Armor and weapons condition - wear and repair

by MarkReal·v2.0.2·Updated 2025-12-04

Armor and weapon wear has been reintroduced to Fallout!

Screenshots 8 screenshots

About this mod Machine translation

Armor and weapon wear has been reintroduced to Fallout!

Original address:

Prefix:

Basic 6DLC

Fallout 4 Script Extender (F4SE):

NV Ammo Crafting and Components:

Papyrus Common Library:

Chinese address:

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👍 If you like this mod

💬 Introduction, please recommend. This mod is a fork from one of my larger mods, Practical Health Mechanics, and is for those who just want my weapon and armor degradation system, or want to use a light version of PHM but keep the degradation system without all the other changes from the full version.

⚙️ Main functions

The armor and weapon degradation system is back! And it’s more immersive and functional than before! Some mods attempt to add weapon status or armor status, but none on PC add both. And you need both for the game to be balanced.

Weapon and Armor Condition

Faction-based equipment status ranges

Stuck and failure

Bullet Penetration Level (BPL) System

BPL upgrade

Workbench repair

Repair kits and on-site maintenance

ballistic penetration

Plot Revealed: Show

All ammunition now has armor-piercing capability by default. The degree of armor-piercing power depends on the caliber. I created a new system, BPL, that works in conjunction with DR, where armor can neutralize penetration if the armor level is high enough.

Armor and caliber BPL

Each piece of armor you wear has its own independent armor penetration, determined by the armor's material. Armor penetration upon attack is neutralized if the armor's BPL rating is the same as or higher than the hitting caliber. This doesn't remove the damage from the attack (which is still handled by the DR), but it removes the piercing damage that might have occurred. This is more realistic than DT because in reality, when a bullet is stopped by body armor, the impact may still cause damage to the wearer.

Armor Example BPL

Raider Armor 0 blocks nothing

Leather armor 1 block .38 special

Metal Armor 2 blocks 00 Buck and smaller

The Vault-Tec Security 3 blocks 9mm.357, smaller

The Combat Armor 4 blocks 10mm, .45 Cal, .44 Mag, 5mm and smaller

Raider PA 4

Synth Armor 5 blocks 5.56, 7.62, .308, .45-70 and smaller

The Robot Armor 6 can block 2mm EC or less

Marine Corps Armor 6 or equipped with an armor-piercing gun

of Level 5 T-45 6 or

Laser, T-51 and T-60 7 can block plasma, smaller

The X-02 8 blocks .50 caliber and smaller

BPL upgrade

——Armored BPL can upgrade at least 1 piece of armor with material upgrades. (The BPL of the Raider armor can be upgraded by 2)

-Firearm BPL can be upgraded by penetrating receiver 1.

starting condition

Plot Revealed: Show

Weapons not held by the enemy will be randomly generated, with levels ranging from 25% to 75%. Armor not held by the enemy will be randomly generated, with levels ranging from 5% to 100%. The weapons and armor held by the enemy will be generated according to the camp-specific status range. This allows higher level factions to generate higher status gear. Enemies not belonging to these alignments will only use the standard range.

Weapon condition Armor condition

Standard range 25-75% grazing

Winner 15-75% 15-100%

Super Mutants 25-50% 25-100%

Gunner 25-100% 50-100%

Fraternities and Institutes 50-100% 75-100%

Degenerate

Plot Revealed: Show

Weapon Status: In previous games, weapons degraded based on single-shot, automatic, or melee/unarmed weapons, each with their own health. Since there are no health bars for weapons in Fallout 4, I just used the weapon's keywords to apply a series of multipliers to speed up or slow down the degradation. I also used keywords to set multipliers for not only interference, but also misfire.

fireDegrade = 0.1 * classMult * typeMult * actionCondMult * temporary Mult * autoCondMult * ammunition Mult

reloadDegrade = fireDegrade * 0.05

SwingDegrade = 0.2 * typeMult * temporary Mult * tuneMult

As the weapon's value, accuracy, VATS accuracy, damage and armor penetration decrease. FNV introduces a 75% status threshold before reducing weapon attributes. I brought that back …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
AWC-96830-2-0-2-1764372377.zip
File size
213.9 KiB
SHA-256
4a12000470fe57412739ac651412fc97286e694b0b8a27665bf8434c9e7e8f06
Stored at
2026-10-10 16:21