Thanks for the reply. I understand what you mean with applying the explosive effects to the arrows upon impact and have even experimented with it myself to make my own explosive arrows. And in fact, the method I'm currently using for the oil arrows actually spawns an oil puddle nif on impact by using the "placed object" property of the explosion. I think I probably didn't really phrase my question correctly. Let me clarify a bit. The oil puddles that are already in the game are basically nif models with a script attached to them. In my initial attempt at making the oil arrows, I simply created a dummy explosion that placed one of these oil pools where the arrow hit. It worked relatively well so long as the arrow was shot onto a flat, horizontal surface, but it had issues with uneven surfaces or if the arrow hit a wall in which case the oil puddle would spawn in mid-air, hovering several feet above the ground. Here's a screenshot to show what I mean: http://cloud.steampowered.com/ugc/558692204718033126/926D403E2FC74CA280F50C0E031C8C0566A87B5C/ Note the floating oil puddles which were placed by arrows that were shot into the wall, and the oil puddles clipping through the uneven floor. So the solution was not ideal. To try and circumvent this problem, I created a bit of a tricky workaround. Instead of the dummy explosion spawning the oil puddle directly, it would instead spawn an invisible havok object which would drop to the ground. This havok object had a script attached to it which would then spawn the oil puddle in its place after it fell down onto the ground. This solved the issue of the floating oil puddles, because now they would only spawn on the floor after the havok object fell, but it still has the problem with uneven surfaces, since the model is simply a flat puddle and does not conform to the surface its sitting on. So again, fine on flat surfaces, but the second you shoot it onto an uneven surface, you get strange clipping issues and general ugliness: http://cloud-2.steampowered.com/ugc/558692204718029849/C4B3389D3E297A374AB670204044B10654C666F1/ Basically, I took a look at the runes that are already in the game. Since they use decals instead of models, they conform to whatever surface they're placed on, like so: http://cloud-2.steampowered.com/ugc/558692204718026360/A1FB2E5E8BEC0EE8DB349F07034E7C78D5211592/ Creating an oil puddle decal would be easy enough, the real issue I'm having is trying to figure out if there's some way to have an arrow place a rune on whatever surface it hits. If I can figure that out, it's a matter of then creating an oil puddle decal to replace the rune decal and modifying the rune's scripting/behavior to function as an oil puddle normally would. The difference being that the oil puddle would now conform to the surface that it was placed on instead of being a static model. It would also make it easier to apply the slipping effect on whichever NPC steps on it, since I believe it would be a matter of editing the rune's explosion to remove the damage and effects while adding a simple knockback to it to give the illusion of the NPC slipping when they step on it. Hopefully that's a little more clear as to what I'm trying to do. I appreciate your help regardless. Thanks.