

To strip a mod, just find a gun and attach the basic of every category and the mods that were attached will go into your inventory.some guns don't require any materials to put the basics on I believe.you can also acquire mods that you can't create yet by doing that.Įxample for me was, I got a sweet 10mm early on that ignored 30% DR.but it had a short barrel and I also wanted it silenced, but lacked the perk at the time to build a silencer.found a silenced 10mm.stripped it down.got the mod for the silencer and put it on the other gun.Īt first I was leaving tons of guns behind, after I saw that you didn't need to repair anything.but now I at least check them out to see if it has a mod I could use. you'll have to also build a scope for a hunting rifle.probably there way of saying there's 1,000's of mods, when realistically 100 or so. In Fallout 4 tilde key () into a good spring of. Secondly, mods are weapon specific, not weapon type specific.kinda lame imo.if you build a scope for a pipe rifle for ex. To get a weapon mod id open up the console type in (help comfort grip 4) without the parenthesis. It is confusing at first, but after while you'll realize how simple it is, whether you like the system or not.ehh it's up to you I guess.I'll try my best to help you understand.įirst off the mods in your inventory are your available mods that have been acquired/built and are ready to be attached, same with any mods stored in your workbench that you are using.I believe the purpose of them allowing you to carry mods in your inventory is so you can mod a weapon at any workbench you come across if you choose to carry them.remember they do have wgt.usually.
