Federal Ballistics - Penetration Systems - F4SE (Updated)
This mod adds engine-level bullet penetration capabilities powered by the F4SE. Projectiles can penetrate walls, cover, and objects, depending on material and caliber. Expect more tactical firefights, authentic combat behavior, and deeper Federation immersion.
About this mod Machine translation
This mod adds engine-level bullet penetration capabilities powered by the F4SE. Projectiles can penetrate walls, cover, and objects, depending on material and caliber. Expect more tactical firefights, authentic combat behavior, and deeper Federation immersion.
Original address:
Prefix:
Fallout 4 Script Extender (F4SE):
Runtime Database:
Commonwealth Ballistics - Patch Repository:
~~### The main files of AE (applicable to the anniversary version) and OG version (applicable to the 163 version) have been uploaded. Choose one of the two to install according to your own game version~~
Updated on September 27th:
Version 3.0.0
Overview
->MCM for all major options
->New hit mode "Multiple Body Parts": one bullet can hit the arm, chest and another arm, and then attack the enemy behind (valid for all creatures)
-> Two new sliders are added to this mode: Penetration and Penetration Damage
->Normal mode is the same as before
-> better performance
Bug fixes
-> Fixed bullets sometimes becoming too big or too small after passing through something
->Fixed the problem of "enemy shooting through cover" and could not be closed immediately
Updated on September 5th:
Version 2.0.0
Overview
->Increase NG compatibility
-> This mod now requires a runtime database
Updated on August 11th:
Version 1.8.2
Overview
->Many improvements and fixes.
Updated on August 6th:
Version 1.8.1
Bug fixes
->Fixed crash in OG version
Updated on August 3rd:
Version 1.8.0
Overview
->Improvements and optimizations
Bug fixes
-> Fixed crash in AE and OG
Updated on July 29th:
Version 1.7.3
Bug fixes
-> Multiple fixes for AE version
Updated on July 21st:
Version 1.7.2
AE crash fix
Version 1.7.1
Compatible with 1.11.221
AE - Many bugs and crashes fixed
AE - NPCs are now enabled by default again - the crash issue has been discovered and fixed
Updated on July 16th:
Version 1.7.0
Overview
-> Players and NPCs now use a new method of character infiltration that is more efficient than before.
Updated on July 14th:
Version 1.6.2
Bug fixes
-> Fixed crash in AE version
-> Advanced NPC suppression is now disabled
Updated on July 12th:
Version 1.6.1
Overview
-> Optimization
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Introduction:
Combat in Fallout 4 is often limited by the static world geometry. Bullets lodge in walls, bunkers appear unrealistic, and gunplay lacks any real depth.
This mod introduces engine-level bullet penetration powered by F4SE, allowing projectiles to interact with the world in a physically meaningful way.
Walls, objects and bunkers are no longer absolute protection. You use now
What you shoot, what you penetrate, really matters.
Module Overview
This mod introduces a fully dynamic engine-level bullet penetration system to Fallout 4, powered by F4SE.
Each projectile hit is evaluated in real time based on ammunition type, weapon type, material properties and object thickness.
Bullets don't just stay on invisible obstacles, but penetrate walls, bunkers and objects as physical conditions allow.
penetrate
Afterwards, the projectiles continue to be used, but with reduced range, penetration, and damage, ensuring that the penetration doesn't feel unfair or overly powerful.
In addition to ballistic realism, this system also actively affects NPC's combat decisions.
NPCs can recognize when players are ducking, evaluate the type of material used for protection, and adjust behavior accordingly.
Weaker cover may trigger more suppressive fire, encouraging maneuvering, flanking, and dynamic placement rather than the abuse of static cover.
This makes it the first Fallout 4 mod to directly link engine-level ballistics to NPC decision-making in combat.
Gunfights become more tactical, positioning becomes meaningful, and cover becomes a st …
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.