SOLVED How do I replace the AX-50 Firework with Vanilla AX-50 in GOTR?

I'm extremely new to the modding scene and I'm trying to figure out how to replace the AX-50 Firework with it's vanilla variant without the GL. I've seen other posts yet the answers haven't helped me figure out how to do such.
 
Search for this files: weapons.xtbl, items_inventory.xtbl, items_3d.xtbl & store_weapons.xtbl

After searching those files.. you copy this lines for each file, make sure you find them in GotR.
<Weapon>
<Name>AR50</Name>
<Weapon_Class>rifle</Weapon_Class>
<Trigger_Type>burst</Trigger_Type>
<Magazine_Size>50</Magazine_Size>
<Range_Max>225</Range_Max>
<Sound_Radius>50</Sound_Radius>
<Damage_Max>
<NPC_Damage>160</NPC_Damage>
<Player_Damage>45</Player_Damage>
</Damage_Max>
<_Editor>
<Category>Entries:Ranged</Category>
</_Editor>
<Ragdoll_Force_Shoot>125</Ragdoll_Force_Shoot>
<MeleeAttacks>
<StandingSecondary>ak_stand_ns</StandingSecondary>
<MovingSecondary>ak_move_ns</MovingSecondary>
<ProneAttackSecondary>ak_prone_kick</ProneAttackSecondary>
<Melee_Range>1.4</Melee_Range>
<StandingSynced>ak_stand</StandingSynced>
<MovingSynced>ak_move</MovingSynced>
</MeleeAttacks>
<Animation_Group>AK</Animation_Group>
<AI_Range_Max>225</AI_Range_Max>
<Brass>Rifle</Brass>
<Muzzle_Effect>muzz_md</Muzzle_Effect>
<Flags>
<Flag>clip separate</Flag>
</Flags>
<Clip_Mesh>
<Filename>p_ar50_mag.SMESHX</Filename>
<Preload>true</Preload>
</Clip_Mesh>
<Category>WPNCAT_RIFLE</Category>
<PlayerWeaponSpread>
<SpreadMinMax>
<Player_Spread_Max>2.5</Player_Spread_Max>
<Player_Spread_Min>0.2</Player_Spread_Min>
<SpreadMovementMultipliers>
<Movement_Multiplier_Crouch>0.8</Movement_Multiplier_Crouch>
<Movement_Multiplier_Walk>1.5</Movement_Multiplier_Walk>
<Movement_Multiplier_Run>1.8</Movement_Multiplier_Run>
<Movement_Multiplier_Sprint>2.0</Movement_Multiplier_Sprint>
<Movement_Multiplier_Vehicle>2.0</Movement_Multiplier_Vehicle>
<Movement_Multiplier_Fine_Aim>0.5</Movement_Multiplier_Fine_Aim>
</SpreadMovementMultipliers>
<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
</SpreadMinMax>
<SpreadDynamics>
<Player_To_Spread_Max>9</Player_To_Spread_Max>
<Player_To_Spread_Min>600</Player_To_Spread_Min>
<SpreadDynamicMultipliers>
<Movement_Multiplier_Crouch>1</Movement_Multiplier_Crouch>
<Movement_Multiplier_Walk>0.5</Movement_Multiplier_Walk>
<Movement_Multiplier_Run>0.25</Movement_Multiplier_Run>
<Movement_Multiplier_Sprint>1</Movement_Multiplier_Sprint>
<Movement_Multiplier_Vehicle>1</Movement_Multiplier_Vehicle>
</SpreadDynamicMultipliers>
</SpreadDynamics>
<Movement_Multiplier_Vehicle>1.0</Movement_Multiplier_Vehicle>
</PlayerWeaponSpread>
<NPCWeaponSpread>
<SpreadMinMax>
<NPC_Spread_Max>5</NPC_Spread_Max>
<NPC_Spread_Min>0.5</NPC_Spread_Min>
<SpreadMovementMultipliers>
<Movement_Multiplier_Crouch>0.8</Movement_Multiplier_Crouch>
<Movement_Multiplier_Walk>1.5</Movement_Multiplier_Walk>
<Movement_Multiplier_Run>1.8</Movement_Multiplier_Run>
<Movement_Multiplier_Sprint>1.75</Movement_Multiplier_Sprint>
<Movement_Multiplier_Vehicle>2.0</Movement_Multiplier_Vehicle>
</SpreadMovementMultipliers>
<SpreadTargetMovementMultipliers>
<Target_Movement_Multiplier_Walk>1.15</Target_Movement_Multiplier_Walk>
<Target_Movement_Multiplier_Run>1.35</Target_Movement_Multiplier_Run>
<Target_Movement_Multiplier_Sprint>1.8</Target_Movement_Multiplier_Sprint>
<Target_Movement_Multiplier_Vehicle>1.5</Target_Movement_Multiplier_Vehicle>
</SpreadTargetMovementMultipliers>
</SpreadMinMax>
<SpreadDynamics>
<NPC_To_Spread_Max>5</NPC_To_Spread_Max>
<NPC_To_Spread_Min>650</NPC_To_Spread_Min>
<SpreadDynamicMultipliers>
<Movement_Multiplier_Crouch>1</Movement_Multiplier_Crouch>
<Movement_Multiplier_Walk>0.5</Movement_Multiplier_Walk>
<Movement_Multiplier_Run>0.25</Movement_Multiplier_Run>
<Movement_Multiplier_Sprint>1</Movement_Multiplier_Sprint>
<Movement_Multiplier_Vehicle>1</Movement_Multiplier_Vehicle>
</SpreadDynamicMultipliers>
</SpreadDynamics>
</NPCWeaponSpread>
<Tracer_Frequency>1</Tracer_Frequency>
<feedback_name_shot_in_vehicle>IV_WF_RF_M16</feedback_name_shot_in_vehicle>
<feedback_name_shot_on_foot>OF_WF_RF_M16</feedback_name_shot_on_foot>
<feedback_name_melee_soft>OF_WF_BS__Default_Soft</feedback_name_melee_soft>
<feedback_name_melee_hard>OF_WF_BS__Default_Hard</feedback_name_melee_hard>
<Reload_Clip_Mesh>
<Filename>p_ar50_mag.SMESHX</Filename>
</Reload_Clip_Mesh>
<pickup_info>
<min_ammo_given>10</min_ammo_given>
<max_ammo_given>30</max_ammo_given>
</pickup_info>
<Time_Management>
<Refire_Delay>75</Refire_Delay>
<min>0</min>
<max>0</max>
</Time_Management>
<feedback_name_spinup>Null_Feedback</feedback_name_spinup>
<Ammo>Bullet Rifle</Ammo>
<Inv_Slot>rifle</Inv_Slot>
<Ammo_per_Shot>0</Ammo_per_Shot>
<Audio>
<Fire_Sound>XM8_FIRE_PLAYER</Fire_Sound>
<NPC_Fire_Sound>XM8_FIRE_NPC</NPC_Fire_Sound>
<Secondary_Fire_Sound>RFL_MELEE</Secondary_Fire_Sound>
<Fire_Release_Sound>XM8_RELEASE_PLAYER</Fire_Release_Sound>
<NPC_Fire_Release_Sound>XM8_RELEASE_NPC</NPC_Fire_Release_Sound>
<Reload_Sound>M16_RELOAD</Reload_Sound>
<No_Ammo_Sound>XM8_FIRE_DRY</No_Ammo_Sound>
<Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
<Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
<MeleeSound>
<ImpactFoleyFlesh>IMP_METAL_HIT_FLESH</ImpactFoleyFlesh>
</MeleeSound>
</Audio>
<Constant_Effects></Constant_Effects>
<Alt_Trigger_Type>single</Alt_Trigger_Type>
<Alt_Time_Management>
<Refire_Delay>0</Refire_Delay>
</Alt_Time_Management>
<Fine_Aim_Animation_Group>Sniper</Fine_Aim_Animation_Group>
<Spinebend_Limits>Rifle</Spinebend_Limits>
<Strafe_Angles>Rifle</Strafe_Angles>
<Player_Combat_Ready_MS>3000</Player_Combat_Ready_MS>
<NPC_Combat_Ready_MS>2000</NPC_Combat_Ready_MS>
<Tracer_Effect>gun_tracer</Tracer_Effect>
</Weapon>
<Inventory_Item>
<Name>ar50</Name>
<DisplayName>AR-50</DisplayName>
<Bitmap>ui_hud_inv_w_ar50</Bitmap>
<Mesh>
<Filename>p_AR50.SMESHX</Filename>
<Preload>true</Preload>
</Mesh>
<Cost>20000</Cost>
<Default_Count>1</Default_Count>
<Max_Inventory>1</Max_Inventory>
<_Editor>
<Category>Ranged</Category>
</_Editor>
</Inventory_Item>
<Item>
<Name>AR50</Name>
<Mesh>
<Filename>p_AR50.SMESHX</Filename>
<Preload>true</Preload>
</Mesh>
<Touch_Script>give_item</Touch_Script>
<Respawn_Delay>15000</Respawn_Delay>
<_Editor>
<Category>Weapons:Rifle</Category>
</_Editor>
<DisplayName>AR-50</DisplayName>
<Scale_Ambient>false</Scale_Ambient>
<Glow_Type>Weapons</Glow_Type>
<FoleyCollision>ITEM_IMP_FIREARM_DROP</FoleyCollision>
<FoleyTouch>PICKUP_WEAPON</FoleyTouch>
<LargeProp>False</LargeProp>
<Color_Variants></Color_Variants>
</Item>
<Entry>
<Num_Hoods>18</Num_Hoods>
<Weapon>AR50</Weapon>
<Unlocked>true</Unlocked>
</Entry>

About the icon, you need to find bitmaps files (which are .xtbl aswell), depending on your language, you open that file and add the next line (under "ui_hud_dd_border")
<Properties>
<Name>ui_hud_inv_w_ar50</Name>
<StartX>922</StartX>
<StartY>250</StartY>
<ImageWidth>88</ImageWidth>
<ImageHeight>48</ImageHeight>
<PersistFilename>D:\projects\sr2art\Interface\bms\hud\ui_hud_inv_w_ar50.tga</PersistFilename>
</Properties>

After all this is done, make sure to open "preload.tbl" and add the next lines:
- "p_ar50.smesh"
- "p_ar50.g_smesh"
- "p_ar50.peg"
- "p_ar50.g_peg"

Hope this help you and any other person who wants Vanilla AR50 in GotR
 
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