I agree, anything going forward would have to target a small pool of actors and be a standalone version of the bound weapon spells.
The author of Xelzaz made a video that would be helpful with what has been mentioned. This is where I am leaning at the moment:
- Mainly have the same setup, but the global variable would need a default off value and combat styles for each bound weapon. (ex: -1 = Disable, 0 = Default, 1 = Spellsword, 2 = Dual-wield, 3 = Twohanded, 4 = Archer)
- Copy the spells and effects from the original bound weapons, and change them to a constant ability, which might lead to copying the weapons and their enchantments.
- Then have an ActiveMagicEffect script that will toggle the weapon depending on events related to the actor.
- If possible, add fragments to add and remove bound weapon spells related to the package. Then add a Conj level condition to the dialogue for the appropriate level of spell.
If anything it could be used as a template for NPC use.
Thank all of you for the help and sharing your experiences!