First open up Data with File > Data. Double click to select the items and with MWStriker highlighted click Set as Active File then click OK.

Wait a while for it to load. You’ll get an error, just click okay. It’s not as IMPORTANT as you would think. EditorWarnings is saved in your
main root directory if you want to look at fixing them.

The error generated for MWStiker is all because the HumanRaceSubgraph wasn’t duplicated and turned into an additive but a brand new
one was created. It’s really not an issue but it does generate this error.
Next find the weapon and open it by double clicking.

In the Keywords section right click and select Add.

Select the AnimsReloadReserve keyword and click okay.

It will then be in your list.

That’s part one done. Next for the Subgraphs. Double click to open.

Within there type 1st to filter the list and double click to open.

Looks like this by default. You want to add a pistol folder. Just create it if it’s not already there.

I like to set the folders up like this and suggest you do the same. Just use Up and Dn on the right.

Then right click in the Animtation Paths section and click New.

Expand it out and select the pistol folder in 1stperson. Again, create it if you don’t have one there.
Fallout 4\Data\Meshes\Actors\_1stPerson\Animations\Pistol


Select the root of pistol and click OK.
Repeat that for each 1st person Subgraph and then do the same for PA Subgraph and then add your animations to the folder. Must be called
WPNReloadReserve.hkx and in the same folder as each of the WPNReload.hkx and it will all work.

6 comments
What does this "Must be called WPNReloadReserve.hkx and in the same folder as each of the WPNReload.hkx and it will all work" even mean? I can't really envision these steps at all in my head.
Edit: PA Subgraph means Power Armor Subgraph. My bad.
And also that I don't have the same program XD