To help clarify what I'm talking about, an example of this in practice would be to create a script that constantly runs in the background and seeks out any NPCs/Creatures that have spawned around the player. Once it finds one it will attach a designated separate script to that actor that sits on them and monitors when that actor plays a specific sound effect. The second script will have the game mute that sound effect and play one of many new modded sound effects in place of it at random. I used this in GV to dynamically give all NPCS that the player encounters 6 random armor hit sound effects for each of the three armor types in-place of the original single sound effects. I've done the same for weapons swishes, foot-steps, ect.
I've also used the same setup to dynamically adjust NPC and creature stats and spells on the fly as they spawn around the player without causing any conflicts with their original scripts or with other mods that have affected that actor's stats manually.
A second example is the lycanthropy infection system I've been working on for RH. I've written a script that finds all of the nearby NPCs that have spawned and attaches a single script to each that detects when the player cuts them as a werewolf. These scripts are set to disable whenever needed but they can also remain on the actors for however long I need them to even through re-loading a saved game or changing cells. Once they are scratched by the player they then become werewolves themselves and a script that controls their werewolf abilities and transformations is placed on them that replaces the scratch detecting script. All of this goes on without messing up any scripts that were previously on the actor because of how the scripts can be layered on top of one another.
So is this something that the OpenMW team would ever be interested in eventually providing for us modders?
