Right, so this point is right after you **SPOILERS***

... Leave Fort Joy and defeat the battle on the ship. You're sent to Hall of Echoes and there's a bunch of lines that prepares the map. The problem was that this is only run specifically after that movie (cinematic) is played, so if the player were to return a second time, the preparations wouldn't be made and objects around the zone wouldn't function properly.

The particular story script is under Story>LadyVengeance>LV_HoE_Main and I particularly suspect these lines to be responsible for making the gods hang in the right place and have the status effect "CURSED" on them, leaving them there for the player to Bless them and have their chat with their respective god.

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IF
DB_LV_HoE_DeadGods((CHARACTERGUID)_God)
THEN
CharacterSetForceSynch(_God,1);
CharacterUseItem(_God,ITEMGUID_S_LV_HoE_SpiritTree_02bda965-05ae-4be8-8400-2c58a68490a0,"LV_HoE_Gods_SitFinished");
ApplyStatus(_God,"CURSED",-1.0,1);
ProcCharacterDisableAllCrimes(_God);

IF
StoryEvent((CHARACTERGUID)_God,"LV_HoE_Gods_SitFinished")
THEN
CharacterSetAnimationOverride(_God,"Hung_04_Loop");
CharacterSetForceSynch(_God,0);
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