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Enemy projectiles are typically spawned by keyframe events in their attack animations. These will either spawn the projectile directly via file lookup, or by calling a function in the actor's script that in turn uses SpawnProjectile(). Particles and functions are referenced by ID, which are defined in defs/fileLookup.txt for particles, and defs/animActions.txt for script callbacks.
The longhunter's shooting anims spawn fx 264 and 361, which are defined in the file lookup as generic_163.kfx and generic_247.kfx.
For an example of callbacks, the mantis attack anims trigger scripts 15 and 7, which are defined in the anim actions as SpitMantisAcid() and RedBombAttack(), which you can do whatever you want with in scripts/bosses/mantis.txt.
You should be able to edit animation events with Behemoth Programmer's Blender addon[turoksanctum.com].
Thanks for longhunter's files id too! Not sure why I remembered the fx being the same, it's a good new, it'll simplify my task greatly :p. I think I'll drop a .kpf of a very vanilla/conservative mod that updates the bosses before the end of the month to try and get some feedback!