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in addition to the above question, it seems that in NV, weapons that damage fatigue (like the boxing gloves) use
the OnHit block for its effect.
They do?
Yep... Interesting... That's a new feature to NV, but I think it can be quite useful...
1) if both can be used, which (OnHit or ScriptEffectStart) is better to use?
ScriptEffectStart runs in the script effect's script. To use it you have to create the script, effect, enchantment and weapon, the weapon uses the enchantment, the enchantment the effect, and the effect the script.
OnHit runs in the weapon's script. To use it, you just have to make the script and use it for the weapon.
Aside from being much easier to use, OnHit also has the advantage that you can easily get the weapon's owner, if the weapon is used by a NPC.
2)can i still use JOG's suggested script to get the damage?
Yes, but no matter whether you use OnAdd or a Script Effect, there still is the problem that the weapon only keeps track of one attacked NPC. If you attack another it will compare his health with the health of the NPC you've hit last time.
If you want to use this on the weapon and keep track of everyone's health, you'd best use tokens (instead of setting the variable, give the NPC dummy items: 1 item per hitpoint, just make the items unplayable so the player can't loot them)
3) can a similar formula be used to determine which body part is hit or is there a better way (since GetHitLocation wont work on OnHit)?
I think it's worth trying if GetHitLocation is available in a Weapon's OnHit script, the statement that it doesn't work is back from FO3 and primarly refers to the NPC's onHit Script. GetHitLocation doesn't work on the weapon's object effect either, so this might be another reason for extending OnHit's functionality in NV.