Well, I just copy-pasted the "new" lines and everything worked like a charm.
So what we need to do is to copy-paste the old lines from the .esm to the .esp in NVEdit?
Or would it be possible for someone to upload a working esm/esp?
The easy (and dirty) solution is to create an .esp that just repeats all of the weapon definition records and load that .esp late (last) in the load order. That .esp would override any changes made by any other .esp which would effectively make all the moddable unique weapons work as designed.
@Smert: That's what you did, made a .esp to override any changes made by any other .esp. You do realize that according to the author you're not supposed to use an .esp with the new .esm, the old .esp version is to be removed and replaced with the .esm version. You're not supposed to use both. In any case, I think the only way the MUW works properly (now) is to have an .esp that overrides changes made by other MODs.
The problem I have with this solution is that it makes the .esm sort of redundant. Making an .esp and retaining the .esm really just makes the .esm kind of a template for the weapons, that's not necessarily a bad thing but it does seem redundant. Wouldn't it be just as effective to make the MUW an .esp, and load it last, instead of having an .esm at all?
@Adaqueril: I would much rather the author fixed the problem but if I can fix it by just creating an .esp then that's what I'll do - create an .esp that just repeats the weapon definition records. I would also rather not publish that kind of a fix.
[EDIT] Just tried the newer Inventory Sorter MOD along with the MUW compatibility patch. None of that fixed the problem. I'm convinced now that an .esp must be created to enable the mods for all of the unique weapons. That .esp basically only has to have copies of the weapon definition records. This is an adequate but not satisfying solution. I am going to try just turning the current .esm into an ordinary .esp and see what happens. There is still the problem of removing a master from the load list when using the changing .esm to .esp method.
[EDIT a little later]
The Inventory Sorter MUW compatibility patch DOES NOT work. It needs to have the "Moddable Unique Weps.esm" added as a master dependency, once that is done it works properly.
I tried changing the "Moddable Unique Weps.esm" to an .esp, and that DOES NOT work. Interestingly the game did not crash so apparently you CAN now remove a master and the game will still load.
The only thing that did work was to create an .esp with just copies of the weapon records in it. I loaded "Moddable Unique Weps.esm" into the GECK, changed something in each weapon record (to cause the GECK to flag that as a changed record) and saved the results. That .esp loaded after the .esm enabled the unique weapons and their mods to work properly.