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Showing results for tags 'leash'.
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Version 1.1.1
2770 downloads
Framework that allows you to attach REAL leashes to NPC's and either have them guide you around, or you guide them. No real limitation, you can make a huge train if you wanted. I'm releasing this in it's current beta state! I've yet to find any serious bugs, but I do want to gauge the community to see if this mod is worth continuing further or expanding upon. Important Note This is a FRAMEWORK. NPC's are expected to have AI packages with locomotion. If you try to use it on an NPC who is leaning against a wall, playing an animation, guarding the whiterun gate - this mod ~WILL NOT~ make them follow. Your mod is also expected to equip the leash. Features Rich Papyrus API for connecting actors together in any order you will Advanced physics system that takes full advantage of HAVOK Easy to use debug menu for testing, or just using the mod freely Zero package interruption, this mod has it's own built-in AI system, pathfinder, and locomotion system. Your mod's packages will never be touched! Full support for the player actor, other actors, etc. No animal support yet, although that wouldn't be difficult Contains two test leashes by @kzrp to mess around with Supports ANY/ALL leashes, they just need a series of bones for this mod to move around! This means that all the chain collars in devious devices are fully compatible! How to use (Without Papyrus API) Enough the leash to the actor (Or a leash, it can be any leash like from devious devices) Go into the SKSE Mod Menu using `f1`, find this mod. Open `Debug`. Select the leasher, and the leashed. Leasher MUST have that leash equipped, the mod doesn't do it for you - stop being lazy The parent bone is `NPC Spine2 [Spn2]` for the included leash. This can be any parent of the chain bones, even just NPC The `Leash Bone Match` is `Leash1` for the included leash. This is the prefix of the bones (or common name) in your leash Select a minimum distance, like ~200+. Don't go too low or it'll be fucked. `Persistent` means it'll persist with your save. Click `Leash actor` Enjoy (Note: Make sure the collar/leash is equipped to the actor, this mod doesn't auto equip it) For a funnier experience, go into `Settings` and enable `Forced recovery for NPCs`. This will rag doll the actor once they exceed the distance threshold. Works well! Known issues/limitations An actor can get stuck obviously. The less bones in the leash, the more fucked it'll be when stretching a long distance Requirements Skyrim SE/AE (Doubt VR support works, this required a lot of reverse engineering) SKSE Mod Menu Framework (Optional for the mod menu) Papyrus API Scriptname LeashFramework Hidden ;/ Active leash factions supplied by Leash.esm: - LeashedFaction (form ID 0x000D6A): contains actors that currently have an active leash. - LeasherFaction (form ID 0x000D6B): contains actors that currently hold one or more active leashes. Leash lifecycle mod events: - LeashFramework_OnLeash: sent when a leash is successfully applied, replaced, or restored from a save. - LeashFramework_OnUnleash: sent when a leash is disconnected, removed by UnleashAll, or replaced. Both lifecycle events use the leashed Actor as sender and set numArg to 0.0. strArg describes why the event was sent. OnLeash uses "applied", "replaced", or "loaded". OnUnleash uses "disconnected", "unleashAll", or "replaced". Replacing a leash sends OnUnleash before OnLeash. Internal state cleanup while starting or loading a game does not send OnUnleash. Pull mod events: - LeashFramework_OnActorPulled: sent once when normal direct-locomotion pulling starts. - LeashFramework_OnActorRagdollPulled: sent once when forced ragdoll pulling starts. Register for these events with RegisterForModEvent. Both pull events use the leashed Actor as sender, leave strArg empty, and provide the holder/anchor-to-collar distance at the transition in numArg. A pull event can be sent again only after that pull mode stops and later starts again; it is not sent every frame while pulling remains active. /; ;/ Connects a leash from a holder's right hand to leash bones on another actor. holder: Actor holding the leash. The current attachment bone is NPC R Hand [RHnd]. leashed: Actor wearing the leash mesh. An actor can have only one active leash. parentBone: Exact node name to find on the leashed actor before searching its descendants. leashBoneMatch: Text found anywhere in each ordered leash bone name beneath parentBone. For example, Main_ matches hdtSSEPhysics_AutoRename_Armor_00000004 Main_01 after SMP renames the node. minLength: Distance where active leash pulling stops. Must be zero or greater. maxLength: Maximum holder-to-collar distance. Must be positive and at least minLength. persistent: When true, the leash is saved and restored until explicitly disconnected. Applying another leash to the same leashed actor replaces its current leash. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyLeash(Actor holder, Actor leashed, String parentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent) Global Native ;/ Connects a leash from either hand on a holder to leash bones on another actor and applies the closed-fist grip. rightHand: When true, uses NPC R Hand [RHnd]. When false, uses NPC L Hand [LHnd]. All other arguments and replacement behavior match ApplyLeash. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyLeashToHand(Actor holder, Actor leashed, String parentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent, Bool rightHand = True) Global Native ;/ Connects a leash from an exact bone on a holder to leash bones on another actor. holderBone: Exact node name on the holder. This attachment does not alter the holder's hand pose. offsetX, offsetY, offsetZ: Optional local-space offset from holderBone. The offset follows the bone's translation, rotation, and scale, but does not add an attachment rotation. All other arguments and replacement behavior match ApplyLeash. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyLeashToBone(Actor holder, Actor leashed, String holderBone, String parentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent, Float offsetX = 0.0, Float offsetY = 0.0, Float offsetZ = 0.0) Global Native ;/ Connects a leash mesh equipped by the holder to an exact bone on the leashed actor. The first ordered leash bone remains in its neutral animated pose on the holder. The last ordered leash bone attaches to leashedAttachmentBone. leashParentBone: Exact node name to find on the holder before searching its descendants for leash bones. leashedAttachmentBone: Exact node name on the leashed actor. attachmentOffsetX, attachmentOffsetY, attachmentOffsetZ: Optional local-space offset from leashedAttachmentBone. The offset follows the bone's translation, rotation, and scale, but does not add an attachment rotation. closedHand: Applies the closed-fist pose to the holder. 1 closes the right hand, 2 closes the left hand, and every other value leaves both hands unchanged. All other arguments and replacement behavior match ApplyLeash. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyHolderOwnedLeashToBone(Actor holder, Actor leashed, String leashedAttachmentBone, String leashParentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent, Float attachmentOffsetX = 0.0, Float attachmentOffsetY = 0.0, Float attachmentOffsetZ = 0.0, Int closedHand = 0) Global Native ;/ Connects a holderless leash from a fixed position to leash bones on an actor. anchorCell: Cell containing the world-space position. It must correspond to the supplied coordinates. x, y, z: Fixed world-space coordinates of the leash anchor. All other arguments and replacement behavior match ApplyLeash. Pull distances are measured from the fixed anchor instead of a holder. World-position leashes do not assign LeasherFaction, have no result from GetLeashHolder, and do not use holder teleport recovery. Use DisconnectLeash(None, leashed) to disconnect one. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyLeashAtPosition(Actor leashed, Cell anchorCell, Float x, Float y, Float z, String parentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent) Global Native ;/ Disconnects the leash matching the specific holder and leashed actor. holder: Actor holding the leash. Pass None for a holderless world-position leash. leashed: Actor connected as the leashed endpoint. Returns true when the matching leash was disconnected. /; Bool Function DisconnectLeash(Actor holder, Actor leashed) Global Native ;/ Disconnects every leash where actor is either the holder or the leashed actor. Returns true when at least one leash was disconnected. /; Bool Function UnleashAll(Actor actor) Global Native ;/ Returns true when actor currently has an active leash. /; Bool Function IsLeashed(Actor actor) Global Native ;/ Returns true when actor currently holds at least one active leash. /; Bool Function IsLeashHolder(Actor actor) Global Native ;/ Returns the actor holding leashed's active leash, or None when the leash is holderless or absent. /; Actor Function GetLeashHolder(Actor leashed) Global Native ;/ Returns every actor currently leashed to holder. Returns an empty array when holder has no active leashes. /; Actor[] Function GetLeashedActors(Actor holder) Global Native ;/ Returns the minimum length of leashed's active leash, or -1.0 when leashed has no active leash. /; Float Function GetMinLeashLength(Actor leashed) Global Native ;/ Returns the maximum length of leashed's active leash, or -1.0 when leashed has no active leash. /; Float Function GetMaxLeashLength(Actor leashed) Global Native ;/ Sets the minimum length of leashed's active leash. newLength must be zero or greater and cannot exceed the current maximum length. Returns false when leashed has no active leash or newLength is invalid. /; Bool Function SetMinLeashLength(Actor leashed, Float newLength) Global Native ;/ Sets the maximum length of leashed's active leash. newLength must be positive and cannot be less than the current minimum length. Returns false when leashed has no active leash or newLength is invalid. /; Bool Function SetMaxLeashLength(Actor leashed, Float newLength) Global Native Future todos: Allow attaching the rope to specific bones rather than just the right hand Add explicit API to disable walking control (For now just set minLength/maxLength to high numbers so it never triggers) Known issues: Actors can get stuck on objects like doors rarely Some chains may not converge well (Gaps) - increase the solve iterations in the SKSE Mod Menu Actors wont follow you between load doors (Not a problem, lack of a feature) Source code: https://github.com/asdasdduck/Skyrim-Leash-Framework -
Leash Framework View File Framework that allows you to attach REAL leashes to NPC's and either have them guide you around, or you guide them. No real limitation, you can make a huge train if you wanted. I'm releasing this in it's current beta state! I've yet to find any serious bugs, but I do want to gauge the community to see if this mod is worth continuing further or expanding upon. Important Note This is a FRAMEWORK. NPC's are expected to have AI packages with locomotion. If you try to use it on an NPC who is leaning against a wall, playing an animation, guarding the whiterun gate - this mod ~WILL NOT~ make them follow. Your mod is also expected to equip the leash. Features Rich Papyrus API for connecting actors together in any order you will Advanced physics system that takes full advantage of HAVOK Easy to use debug menu for testing, or just using the mod freely Zero package interruption, this mod has it's own built-in AI system, pathfinder, and locomotion system. Your mod's packages will never be touched! Full support for the player actor, other actors, etc. No animal support yet, although that wouldn't be difficult Contains two test leashes by @kzrp to mess around with Supports ANY/ALL leashes, they just need a series of bones for this mod to move around! This means that all the chain collars in devious devices are fully compatible! How to use (Without Papyrus API) Enough the leash to the actor (Or a leash, it can be any leash like from devious devices) Go into the SKSE Mod Menu using `f1`, find this mod. Open `Debug`. Select the leasher, and the leashed. Leasher MUST have that leash equipped, the mod doesn't do it for you - stop being lazy The parent bone is `NPC Spine2 [Spn2]` for the included leash. This can be any parent of the chain bones, even just NPC The `Leash Bone Match` is `Leash1` for the included leash. This is the prefix of the bones (or common name) in your leash Select a minimum distance, like ~200+. Don't go too low or it'll be fucked. `Persistent` means it'll persist with your save. Click `Leash actor` Enjoy (Note: Make sure the collar/leash is equipped to the actor, this mod doesn't auto equip it) For a funnier experience, go into `Settings` and enable `Forced recovery for NPCs`. This will rag doll the actor once they exceed the distance threshold. Works well! Known issues/limitations An actor can get stuck obviously. The less bones in the leash, the more fucked it'll be when stretching a long distance Requirements Skyrim SE/AE (Doubt VR support works, this required a lot of reverse engineering) SKSE Mod Menu Framework (Optional for the mod menu) Papyrus API Scriptname LeashFramework Hidden ;/ Active leash factions supplied by Leash.esm: - LeashedFaction (form ID 0x000D6A): contains actors that currently have an active leash. - LeasherFaction (form ID 0x000D6B): contains actors that currently hold one or more active leashes. Leash lifecycle mod events: - LeashFramework_OnLeash: sent when a leash is successfully applied, replaced, or restored from a save. - LeashFramework_OnUnleash: sent when a leash is disconnected, removed by UnleashAll, or replaced. Both lifecycle events use the leashed Actor as sender and set numArg to 0.0. strArg describes why the event was sent. OnLeash uses "applied", "replaced", or "loaded". OnUnleash uses "disconnected", "unleashAll", or "replaced". Replacing a leash sends OnUnleash before OnLeash. Internal state cleanup while starting or loading a game does not send OnUnleash. Pull mod events: - LeashFramework_OnActorPulled: sent once when normal direct-locomotion pulling starts. - LeashFramework_OnActorRagdollPulled: sent once when forced ragdoll pulling starts. Register for these events with RegisterForModEvent. Both pull events use the leashed Actor as sender, leave strArg empty, and provide the holder/anchor-to-collar distance at the transition in numArg. A pull event can be sent again only after that pull mode stops and later starts again; it is not sent every frame while pulling remains active. /; ;/ Connects a leash from a holder's right hand to leash bones on another actor. holder: Actor holding the leash. The current attachment bone is NPC R Hand [RHnd]. leashed: Actor wearing the leash mesh. An actor can have only one active leash. parentBone: Exact node name to find on the leashed actor before searching its descendants. leashBoneMatch: Text found anywhere in each ordered leash bone name beneath parentBone. For example, Main_ matches hdtSSEPhysics_AutoRename_Armor_00000004 Main_01 after SMP renames the node. minLength: Distance where active leash pulling stops. Must be zero or greater. maxLength: Maximum holder-to-collar distance. Must be positive and at least minLength. persistent: When true, the leash is saved and restored until explicitly disconnected. Applying another leash to the same leashed actor replaces its current leash. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyLeash(Actor holder, Actor leashed, String parentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent) Global Native ;/ Connects a leash from either hand on a holder to leash bones on another actor and applies the closed-fist grip. rightHand: When true, uses NPC R Hand [RHnd]. When false, uses NPC L Hand [LHnd]. All other arguments and replacement behavior match ApplyLeash. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyLeashToHand(Actor holder, Actor leashed, String parentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent, Bool rightHand = True) Global Native ;/ Connects a leash from an exact bone on a holder to leash bones on another actor. holderBone: Exact node name on the holder. This attachment does not alter the holder's hand pose. offsetX, offsetY, offsetZ: Optional local-space offset from holderBone. The offset follows the bone's translation, rotation, and scale, but does not add an attachment rotation. All other arguments and replacement behavior match ApplyLeash. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyLeashToBone(Actor holder, Actor leashed, String holderBone, String parentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent, Float offsetX = 0.0, Float offsetY = 0.0, Float offsetZ = 0.0) Global Native ;/ Connects a leash mesh equipped by the holder to an exact bone on the leashed actor. The first ordered leash bone remains in its neutral animated pose on the holder. The last ordered leash bone attaches to leashedAttachmentBone. leashParentBone: Exact node name to find on the holder before searching its descendants for leash bones. leashedAttachmentBone: Exact node name on the leashed actor. attachmentOffsetX, attachmentOffsetY, attachmentOffsetZ: Optional local-space offset from leashedAttachmentBone. The offset follows the bone's translation, rotation, and scale, but does not add an attachment rotation. closedHand: Applies the closed-fist pose to the holder. 1 closes the right hand, 2 closes the left hand, and every other value leaves both hands unchanged. All other arguments and replacement behavior match ApplyLeash. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyHolderOwnedLeashToBone(Actor holder, Actor leashed, String leashedAttachmentBone, String leashParentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent, Float attachmentOffsetX = 0.0, Float attachmentOffsetY = 0.0, Float attachmentOffsetZ = 0.0, Int closedHand = 0) Global Native ;/ Connects a holderless leash from a fixed position to leash bones on an actor. anchorCell: Cell containing the world-space position. It must correspond to the supplied coordinates. x, y, z: Fixed world-space coordinates of the leash anchor. All other arguments and replacement behavior match ApplyLeash. Pull distances are measured from the fixed anchor instead of a holder. World-position leashes do not assign LeasherFaction, have no result from GetLeashHolder, and do not use holder teleport recovery. Use DisconnectLeash(None, leashed) to disconnect one. Returns true when the arguments are valid and the leash is accepted. /; Bool Function ApplyLeashAtPosition(Actor leashed, Cell anchorCell, Float x, Float y, Float z, String parentBone, String leashBoneMatch, Float minLength, Float maxLength, Bool persistent) Global Native ;/ Disconnects the leash matching the specific holder and leashed actor. holder: Actor holding the leash. Pass None for a holderless world-position leash. leashed: Actor connected as the leashed endpoint. Returns true when the matching leash was disconnected. /; Bool Function DisconnectLeash(Actor holder, Actor leashed) Global Native ;/ Disconnects every leash where actor is either the holder or the leashed actor. Returns true when at least one leash was disconnected. /; Bool Function UnleashAll(Actor actor) Global Native ;/ Returns true when actor currently has an active leash. /; Bool Function IsLeashed(Actor actor) Global Native ;/ Returns true when actor currently holds at least one active leash. /; Bool Function IsLeashHolder(Actor actor) Global Native ;/ Returns the actor holding leashed's active leash, or None when the leash is holderless or absent. /; Actor Function GetLeashHolder(Actor leashed) Global Native ;/ Returns every actor currently leashed to holder. Returns an empty array when holder has no active leashes. /; Actor[] Function GetLeashedActors(Actor holder) Global Native ;/ Returns the minimum length of leashed's active leash, or -1.0 when leashed has no active leash. /; Float Function GetMinLeashLength(Actor leashed) Global Native ;/ Returns the maximum length of leashed's active leash, or -1.0 when leashed has no active leash. /; Float Function GetMaxLeashLength(Actor leashed) Global Native ;/ Sets the minimum length of leashed's active leash. newLength must be zero or greater and cannot exceed the current maximum length. Returns false when leashed has no active leash or newLength is invalid. /; Bool Function SetMinLeashLength(Actor leashed, Float newLength) Global Native ;/ Sets the maximum length of leashed's active leash. newLength must be positive and cannot be less than the current minimum length. Returns false when leashed has no active leash or newLength is invalid. /; Bool Function SetMaxLeashLength(Actor leashed, Float newLength) Global Native Future todos: Allow attaching the rope to specific bones rather than just the right hand Add explicit API to disable walking control (For now just set minLength/maxLength to high numbers so it never triggers) Known issues: Actors can get stuck on objects like doors rarely Some chains may not converge well (Gaps) - increase the solve iterations in the SKSE Mod Menu Actors wont follow you between load doors (Not a problem, lack of a feature) Source code: https://github.com/asdasdduck/Skyrim-Leash-Framework Submitter asdt123123 Submitted 07/28/26 Category Adult Mods Requirements Regular Edition Compatible Install Instructions
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Leash View 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). Real Handcuffs Required Submitter Franco Cozzo Submitted 05/14/26 Category Other Requirements https://www.loverslab.com/topic/118151-real-handcuffs/
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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). Real Handcuffs Required-
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View File SCC Pet Play SCC Pet Play A small mod that focuses on Pet Play! Now you can leash and collar your companions! Or have them leash your character! As a Pet Now you can pretend to be a cat and claw attack your enemies! Be able to talk to various animals through out the game with Speak with Animals spell. Distract your masters enemies and bring them to you with the Meow spell! As an Owner You can use the Master bond spell to protect your pet by giving them resistances and a bonus to their Armour class! Head pat your pets or leash them and take them for walks! Misc stuff Separate dragon born tail animations so they don't go under ground while the character is on their knees. The tails you can choose in the character selection screen. Or change your current one using other character editing mods. Bodies support As there are too many body types in game, making animation for each is too much work. Currently all base game races except short races have animations. Strong male body types only have basic on all fours animations for idling unlike others due to some animation bugs. Short races aren't able to wear the collars! I have no plans on making animations for them, since I would need to make them from scratch due to their body size. For each body and race there are 4 idle animations, multiple adjusted headpatting and headpetting animation so they work for all body sizes and races, and 3 animations for the crawling. So to make them for short races too would be way too much time consuming sorry! Where to find the collars and the ring You can find 1 ring and 1 collar in the tutorial chest. In-addition I put in multiple different colored collars and multiple rings in your camps travelers chest! If you wish to spawn them using the Script Extender these are their codes: Requirements Script Extender version 20+ BG3SX Version 1.4.9 (Optional, required for head patting) Installation Download the pak file. For people not using a mod manager you can put the file in the mod folder which is usually located in C:\Users[Username here]\AppData\Local\Larian Studios\Baldur's Gate 3\Mods For a mod manager I recommend using the BG3MM rather than Vortex. Installing with it should be straight forward. (Remember to export the load order when you are done!) This mod goes somewhere below the BG3SX mod for the load order, so whether you are using a mod manager or doing it manually, make sure it goes below it! For manual users you may need to install another mod that lets you change mod load order for the in-game mod manager. Issues/Bugs Using the Transmog Enhanced mod on the collar doesn't work correctly, as the animations don't carry to the new item. The leash still works. Head patting skill at the moment causes the leash to break so you have to apply it again. (Will fix once the next big bg3sx update comes) Head patting causes a tiny naked version of the pet to appear while the animation play. (Will fix once the next big bg3sx update comes) Characters edited by Appearance Edit Enhanced reverted the characters to the old appearance while doing the head patting animation. Tiefling tails clipping in ground since they aren't made for crouching. Animation clipping issues. Head patting works best on flat surfaces, however bg3sx mod has change position spell which you can use to adjust the characters. Possible Future Plans Tiefling tail animations so they don't clip into the ground. Tail plugs and ears. Doing stuff with pet and owner giving various buffs. More animations. Tattooing your pets. More collars. Potentially story dialogues and quests. Head animations to go along with the body animations. Pet punishments (spanking, shock collars, etc) Change Log Current Change log Recommended mods Some nice mods that use along with this mod: MsHellspawn's Cute Collars for Catboys and Catgirls (Patch added for it) Astral Fluffy Ears (For cute fluffy ears) Vulpine Starter Pack (For cute fluffy tails and ears) Feline Start Pack (For colorable cat tails and ears) FurryTails - Fluffy Animal Tail Collection Discord I hang out in the BG3SX discord atm, so feel free to find me there: https://discord.com/channels/1195273248007528511/1298872406579875900 Support I have a Kofi if you like to give me some support! Thank you! https://ko-fi.com/elixirine Submitter SpiritCookieCake Submitted 01/14/2025 Category Baldur's Gate 3
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Version 1.1.0.0
7455 downloads
SCC Pet Play A small mod that focuses on Pet Play! Now you can leash and collar your companions! Or have them leash your character! As a Pet Now you can pretend to be a cat and claw attack your enemies! Be able to talk to various animals through out the game with Speak with Animals spell. Distract your masters enemies and bring them to you with the Meow spell! As an Owner You can use the Master bond spell to protect your pet by giving them resistances and a bonus to their Armour class! Head pat your pets or leash them and take them for walks! Misc stuff Separate dragon born tail animations so they don't go under ground while the character is on their knees. The tails you can choose in the character selection screen. Or change your current one using other character editing mods. Bodies support As there are too many body types in game, making animation for each is too much work. Currently all base game races except short races have animations. Strong male body types only have basic on all fours animations for idling unlike others due to some animation bugs. Short races aren't able to wear the collars! I have no plans on making animations for them, since I would need to make them from scratch due to their body size. For each body and race there are 4 idle animations, multiple adjusted headpatting and headpetting animation so they work for all body sizes and races, and 3 animations for the crawling. So to make them for short races too would be way too much time consuming sorry! Where to find the collars and the ring You can find 1 ring and 1 collar in the tutorial chest. In-addition I put in multiple different colored collars and multiple rings in your camps travelers chest! If you wish to spawn them using the Script Extender these are their codes: Requirements Script Extender version 20+ BG3SX Version 1.4.9 (Optional, required for head patting) Installation Download the pak file. For people not using a mod manager you can put the file in the mod folder which is usually located in C:\Users[Username here]\AppData\Local\Larian Studios\Baldur's Gate 3\Mods For a mod manager I recommend using the BG3MM rather than Vortex. Installing with it should be straight forward. (Remember to export the load order when you are done!) This mod goes somewhere below the BG3SX mod for the load order, so whether you are using a mod manager or doing it manually, make sure it goes below it! For manual users you may need to install another mod that lets you change mod load order for the in-game mod manager. Issues/Bugs Using the Transmog Enhanced mod on the collar doesn't work correctly, as the animations don't carry to the new item. The leash still works. Head patting skill at the moment causes the leash to break so you have to apply it again. (Will fix once the next big bg3sx update comes) Head patting causes a tiny naked version of the pet to appear while the animation play. (Will fix once the next big bg3sx update comes) Characters edited by Appearance Edit Enhanced reverted the characters to the old appearance while doing the head patting animation. Tiefling tails clipping in ground since they aren't made for crouching. Animation clipping issues. Head patting works best on flat surfaces, however bg3sx mod has change position spell which you can use to adjust the characters. Possible Future Plans Tiefling tail animations so they don't clip into the ground. Tail plugs and ears. Doing stuff with pet and owner giving various buffs. More animations. Tattooing your pets. More collars. Potentially story dialogues and quests. Head animations to go along with the body animations. Pet punishments (spanking, shock collars, etc) Change Log Current Change log Recommended mods Some nice mods that use along with this mod: MsHellspawn's Cute Collars for Catboys and Catgirls (Patch added for it) Astral Fluffy Ears (For cute fluffy ears) Vulpine Starter Pack (For cute fluffy tails and ears) Feline Start Pack (For colorable cat tails and ears) FurryTails - Fluffy Animal Tail Collection Discord I hang out in the BG3SX discord atm, so feel free to find me there: https://discord.com/channels/1195273248007528511/1298872406579875900 Support I have a Kofi if you like to give me some support! Thank you! https://ko-fi.com/elixirine -
Version any
49 downloads
let's imagine that cammy lost to juri ok? Now i will be humiliated and punished, i put a huge image of cammy licking jury, and i designed a collar, plus a submission mod in 1 week, so fast. whatever comes to my head I do. plugs: if you prefer anal plug better, just move the object from the plugs folder resource>>battle>>chara>>CMY-
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- nudemod
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I've been looking into adding some mods to my load order that allow npcs to enslave my player character. At the moment I have SD+, Public Whore, and Simple Slavery++. Too add to immersion/role playing with these sorts of mods I've been looking for mods that would allow npcs that enslave a player character to not just abuse them, but also walk them around around skyrim and it's various holds on a leash/rope/chain (either from zaz or dd if possible) then sell/trade the player character. I'm not sure if any of the mods I listed above already have this functionality so please excuse my ignorance if one does. If no current mods have a feature like this please let me know. Thank you!
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View File Cammy (Jury's pet) let's imagine that cammy lost to juri ok? Now i will be humiliated and punished, i put a huge image of cammy licking jury, and i designed a collar, plus a submission mod in 1 week, so fast. whatever comes to my head I do. plugs: if you prefer anal plug better, just move the object from the plugs folder resource>>battle>>chara>>CMY Submitter Samuwarriorph Submitted 09/13/2021 Category Misc Adult Mods Requires Ultra streey fighter 4
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