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I no longer maintain this mod and it has been ages, since I last started KF. So, I don't know if I can recall everything correctly, sorry.
The *.ini looks weird, though. Especially "setting_ignoreNONWL=True" looks wrong to me (which basically means that you will only allow officially whitelisted weapons). But again: I don't recall much of it.
You could try to start a local server with all desired settings and compare the .ini on your server with your local .ini afterwards.
I have the name of the pickup class but how to add it to the mutator?
If tried to add it to the ini file like this:
[WeaponsWorkShopMutator.WeaponsWorkShop]
WWS_unsupportedweapons=True
setting_showDebug=True
setting_AdvancedPerkDiscount=True
setting_officialWeaponInclusion=0
setting_customWeaponInclusion=0
setting_sortShoplist=0
setting_MEDWeaponInclusion=0
setting_SUPWeaponInclusion=0
setting_SHAWeaponInclusion=0
setting_COMWeaponInclusion=0
setting_BERWeaponInclusion=0
setting_FIRWeaponInclusion=0
setting_DEMWeaponInclusion=0
setting_NEUWeaponInclusion=0
setting_ignoreNONWL=True
WSS_MED_M202M202A1Pickup=True
But it keeps loading only the default weapons - how to add a weapon correctly?
Thanks!
The WWS has an option (in the mutator menu) called "perk discounts". Deactivating it should increase compatibility with other mods. I haven't tested it with ScrN though.
Your other problem sounds unrelated. I don't know how to help you with that.
Also this archived discussion might be helpful:
https://steamcommunity.com/workshop/filedetails/discussion/147258902/617330406652621158/
It has been some years since I was actively playing KF, so perhaps someone more recently using modded servers can give you better support. I can say that the mod "should" work in multiplayer, but I remember all kinds of problems when it comes to KF and modded servers (dedicated or not). And since this mod activates other weapons, these items can also cause some trouble.
You might want to try hosting a vanilla server first. Then a server with just this mod and all custom weapons deactivated to pinpoint the problem. Although there is a KF feature somewhere to autodownload custom stuff from servers, it sometimes helps, if all connecting clients have subscribed/installed the activated mods and mutators in advance.