There are 19 types of rope, from type = 0 to type = 18
Rope definitions are stored in ropedata.xml
Rope types 0, 15 and 18 have proper physics for hanging... objects (taut, do not sag, small to medium diameter, good aspect for a rope)
From TYL code, credit goes to Shtivi:
ropeId = ROPE::ADD_ROPE(pos1.x, pos1.y, pos1.z, 0, 0, 0, length, random_rope, length + 1.0f, 1.0f, 1.0f, true, false, false, 2.0f, false, 0, true); // adds a rope of random type into the world (it is not yet attached, has no physics)
It is set as rigid = false (helps with not sagging, is not elastic either) and breakwhenshot = false
ROPE::_0x462FF2A432733A44(ropeId, entity1, entity2, 0, 0, 0, 0, 0, 0, (Any*)bone1, (Any*)bone2); // self-explanatory, binds two bones from two entities; one entity can be an object, i.e. a suspension point, the other an NPC bone
ROPE::ACTIVATE_PHYSICS(ropeId);
ROPE::_0x3C6490D940FF5D0B(ropeId, 0, (Any*)"noose01x_Rope_03", length, 0); // not having this disables winding