Fall­out 76 has had a rough launch, but Bethes­da isn’t let­ting that slow them down. Patch 5 is live for Fall­out 76 and brings a ton of fix­es and improve­ments. Some perks have been rebal­anced and tweaked and some exploits have been closed. Check out the full patch notes for patch 5 below:


Down­load sizes for today’s patch will be approx­i­mate­ly 3.5 GB for con­soles, and around 500 MB for PC.

  • PC:
  • PS4:
  • Xbox:


  • Per­for­mance: Sev­er­al addi­tion­al improve­ments have been made to in-game per­for­mance.
  • Sta­bil­i­ty: The Fall­out 76 game client and servers have received addi­tion­al sta­bil­i­ty improve­ments.


  • Perks: The dam­age bonus­es pro­vid­ed by each rank of the Demo­li­tion Expert perk have been reduced from +20%/40%/60%/80%/100% to +20%/30%/40%/50%/60% to match oth­er weapon perk dam­age bonus­es.
  • Perks: The con­di­tion loss bonus­es pro­vid­ed by each rank of the White Knight and Licensed Plumber perks have been reduced from 30%/60%/90% to 20%/40%/60%, and their repair bonus­es have also been reduced, to match the Pow­er Patch­er perk.
    • Dev Note: In look­ing at the Demo­li­tion Expert, White Knight, and Licensed Plumber perks, we felt they have so far been over­per­form­ing in their cur­rent roles, and we want­ed to bring them more in line with sim­i­lar perks to help pre­vent them from feel­ing like manda­to­ry picks.
  • Weapons: The Explo­sive leg­endary mod’s dam­age bonus has been reduced from +100% to +20% of base weapon dam­age, with explo­sive radius dam­age.
  • Weapons: The Two Shot leg­endary effect’s dam­age bonus has been reduced from +100% to +25% of base weapon dam­age.
    • Dev Note: As men­tioned in a pre­vi­ous Inside the Vault arti­cle, both the explo­sive mod and two shot weapons could result in deal­ing very high amounts of dam­age, and this was com­pound­ed if two shot and explo­sive were com­bined. We’ve decid­ed to tone both of these dam­age bonus­es back.
  • Weapons: Flamers, Cry­ola­tors, plas­ma weapons, and laser weapons can no longer spawn with the Explo­sive leg­endary mod.
    • Dev Note: The explo­sive mod caus­es weapons to fire bul­lets that are … explo­sive. The weapons list­ed above don’t fire bul­lets, so we’ve tem­porar­i­ly removed the abil­i­ty for them to spawn with that mod applied so we can make adjust­ments.


  • Scrap­ping: Loose weapon and armor mods are now pro­tect­ed from auto­scrap­ping when craft­ing. How­ev­er, they can still be scrapped man­u­al­ly if a play­er wants to break them down into scrap com­po­nents.
  • Tur­rets: An “(Owned)” tag will now appear next to the names of Tur­rets a play­er has built in their C.A.M.P. or a work­shop.


  • Car­ry Weight: Is now capped to an absolute lim­it of 1,500 pounds over the character’s cur­rent max­i­mum car­ry weight.
    • For exam­ple: If your car­ry weight lim­it is 210 pounds, then your max­i­mum lim­it is 1,710 pounds.
    • Char­ac­ters will be unable to exceed this new weight lim­it mov­ing for­ward.
    • Char­ac­ters who already exceed this lim­it will be unable to add any addi­tion­al items or caps to their inven­to­ries until they have reduced their car­ry weight below the cap.
    • Dev Note: These lim­its exist pri­mar­i­ly to keep servers from per­form­ing poor­ly, which can hap­pen when we have too many items in the game world. They also play role in help­ing to reg­u­late the in-game econ­o­my. We do rec­og­nize the desire to be able to own more of the cool items that we have in the game, and we are look­ing into a vari­ety of solu­tions, includ­ing increas­ing the stash size. We will be sure to talk more about this when they are ready.
  • Cap Stash­es: To help address cap exploits, caps stash­es have been turned into con­tain­ers, which allows them to prop­er­ly reset and pro­vide play­ers with instanced loot.
  • Plans and Recipes: When view­ing a plan or recipe in a menu, a “(Known)” tag will now appear next to the names of recipes and plans the play­er has already learned.
  • Ven­dors: Recipes and Plans in Ven­dor inven­to­ries are no longer ran­dom­ized and can now be reli­ably sourced from those Ven­dors, with the excep­tion of some minor Work­shop and C.A.M.P. Plans.
    • The appear­ance of many Plans and Recipes in Ven­dor inven­to­ries is based on play­er lev­el and they will show up once the prop­er lev­el has been reached.
    • Addi­tion­al struc­tur­al Plans for wall sets, pow­er con­nec­tors, doors, gen­er­a­tors, and water puri­fiers have also been added to some Ven­dors.
    • (Added Jan 29) Since many Plans and Recipes can now be sourced reli­ably from Ven­dors, we’ve also increased their Cap costs accord­ing­ly.
    • (Added Jan 29) Dev Note: Recipe and Plan prices were orig­i­nal­ly based on the rar­i­ty of show­ing up in a Vendor’s inven­to­ry. Guar­an­tee­ing their appear­ance sig­nif­i­cant­ly increased the avail­abil­i­ty of most plans and recipes and we’ve increased their cap prices as a result. Cap prices have been set rel­a­tive­ly high to allow for a mar­ket to still exist where play­ers can mod oth­ers’ equip­ment for a cheap­er price.


  • Hunter/Hunted: A serv­er-wide mes­sage will now appear when a play­er joins the Hunter/Hunted queue.
    • This mes­sage will only be dis­played once per play­er to avoid spam.
    • An addi­tion­al serv­er-wide mes­sage will be dis­played when Hunter/Hunted is ready to begin in order to give oth­er play­ers a final chance to join.


  • Bel­ly of the Beast: A new “Ultra­cite Pow­er Armor” entry has been added to Taggerdy’s Ter­mi­nal on the top floor of Fort Defi­ance, offer­ing Ultra­cite Pow­er Armor plans to those who read it.
  • First Con­tact: A new mis­cel­la­neous objec­tive will now appear upon reach­ing the Overseer’s C.A.M.P. for the first time, prompt­ing the play­er to place a C.A.M.P. of their own.
  • Gauley Mine: A new mis­cel­la­neous objec­tive will now appear at Gauley Mine to intro­duce play­ers to Ore Deposits.
  • Mon­ster Mash: The amount of XP award­ed per round dur­ing this event has been reduced from 350 to 100.


  • Light­ing: Light­ing no longer flick­ers through­out Ark­tos Phar­ma.
  • Appar­el: Fixed an issue that could cause a character’s legs to show through the Rose Dress while it is equipped.
  • Artillery: Fixed an issue that could pre­vent Artillery from being placed in valid loca­tions.
  • Blue­prints: Addressed an issue pre­vent­ing play­ers from plac­ing a stored blue­print con­tain­ing posts that were placed par­tial­ly under­ground when the blue­print was orig­i­nal­ly saved.
  • Bud­get: Scrap­ping a stored blue­print that con­tained wires will now cor­rect­ly remove those wires from the C.A.M.P. bud­get.
  • Exploit: Addressed an exploit that could allow play­ers to dupli­cate their stored blue­prints.
  • Exploit: Addressed an exploit that could allow play­ers to reduce their car­ry weight to a neg­a­tive val­ue.
  • Foun­da­tions: Fixed an issue that could cause a “Can­not place item: Needs sup­port” mes­sage to dis­play when edit­ing a par­tial­ly float­ing foun­da­tion.
  • Pow­er Armor Sta­tion: Play­ers can no longer view pow­er armor they do not own when attempt­ing to access a pow­er armor sta­tion that’s occu­pied by anoth­er play­er.
  • Scrap­ping: Igni­tion Cores craft­ed for the Earth Mover event are no longer auto­mat­i­cal­ly scrapped when using the Scrap All Junk option at a Work­bench.
  • Scrap­ping: Junk items that need to be man­u­al­ly scrapped are no longer auto­mat­i­cal­ly scrapped for com­po­nents when attempt­ing to craft.
  • Stored Objects: Repeat­ed­ly attempt­ing to place an Atom­ic Shop vari­ant of an object the play­er had stored but does not own no longer pre­vents them from plac­ing oth­er vari­ants.
  • Struc­tures: Fixed an issue that could pre­vent a C.A.M.P. or work­shop struc­ture from being edit­ed when build­ing lev­els had been merged or split sev­er­al times. This fix is not retroac­tive and will not apply to struc­tures built pri­or to today’s patch.
  • Ter­mi­nals: Pow­ered ter­mi­nals con­tained with­in a stored blue­print now work cor­rect­ly when the blue­print is placed in a new loca­tion
  • Col­lect Holotape Games: Nuka Tap­per sub-chal­lenge can now be com­plet­ed by play­ing the Nuka-Tap­per holotape game.
  • For­mal Wear Chal­lenges: Pantsuits and Short­suits now cor­rect­ly count as for­mal wear when com­plet­ing chal­lenges.
  • Gath­er Build­ing Sup­plies: The “Scrap items to pro­duce fer­til­iz­er” con­di­tion has been updat­ed to “Col­lect Fer­til­iz­er” and can be com­plet­ed by sal­vaging or craft­ing it using spoiled fruits, veg­eta­bles, and meat.
  • Learn Cook­ing Recipes: This chal­lenge will now rec­og­nize many addi­tion­al cook­ing recipes when they are learned for the first time. Retroac­tive cred­it will not be award­ed for recipes learned pri­or to today’s patch, but that is planned for a future update.
  • A.I.: Fixed an issue in which some ene­mies could chase the play­er far­ther than intend­ed and become frozen in place.
  • Exploit: Addressed sev­er­al XP exploits by adding a lim­it to the max­i­mum amount of XP grant­ed by a sin­gle kill.
  • Loot­ing: Fixed an issue that could pre­vent play­ers from loot­ing goo and ash piles after killing an ene­my with a laser or plas­ma weapon.
  • Load­ing: Fixed sev­er­al issues that could cause char­ac­ters’ body parts, equipped appar­el, or armor to become tem­porar­i­ly invis­i­ble to oth­er near­by play­ers or team­mates after load­ing into a world.
  • Mono­rail Ele­va­tor: Fixed an issue that pre­vent­ed the Mono­rail Ele­va­tor near the edge of Cran­ber­ry Bog from tak­ing play­ers to the top floor.
  • Per­for­mance: The Scorched Earth event has received opti­miza­tion improve­ments.
  • Per­for­mance: On lap­tops with more than one graph­ics card, Fall­out 76 will now default to using the ded­i­cat­ed graph­ics card rather than an inte­grat­ed card.
  • Per­for­mance: Launch­ing the Tra­di­tion­al or Sim­pli­fied Chi­nese game clients on Xbox One no longer caus­es a 6 sec­ond hitch when the launch video begins to play.
  • Bob­ble­heads: Using mul­ti­ple Explo­sive Bob­ble­heads no longer caus­es their effects to stack.
  • Exploit: Addressed an exploit that could allow play­ers to dupli­cate items using MODUS Ven­dors.
  • Exploit: Addressed an exploit in which the Vam­pire leg­endary effect could restore health through unin­tend­ed means.
  • Mag­a­zines: Removed mag­a­zines from sev­er­al loca­tions where they were unin­ten­tion­al­ly guar­an­teed to spawn.
  • Tom­a­hawks: No longer become stuck in mid-air after strik­ing a hos­tile crea­ture or play­er.
  • Mag­a­zines: Guns and Bul­lets #5 now cor­rect­ly pro­vides bonus com­po­nents when scrap­ping weapons, but no longer spec­i­fies a 50% increase.
  • Mag­a­zines: Tes­la Sci­ence #6 now cor­rect­ly grants bonus Rad Resis­tance.
  • Rad-X: Con­sum­ing mul­ti­ple Rad-X or Dilut­ed Rad-X no longer caus­es their effects to stack.
  • Health Bonus­es: A play­er with very low health who unequips an item that pro­vides bonus health will no longer be instant­ly killed if remov­ing that item that would cause their health to drop to or below 0.
  • Paper Bags: Fixed mul­ti­ple issues in which trans­fer­ring items into an emp­ty paper bag as the bag was despawn­ing caused those items to become lost.
  • Pip-Boy: Fixed a rare issue that could cause a character’s Pip-Boy to go miss­ing.
  • Pow­er Armor: Enter­ing a suit of pow­er armor no longer occa­sion­al­ly caus­es it to become invis­i­ble to near­by play­ers.
  • Butcher’s Boun­ty: Search­ing a dead Tick with the Butcher’s Boun­ty perk equipped can now cor­rect­ly pro­duce addi­tion­al Tick Blood.
  • Cap Col­lec­tor: Now requires play­ers to search caps stash­es, much like oth­er perks that grant a search option for con­tain­ers.
  • Exploit: Addressed an exploit affect­ing the Cura­tor perk.
  • Fire­proof: Flame attack dam­age reduc­tion pro­vid­ed by the Fire­proof perk now cor­rect­ly applies to Molo­tov fire dam­age.
  • Serendip­i­ty: A noti­fi­ca­tion will now appear on-screen and sound effects will play when­ev­er the Serendip­i­ty perk’s effects are trig­gered.
  • Super Duper: Can no longer trig­ger when craft­ing quest items.
  • Trav­el­ing Phar­ma­cy: Now cor­rect­ly applies its weight reduc­tion effect to Rad­away, Dilut­ed Rad­away, Stim­paks, Dilut­ed Stim­paks, Blood­packs, Glow­ing Blood­packs, Dis­ease Cures, and Antibi­otics.
  • Respawn: Fixed an issue that could pre­vent a play­er who was killed in water from cor­rect­ly end­ing PVP upon respawn­ing.
  • Stealth: Addressed an issue in which stealth dam­age bonus­es could still be applied by a sneak­ing player’s attacks dur­ing PVP even that play­er was with­in their target’s direct line of sight.
  • Want­ed: Fixed an issue that could cause the boun­ty amount for a Want­ed play­er to appear halved on the map when approach­ing that play­er in the game world.
  • Breach and Clear: The Mete­oric Sword now cor­rect­ly has a slim chance to spawn in con­tain­ers dur­ing the Breach and Clear event.
  • Ear­ly Warn­ings: Quest progress will no longer become stuck when craft­ing Upgrad­ed Motors and log­ging out after craft­ing Upgrad­ed Motors will no longer reset the quest track­er to 0/5.
  • Events: Fixed an issue that could allow a play­er to simul­ta­ne­ous­ly join two dif­fer­ent events.
  • Events: Fast trav­el­ing after join­ing an event will now cor­rect­ly remove the play­er from that event and will no longer pre­vent them from join­ing prox­im­i­ty event at their fast trav­el des­ti­na­tion.
  • Fla­vors of May­hem: Rose will no longer occa­sion­al­ly play unre­lat­ed voiceover lines when attempt­ing to turn in Fla­vors of May­hem, and the play­er is no longer pre­vent­ed from cor­rect­ly com­plet­ing the quest.
  • Sig­nal Strength: Fixed an issue that could pre­vent Rose’s intro­duc­to­ry voiceover lines from play­ing when the play­er approach­es Top of the World.
  • Sec­ond Help­ings: An area mark­er will now appear for the “Find Del­bert Win­ters in Flat­woods” objec­tive to bet­ter inform play­ers about their options for pro­ceed­ing through the quest.
  • Dis­eases: The Rad Worms dis­ease now cor­rect­ly increas­es rad dam­age tak­en by 50%.
  • Weapons: Breath sound effects will now play cor­rect­ly when acti­vat­ing the Hold Breath option while zoomed.
  • Dis­play: Fall­out 76 will now bet­ter autode­tect AMD 7900/8900 series and AMD Radeon R9 200 Series graph­ics cards.
  • Field of View: Addressed an issue caus­ing cam­era clip­ping near walls when using a very high Field of View set­ting.
  • Hotkeys: Fall­out 76 now bet­ter sup­ports French AZERTY key­board lay­outs and the game’s con­trols will adjust accord­ing­ly.
  • Hotkeys: While using a French AZERTY key­board, the “/” key can now be prop­er­ly rebound in the con­trols menu.
  • Load­ing Screens: Fixed an issue that could cause load­ing screens to appear cut off or black at dif­fer­ent res­o­lu­tions when enter­ing a building’s inte­ri­or.
  • Map: Char­ac­ter lev­els no longer appear trun­cat­ed on the map for play­ers over lev­el 100.
  • Name­plates: Fixed an issue that pre­vent­ed play­er name­plates from appear­ing while inside the nuke zone dur­ing the Scorched Earth event.
  • Name­plates: Fixed an issue that pre­vent­ed the crown icon from dis­play­ing next to leg­endary ene­my name­plates.
  • Social: On Xbox, after send­ing a friend request to anoth­er play­er a noti­fi­ca­tion will now dis­play to con­firm that a friend request has been sent.
  • Social: The “Invite to Team” option no longer appears for play­ers who have already joined the team.
  • Social: If an attempt to fast trav­el to a friend or team­mate using the Social Menu fails due to near­by ene­mies the play­er will now be noti­fied by an error mes­sage that states “You can­not fast trav­el when ene­mies are near­by”.
  • Trad­ing: Decreased the wait time required between trades when mak­ing mul­ti­ple trades with anoth­er play­er. If play­ers attempt to make mul­ti­ple trades too quick­ly, a new “Trade failed due to fre­quen­cy, wait a moment and try again.” error mes­sage will now dis­play rather than the pre­vi­ous “Trade Failed on Serv­er” mes­sage.
  • Trad­ing: Fixed an issue on PC that could cause the player’s cur­sor to appear on both sides of a trade menu at the same time.
  • Tuto­ri­als: New play­ers will now receive a tuto­r­i­al mes­sage inform­ing them of the Change Appear­ance option in the Main Menu.
  • VATS: Now selects tar­gets more con­sis­tent­ly across dif­fer­ent field of view (FOV) val­ues. For exam­ple, VATS will no longer tar­get ene­mies that are vis­i­ble in periph­er­al vision at high FOV val­ues, but would be off-screen at default FOV val­ues. This fix will help pre­vent VATS from pro­vid­ing an advan­tage to play­ers who use high FOV set­tings.
  • VATS: Fixed an issue that could cause the VATS inter­face to rapid­ly flick­er on and off.
  • Voice Chat: Fixed an issue pre­vent­ing the speak­er icon from appear­ing to oth­ers while a play­er is speak­ing over voice chat.
  • Work­shop Pre­views: The player’s cur­rent Atom bal­ance no longer appears trun­cat­ed when view­ing an Atom­ic Shop item in the work­shop pre­view at 16:10 and 21:9 res­o­lu­tions.