Armor and weapons condition - wear and repair
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
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- 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.