Advanced Carry Weight Planning for Fallout 4
Carry weight feels simple, yet it controls every long scavenging run. The limit works like a small physics budget. Your character can only move comfortably while total item mass stays under capacity. This calculator turns that rule into a clear planning tool. It joins Strength, perks, armor pockets, power armor, food, chems, and custom bonuses in one place.
Why Strength Matters
Strength is the main driver because each point adds ten carry units. A higher value helps heavy weapon users, junk collectors, and settlement builders. Temporary Strength from items also matters. Buffout, X-cell, alcohol, Fortifying armor, and serum effects can raise capacity for a short trip. The calculator separates permanent Strength from temporary Strength, so you can compare normal and boosted loads.
Perks and Build Choices
Strong Back and Lone Wanderer can change how a build handles weight. Strong Back adds flat capacity at early ranks. Later ranks mainly improve movement while overloaded. Lone Wanderer adds capacity when you travel without a normal companion. Dogmeat is often treated differently by the perk rules, so the tool includes a Dogmeat-friendly option. These controls help you model solo runs, companion runs, and settlement hauling sessions.
Armor, Mods, and Practical Load
Pocketed and deep pocketed armor mods add direct capacity. Calibrated power armor legs add large bonuses. Backpacks, creation content, and custom mods can add even more. The custom bonus field lets you include those cases without changing the page code. You can also enter carried weight, planned loot, and safety reserve. The calculator then shows current load, remaining space, overload amount, and a practical loot target.
Better Route Decisions
Use the chart to compare capacity, current weight, planned loot, and safe reserve. If the planned bar rises above the available limit, drop junk, store gear, or use a buff before leaving. The CSV export keeps a small record for builds. The PDF button creates a quick report for notes. In play, the result helps you choose whether to continue looting or return to a workbench. This makes every decision measurable, which is useful when a rare weapon appears after your bags are already nearly full.