BlackBoxFun Posted August 21 Posted August 21 there are some great stays from Kozakowy like this: https://www.nexusmods.com/skyrimspecialedition/mods/30260 But they only do optical stuff. IF anybody would get that working with DD and body alteration .. that would be just super cool
Talesien Posted August 21 Posted August 21 55 minutes ago, BlackBoxFun said: Well, it just worx .... and frankly I do miss some negative effects that slim/weak arms and legs would do as also some strength degradation through waist training. But I haven't found any other mod that gives you a wasp waist over time. I also like the deformed feet. The slow down effect is not necessarily my piece of cake but the idea that after a year in high heels you can't wear normal footwear is neat. I personally would think getting a health damage especially when running/jumping with deformed feet would be more "immersive" .. but this mod is very customizable. I will try the two mods in tandem and see what happens 👨⚕️ Devious Training springs to mind:
Stained Atonement Posted August 22 Posted August 22 Since this mod introduces lore friendly restraints would it be possible to create a SPID file to distribute some of the more prisoner-esk items to NPCs in the Crime Factions. For immersion reasons I was thinking you could add yokes/chains/cuffs/whatever to prisoners being escorted by guards, to jailed NPCs or to NPCs added through Skyrim's Dead. Obviously a SPID file wouldn't add additional dialog or AI packages. Maybe down the line if a prisoner wearing said items tried to run away from the guards they would chase and attack them. Maybe you intervene and save the prisoner, you let tje, go and later down the line a courier brings you some AI written letter about how they thank you and gives you a small reward. Maybe after the fight you keep the prisoner for yourself and send them to PAH or DOM. Or maybe you just let nature take it's course and you watch the guards kill the prisoner as you scarf down your 3rd cheese wheel of the day. Anyways, I'm not versed in SPID distributions but If I just distributed a Yoke to a prisoner would that call the appropriate animations/combat tactics/AI packages?
zaira Posted August 22 Author Posted August 22 (edited) 2 hours ago, Stained Atonement said: would it be possible to create a SPID file It would, but this mod is a resource and framework. Using the assets has to be done by other mods - like Maria Eden. Edited August 22 by zaira
BlackBoxFun Posted August 22 Posted August 22 20 hours ago, Talesien said: Devious Training springs to mind: Jep, thank you. I did look into this once, but it's not what I want. I don't want boni for getting stuck in this "stuff" through traps and bad people but want an incentive to get rid of it quickly and then " recuperate " . A fun story would for example be to have to train down your waist to be able to equip certain clothing needed for entrance into the blue palace. Then having the problem that without the corset you can't carry anything anymore. ... Oh well, sorry, just rambling here and this doesn't belong into this thread in the first place. Never the less, thank you for your pointer!
SimsSims111 Posted August 23 Posted August 23 (edited) Have you changed anything in the requirements between versions 1.1.1 to 2026-08-22 apart from the leash framework? Edited August 23 by SimsSims111
zaira Posted August 23 Author Posted August 23 15 minutes ago, SimsSims111 said: Have you changed anything in the requirements Not something I am aware of - but I only test with latest DD NG...
SimsSims111 Posted August 23 Posted August 23 3 hours ago, zaira said: Not something I am aware of - but I only test with latest DD NG... Alright fair enough, thanks for the reply.
BlackBoxFun Posted August 28 Posted August 28 On 8/22/2026 at 12:10 AM, BlackBoxFun said: I still use the FNIS .. and it got this error. Any help in cirumventing this ? THANK you for fixing it. just now found out because I was only looking here in the thread,
jbezorg Posted 23 hours ago Posted 23 hours ago Can't seem to get the leash to trigger. I'm trying to create an Alternate Perspective start where the player is leashed to a wall ring in Castle Dour. This isn't working. LFTLF.EquipLeash( Player, Sybille, "default", true ) LFTLF.LeashToLeashAnchor( Player, LeashRing )
zaira Posted 16 hours ago Author Posted 16 hours ago (edited) 6 hours ago, jbezorg said: Can't seem to get the leash to trigger. Here are some examples how I use leashes (to static objects) Spawning a leashpole in front of the player Activator Property LFT_LeashPostStone Auto Activator Property LFT_LeashPostStoneLong Auto Activator Property LFT_LeashPostStoneShort Auto Activator Property LFT_LeashPostWood Auto Activator Property LFT_LeashPostWoodLong Auto Activator Property LFT_LeashPostWoodShort Auto ; Spawn pole to leash actor to. Returns the pole reference. ; poleType: 0 = Stone, 1 = Wood ; leashLenght: 0 = short, 1 = medium, 2 = long ObjectReference Function SpawnLeashPole(Actor victim, int poleType = 0, int leashLength = 1) if !victim return None endif float zAngle = victim.GetAngleZ() float startX = victim.GetPositionX() + (100.0 * Math.Sin(zAngle)) float startY = victim.GetPositionY() + (100.0 * Math.Cos(zAngle)) float targetZ = victim.GetPositionZ() float[] groundData = MESKSEUtils.GetGroundZAndNormal(victim.GetParentCell(), startX, startY, targetZ, zAngle) float groundZ = groundData[0] float pitchX = groundData[1] float rollY = groundData[2] ObjectReference hitRef = MESKSEUtils.GetRaycastHitRef(victim.GetParentCell(), startX, startY, targetZ) if hitRef && (hitRef.GetBaseObject() as Furniture) float visualZ = MESKSEUtils.GetVisualZHeight(hitRef, startX, startY, groundZ) if visualZ > groundZ groundZ = visualZ pitchX = 0.0 rollY = 0.0 endif endif Activator leashAnchorBase if poleType == 0 && leashLength == 1 leashAnchorBase = LFT_LeashPostStone elseif poleType == 0 && leashLength == 2 leashAnchorBase = LFT_LeashPostStoneLong elseif poleType == 0 && leashLength == 0 leashAnchorBase = LFT_LeashPostStoneShort elseif poleType == 1 && leashLength == 1 leashAnchorBase = LFT_LeashPostWood elseif poleType == 1 && leashLength == 2 leashAnchorBase = LFT_LeashPostWoodLong elseif poleType == 1 && leashLength == 0 leashAnchorBase = LFT_LeashPostWoodShort endif ObjectReference leashAnchor = victim.PlaceAtMe(leashAnchorBase, abInitiallyDisabled = true) leashAnchor.SetAngle(0.0, 0.0, zAngle) leashAnchor.SetPosition(startX, startY, groundZ - 16.0) leashAnchor.EnableNoWait() StorageUtil.SetFormValue(victim, "temporaryLeashAnchor", leashAnchor) return leashAnchor endfunction Leashing to a leash anchor: Actor Property PlayerRef Auto MariaRestraintsManager Property mrm Auto MEP_LocationManager Property meplm Auto FormList Property LFT_LeashAnchorList Auto LoreFriendly_LeashFramework Property lftlfw Auto function attach(Actor akActor) ObjectReference existingPole = Game.FindClosestReferenceOfAnyTypeInListFromRef(LFT_LeashAnchorList,PlayerRef, 300) if existingPole lftlfw.LeashToLeashAnchor(PlayerRef, existingPole) return endif int leashAnchorType = 0 int locationType = meplm.MEPCurrentLocationType.GetValueInt() if locationType == meplm.LocationTypePampa \ || locationType == meplm.LocationTypeHarbor \ || (!Game.GetPlayer().IsInInterior() && (\ locationType == meplm.LocationTypeUnknown \ || locationType == meplm.LocationTypeBandits \ || locationType == meplm.LocationTypeStables \ || locationType == meplm.LocationTypeMilitary \ || locationType == meplm.LocationTypeForsworn \ )) leashAnchorType = 1 endif LoreFriendly_LeashAnchorObject.Leash(PlayerRef,mrm.SpawnLeashPole(PlayerRef, leashAnchorType)) endfunction The static object must be type of LoreFriendly_LeashAnchorObject Leashing to an actor: LoreFriendly_LeashFramework Property lftlfw Auto Actor Property PlayerRef Auto function leash(Actor leashHolder) lftlfw.EquipLeash(PlayerRef,leashHolder) endfunction There are traces in papyrus log that should show when something goes wrong - all with prefix "@@ LFTL :" You can find the leash configurations in the folder SKSE\Plugins\StorageUtilData\LoreFriendlyToys\Leashes There is a README.md which explains the format of a leash configuration Your call to LFTLF.EquipLeash( Player, Sybille, "default", true ) will equip the leash configured in: SKSE\Plugins\StorageUtilData\LoreFriendlyToys\Leashes\Human\default.json Every leash config file contains a download URL for the leash-resource - the leash mod. If this resource is not installed, LFT tries to equip the fallback: SKSE\Plugins\StorageUtilData\LoreFriendlyToys\Leashes\Fallback\default.json I know that it sounds pretty complicated - but the leash part of LFT is designed as a highly customizable framework. There is to much progress in the leash development yet and many existing leashes comes without a license or with a restricted license, so I am unable to bundle the all leashes in LFT. This is the rationale behind the json based abstraction layer. Edited 16 hours ago by zaira 1
jbezorg Posted 9 hours ago Posted 9 hours ago 6 hours ago, zaira said: Here are some examples how I use leashes (to static objects) Spawning a leashpole in front of the player ... This is the rationale behind the json based abstraction layer. Thanks!
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