Energy weapon damage calculation fix (updated)
This mod fixes a bug that's as old as Fallout 4. Weapons with special damage types, such as energy weapons, deal less damage than normal weapons. The reason is that when calculating damage, only base damage is used to calculate resistance. This means that you will deal less damage and make special damage type weapons perform worse than other weapons.
About this mod Machine translation
This mod fixes a bug that's as old as Fallout 4. Weapons with special damage types, such as energy weapons, deal less damage than normal weapons. The reason is that when calculating damage, only base damage is used to calculate resistance. This means that you will deal less damage and make special damage type weapons perform worse than other weapons.
Original address:
Prefix:
Fallout 4 Script Extender (F4SE):
Runtime Database:
~~### Now you have uploaded the standard moderator file (supports version 163) and the AE moderator file (supports anniversary version) and choose one of the two to install according to your own game version~~
Updated on September 27th:
Version 1.5.1
Overview
-> Stability update
Bug fixes
-> Fixed rare crashes in combat, mostly near VATS
-> Fixed traps, falling objects and other physical attacks but no damage
-> Fixed talents reducing the normal effect of incoming damage, and adding talent support for specific damage types.
-> Fixed the issue where your damage will be reduced twice if you use wrong settings in VATS
-> Fixed shotgun hits and VATS damage preview showing or causing wrong damage
-> Fixed physical damage, weapon effects will be counted twice
-> Fixed VATS damage preview in new game version
Updated on September 16th:
Version 1.5.0
Overview
-> VATS damage preview now displays correctly
Updated to version 1.4.0 on August 29th
Updated on August 12th:
Version 1.3.0
Overview
-> Optimization
-> Skip unnecessary damage calculation when damage is 0
Updated on July 15th:
Version 1.2.0
Bug fixes
-> Fixed critical hits being incorrectly affected by damage reduction.
-> Now applies critical hit bonus damage after resistance calculation.
Updated on July 6th:
Version 1.1.2
Updated to suit the latest game version
Updated on March 2, 2026:
Version 1.1.1
Bug fixes
-> Fixed crash in AE version
Version 1.1.0
Bug fixes
->Tesla Power Armor now correctly enchants damage
Version 1.0.12
Bug fixes
-> Restored original recipe
Version 1.0.10
Bug fixes
-> Fixed a bug where the talent entry "Mod Incoming Damage" does not apply to type damage.
Version 1.0.1 updated on October 24th:
bug fixes
-> Fixed damage calculation error for laser weapons using scatter modification.
Updated version 1.0.2 on October 26th:
bug fixes
-> Stealth and critical hit multipliers are now correctly applied to special type damage weapons.
Version 1.0.3 updated on October 27th:
Bug fix
-> Fixed a bug where certain lit Perks were not being applied correctly to weapons.
Version 1.0.4 updated on October 29th:
overall adjustment
- Code optimization and potential crash fixes
Updated to version 1.0.8 on November 3:
conventional
-> Added more logging information
Bug fix
-> Fixed previous fix. Energy weapons now correctly calculate stealth and critical damage against enemies.
-> Fixed energy weapons dealing low damage. Now the calculation is applied correctly again.
Updated to version 1.0.9 on November 7th:
Bug fix
-> Fixed a bug where Scatter Transformation dealt more damage than panel damage
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What does this module do?
This is probably the most famous bug in Fallout 4, and the one with the biggest impact, and I (the original author, Zzyxzz) fixed it with this mod.
This mod fixes a bug that's as old as Fallout 4. Weapons with special damage types such as energy deal less damage than regular live weapons. The reason is that when calculating damage, only the base damage is used to calculate the corresponding resistance to offset (and no additional special type damage is added). This means that you'll do less damage with similar weapons and make special damage weapons perform worse than other weapons.
compatibility
Generally speaking, this mod is compatible with all …
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.