The Hanged Man of Jebbalon fixed script
Skyrim has a sabotage system for hanging NPCs - I've fixed that
Screenshots 1 screenshots
About this mod Machine translation
Skyrim has a sabotage system for hanging NPCs - I've fixed that
Example of Hanging a Man
Vanilla skyrim includes failed attempts to hang NPCs. I've corrected this.
Chris Klee uploaded Team Lightning from Skyrim, adding Gallows to Skyrim City. Because the vanilla script for suspending npcs wasn't finished/tested/available, he made the corpses just static. This forum post has some discussion on the topic.
With my example mod, I modified the script to be able to dangle the rope from the rope, making it more realistic.
There is also a script that makes the body sway. It's a proof of concept - on how to manipulate a corpse using a RigidBodyDummy movable static attached to the body.
There is a werewolf (TreasCorpseWerewolfHanging [NPC_: 0010F509] in Gallows Rock 01 "Gallows Rock" [CELL: 00015273]) (a silver hand castle) with his hand hanging. Looking at the script attached to him (DefaultWerewolfAttachPointSCRIPT.psc) helped me with this hanged man script.
Things to remember when using these scripts...
- There must be no collisions in the mesh of the ropes. In vanilla there is an activated rope called hungManRopeTRIG [ACTI:00035328] that gets collided and doesn't work. The rope I'm using in the example is DockColStrSignRope01 [STAT:00093480] and it has no collision.
- The HangedManScript_Corrected.psc script is attached to the corpse. The old script is attached to the activation rope. The script then connects the corpse's neck to the dummy node.
- The HangedMan_SwayingScript.psc script is attached to rigidBodyDummy [MSTT:000D19BA], which is a movable static object with only one "bone" or node. This script will slightly transform the node back and forth to simulate body sway on the rope.
- Both scripts have comments to help understand what is going on.
Here is the AFKmods post which also explains the script in the text.
If you have any questions, please let me know in the comments!
My Mods
My Stuff | My Room | Dolly Ward | Mead Barrel Repair | M'aiq Package
Hanged Man Fixed Script | Undetectability Ring | Lava Column Correction | Blank Staff Recipe
Proud member of OBIS, Sands of Time and more Bandit Camps Teams
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Hanged Man Example
Vanilla skyrim includes a failed attempt at hanging NPCs. I've corrected that.
ChrisKley uploaded the mod Gallows of Skyrim which adds gallows to the cities of skyrim. Because the vanilla scripts for hanging npcs is not finished/tested/usable he made the corpses just static. This forum thread has some discussion on the topic.
With my example mod I modified the script to be able to have a ragdoll body hanging from a rope that will act more realistically.
There is also a script that will make the body sway. It is sort of a proof of concept - on how to manipulate a corpse using the RigidBodyDummy moveable static that the body attaches to.
There is a Werewolf ( TreasCorpseWerewolfHanging [NPC_:0010F509] in GallowsRock01 "Gallows Rock" [CELL:00015273] ) (a silver hand fort) that is hanging by his hand. Looking at the script attached to him ( DefaultWerewolfAttachPointSCRIPT.psc ) helped me with this hanged man script.
Things to keep in mind when using these scripts...
- The rope must not have collision in its mesh. In vanilla there is an Activator rope called hangedManRopeTRIG [ACTI:00035328] has collision and will not work. The rope I used in example is DockColStrSignRope01 [STAT:00093480] which has no collision.
- The script HangedManScript_Corrected.psc gets attached to the corpse. The old script was being attached to the activator rope. The script then attaches the neck of the corpse to the dummy node.
- The script HangedMan_SwayingScript.psc gets attached to the rigidBodyDummy [MSTT:000D19BA], a moveable static object with only one 'bone' or node. This script will slightly translate the node back and forth to simulate the body swaying on the rope.
- Both scripts have comments in them to help understand what is going on.
Her …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.