I’ve been running around Night City with modded weapons for the past few months, and honestly? The difference between vanilla Cyberpunk 2077 gunplay and what these weapon modifications deliver is night and day. CD Projekt Red did a lot right with patch 2.0, but the combat still has this… weird disconnect. Headshots that feel like peashooters. Smart weapons that seem to forget what “smart” means. Pistols that pack all the punch of a nerf gun.
Dozens of gun enhancements tested with the latest patch, watching which ones actually make combat feel better rather than just changing numbers in a spreadsheet. Some weapon overhauls completely transform how you approach firefights. Others just let you unequip a scope without losing your mind. Both matter.
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Modified Weapons 2.1
You know what annoyed me most about patch 2.0? They removed rifle scopes from the MA70. Just… why? This mod brings them back, along with a bunch of other tweaks that should’ve been in the base game from the start.

- Restores rifle scopes to the Defender assault rifle and adds muzzle brakes for better recoil management
- Converts the E255 Percipient scope into an actual sniper scope (finally makes sense for long-range builds)
- Bumps Grad magazine capacity to 10 rounds because four shots in a sniper rifle was always ridiculous
- Brings back those MA70 rifle scopes that vanished after 2.0
- Enables full-auto mode for the Kenshin SMG (turns it from “meh” to genuinely fun)
- Fixes legendary scope compatibility so you can actually use them without bugs
- Reduces handgun and revolver weight by 1 point each (small change, but noticeable when you’re carrying six different pistols)
✅ Gameplay changes: Combat feels more logical. Sniper builds actually work now without feeling handicapped by arbitrary limitations. The weight reduction means you can experiment with different sidearms without constantly hitting the carry limit. These aren’t massive overhauls they’re surgical fixes that address specific annoyances.
More Mods More Fun – Any Weapon Any Mod
Ever tried to put a Power weapon mod on a Smart gun? Yeah, the game just says “nope” and moves on with its life. This mod removes those restrictions entirely, and suddenly your arsenal becomes actually customizable.

- Smart guns accept Power weapon mods (completely changes how Smart builds play)
- Shotguns can equip AR and SMG magazine modifications for extended capacity
- Melee weapons share mod pools knives can use blunt weapon enhancements
- Zero compatibility issues reported across hundreds of hours of community testing
- Works with every type without breaking unique weapon properties
✅ Gameplay changes: This transforms theorycrafting. You’re no longer locked into predefined equipment paths. Want a high-capacity Smart pistol? Go for it. Need better armor penetration on your Tech shotgun through a Power mod? Now you can. The mod doesn’t break balance as much as it removes artificial restrictions that never made sense in the first place.
If you're also trying to make Night City feel more grounded, check out my list of realism mods for additional immersion tweaks.
Realism mods for Cyberpunk 2077Guns Redone V3.0 (Overhauled)
This is the big one. Guns Redone doesn’t just tweak numbers it redesigns how damage, recoil, and weapon balance work across the entire game. The creator based everything on real-world calibers and ballistics, which sounds nerdy until you realize how much more visceral combat becomes.

- Damage calculated based on actual caliber specifications (a .50 cal round hits like a .50 cal round should)
- Removes weapon spread while aiming but increases recoil to compensate (rewards precision, punishes spray-and-pray)
- Drastically improved headshot multipliers that make stealth sniper builds viable again
- Each gun class has clearly defined strengths and weaknesses (no more “best gun” syndrome)
- Optional modules for enemy rebalancing and cyberware improvements
- Compatibility patch available for Hardcore22 mod users
✅ Gameplay changes: Combat becomes significantly more lethal for you and enemies. This shifts the entire rhythm of gunfights. Cover matters. Flanking matters. Landing that first shot matters. It’s not “harder” in the artificial difficulty sense. It’s harder because the game stops holding your hand and starts respecting your ability to aim. Worth noting that this pairs incredibly well with stealth builds since headshots actually end fights instead of just annoying whoever you shot.
Gunsensical
Created by an actual former CD Projekt Red gameplay designer, which immediately caught my attention. Gunsensical rebalances weapons using real bullet muzzle energy values, rates of fire, and magazine sizes. It’s weapon overhaul design grounded in actual firearms knowledge rather than “this feels about right.”

- Damage scaled to real-life bullet muzzle energy (no more guessing why one gun arbitrarily hits harder)
- Consistent armor penetration rules tied to caliber size
- Reduced shotgun spread with increased effective range (makes shotguns useful beyond point-blank)
- Normalized headshot damage to 2.5x body shot values across all weapons
- Weight categories that affect your movement speed (heavy guns slow you down)
- Enhanced accuracy for burst-fire weapons
✅ Gameplay changes: Gunsensical makes weapon choice meaningful again. Light pistols for mobility. Heavy rifles for raw stopping power. Shotguns for mid-range area denial instead of just “close quarters only.” The creator clearly wanted to preserve the power fantasy while injecting consistency, and it works. You still feel like a chrome-enhanced merc, just one operating in a world where physics exists.
Pistol Pack 2
Sometimes you don’t need complete combat system overhauls. Sometimes you just want ten new sci-fi pistols with fun gimmicks. Pistol Pack 2 delivers exactly that weapons ported from Call of Duty games with custom tweaks for Cyberpunk’s setting.

- Strife MK.II with full-auto capability and extended magazine options
- Beretta 93R as a burst-fire automatic pistol (surprisingly effective in close quarters)
- MR6 featuring wall-penetration ability for shooting through cover
- Malorian Arms variants with fire and electric ammunition types
- Custom suppressor options for all new weapons
- Available from gun vendors starting at level 17
✅ Gameplay changes: More pistol variety means more viable sidearm builds. The wall-piercing MR6 alone changes how you approach certain combat scenarios enemies behind cover aren’t safe anymore. The elemental Malorian variants give pistols additional utility beyond just “backup weapon when rifle runs dry.” These aren’t game-breaking additions, just solid alternatives that fit naturally into Night City’s weapon ecosystem.
Speaking of finding gear you might've missed, I also put together a guide on how to get iconic weapons you missed if you're hunting down specific pieces.
How to get iconic weapons you missedUnequip Mods
This should’ve been a base game feature from day one. Unequip Mods does exactly what the name suggests lets you remove weapon and clothing mods without destroying them in the process. That’s it. That’s the whole mod. And it’s absolutely critical.

- Remove weapon mods without destroying them
- Swap clothing mods freely between different gear pieces
- Compatible with Cyberpunk 2077 version 2.0 and higher
- Simple installation through a single .reds file
- Requires redscript v0.5.8 or newer
✅ Gameplay changes: This removes one of the most frustrating limitations in the entire game. Suddenly you can actually experiment with mod combinations without permanent consequences. Found a better rifle? Transfer your mods over. Want to try a different build? Reconfigure your equipment without losing resources. It’s a quality-of-life improvement that affects every single playthrough.
Weapons Improved
Weapons Improved takes a different approach than Guns Redone or Gunsensical. Instead of complete system overhauls, it focuses on fixing inconsistencies and giving each weapon manufacturer distinct characteristics. Militech guns handle differently than Arasaka. Budget weapons feel cheap. High-end gear feels premium.

- Corrected headshot damage values across all variants (fixes inconsistencies)
- Fixed handling and reload speed discrepancies between similar types
- Balanced recoil and spread to match weapon class and quality tier
- Improved magazine size consistency within weapon families
- Enhanced armor penetration for appropriate weapons (high-caliber rifles, tech)
- Maintains manufacturer identity Militech feels different from Kang Tao
✅ Gameplay changes: Combat feels more polished overall. You can feel the difference between weapon tiers and manufacturers instead of everything blurring together. Budget guns are clearly budget guns. Legendary weapons earn their rarity. The mod doesn’t fundamentally change how combat works it just makes existing systems function better. Perfect if you want improvements without learning entirely new mechanics.
Mods Installation Recommendations
Most of these weapon modifications require either Cyber Engine Tweaks (CET) or redscript to function properly. If you haven’t installed those frameworks yet, do that first. Both are available on Nexus Mods with detailed instructions.
I strongly recommend using Vortex Mod Manager for handling these installations. Manual installation isn’t that complicated, but when you’re juggling multiple weapon overhauls with compatibility patches, having a manager that tracks everything saves massive headaches. Vortex automatically handles load orders and flags conflicts before they break your game.
A few compatibility notes from my own testing:
- Guns Redone and Gunsensical are both comprehensive overhauls, so don’t run them together unless you enjoy troubleshooting crashes
- Modified Weapons 2.1 plays nice with pretty much everything since it’s modular
- Weapons Improved is designed to be compatible with most other mods
- Pistol Pack 2 is just new content, so zero conflicts there
- Unequip Mods works with literally everything
Always read mod pages for the latest compatibility information. Modders update these regularly, and what worked last month might need a patch after the most recent game update. The Nexus community is pretty good about flagging issues quickly though
Ready To Shoot Some Gonks?
Start with something simple like Unequip Mods or Modified Weapons 2.1 if you’re new to modding Cyberpunk. Both make immediate quality-of-life improvements without overwhelming complexity. Once you’re comfortable, try one of the comprehensive overhauls Guns Redone for caliber-based realism, Gunsensical for consistent physics-based balance, or Weapons Improved for polished vanilla-plus experience.
If I’ve missed any mods that you think deserve recognition, feel free to contact me. I’m always testing new modifications, and if something genuinely improves combat, I’ll add it to this list. The Cyberpunk modding scene moves fast, and there’s probably some incredible gun overhaul I haven’t discovered yet. Now get out there and shoot some Tyger Claws with weapons that actually work properly. Night City’s waiting.





