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Unlike previous installments, in Fallout 4, weapons fall under three classifications: Normal, legendary, and unique. Normal weapons have no special statistics on them whatsoever. Legendary weapons come with random bonuses applied to them, and are only dropped by legendary enemies. Unique weapons are weapons that are already named and will always retain the same special bonus. Uniques are typically either bought from merchants or are quest rewards. Normal and legendary weapons will change their name when mods are applied, unique weapons will not.

All stats are given with standard weapon modifications.

Ballistic weapons

Pistols

Pistol name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
44 pistol .44 pistol 48 4.8 6 119 66 35 1.2 .44 round 6 4.2 99 19 000CE97D
Eddies Peace Eddie's Peace 52 8.4 6 125 81 .44 round 6 5 454 90.8 00225AE9
Kelloggs pistol Kellogg's pistol 48 5.7 6 119 70 .44 round 6 4.3 449 104.4 00225AC1
The Gainer The Gainer 48 4.8 6 119 74 .44 round 6 4.6 468 101.7 00225AE7
Fallout4 10mm pistol 10mm pistol 18 13.8 46 119 61 28 1.5 10mm 12 4.2 53 12.6 00004822
Fo4 wastelanders friend Wastelander's Friend 27 20.7 46 107 78 10mm 24 7.3 772 128.7 001F61E6
File:Thedeliverfo4.png Deliverer 25 48.4 66 60 67 26 1.69 10mm 12 4.4 774 175.9 000DC8E7


Fallout4 Flare gun Flare gun 10 0.5 3 146 74 40 0.25 Flare 1 2 50 25 001025AC
WesternPistol Western revolver Nuka-World_(add-on) 60 6 66 40 0.25 .44 round 6 5.2 99 xx0415B3

Rifles

Rifle name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
Assault rifle Assault rifle 30 20 40 119 72 32 0.94 5.56mm 30 13.1 144 11 0000463F
Fallout4 Combat rifle Combat rifle 33 18.1 33 119 70 25 1.32 .45 20 11.1 117 10.5 000DF42E
December's Child (Far Harbor) December's Child Far_Harbor_(add-on) 5.56mm xx014459
Overseers Guardian Overseer's Guardian 55 82.5 90 109 76 .45 20 11.1 117 10.5 000DF42E
Gauss rifle (Fallout 4) Gauss rifle 110 121 66 191 69 30 3.67 2mm EC 7 15.8 228 14.4 000D1EB0
The Last Minute The Last Minute 204 224.4 66 203 112 2mm EC 20 21.6 6500 0022B603
FO4NW Handmade rifle Handmade rifle Nuka-World_(add-on) 32 40 119 72 7.62 round 10 12.8 136 10.6 xx033B60
FO4NW The Problem Solver The Problem Solver Nuka-World_(add-on) 56.05 7.62 round xx000000
Splattercannon Splattercannon Nuka-World_(add-on) 65 113 89 108 7.62 round 75 23.6 6855 290.5 xx000000
Hunting rifle Hunting rifle 37 2.2 3 131 71 28 1.32 .308 5 9.6 55 5.7 0004F46A
RebaII Reba 37 2.2 3 131 71 .308 5 9.6 55 5.7 001ABC92
RebaII Reba II 64 4.3 4 215 92 .308 5 15.5 306 19.7 001ABC93
Tinker Tom Special Tinker Tom Special 55 3.2 3 185 112 .308 1 16.7 706 42.3 001F2675
Lever-action rifle (Far Harbor) Lever-action rifle Far_Harbor_(add-on) 35 2.9 5 122 72 26 1.35 .45-70 5 9 150 16.7 xx02C8B0
Fo4FH lever action rifle Lucky Eddy Far_Harbor_(add-on) 35 2.9 5 122 72 .45-70 5 9 201 22.3 xx045675
Old Reliable Old Reliable Far_Harbor_(add-on) 70 2.9 5 122 61 .45-70 5 9 801 89 xx05158F
FO4FH Radium rifle Radium rifle Far_Harbor_(add-on) 27 51.3 40 119 72 25 1.08 .45 20 11.1 80 7.2 xx025FC4
FO4FH Radium rifle Kiloton Radium rifle Far_Harbor_(add-on) 27 51.3 40 119 72 .45 20 11.1 xx05158E
FO4FH Radium rifle Radical Conversion Far_Harbor_(add-on) 27 51.3 40 119 72 .45 20 11.1 xx045673
Railway rifle (Fallout 4) Railway rifle 100 16.6 10 119 69 20 5 Railway spike 10 14.4 290 20.1 000FE268
Fallout4 Submachine gun Submachine gun 10 21.1 127 107 63 35 0.28 .45 50 12.7 109 8.6 0015B043
Silver submachine gun Silver submachine gun 10 21.1 127 107 63 .45 50 13.8 121 8.8 001B28F7
Spray n Pray Spray n' Pray 33 69.9 127 77 69 .45 19 1084 57.1 00165181
Syringer Syringer Variable Variable 2 119 72 35 Syringer ammo 6.2 132 21.3 0014D09E

Shotguns

Shotgun name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
Fo4 combat shotgun standard Combat shotgun 50 16.7 20 47 23 35 1.43 Shotgun shell 8 11.1 87 7.8 0014831C
Fo4 justice Justice 50 25 20 35 28 Shotgun shell 15.5 1076 69.4 001F61E4
Le Fusil Terribles Le Fusil Terribles 62 20.7 20 71 29 Shotgun shell 15.7 389 24.8 00225771
Double-barrel shotgun (Fallout 4) Double-barrel shotgun 45 27.6 36 47 16 30 Shotgun shell 2 9 39 4.33 00092217

Pipe weapons

Weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
Fallout4 pipe pistol Pipe bolt-action 34 1.1 2 95 63 29 1.17 .308 6 3.9 30 8.5 0014831A
Fallout4 pipe pistol Pipe gun 13 11.9 55 119 58 30 0.43

.38

13 2.8 22 7.9 00024F55
Pipe revolver Pipe revolver 24 14.4 6 119 63 35 0.68 .45 6 2.7 27 5.2 0014831B

Heavy weapons

Heavy weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
Fallout4 Fat man Fat Man 468 7.8 1 117 63 60 7.8 Mini nuke 1 30.7 512 16.7 000BD56F
Fallout4 Fat man Big Boy 486 8.1 1 117 39 Mini nuke 1 30.7 12405 0021A53E
Fallout4 Fat man The Striker Far_Harbor_(add-on) 100 1 117 63 60 1.66 Modified bowling ball 1 30.7 2512 81.82 xx031702
FO4NW Nuka-Nuke launcher Nuka-nuke launcher Nuka-World_(add-on) 833 1 117 63 Nuka-nuke 1 36 650

xx000000

Flamer (Fallout 4) Flamer 12 18 90 47 30 Flamer fuel 100 16.1 137 8.51 000E5881
Flamer (Fallout 4) Sergeant Ash Far_Harbor_(add-on) Flamer fuel xx051599
Harpoon gun Harpoon gun Far_Harbor_(add-on) 150 5 2 63 Harpoon 1 16.3 xx010B81
Harpoon gun Admiral's Friend Far_Harbor_(add-on) Harpoon xx05158B
Harpoon gun Skipper's Last Stand Far_Harbor_(add-on) Harpoon xx04E752
Fallout4 junk jet Junk Jet 40 14 20 119 30 Most junk items 29.9 285 6.2 000E942B
Fallout4 Minigun Minigun 8 36.3 272 131 30 5mm 500 27.4 382 14 0001F669
Fallout4 Minigun Ashmaker 9 47 313 77 39 5mm 500 28.7 1755 61.1 001F252E
Missile launcher (Fallout 4) Missile launcher 150 5 2 203 45 Missile 1 21 314 14.95 0003F6F8
Missile launcher (Fallout 4) Partystarter 150 5 2 191 107 Missile 28.5 4822 ? ? 001F61E5
Missile launcher (Fallout 4) Death From Above 151 5 2 203 65 Missile 21 4479 ? ? 00225969
Broadsider Broadsider 108 3.6 2 203 40 Cannonball 1 27.4 245 9 000FD11B

Energy weapons

Laser

Laser weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
Fallout4 Institute pistol Institute laser 15 16.5 66 71 25 Fusion cell 30 3.9 50 12.8 001633CC
Virgils rifle Virgil's rifle 33 36.3 66 227 85 Fusion cell 7.2 384 53.3 00225ABA
BaseLaserMusketFO4 Laser musket 30 3.0 6 215 30 Fusion cell 2 15.4 73 4.8 0001DACF
Fallout4 laser pistol Laser gun 27 22.5 50 71 25 Fusion cell 30 3.5 69 19.7 0009983B
Old Faithful Old Faithful 29 24.2 50 71 71 Fusion cell 4.5 929 206.4 001F61E2
Fallout 4 Survivors Special Survivor's Special 26 19 44 47 42 Fusion cell 4.8 340 70.8 00225ABC
Protectron's Gaze Protectron's Gaze Automatron (add-on) 54 57 47 44 Fusion cell 30 5.1 352
Good Intentions Good Intentions 21 39.6 113 194 82 Fusion cell 7.9 393 49.7 0022537B
Fallout 4 Laser Rifle Prototype UP77 "Limitless Potential" 24 41.7 50 227 96 Fusion cell 6.5 355 54.6 0023E5EE
Fallout 4 Laser Rifle Righteous Authority 26 21.7 50 203 Fusion cell 27 5.5 326 59.3 001A2A2E
Fallout 4 Laser Rifle Wazer Wifle 55 45.8 50 302 76 Fusion cell 6.3 364 57.8 00225965
Gatling laser (Fallout 4) Gatling laser 14 63.5 272 203 30 Fusion core 500 19.3 804 41.7 000E27BC
Gatling laser (Fallout 4) Final Judgment 14 79.3 340 203 48 Fusion core 500 19.3 3804 197.1 00225ABE
Gatling laser (Fallout 4) Aeternus Nuka-World (add-on) 79 45 251 63 Fusion core 500 39.3 4799 xx04EC35

Plasma

Plasma weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
Fallout4 plasma pistol Plasma gun 35 24 33 119 30 Plasma cartridge 30 3.9 123 31.5 00100AE9
Plasma gun Experiment 18-A 25+25 113.33 136 203 140 6.6 Plasma cartridge 001F61E9
Fallout4 plasma thrower Sentinel's Plasmacaster 82 45.1 33 119 148 Plasma cartridge 4.8 602 125.4 00225967

Other

All these weapons count as non automatic weapons and thus work with either Gunslinger, Rifleman or Sniper respectively, except the Cryolator which is counted as a heavy gun and thus works with Heavy Gunner.

Other weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
Alien blaster pistol Alien blaster pistol 50 83 100 119 20 Alien blaster round or Fusion cell 42 2.5 1551 620.4 000FF995
Cryolator (Fallout 4) Cryolator 20 1800 90 71 66 20 Cryo cell 25 13.2 302 22.9 00171B2B
Alien blaster pistol Hub's Alien Blaster Nuka-World_(add-on) 58 100 149 76 20 Alien blaster round or Fusion cell 42 2.5 2751 1100.4 xx000000
Salvaged assaultron head Salvaged assaultron head Automatron_(add-on) 35 + 45 Radiation 11 93 65 Fusion cell Charged single shot 8 40 xx0100B7
Tesla rifle Tesla rifle Automatron_(add-on) 38 40 83 70 Fusion cell 15 8.1 90 xx003E07

Radiation weapons

These weapons produce radiation damage, including both direct damage from explosions and damage over time from exposure and poisoning. There is some variance in how damage is dealt within this class of weapon; please consult each weapon's page for specific details. Also, the radiation page explains the unique ways that this kind of damage is handled by the game. These are affected by the perk Nuclear Physicist in terms of radiation damage.

Gamma

Other weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
Gamma gun (Fallout 4) Gamma gun 110 121 66 119 30 Gamma round 8 3 156 52 000DDB7C
Lorenzos artifact gun Lorenzo's Artifact gun 25+10 38.5 66 203 69 Gamma round 4.5 753 167.3 002266F7
Gamma gun (Fallout 4) Zeta gun 57 62.7 66 119 Gamma round 8 3.1 156 50 002266FC

Poison weapons

Poison weapons utilize the poison damage type to deal ongoing damage to targets.

Other weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Base ID
Acidsoaker Acid Soaker Nuka-World (add-on) 11 ? 66 35 94 ? ? ? Acid concentrate 20 3 125 42 xx007BC6

Explosives

Explosives have a maximum range of 93. They seem to hit an invisible wall at their maximum range. Explosives benefit from the Demolition Expert perk.

Thrown

Thrown explosive weapon name Damage per shot AOE Weapon weight Weapon value in caps Value to weight ratio Base ID
Baseball grenade Baseball grenade 101 Attack 1 40 40 00107BD6
Cryogenic grenade Cryogenic grenade 151 Attack 0.5 50 100 000FF21D
Fragmentation grenade (Fallout 4) Fragmentation grenade 151 Attack 0.5 50 100 000EEBED
HalluciGen gas grenade HalluciGen gas grenade 1 Attack 1 35 35 000E98E5
Homing Beacon Homing beacon 1 Attack 1 0 0 00065DEC
FO4 Institute Pulse grenade Institute beacon 1 Attack 0.5 0 0 00174F8F
FO4 Institute Pulse grenade Institute EM pulse grenade 150 Energy 0.5 100 200 0018325E
Fo4 Molotov cocktail Molotov cocktail 51 Attack 0.5 20 40 0010C3C6
Fo4 Nuka grenade Nuka grenade 301 Attack + 100 Radiation 0.5 100 200 000E5750
Plasma grenade (Fallout 4) Plasma grenade 150 Attack + 150 Energy 0.5 135 270 0010A33D
Fallout4 Pulse grenade Pulse grenade 150 Energy 0.5 100 200 000FF21F

Placed

Placed explosive weapon name Damage per shot AOE Weapon weight Weapon value in caps Value to weight ratio Base ID
Bottlecap mine (Fallout 4) Bottlecap mine 301 Attack 0.5 75 150 0010771F
Fallout4 Cryo mine Cryo mine 101 Attack 0.5 50 100 0010C669
Fallout4 Fragmentation mine Fragmentation mine 101 Attack 0.5 50 100 000E56C2
Nuke mine Nuke mine 301 Attack + 100 Radiation 0.5 100 200 0010A340
Fo4 plasma mine Plasma mine 150 Attack + 150 Energy 0.5 100 200 0010A342
Fallout4 Pulse mine Pulse mine 150 Energy 0.5 100 200 0010A344

Faction explosives

Thrown explosive weapon name Damage per shot AOE Weapon weight Weapon value in caps Value to weight ratio Base ID
VirtyandArtillery Smoke Grenade Artillery smoke grenade 1 Attack 0.5 0 0 0012E2CA
FO4 Institute Pulse grenade Synth relay grenade 1 Attack 0.5 50 100 000589F2
VirtyandArtillery Smoke Grenade Vertibird signal grenade 1 Attack 0.5 10 20 00056917

Traps

Placed

Placed trap name Damage per shot AOE Weapon weight Weapon value in caps Value to weight ratio Base ID
Fo4FH bear trap Bear trap Far_Harbor_(add-on) 8 xx054072
Bleeding bear trap Bleeding bear trap Far_Harbor_(add-on) 8 xx0540F7
Caltrops Caltrops Far_Harbor_(add-on) 0.5 xx05406E
Poisoned caltrops Poisoned caltrops Far_Harbor_(add-on) 0.5 xx0540ED

Melee weapons

Damage found in the table is base damage, every point of strength adds 10% to it. Several perks can further increase the damage displayed for a melee weapon.

Bladed

Bladed weapons can dismember limbs of humanoid opponents, permanently damaging the limb and disarming the target. Like all melee weapons, bladed weapons benefit from Big Leagues and Strength.

Bladed melee weapon name Damage per attack Damage per second Speed Critical hit Damage Action point cost Damage per Action Point Weapon weight Weapon value in caps Value to weight ratio Base ID
Automatron assaultron blade Assaultron blade Automatron_(add-on) 17 19.8 Medium 35 3 50 xx008B8E
Chinese officer sword (FO4) Chinese officer sword 16 18.7 Medium 35 0.46 3 50 16.7 00147BE4
Chinese officer sword (FO4) General Chao's Revenge 28 34 Medium 35 0.8 3 775 258.3 00147BE4


Chinese officer sword (FO4) Zao's sword 16 22 Medium 35 0.46 3 50 16.7 00147BE4
Fallout4 Combat knife Combat knife 9 16 Fast 20 0.45 1 25 25 000913CA
Fallout4 Combat knife Pickman's Blade 15 59.9 Fast 20 0.75 1 143 143 0022595F
Grognaks axe Grognak's axe 25 29.8 Medium 20 1.25 10 100 10 00183FCD
Fallout4 Machete Machete 14 16.2 Medium 30 0.47 2 25 12.5 00033FE0
Kremvh's Tooth Kremvh's Tooth 28 + 3 Poison 50.2 Medium 30 0.93 + 0.1 Poison 2 2 50 0022576D
Mr. Handy buzz blade Mr. Handy buzz blade Automatron_(add-on) 5 26.2 Very Fast 40 10 50 xx0020F8
Revolutionary sword Revolutionary sword 16 18.7 Medium 35 0.46 3 50 16.7 00143AB5
Shem Drowne sword Shem Drowne sword 16 + 9 Radiation 20.4 Medium 35 0.46 + 0.26 Radiation 3 250 8.3 0000364A
Ripper (Fallout 4) Ripper 4 21 Very Fast 40 0.7 6 50 8.3 000FA2F6
Ripper (Fallout 4) Reckoning 4 25 Very Fast 40 ? 6 50 8.3 000FA2F6
Ripper (Fallout 4) The Harvester Far_Harbor_(add-on) Very Fast xx04FA7E
Shishkebab (Fallout 4) Shishkebab 13 + 13 Energy 15.3 Medium 35 0.37 + 0.37 Energy 3 200 67 000FA2FB
Fo4 switchblade Switchblade 8 14.6 Fast 20 0.4 1 20 20 000FDC81

Blunt

Blunt weapons tend to stagger opponents more frequently than bladed weapons. Like all melee weapons, blunt weapons benefit from Big Leagues and Strength.

Blunt melee weapon name Damage per attack Damage per second Speed Critical hit Damage Action point cost Damage per Action Point Weapon weight Weapon value in caps Value to weight ratio Base ID
Natural baseball bat fo4 Baseball bat 16 12.1 Slow 35 0.46 3 25 8.3 0008E736
Cedar Baseball Bat 2076 World Series baseball bat 16 16.5 Slow 35 0.46 3 325 108.3 000E9A43
Rockville Slugger Rockville Slugger 21 12.7 Slow 21 1 3.5 133 38 001F2674
Board Board 14 10.5 Slow 33 0.42 3 20 6.7 0005C250
Fo4 lead pipe Lead pipe 11 12.8 Medium 30 0.37 3 15 5 000FC9C3
Fallout4 Pipe wrench Pipe wrench 13 15.3 Medium 35 0.37 2 30 15 000D83BF
Fallout4 Pipe wrench Big Jim 13 17.9 Medium 35 0.37 2 150 75 0023E5EC
Pole hook Pole hook Far_Harbor_(add-on) Slow xx009582


Pole hook Bloodletter Far_Harbor_(add-on) Slow xx034E7B
Pole hook The Fish Catcher Far_Harbor_(add-on) Slow xx05158D
Fallout4 Pool cue Pool cue 13 9.9 Slow 30 0.43 1 10 10 000FA3E8
Fallout4 Rolling pin Rolling pin 11 12.8 Medium 25 0.44 1 10 10 00142FAB
Fallout4 Security Baton Security baton 11 12.8 Medium 30 0.37 2 15 7.5 0008C14D
Fo4 sledgehammer Sledgehammer 23 17.6 Slow 40 0.58 12 40 3.3 000E7AB9
Super sledge (Fallout 4) Super sledge 40 30.8 Slow 45 0.89 20 180 9 000FF964
Atoms Judgement Atom's Judgement Far_Harbor_(add-on) 40 + 100 Radiation Slow xx03A388
Natural baseball bat fo4 Swatter 17 ? Slow 35 0.49 3 30 10 00061721
Fallout4 Tire Iron Tire iron 12 13.6 Medium 25 0.48 2 25 12.5 00185D25
Walking cane Walking cane 10 11.9 Medium 20 0.5 2 10 5 000FDC7D

Fist weapons

Fist weapons benefit from the Iron Fist Perk as well as from Strength. Note that fist weapons cannot be used while wearing power armor.

Fist melee weapon name Damage per attack Damage per second Speed Critical hit Damage Action point cost Damage per Action Point Weapon weight Weapon value in caps Value to weight ratio Base ID
Boxing glove (Fallout 4 weapon) Boxing glove 9 10.2 Medium 25 0.36 1 10 10 0016498F
Deathclaw gauntlet (Fallout 4) Deathclaw gauntlet 25 29.8 Medium 40 0.63 10 75 7.5 000D8576
Fallout4 Knuckles Knuckles 10 9.4 Medium 25 0.4 0.5 10 20 0005524B
Meat hook Meat hook Far_Harbor_(add-on) 42 Medium 2 32 xx04B5F4
Meat hook Butcher's Hook Far_Harbor_(add-on) 42 Medium 2 xx??????
Power fist (Fallout 4) Power fist 20 23.8 Medium 35 0.57 4 100 25 0011B336

Renaming weapons

In Fallout 4, the player character is able to rename any weapon, including unique weapons, at any weapons workbench. Renaming weapons does not affect any weapon stats. This primarily adds a level of personalizing to weapons and can help avoid accidentally disassembling a favored weapon.

Mods

Weapons may be modified in Fallout 4. Each weapon has modification 'slots' (e.g. barrel, grip, magazine, sights) that may be modified with increasingly powerful or useful mods by the player character based on their perks. However, the player character may salvage useful mods that are not yet available via the player character's perk level by simply modifying any weapon that already has the mod of interest.[1] By replacing the mod of interest with any available mod the original mod goes into inventory and may then be used to alter the player character's chosen weapon without regard for their perk level. Unique weapons do not offer this capability; their special mods are 'reserved' and since they are unique, no other examples are available to be salvaged.

Notes

If a player character puts unique and legendary weapons in a container in a settlement, nearby NPCs, like settlers or even enemy attackers, can randomly take them and they may be irretrievable. Therefore, access to personal containers should be restricted, either by obstructing the expected path used by them to reach the container, or by the use of powered doors, holes, floating structures, etc.

Bugs

Playstation 4Playstation 4 Sometimes, when starting the game, gunfire cannot be heard on certain weapons. This can be fixed by re-starting the game or re-loading to a previous save file.

See also

In Fallout 4

In the rest of the Fallout series

References

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