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*In the first example above, the new beer is now considered alcoholic and will produce the same effects of other alcoholic drinks when the game checks this list (the actual list name in the editor is misspelled as AlchoholicDrinks).
*In the first example above, the new beer is now considered alcoholic and will produce the same effects of other alcoholic drinks when the game checks this list (the actual list name in the editor is misspelled as AlchoholicDrinks).
*In the second example above, animations are now aware of a new armor that is considered "bulky" and will be used to condition certain animations.
*In the second example above, animations are now aware of a new armor that is considered "bulky" and will be used to condition certain animations.
* (New Vegas) When adding an ammo type to an ammo list (e.g., AmmoList10mm) with this function (''i.e.'', if you must use this function instead of [[ListAddForm]] which is generally superior), you should always make sure to re-add the original base ammo type to the list to move it back to the front of the list.Β  For example,
* When adding an ammo type to an ammo list (e.g., AmmoList10mm) with this function (''i.e.'', if you must use this function instead of [[ListAddForm]] which is generally superior), you should always make sure to re-add the original base ammo type to the list to move it back to the front of the list.Β  For example,
<pre>AddFormToFormList AmmoList10mm MyModSpecial10mmAmmo ;Adds my ammo to the front of the list
<pre>AddFormToFormList AmmoList10mm MyModSpecial10mmAmmo ;Adds my ammo to the front of the list
AddFormToFormList AmmoList10mm Ammo10mm ;Moves the original ammo back to the front of the list</pre>
AddFormToFormList AmmoList10mm Ammo10mm ;Moves the original ammo back to the front of the list</pre>

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