My wife gave me permision to finish this up real quick.

New rar file attached, 10 total files, someone should check my work but I think it should have what is needed now, I searched all files as Pieter instructed.
Pieter, yes, it turns it into LongRifle_CT. Before I equalized their stats, LongRifle_C had 20 accuracy, and 50-150 damage, and was a terrible weapon. Basically someone made it so the scope was required for the rifle to be an ok weapon, and it was far worse than all the quest rifles, and worse than a musket in every respect.
Meaning up until now Hornblower's riflemen had AWFUL weapons, because they were using the LongRifle_C. I am fairly certain that was an unintentional bug.

In either this version or the save game compatible item file I posted in the other thread the bug is largely fixed, because the stats are much improved even in the LongRifle_C, but here where they get LongRifle_H they get the slightly better Baker Rifle (with Grey Roger's proposed stats, accuracy 120 and damage 150-250)
So I moved LongRifle_C's stats up to the proper LongRifle_CT, and then modified to make it strategically interesting using that as a base.
The scope still gives the free aiming capability, otherwise, the damage and function is identical now, like with the quest versions. Baker Rifle does not get scope functionality though, didn't seem needed given the scope is a one-time quest item designed for that specific quest rifle.
And LongRifle_H should now appear as a random item in Napaleonic, rather than just being a one time quest item.
Notes to new file edits:
By the way, noticed in seadogs.c that one of these is commented out, the other is not, confused why since longrifle_C and longrifle_W are equivalent in this respect? Didn't know whether to make one for longrifle_H since it is commented out for LongRifle_C.
/*
if(IsEquipCharacterByItem(Pchar, "LongRifle_C"))
{
if(LAi_IsFightMode(PChar))
{
LAi_QuestDelay("place_LR_C_on_back", 1.0);
}
else
{
LAi_QuestDelay("place_LR_C_on_hip", 1.0);
}
}
*/
if(IsEquipCharacterByItem(Pchar, "LongRifle_W"))
{
if(LAi_IsFightMode(PChar))
{
LAi_QuestDelay("place_LR_W_on_back", 1.0);
}
else
{
LAi_QuestDelay("place_LR_W_on_hip", 1.0);
}
}
}
I also didn't add it here in LAI_init, because it looks like it would remove it from being randomly placed, and we want it in napoleonic period:
if(GetCurrentPeriod() >= PERIOD_GOLDEN_AGE_OF_PIRACY)
{
if(gunID2 == "pistolmket" || gunID2 == "pistolmtoon" || gunID2 == "pistol10" || gunID2 == "LongRifle_C" || gunID2 == "LongRifle_CT")
{
right_gun = "pistolbbuss";
}