7 Best [Weapon Mods] For Cyberpunk 2077 🔫 In 2026

Weapon mods for Cyberpunk 2077

I have spent the last few months exploring Night City with modded weapons, and the difference between vanilla Cyberpunk 2077 gunplay and these mods is night and day.

I tested dozens of weapon improvements on the latest patch, looking for changes to the feel rather than just numbers in a table. These Cyberpunk 2077 weapon mods change how you approach firefights.

Modified Weapons 2.1

You know what pissed me off the most about Patch 2.0? They removed the rifle-type sights from the MA70. Just plain why? This mod brings them back, along with a bunch of other edits that should have been in the base game from the start.

Screenshot of mod Modified Weapons 2.1 showing the fight in Cyberpunk 2077.
  • Returns rifle sights to the “Defender” machine gun and adds muzzle brakes for better recoil control
  • Turns the E255 Percipient into a proper sniper scope, finally making sense for long-range builds
  • Raises the Grad’s magazine capacity to 10 rounds, giving you more shots before reloading.
  • Returns the same rifle sights for the MA70 that disappeared after version 2.0
  • Enables fully automatic fire for the Kenshin, giving you another firing option.
  • Fixes the compatibility of legendary sights, so now you can actually use them without bugs
  • Reduces pistol and revolver weight by 1 unit, noticeable when carrying six different guns

✅ Gameplay changes: combat feels more logical. Sniper builds work without arbitrary restrictions, and lower weight lets you experiment with sidearms without constantly reaching the carry limit.

More Mods More Fun — Any Weapon Any Mod

Have you ever tried putting a mod for a standard weapon on a smart gun? Yeah, the game just says no. This mod completely removes these limitations.

Mod More Mods More Fun Any Weapon Any Mod
  • Smart weapons take mods for standard weapons (completely game-changing for builds with smart weapons)
  • Shotguns can use assault-rifle and SMG magazines for more ammunition
  • Melee weapons share mod pools, letting knives use blunt-weapon upgrades
  • Works with any type of weapon without breaking its unique properties.

✅ Gameplay changes: transforms build-making by removing fixed equipment paths. Want a Smart pistol with a huge magazine, or better armor penetration on a Tech shotgun through a regular weapon mod? Now you can. It removes artificial restrictions that never made sense rather than simply breaking balance.

Guns Redone V3.0 (Overhauled)

This is a major overhaul. Guns Redone changes damage, recoil, and balance across the game rather than tweaking numbers. Real calibers and ballistics underpin it, which sounds dry until you feel how much more natural combat becomes.

Guns redone v3.0 overhauled: a large chart of different ammunition calibers.
  • Damage is calculated based on the specifications of real calibers (a .50 caliber bullet hits the way a .50 caliber bullet should hit)
  • Removes aimed weapon spread but increases recoil to compensate, rewarding accuracy over indiscriminate fire
  • Radically improved headshot multipliers that again make stealth snipers viable
  • Each class of gun has well-defined strengths and weaknesses (no more “best gun” syndrome).
  • Optional modules for rebalancing enemies and improving cyber implants
  • Compatibility patch available for mod Hardcore22 users

Gameplay changes: combat becomes significantly deadlier for you and your enemies. This changes the entire rhythm of firefights. Cover matters. Flanking matters. Landing the first shot matters. It pairs incredibly well with stealth builds, because headshots really do end fights.

Gunsensical

Created by an actual former CD Projekt Red gameplay designer, which immediately caught my attention. Gunsensical balances weapons using real muzzle energy, rate of fire, and magazine size. It applies firearms knowledge rather than simply choosing what feels roughly right.

A close-up of a realistic pistol design from mod Gunsensical.
  • Damage scales relative to the actual muzzle energy of the bullet (no longer need to guess why one gun is arbitrarily hitting harder than the other)
  • Logical armor-penetration rules tied to caliber
  • Reduced spread of shotguns with increased effective range (makes shotguns useful not only at point-blank range)
  • Normalizes headshot damage to 2.5x body damage across weapons
  • Weight classes that affect speed (heavy guns slow you down)
  • Improves accuracy for burst-fire weapons

✅ Gameplay changes: Gunsensical makes weapon choice matter again. Light pistols provide mobility, heavy rifles stopping power, and shotguns medium-range control rather than just close combat. It preserves the power fantasy while adding consistency: you are still a chrome-enhanced mercenary, now in a world with physics.

Pistol Pack 2

Sometimes you just want ten new sci-fi pistols with interesting features rather than a complete combat overhaul. Pistol Pack 2 ports weapons from Call of Duty and tunes them for Cyberpunk.

Mod Pistol Pack 2, featuring a character aiming with a futuristic personal weapon.
  • Strife MK.II with automatic fire and expanded magazine options
  • Beretta 93R as a burst-fire machine pistol, surprisingly effective at close range
  • MR6 can penetrate walls to hit targets behind cover
  • Malorian Arms variants with fire and electric ammunition types
  • Custom versions of silencers for all new weapons
  • Available from arms dealers from level 17

✅ Gameplay changes: more sidearms enable more builds. The wall-penetrating MR6 changes encounters because enemies behind cover are no longer safe. Malorian variants add utility beyond being spare guns when your rifle runs dry.

Unequip Mods

It should have been in the base game from day one. Unequip Mods does exactly what the title says – it allows you to remove mods from weapons and clothing without destroying them in the process. That’s all. It’s the whole mod.

Mod Unequip Mods showing the removal button of clothing mods.
  • Remove mods from weapons without destroying them.
  • Move clothing mods freely between pieces of gear
  • Compatible with Cyberpunk 2077 2.0 and higher
  • Easy installation through a single .reds file
  • Requires redscript v0.5.8 or later

✅ Gameplay changes: removes one of the game’s most frustrating restrictions. You can experiment with mod combinations without permanent consequences. Found a better rifle? Transfer the mods. Want another build? Reconfigure your gear without losing resources.

Weapons Improved

Weapons Improved takes another approach from Guns Redone or Gunsensical. Rather than rebuilding systems, it fixes inconsistencies and gives manufacturers distinct traits. Militech guns feel different from Arasaka’s.

Mod Weapons Improved cover image for polished combat experience.
  • Corrected head damage values for all variants (resolves inconsistencies)
  • Fixes handling and reload-speed differences between similar variants
  • Balanced recoil and dispersion according to weapon class and quality
  • Makes magazine sizes more consistent within weapon families
  • Improves armor penetration for suitable weapons, including large-caliber rifles and Tech weapons
  • Preserves manufacturer identity: Militech feels different from Kang Tao

✅ Gameplay changes: combat feels more polished overall. You feel the differences between weapon tiers and manufacturers instead of everything blending together. Budget guns are clearly budget guns. Legendary weapons justify their rarity. The mod does not fundamentally change how combat works; it simply makes the existing systems work better. Ideal if you want improvements without learning entirely new mechanics.

Mod installation recommendations

Most of these weapon modifications require Cyber Engine Tweaks (CET) or redscript to work properly. If you haven’t installed these frameworks yet, do it first. Both are available on Nexus Mods with detailed instructions.

I strongly recommend using Vortex Mod Manager to install these mods. Manual installation is not that difficult, but a manager saves headaches when juggling several weapon overhauls and compatibility patches.

A few points about compatibility from my personal experience:

  • Guns Redone and Gunsensical are major overhauls, so avoid running both unless you enjoy troubleshooting crashes.
  • Modified Weapons 2.1 works with almost everything thanks to its modular design.
  • Weapons Improved is designed for broad compatibility.
  • Pistol Pack 2 only adds content, so conflicts are absent.
  • Unequip Mods works with everything.

Always read the mods pages for the latest compatibility information. Modders update them regularly, and what worked last month may require a patch after the game’s last update.

Ready to shoot a few barghest troops?

New to Cyberpunk modding? Start with Unequip Mods or Modified Weapons 2.1. Then try an overhaul: Guns Redone for caliber-based realism, Gunsensical for consistent physics-based balance, or Weapons Improved for vanilla-plus gameplay.

For more categories, my complete game mod collection covers everything from visuals to combat.

If I missed any mods that you think deserve recognition, feel free to write to me. I’m always testing new modifications and if something really improves the action, I’ll add that to the list. Good luck!

Dafy
Dafy

Gamer since 1999 with thousands of hours across RPG, RTS, Sandbox, and MMO titles. I create guides, reviews, mechanic breakdowns, and mod lists backed by deep playthroughs and hands-on testing. My focus is always on practical utility, precision, and what actually works in-game—seasoned with a healthy pinch of sarcastic humor 😊 Blue plates are pretty, but brown ones last longer.