Can I break down a weapon into mods (not junk)?
Let's say I have 10mm pistol. Can I break it down so I'm left with no pistol, and a [barrel, magazine, sight, grip] etc?
I ask because I'm finding myself in the early game with mods across 3-4 pistols that I'd like to combine into one, but I lack the extra junk/spare mods to swap things around.
Best Answer
You cant completely disassemble a weapon. You must be able to have enough mats to replace the mod with the base option at a minimum.
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Can you get mods from dismantling weapons?
Dismantling Gear And Mods Despite what the Mod Components description states, current Legendary gear does not grant Mod Components. Dismantling any armor piece that uses the Armor 2.0 system (every armor piece obtained since Shadowkeep) will not give Mod Components.How do you break down weapons in Fallout 4?
When it comes to weapons and armor, head over to either the Weapons Workbench or the Armor Workbench. Here, you can permanently dismantle guns and outfits for specific parts. Now you're ready to sprint back out into the Wasteland, disrobe fresh corpses, and rebuild your toaster family.Can you disassemble weapons Fallout 4?
Junk: these will be broken down automatically for crafting; however, if you want to manually "liberate" specific components for any reason (e.g. quests or easier transportation) you can break down junk by dropping it on the ground as above.FALLOUT 4: Weapon Modding PROTIP - How to Take Mods Off a Weapon \u0026 Move them to Another (Armor Too!)
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Answer 2
Both of these solutions require modding your game.
There is unfortunately no good solution achieveable without mods.
1st - Free Weapon Downgrades
Gets around the problem by simply making the lowest-tier / "default" mod for that slot free to craft. Install the "no profit" version to make the standard mod crates (unattached loose items) have zero market value, to preserve balance.
Optional extra - No Standard Mod Crates
For convenience with Free Downgrades; stops the now-worthless standard mod crates from being created in your inventory when replaced.
2nd - Craft and Dismantle Weapons
This adds a new "weapon blueprint" item and allows weapons to be in a non-functioning state if they're missing a receiver. Seems to introduce a few more finicky items & mechanics than it needs to (it includes a portable weapon mod switching, but not crafting, workstation to swap mods in the field), but makes a little more in-world sense and is more potentially more robust to other weapon mods than Free Downgrades.
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