bat	Baseball bat
Slot 	Mod 	Description 	Req Rank 	Form ID
Upgrade 	Barbs 	Armor piercing. Improved damage. 	None 	
Upgrade 	Spikes 	Armor piercing. Better damage. 	None 	
Upgrade 	Sharp 	Targets bleed. Better damage. 	None 	
Upgrade 	Chain-wrapped 	Superior damage. 	Blacksmith 1	
Upgrade 	Blades 	Targets bleed. Exceptional damage.	Blacksmith 2	
Upgrade 	Heated coil 	Adds Fire damage. 	Blacksmith 2
Science! 1	
Upgrade 	Rocket 	Chance to cripple. Extra limb damage. 
Exceptional damage.	Blacksmith: 2
Science!: 2	
Upgrade 	Spiked rocket 	Armor piercing. Chance to cripple. 
Extra limb damage. Exceptional damage.	Blacksmith: 3
Science!: 2	
Upgrade 	Puncturing rocket 	Armor piercing. Chance to cripple. 
Extra limb damage. Superb damage.	Blacksmith: 3
Science!: 3	
Upgrade 	Bladed rocket 	Targets bleed. Chance to cripple. 
Extra limb damage. Superb damage.	Blacksmith: 3
Science!: 3	
Upgrade 	Heated rocket 	Adds Fire damage. Chance to cripple. 
Extra limb damage. Exceptional damage.	Blacksmith: 3
Science!: 3	
Upgrade 	Searing puncturing rocket 	Adds Fire damage. Armor piercing. Chance to cripple. 
Extra limb damage. Superb damage.	Blacksmith: 3
Science!: 4	
Upgrade 	Shocking puncturing rocket	Adds Electrical damage and chance to stun. Armor piercing. 
Chance to cripple. Extra limb damage. Superb damage.	Blacksmith: 3
Science!: 4	
Material	Black 	No effect 	None 	
Material	Blue 	No effect 	None 	
Material	Grey 	No effect 	None 	
Material	Red 	No effect 	None 	
Material	Mahogany 	No effect 	None 	
Material	Cedar 	No effect 	None 	
Material	Oak 	No effect 	None 	
Material	Natural 	No effect 	None 	
Material	Aluminum 	Improved damage 	Blacksmith 1	
Material	Weighted & indigo 	Exceptional damage 	Blacksmith 2	
Material	Weighted & yellow 	Exceptional damage 	Blacksmith 2	
Material	Weighted & pink 	Exceptional damage 	Blacksmith 2	
=== Blades ===
Slot 	Mod 	Description 	Chinese officer sword	Chinese officer sword	Combat knife	Combat knife	Machete 	Machete	Revolutionary sword	Revolutionary sword	Switchblade 	Switchblade
 	 	 	Req Rank 	Form ID 	Req Rank 	Form ID 	Req Rank 	Form ID	Req Rank 	Form ID 	Req Rank 	Form ID
Blade	No upgrade 	No effect 	None 	 	None 	 	None 	 	None 	 	None 	
Blade	Serrated blade 	Targets bleed. Exceptional damage. 	Blacksmith 2 	 	Blacksmith 1	 	Blacksmith 2	 	Blacksmith 2 	 	Blacksmith 1	
Blade	Electrified blade 	Adds Electrical damage. 	Blacksmith 2
Science! 1	 	 	 	 	 	 	 	 	
Blade	Electrified serrated blade	Adds Electrical damage. 
Targets bleed. Exceptional damage.	Blacksmith 3
Science! 1	 	 	 	 	 	 	 	 	
Blade	Stealth blade 	Increased damage from sneak attacks. 
Targets bleed. Exceptional damage.	 	 	Blacksmith 2	 	 	 	 	 	 	
Blade	Electrified 	Adds Electrical damage. 	 	 	 	 	 	 	Blacksmith 2
Science! 1	 	 	
Blade	Stun Pack 	Adds Electrical damage, and chance to stun.	 	 	 	 	 	 	Blacksmith 3
Science! 1	 	 	
==Other==
Weapon 	Slot 	Mod 	Description 	Req Rank 	Form ID
Junk Jet	Receiver	JunkJet receiver 	Standard. 	None 	
Junk Jet	Barrel 	Short barrel 	Standard. 	None 	
Junk Jet	Barrel 	Long barrel 	Superior range and sighted accuracy. Better recoil. Poor hip-fire accuracy.	Gun Nut 1 	
Junk Jet	Grip 	Standard stock 	Standard. 	? 	
Junk Jet	Grip 	Recoil compensating stock	Exceptional recoil. 	? 	
Junk Jet	Sights 	Standard sights 	Standard. 	? 	
Junk Jet	Sights 	Gunner sight 	Better focus and sighted accuracy 	? 	
Junk Jet	Muzzle 	No muzzle 	- 	- 	-
Junk Jet	Muzzle 	Electrification module 	Adds electrical damage to projectiles. 	Gun Nut 2 	
Junk Jet	Muzzle 	Ignition module 	Adds fire damage to projectiles. 	Gun Nut 3 Science! 1	
==Notes== 
*Each time a new mod is built, the Sole Survivor receives a small amount of XP.
* Building weapon mods replaces the current mod applied to the weapon, and the replaced weapon mod is stored in the character's inventory. Attempting to craft a weapon mod which is already present in the character's inventory will apply the mod from the character's inventory instead of building a new mod.
*Mods stored in a workshop can be reused, and they will be available at all other settlements connected by a supply line. Mods can also be stored in containers.
*Every disassembled weapon mod has a weight of 0.5.
*Mods purchased from merchants may be reused an unlimited amount of times on as many suitable weapons as one wishes. The breakdown resource value for the weapon will reflect the addition of the mod.
*Codsworth and Paladin Danse will love it when the player character creates weapon mods, and Preston Garvey likes it.
*Unlike armor modifications, most weapon mods cannot simply be removed from a weapon except for muzzle modifications. They must be replaced with an available or a newly created modification before the desired mod will be put into the Sole Survivor's inventory. Should the Sole Survivor not have the skill or resources to create the higher tier mods, the mod on an acquired weapon may be replaced with standard mods with fewer resources expended and no skills required.
*Each mod may have up to eight qualities describing the magnitude of the mod's effect on weapon stats. These qualities are always sorted in descending order in the mod's description, ranging from big bonus to big penalty: Exceptional > Superior > Better > Improved > (Standard) > Worse > Reduced > Inferior > Poor
* The Nuka-World add-on includes new melee weapon mods that include rockets (like the super sledge) along with weighted and heating coil mods.
*The mod reference will not work to attach mods to weapons using the console. "" can be used to see a list of item references which can be used to mod weapons in the console. However, the information does not include which type of weapon it belongs to. This applies to both the "" and "" methods of adding the mod to the item. It is still possible to use a trial-and-error method to document the item type with the mod reference from the result. 
==References==
 
ja:Fallout 4 weapon mods
ru:Модификация оружия Fallout 4
uk:Модифікація зброї (Fallout 4)