Hi
Spongeman131.
When thinking about how a script should be organised, there are two important things you need to think about:
- How am I going to do what I want to do?
- How am I going to detect when I should do it?
The answer to the first question would simply involve using the function http://www.creationkit.com/SetScale_-_ObjectReference to change the scale of something, but the answer to the second question is a bit trickier.
In order to detect when a character kills an enemy, your first thought might be to detect the http://www.creationkit.com/OnDeath_-_Actor event, but in order to detect that you either need a script on the http://www.creationkit.com/Actor_Script themselves, or you need to use the reference alias of a quest.
An easier way to go about it, which would only work for the player, would be to use a perk. One type of "Entry Point" perk entry is called "Add Leveled List On Death" (or something like that - I'm going from memory here), and you can use this to add an item to the inventory of every actor killed by the player. You can also use http://www.creationkit.com/GetEquipped as a condition to only add the item if the player has your weapon equipped.
If the item that you add to the actor's inventory has a script, you could use that to change the scale of the player in the item's http://www.creationkit.com/OnInit event, for example.
There will be other methods to do this, but I don't think any of them are simple. This is the one that I would try first, but someone else might be able to offer a better method. Hopefully I'm missing something simple and someone can come along and tell you a much easier way to do this, but I haven't thought of one.
Cipscis