Take your time. I'm off MM for now. I'll go back to it and finish the rest (everything after Klamath) but I don't know when. So much to do, so little time. Anyway, I found another small upgrade option: The animations of HFR00S03: _hfmaxxQ..).(...) (8 in total) can be used to update the 8 animations of NfMaxxQ..).(...). And regarding the Saber, although I may repeat stuff that is already known: Simply adding DM (and naming it OM/SM) doesn't work. Apparently, it needs more than that. And switching from a vertical-swing (OJ/SJ, once renamed to OG/SG) to a throw (AS) is possible, but switching back causes a hiccup. And it needs to toggle the hand-slots (like a reset of the saber) before OG/SG can be used again. It works, but it's clunky. The placeholders using the knife swing (“DG”, renamed OG/SG) and which are currently the only “dudes” that are working, have the same issue, i.e. to attack normally again it needs to reset the hand-slot after each time the saber has been thrown. Perhaps a consequence of combining AS with a weapon set? The damage & ammo have been improved. Making this version of the Sniper Rifle a top three Small Gun in the game (damage wise) and much more deadly than the classic version. It's on par with the .223 Pistol. However, it looses out again when a 5 AP weapon can attack twice, compared to a single 8 AP shot, but I'm not sure if there is so much difference between 6 AP & 8 AP other than cancelling some Fast Shot usage with the Sniper Rifle. However, I do agree that weapons should be capped at 7 AP (8 AP with aimed shot), otherwise it excludes too many builds from using them. The EPA in MM is a different version. I'm not sure if you can get any companions in this one. At least Dex shouldn't exist, as I couldn't find his text file.