http://www.youtube.com/watch?v=bbp02KdG_q8
The concept has some potential I think, it could be used to attach all kinds of activators to followers, horses and other movable objects. For example a directly activatable backpack carried by your follower, or a directly activatable sword on your horse's saddlebags (which could also be directly activatable).
I managed this by using the AddHavokBallAndSocketConstraint function. The most annoying limitation by the function is that it can only make one constraint from one bhkCollisionObject to another. I figured out that reverting the references is possible, but to make an object rigidly attached to another you need three ball and socket constraints. In the case of the cart I was lucky enough that another bhkCollisionObject already existed that always has the same relative position to the main bhkCollisionObject node. These are the function calls:
Game.AddHavokBallAndSocketConstraint(Cart, "PrisonerCarriage", Freight, "CrateLong01", 50, -120, 130, 50, 0, 0)
Game.AddHavokBallAndSocketConstraint(Freight, "CrateLong01", Cart, "PrisonerCarriage", -50, 0, 0, -50, -120, 130)
Game.AddHavokBallAndSocketConstraint(Cart, "FrontBar", Freight, "CrateLong01", 0, 0, 0, 0, 120, -77.2948)
It might be necessary for other objects to manually add another functional bhkCollisionObject to the NIF before you can use this technique.