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About This File

Allows you to create a virtual leash that can be carried, thrown around or given to an NPC, getting too far away from the leash will cause a shock if you are wearing a shock collar from Real Handcuffs.

 

-Max distance

-Chance to shock

-Stamina Only or Stamina + Damage option

-Damage+Stamina increaser/recovery options

-Time between shocks

-Grace period for being outside range

-Growing intensity shocks if outside range too long option

-Stamina-relief shock abatement option

-Collar-Free mode

-Beep frequency reducer

-Craftable Leash-Gun at the Chem Workbench

-Optional Quest Marker

-Notifier (with extra chatty debug option)

-ESL flagged

 

Destroy the leash (workbench or console) to disable its effect.  Or maybe put it in a draw or something.

 

NPCs should be editable to have the Leash added to their inventory and the mod should detect it, I'm not sure how it works if they've never been loaded into the game memory before, I've only tested sending an NPC to a few settlements (including Vault 88 and above ground).

 

Yes, it can kill you. It should only affect the player, not NPCs.

 

Issues:

Do not sell the leash!

The leash isn't detected in most non-NPC containers

Untested with multiples leashes (may be exploitable/save you possibly)

The leash may slip through the ground if dropped, this depends more on the terrain mapping than the item itself.

Probably more!

 

Permissions:

 

Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod (this includes farming downloads for membership (Nexus) etc).

 

sHTXDyv.gif

 

PkQZ3dk.gif

 

 

Real Handcuffs Required

 

 

 


What's New in Version 05/22/26 08:47 AM

Released

v4

- Killing the leash-holder no longer kills the mod at the same time
- Made Stamina-Grace optional
- Added modifiers for zap damage to stamina and health, these are applied just over 2 seconds (about how long stamina takes to fully drain from a zap) after the zap itself and can either recover the amount or apply more damage, by % based off the collars original damage.
- Minor MCM fix.

 

v3

- Added Quest Marker for leash option
- Destroying the leash now is detected correctly so the notifier will shut up about it (the quest doesn't end, but it will refresh when a new Leash is detected)
- Notifier will now be quiet when you are inside the safe range
- Upped range to 500,000 units
- Fixed the Leash detection behind load screens/indoors/outdoors (should work from one side of the Commonwealth to the other of Nuka World (I didn't test Nuka World Specifically)) + did some cleaning of the esm.

 

v2

- Added Leash_DevCollarOverride Global (FormID 0x000F ) so you don't need a collar to be leashed if you want the slot for something else + so devs can attach a non-removable collar or something, or just for testing
- Added beep speed changer to slow it down if you're outside the radius (more for longer distance things, still haven't tested the functionality of that aspect but this should hopefully make it less annoying)
- Increased Max Leash Range distance detection inside script to 90,000 units, up from 50,000
- Changed some MCM maximums upward



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