If you want to change something glovally, the first shoot is to chek if is a game setting controlling this. If not, in the case you use as an example, a better way (yet not the best, but is an example after all) would be to create various scripted aliases and attach them to the actors in the cell, dettaching them again when you are far. There are a lot of things to keep in mind, not only scripts. There are game settings, glovals, AI packages, combat stiles, aliases quests...
I had the same tendency to jump at the scripts at first oportunity, but it's not always the best move.
Is there any documentation somewhere regarding the aliases? I checked out all the other stuff like globals, AI, styles, etc before I even touched scripts, so I don't think there is any other option. I'm still not sure how this is supposed to work, though. I tried just a very basic script for testing purposes:
Scriptname TestFeedback extends ActorEvent OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)Debug.MessageBox("You were hit by " + akAggressor)endEventI attached it to the Bladesman perk. So the way I understand it, the script should fire whenever an actor with the perk (in this case, the player) enters the OnHit event? No compiling errors, but it never fires.