WOW SaidenStorm!
I thought you left Oblivion for fallout? Nice to hear from you!
I left public modding for Oblivion for the most part but I never really stopped modding the game for myself, almost everything I include in http://www.fallout3nexus.com/downloads/file.php?id=9396 I have a version of running for Oblivion including all of the Creatures and my versions of the Plasma Gooification and Laser Disintegrations effects (using all my own work, not Beth's) along with many of the Projectiles as Magic Effects -> the Static Pulse Projectile, Explosion and Effect was something I originally designed as a companion spell for shocks as I wanted a different lightning based effect it was almost completely Re-Designed for FO3 but most of the stuff I have done exists in both games locally.
The nif I am using is (from the game but scaled in Nifskope) detecting arrows and other spells as normal, it is just not working with bolts!
I went thru my notes from a year ago and I see that I actually did discovered this bolt detection issue some time ago as well!
But I will not rule out that the nif is still a possible issue, I will test with an un-altered vanilla nif. But after 7 hours of testing I am sure of my findings that the OnTriggerMob is NOT detecting the shock spells (bolts.)
I just went over a few of my own objects and altered them to see what I can test and it seems your correct that Bolt spells will not get detected by an OnTrigger(XXX) I suspect this is because Bolts are not Mobiles but are in fact a procedurial effect -> you can catch it with an OnMagicEffectHit the obvious problem there being it has to hit something...
I did do this a long long http://www.youtube.com/watch?v=MBmGniY9m2g ago but as it was designed to catch arrows and not magic I guess I never hit this stumbling block -> OBSE have a way to detect Bolts?