Skyrim Special Edition
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Jebbalon

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Jebbalon

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About this mod

Attaches the free hand of the werewolf hanging in Gallows Rock.
Adds a tiny little bit more blood as well.

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In the Silver Hand werewolf hunter's hideout of Gallows Rock there is a werewolf that is hanging by one hand in one of the side rooms.

Looking in the Creation Kit there is a second node for the other hand and the script on the werewolf is setup to attach both but its property is not filled.

This mod fixes the issues surrounding why Bethesda left it like this...

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  • First I filled the property on the script so the left hand would attach to the unused RigidBodyDummy node.
  • Adjusted the blood markers to be more visible.
  • Then I separated the nodes a bit as they were too close together to look natural with the arms almost twisting to get back there.
  • Duplicated the two blood markers and aimed those at the wall.
  • There was only one spike, so duplicated the one that was there.
  • Duplicated the two new blood markers and adjusted them all to look better.
  • Tried adjusting the position of the nodes to get the hands (or wrists) to be close to the spikes. Moved the spikes out and lower a bit to make more room for the head.
  • Added a blood drip.
  • Really didn't want to edit the script or add more to the mod than necessary. In the end though it was needed.
  • Added another bigger blood marker to ground underneath where the blood drips.
  • Adjusted the rotation of the nodes to get the hands to be palms out (facing forward). I noticed that the right hand and wrist really twisted, very unnaturally. That node needed to be 180 degrees around (opposite of the left hand node)
  • Added a second blood drip.
  • There was then an issue with the collision on the spike's model. From working on the Hangman scripts and Gallows of Skyrim I knew that the rope for hanging needed to not have any collision or the head/neck of the corpse would collide with it and cause strangeness. Same issue here. A quick duplicate and removal of the collision for the spikes in NifSkope got rid of that problem.
  • Adjusted the blood once more for aesthetics.
  • Again, I adjusted the position of the spikes and nodes to move the werewolf out from the wall more. The head would sometimes be hitting the invisible collision of the walls/ceiling up there.
  • Thought about adding blood shader to werewolf but stopped myself from going that far.
  • With the collision gone and position better, I edited the script to remove the 16 unit offset that was there most likely to try to overcome the issues with collision. Now I could center the nodes right onto the spikes and have them coming through the hands. It still might need adjusting but looks ok.
  • Stood back and admired all that blood.

Install with mod manager of your choice.
File is ESP-FE

I checked for conflicts with my load order, including USSEP, and there were none. Let me know if you come across anything.

Feel free to look at the changes and use the resources. Visit my Hanged Man Corrected Scripts mod for more info/examples of attaching corpses to dummy nodes. My Corpse Movers mod really shows what can be done by manipulating the dummy node after it's attached.

Mods used in images...
Diverse Werewolves Collection by opusGlass
Tamaska Werewolf by Nyphani
Enhanced Blood Textures by dDefinder