Skyrim Special Edition

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Jebbalon

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Jebbalon

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About this mod

Skyrim has a broken system to hang NPCs - I have fixed this

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Hanged Man Example


Vanilla skyrim includes a failed attempt at hanging NPCs. I've corrected that.

ChrisKley's mod Gallows of Skyrim which adds gallows to the cities of skyrim.. well,. 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 (dummy node) that the body attaches to.
For example: You could alter the scripts to attach the hand of the corpse to a dummy node then translate that down a hallway, giving the appearance of being dragged.

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.

Here is AFKmods post that explains a little more with the scripts in text as well.


Mods using these scripts

Check out the following mod authors and their work.
If you use these scripts in a mod let me know and I'll add it to the list.

Nesbit098 - People of Skyrim 2 - SSE

ChrisKley - Gallows of Skyrim 2.0 - LE - SSE


New in Version 1.4

- Working on the Gallows of Skyrim mod gave opportunity to really test the scripts out.
- Added more checks to avoid papyrus errors for None and no 3D
- Added slight delay so script will not take priority over other OnLoad functions on the bodies. (specifically - in Gallows of Skyrim - the Enable/Disable of child needs to happen first before hanging)


Version 1.3
- Updated the scripts a bit. This should help with player loading into same cell as corpse. OnCellAttach() should hang it.
- Changed one of the bodies in Example esp to Female.
- Included FaceGen data
- Please - with the female and facegen - can someone report back if anything odd happens with different body or skeleton mods - Please -


Version 1.2
Added two more hanged men to the example esp.
Two new settings in the script offer control of the corpse once hanging.
DropOnHit = if True then hitting the corpse will make it drop.
DropOnItemRemoved = if True corpse will drop when item is removed from inventory. ItemToRemove property needs to be filled in as well.
In example a Dark Brotherhood Hand note is placed next to and linked to the body and it's script will add itself to the corpse's inventory.

The image below shows CK view with more info...

1 - this corpse is only attached - it won't fall off when struck or items removed.
2 - this corpse is set to drop when hit.
3 - this bad guy has a note added to his inventory, when removed the corpse will drop to the ground.


Let me know in comments if you have any questions!