The problem there is that you can't remove CK-specified forms from a formlist or levelled list, so they will wind up with both the default bow and whatever bow the new levelled list will give them. Manually removing them from enemies via script runs into a lot of other problems. It's possible, but... I think this is something where 'live with the incompatibility' might be the best call. Oh yeah, I forgot that something needed to be removed as well. Thanks for the correction. I guess the solution would be something with quest aliases and player perks, frequently and dynamically finding all enemies with bows near the player, then make a chance that the bow is removed. I probably wouldn't even be able to do it myself though... Thank you both for replying. Unfortunately another factor in all of this is my modding skill. I think I will have to live with some incompatibilities, at least while I don't know how to do all the things you have suggested as a workaround. This is mainly for me unless I see that it works well and doesn't cause too many problems. I guess I'll just have to make it and start playing to find out how well it works with a decently modded game. Again, thanks.