Part of the problem when modding is knowing when to use a standard name (EG, atomic-artillery-projectile) and when to use a unique name (bob-atomic-artillery-projectile) isn't clear-cut. For example, when it comes to intermediate items, you almost certainly want a standard name, EG: lead-plate, so that any mod that makes and uses lead plates, will use the same plates used by another mod. It also means that this is most likely what modders are going to do everywhere, because it's easier to just stick to the same system everywhere. (Otherwise when you're working on your other mods, you constantly have to look up EVERYTHING to see what you named it)
Now, in theory, it shouldn't matter if multiple mods define a atomic-artillery-projectile, even if they're very different, it just means the two weapons that create the projectile will create the same thing, as one overwrites the other... until you consider errors like this.
From what I can tell, this error is being caused because PlutoniumEnergy is assuming the projectile exists as defined in AtomicArtillery, when in fact as defined in bobwarfare. PlutoniumEnergy is then just trying to edit the projectile, and tripping over the fact that... the structure isn't how it expects it to be.
Now, Making assumptions is probably the biggest reason why errors happen, so, to make mods work better together, never assume anything... but making assumptions makes the coding A LOT easier. I'm guilty of the same problem, many of my mods will assume that something is a specific way, because that's what my other mod sets it to, or that's how it is in the base mod... which is fine when only my mods are being used, but causes some issues sometimes when they're not. It just so happens that in this case, PlutoniumEnergy is the mod that's tripping up.