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If it's supposed to be compatible with other mods, maybe it is a bug with this mod after all? I can list the mods I have if it helps, but other than that; thanks for both putting up with me and giving me the IDs!
Some modders simply change how the basic npcs functions, In that case it can override some files. The quests I've made with items are directly linked to the basic npc. If for example, some tech mod would change how the npc works/names/basic functions, this mod might not register the npc as 'correct npc'. I've seen this over and over, instead of people adding lines with .patch file, they rather override them and such. What I did with these items is to avoid conflict with any tech mods that directly link the tech to the npc. basicly added a compatibility with many tech mods since we've had issues with those. List of mods will not help. I wont bother opening up all the mods and checking how they handle their Elliots. It's too much work for something that I can't fix on my side.
This mod hasn't been updated in quite a while and no one really had any issues with tech, reported at least. So at least we know it might be an unpopular mod that's causing issues.
After much trial and error I was able to get the grenadelauncher to work but not those two.