@peachykeen: I'd prefer to avoid MWE if at all possible. You say it is a memory sort of thing? Do you think I should mention that over in the cogs patch, ask if it is something Hrnchamd could look into?
MWSE does memory too.
MWSE and MWE both function as any sort of game trainer that you download. They simply read/modify memory locations to make the game think it made the change on its own. As such, something like getting the enchantment on an item is more of an extended function as opposed to a bug fix. Indeed, there is no bug in this case; it was simply never created.
MWE can read equipped spells, it cannot read enchantments. That's why Oblivion-Style Spellcasting will not work with enchanted items. Short of getting a new MWSE function ( :poke: ...someone who knows C++) I don't see how we could ever do this.
Now it would be possible to make custom scripted bows, or to add scripts to the bows in game. Causing the effect on the NPC would require MWSE. It could be neat to have as some sort of unique artifact.
I know a little about how the MWSE system works, I can look at how to add new ones. It's a jump from what I've been doing, so no guarantees, but basically looking up the string from the offset shouldn't be hard, especially since MWSE's virtual machine knows how already, I'd just have to copy, say, xGetValue and change it to the enchanment offsets. Spell ID would be returned.
Also, theoretically (I'm not even going to try yet), arrows should exist in memory for tracking and damage. Meaning they
can be tracked. When they disappear, you could place a static copy at the last position, for (in theory) Oblivion-like retrieval.