Not sure what you mean?  The code I posted in my last post is what you put in zOmMutator you shouldn't need a separate mutator for your translocator but you can if you want.

Replace 

[code:1:f894fc73b2]function InitMutator&#40;string Options, out string ErrorMessage&#41; 
&#123; 
   if &#40; UTGame&#40;WorldInfo.Game&#41; != None &#41; 
   &#123; 
      UTGame&#40;WorldInfo.Game&#41;.DefaultInventory&#91;0&#93; = class'zOmMutator.UTWeap_zOmRifle'; 
      UTGame&#40;WorldInfo.Game&#41;.DefaultInventory&#91;1&#93; = class'zOmMutator.UTWeap_zOmXloc'; 
        &#125; 
Super.InitMutator&#40;Options, ErrorMessage&#41;; 
&#125; [/code:1:f894fc73b2]

With

[code:1:f894fc73b2]function InitMutator&#40;string Options, out string ErrorMessage&#41; 
&#123;
	local int i; 
 
	if&#40;UTGame&#40;WorldInfo.Game&#41; != None&#41; 
	&#123;
	
		for &#40;i = 0; i &lt; UTGame&#40;WorldInfo.Game&#41;.DefaultInventory.length; i++&#41; 
		&#123; 
		   if &#40;UTGame&#40;WorldInfo.Game&#41;.DefaultInventory&#91;i&#93; != None&#41; 
		   &#123; 
		      UTGame&#40;WorldInfo.Game&#41;.DefaultInventory.Remove&#40;i, 1&#41;; 
		      i--; 
		   &#125; 
		&#125;

		UTGame&#40;WorldInfo.Game&#41;.DefaultInventory&#91;0&#93; = class'zOmMutator.UTWeap_zOmRifle'; 
		UTGame&#40;WorldInfo.Game&#41;.TranslocatorClass = class'zOmMutator.UTWeap_zOmXloc'; 
		UTGame&#40;WorldInfo.Game&#41;.bAllowTranslocator = True;
	&#125;

	Super.InitMutator&#40;Options, ErrorMessage&#41;; 
&#125; [/code:1:f894fc73b2]