About This File
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Adds three spells to hang NPCs, or self. Also features a function to hang nearby NPCs automatically - this is disabled by default, pls review the MCM optionsÂ
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How to use (also see MCM settings):
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Spells get added automatically
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ManooseHangSPL => cast it on an NPC, it will display a dialogue message for options, then hang the NPC either on the spot (spawns a gallow), or on a noose placed by the spawn spell
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(it works on dead NPCs too, same as live ones)
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7-Feb-2021: this is considered legacy in 2.0.0 and will be removed in the next version, use the unified spell described below
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ManooseHangSuicideSPL => same, but kills the player
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Hanging the player puts the game in an infinite-duration free camera state in order to be able to watch the scene without triggering auto-load. Load a game manually when done.
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Manoose unified hang or spawn noose spellÂ
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=> if fired at anything else than an NPC, spawns a noose on contact to any structure / building / ceiling
=> if fired at an NPC, it will hang said NPC (either on a gallows spawned on the spot, or on a noose pre-spawned by the same spell)
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=> you can confirm spawned noose placement, or delete the spawn if not happy with the placement
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(it does not matter if the rope is angled weirdly, it will still behave naturally once a body is "attached")
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=> If using the "hang on the nearest noose" option, make sure the player (not the target NPC) is actually near, but not directly below (in order to allow room for the victim to hang)Â an empty noose, the spell does not check whether the nearest noose is actually empty or "occupied" with another body
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=> the spell checks if the noose is occupied and asks the player how to handle, but the body detection may fail occasionally
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=> If there is no noose object on a 500-units radius of the player, this option will fallback to hang on the spot / spawned gallow ask the player how to handle
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=> Spells are lethal, and kill essential characters too, don't hang anyone you are going to need later. Essential or quest subject NPCs are cloned instead of killed.
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=> It has persistence, meaning if you hang an NPC and return later, they will continue to hang (actually, they will snap into the rope when you enter the cell), including the bound limbs (hands/feet) and sway
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Autohanging functionality - automatically hangs random nearby NPCs. Default is disabled. See the MCM settings.
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Option to hang the player when losing combat - when the player's health drops below 20 units to zero, there is a probability it will be auto-hanged. Probability is configurable in MCM
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Always update on a clean(ed) save, otherwise it will just not work.
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Disclaimer: in order to be able to clone the PC silently (for suicide and combat hanging) the mod breaks the vanilla "throw shout"-something "feature" which enabled the PC to say some stupid "insult" like "hey skeever butt" with a robotic voice, if anyone's using it - I had no idea this thing even existed until I've started to clone the player and hear robo-insults, took me some searching to even figure out wtf was that about. If someone suggests a compatibility solution, I'll implement it, but I won't invest time into searching for one.
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MCM settings (the mod page is "SAC Just Hang") - updated 7-Feb-2021
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AutohangProbability =Â If enabled (>0), random live NPCs surrounding the player will get hanged automatically, with the specified probability. NPCs marked as IsEssential() are not eligible for auto-hang. Set to 0 to disable the feature"
TieHandsProbability =Â Probability of the victims having their hands tied at the back. Default is 50%
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TieFeetProbability =Â Â Probability of the victims having their feet tied. Default is 50%
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KillTimerMultiplier = A multiplier applied to the period the victim will be animating in the noose before expiring. Default durations (multiplier at 1x) are 5 seconds for the gallows and 10 seconds for the placed noose, with a +1/-1 randomization hard-coded
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Autohang_SearchRadius =Â Radius around the player to search for an auto-hanging victim. Default is 500, which is relatively close to the player
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Autohang_timer = Time between auto-hanging events, with a +10/-10 seconds randomization hard-coded. Note that the auto-hanging event will skip if no eligible victims are found within the search radius. Default is 60 seconds, which is quite frequently
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Sound_volume_setting =Â Volume for the creak sound effect. Note that changing this value does not affect the sound emitters already existing in the current cell, until the player refreshes the cell (leaves / returns to the cell)
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Hang_player_ondeath_probability = Probability that the player gets hanged when killed. Default is 50%
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Average_sway_force =Â Average force for the body sway, once hanged. Each sway impulse will apply a random force around this average value. Set to 0 to disable. Default is 50
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Clone_essentials =Whether to clone the actors which are essential (1) or to kill the original actors (0). Default is 1 (clone them) in order to protect quests integrity
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Actor_detection_sensitivity_for_unified_spell =Â Range of actor detection around the point of impact unified spell. Lower value results in more <keep the noose> dialogues when the actual intention is to hang actors, higher value results in inability to spawn nooses near actors. Default is 150
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Enable_tats_cloning =Â Toggle slavetats cloning for the player clones. Enabling it introduces a few seconds lag when hanging the player. Default is enabled
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Prepare_mod_for_update = Use ONLY (!!) before removing the mod for update. Click the option, leave the menu and return to the game, save the game and exit, then follow the cleaning procedure
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Cleaning procedure, mandatory when updating, if rollback to a clean save is not desirable (updated 31-Jan-2021)
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1. Click the relevant MCM option
2. Save the game and exit
3. Uninstall the mod if using a mod organiser, or delete manoose.esp and sac cloak for manoose.esp (replaced by a single plugin, SAC_ Just Hang.esp, effective 1.7.0)
4. Launch the game, load the save (will signal missing plugins, acknowledge), save the game, exit
5. Launch Resaver (https://www.nexusmods.com/skyrimspecialedition/mods/5031?tab=files), it's an utility supporting both FO4 and Skyrim
6. Load the last save in Resaver, it will report NN unatached instances
7. Clean menu => remove unattached instances, it will report "removed NN unattached script instances"
8. (added 31-Jan) type sac_ in the filter box, go to script definitions, select all of them (they should all begin with sac_) => right click => delete
8. Save the savefile (overwrite, it will create a backup anyway), exit Resaver
9. Install the new version (preferably with a mod organizer / if you are installing manually choose to overwrite anything and activate SAC_ Just Hang.esp) and you should be good to go, it will give you the spells automatically; MCM takes a while to register the new installation
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Credits
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I've started from the original Manoose mod by @Nimuraa and mashed up ZAP resources by @t.ara, the flexible rope from Heretical Resources by Haeretic, code from @Pamatronic and Jebbalon, plus my own code and additions. Also packs resources (and probably also some code going forward) from @zaira
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Cloning script for persistence is from PAHE, courtesy of @CliftonJD
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LE patch and overall help with testing @Coolhidan123
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Prerequisites and recommended mods:
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Requires SKSE and Papyrus Extender. Developed on Special Edition, LE patch is here
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Requires ZAP
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Recommended companion mods, not required, but will enhance the experience:
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-Â Dead body collision
- Death expressions (https://www.nexusmods.com/skyrimspecialedition/mods/28993)
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Permissions
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- You can publish any modifications as long as they are incremental patches requiring the main mod
- Publish on LL only, as the mod was developed using resources and help from the LL community
- No monetization
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What's New in Version 2.0.0
Released
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Clean or cleaned save is mandatory. If cleaning, please follow the full procedure posted in the mod description
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Please note I have added a sexlab dependecy.
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Full v2.0.0 changelog is here
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Will also be updating the mod description to reflect the latest changes
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