Scripts need REF IDs to do anything to an item, and, REF IDs are apparently pruned off of items that are in an inventory.
I've used scripts to do obscene things to this game, but because of the way items in an inventory are handled, this one is out of my reach.
I'm 99.9% certain there is no someone-knowing-how-to-do-it in Fallout 3 version 1.7. The means is not there.
You can still find out what kind of item is in an inventory, and make changes to that base item. You can also change the health of equipped inventory items via script by calling
FOSE's http://fose.silverlock.org/fose_command_doc.html#SetEquippedCurrentHealth on the actor, and specifying which item to affect via its "equipmentSlot" parameter. By using http://geck.gamesas.com/index.php/GetContainer, this can be done from a script on the inventory item itself.
If no damage is being dealt to the actor that has the item equipped, however, then there is no way to detect when they are hit unless you have a script attached to the actor themselves. You'll need to decrease the
AR to a more reasonable value if you want to be able to detect this and decrease the armour's health by a greater value.
To be honest though, I don't really understand why you need to do this via script. If the armour isn't degrading fast enough, then decrease its health. If it's preventing you from dealing enough damage to the actor, then decrease its
AR.
Cipscis