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Posted

Leash

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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).

 

sHTXDyv.gif

 

PkQZ3dk.gif

 

 

Real Handcuffs Required

 

 

 


  • Submitter
  • Submitted
    05/14/26
  • Category
  • Requirements
    https://www.loverslab.com/topic/118151-real-handcuffs/

 

Posted (edited)

Sorry to the two who downloaded this early, the MCM's max range maximums and minimums were too low in the config.json so I pumped it up a little but the mod is the same. 

Edited by Franco Cozzo
Posted

It would be good for kidnap scenarios, where you get shock collared, and forced to stay in certain areas.

 

It would need patches for those mods, to give the shock device to the boss.

 

Possibly having multiple types of collars... Shock, Stamina, Animal Atrraction, Human Attraction. Raider Collar, Institute Collar, Dog Collar, Supermutant Collar, Nudity Collar, No Pipboy Collar (only eat and drinking directly what you see, no inventory management).

 

Could have a lot of uses, with patches for various slavery and kidnapping mods.

 

===

 

I remember Raiders Pet having Jun Long giving you a note to go to the Corvega Factory, I always just ignore it, and don't bother with the quest, until I have to.

 

I always thought Jun should have slapped a Collar around your neck, to give you a kick up the arse to get to saving Sanctuary, by travelling to the Corvega Factory, and becoming a Corvega Slave.

 

Raiders Pet has it's own Bomb Collar for it's quest, a very, very, very long quest. My Fallout 4 crashed, rather than let me finish it.

 

Posted
3 minutes ago, Krazyone said:

It would be good for kidnap scenarios, where you get shock collared, and forced to stay in certain areas.

 

It would need patches for those mods, to give the shock device to the boss.

 

Possibly having multiple types of collars... Shock, Stamina, Animal Atrraction, Human Attraction. Raider Collar, Institute Collar, Dog Collar, Supermutant Collar, Nudity Collar, No Pipboy Collar (only eat and drinking directly what you see, no inventory management).

 

Could have a lot of uses, with patches for various slavery and kidnapping mods.

 

===

 

I remember Raiders Pet having Jun Long giving you a note to go to the Corvega Factory, I always just ignore it, and don't bother with the quest, until I have to.

 

I always thought Jun should have slapped a Collar around your neck, to give you a kick up the arse to get to saving Sanctuary, by travelling to the Corvega Factory, and becoming a Corvega Slave.

 

Raiders Pet has it's own Bomb Collar for it's quest, a very, very, very long quest. My Fallout 4 crashed, rather than let me finish it.

 

 

I have no idea how this mod would handle Collars between Outdoors and Indoors or in different Cells (distant outdoor Cells should be ok I assume if you are outdoors as well), it would likely trip the maximum limit I hardcoded in the mod (50,000 units) and not make the shock fire until you're in the same region. If anyone wants to add support for anything they can do it, I just saw people asking for something like this so I made it.

Posted (edited)
2 minutes ago, riveth said:

I think i have idea how to use it with pervert electric and latex fetish dreams together.

;) 

 

Hope its cool af, this may have some undetected bugs at the moment, it was made pretty quickly.

Edited by Franco Cozzo
Posted (edited)
24 minutes ago, Mimirue17 said:

think CS by JB uses something similar to this when you are forced to follow some NPC's to other locations for jobs.

 

I actually haven't played Commonwealth Slavers but I keep meaning to, it didn't seem like something that would be too difficult to do (famous last words before a major bug is found) , I just saw people saying how it hadn't been done in the Sexual Harassment+ thread so I did it.

 

I'm not even doubting JB could make something like this (or better), they're a wizard.

Edited by Franco Cozzo
Posted

Hello Franco, very cool idea - like your other mods. I cant wait to play around with it.

 

And I can already see a certain mr garvey would like to have that leash: "Another settlement needs your...Oh whats this.. let me see. Alright, lets go!" :D

Posted (edited)
10 minutes ago, Heinzelman said:

Hello Franco, very cool idea - like your other mods. I cant wait to play around with it.

 

And I can already see a certain mr garvey would like to have that leash: "Another settlement needs your...Oh whats this.. let me see. Alright, lets go!" :D

 

I wonder if it could be used as a no-pointer quest tracker as well, I haven't tested it over long distances at all also I don't know how you'd place the device/get it back without building stuff around/in the mod. The MCM config.json distance would need to be increased dramatically and I'd probably need to change how often the sound fires/make it optional/give it a global timer so people can change it etc, also the timers would need to be increased as well in the MCM config.json. 

 

Edited by Franco Cozzo
Posted
6 minutes ago, Franco Cozzo said:

 

I wonder if it could be used as a no-pointer quest tracker as well, I haven't tested it over long distances at all also I don't know how you'd place the device/get it back without building stuff around/in the mod. The MCM config.json distance would need to be increased dramatically and I'd probably need to change how often the sound fires/make it optional/give it a global timer so people can change it etc, also the timers would need to be increased as well in the MCM config.json. 

 

 

Having timed quests would be fun 

Posted
42 minutes ago, Franco Cozzo said:

 

I wonder if it could be used as a no-pointer quest tracker as well, I haven't tested it over long distances at all also I don't know how you'd place the device/get it back without building stuff around/in the mod. The MCM config.json distance would need to be increased dramatically and I'd probably need to change how often the sound fires/make it optional/give it a global timer so people can change it etc, also the timers would need to be increased as well in the MCM config.json. 

 

If I understand it correctly, it should be already possible, if your mod is distance driven. One could run a separate quest with an escort package (for example like the one when Danse leads the player to the Arcjet building) on the leash holder. It just needs to have the max distance for the leash shorter than the max distance for the escort package and the player would have no other choice than following that NPC.  

Posted
1 hour ago, riveth said:

I think i have idea how to use it with pervert electric and latex fetish dreams together.

;) 

Yeah, right up your alley this one. 

Posted

I have a question: what would be the condition for the NPC to release you? It would also be great to give the player more control over the distance; this would make bringing jet to Mama Morphi more of an obligation, turning the old woman into a dominatrix. I think you should treat this more as a creation tool. I don't know, maybe combine it with your Hot Pockets mod; you could even have the player kidnapped.

 

Oh, by the way, I want to create an escape mod, so if you have any advice or suggestions, it would be a great help.😉

Posted
10 hours ago, yokito78 said:

I have a question: what would be the condition for the NPC to release you? It would also be great to give the player more control over the distance; this would make bringing jet to Mama Morphi more of an obligation, turning the old woman into a dominatrix. I think you should treat this more as a creation tool. I don't know, maybe combine it with your Hot Pockets mod; you could even have the player kidnapped.

 

Oh, by the way, I want to create an escape mod, so if you have any advice or suggestions, it would be a great help.😉

 

You can edit the MCM's config.json and increase the max distance to whatever you want (as long as it's below 50,000 which is the maximum hard-coded amount), I just haven't tested long ranges at all so I don't know if it works, it should though. 

Posted

b

4 hours ago, Franco Cozzo said:

 

Puedes editar el archivo config.json del MCM y aumentar la distancia máxima a la que quieras (siempre que sea inferior a 50.000, que es la cantidad máxima predefinida). No he probado rangos largos, así que no sé si funciona, aunque debería. 

Well, what I meant was that the NPC is present without actually being there—kind of like a deity, a curse, or a D&D DM who tells the player where not to go, punishes them for disobeying, or teases them with perverted stuff. But hey, if that’s too much, I get it. It’s a great mod; you should promote it on the LoverLab Discord—that way, you might attract perverted, creative geniuses who create quests.

 

Posted (edited)
2 hours ago, yokito78 said:

b

Well, what I meant was that the NPC is present without actually being there—kind of like a deity, a curse, or a D&D DM who tells the player where not to go, punishes them for disobeying, or teases them with perverted stuff. But hey, if that’s too much, I get it. It’s a great mod; you should promote it on the LoverLab Discord—that way, you might attract perverted, creative geniuses who create quests.

 


All the "extra" overworld stuff isn't really my sort of jam, if I was intending to do something like that I'd probably make a whole standalone mod for it instead but I've never played around much on that side of the Creation Kit before and trying to get the simple Thief Approach from Hot Pockets to work really turned me off it as well. I think I'm happy just making tools/extensions that people can work off and make quests from and etc themselves, it's one of the reasons I like to try keep things without hard requirements if I can, even if no one has expanded anything onto any of them haha.....

 

I mostly made this mod so others could use it for their own mods, I can't see a reason or way to use it under a normal playthrough at all without making it a different thing entirely and the more complexity I add to this, the less others will be able to use it for their own designs.

 

Also I'm not really into discord at all, maybe one day I will be though. I already have permissions stating people can improve/add to basically all of my mods so if someone wants to do it they can, I really don't mind if its stuff that makes it better I just prefer to try keep it as open as possible outside of people taking it and claiming it for themselves plus I've seen money generally corrupts and encourages bad behaviour and usually leads to mods being less accessible so I try distance myself/mods from that as well. 

 

I guess you meant something like a Wicked Effects+Bound By Greed/DCW except it just happens on its own instead of when looting when the ""scripted AI"" chooses for it to happen? Sounds interesting but also a heap of work getting something like that right. Maybe using an invisible+tiny NPC that exists behind the players head (behind since you're more likely to be shot from the front, or maybe around their feet, I'm not sure) with a mostly always on "follow" package or something to go off on its own at times would be a way to go about that. Then you'd also be able to hear them if they talked, maybe even a devil and angel NPC "guiding" the player with choices that only appear at certain times, like low self esteem or high trauma from Sex Attributes? I've found most of this stuff is just trying to find a way to trick the systems provided into doing things you want. 

 

An idea for an escape mod could be like your character is locked in X devices or locked in a room with tentacles/harassers (that don't equip MORE items) etc and the room has heaps of random keys on the floor/walls and each key (which can have it's own scripted traps like activating a harasser or causing a negative effect attached) leads to a new door/room or maybe it can unequip a piece of gear, or maybe it unlocks a chest with some new (positive/less restrictive) gear or a different key, and of course the goal is to get out of the bunker/vault/whatever. You could even make all the keys start mid-air when the area loads so they would be all randomly scattered over the floor instead of hand placed in the same locations all the time (or just randomise which key does what is also an option), but then you'd need to make sure none slip under non-grabbale areas.

 

Unless you meant a way to get out of the collar, I think there's a setting you can use to get the collar code in RH (or possibly set it yourself manually via scriptwork) so you could equip the player with one (preferrably not a tier 3) and then they get a single digit of the code for doing a "quest" for each NPC ? Maybe the NPC actually gives you a wrong code so you need to do something more for them to get a real one? 

 

I'm not going to make any of those that I mentioned though lol.

Edited by Franco Cozzo
Posted

So if you put it on NPCs will they follow you? If they go on their own pathings wouldn't they just get shocked all the time being out of range from you (person who has the leash)? 

Posted
16 hours ago, 4nln415 said:

So if you put it on NPCs will they follow you? If they go on their own pathings wouldn't they just get shocked all the time being out of range from you (person who has the leash)? 

 

It's the oppposite, its to make an NPC your controller. More for modders, not really too useful for players unless you have your own things implemented/ideas.

Posted

:) Excellent Idea, this would make possible some idea's I've had for adding more adventures to Fallout 4; this was the only part I had no idea for.

Posted (edited)
15 minutes ago, MikeCobalt said:

:) Excellent Idea, this would make possible some idea's I've had for adding more adventures to Fallout 4; this was the only part I had no idea for.

 

I hope you make something cool. 

 

I think the Leash needs to exist at least once somewhere near the player for it to be registered (while they have a collar/fake collar I believe) so you may want to change the global values to your liking (like distance, beep time, shock timer, collar free etc) then spawn the NPC in, give them the leash, wait about 3 seconds for the quest/Leash to register then teleport them away to their location. 

 

The mod itself has a 2.5 second internal timer I believe. If you find any bugs let me know since I don't have this in my load order, but please don't ask me to make a physical leash, I lost a whole day yesterday trying to get one to work, the best I got was lights going in multiple directions that sometimes pointed the correct way. 

Edited by Franco Cozzo
Posted (edited)
5 hours ago, Franco Cozzo said:

 

I hope you make something cool. 

 

I think the Leash needs to exist at least once somewhere near the player for it to be registered (while they have a collar/fake collar I believe) so you may want to change the global values to your liking (like distance, beep time, shock timer, collar free etc) then spawn the NPC in, give them the leash, wait about 3 seconds for the quest/Leash to register then teleport them away to their location. 

 

The mod itself has a 2.5 second internal timer I believe. If you find any bugs let me know since I don't have this in my load order, but please don't ask me to make a physical leash, I lost a whole day yesterday trying to get one to work, the best I got was lights going in multiple directions that sometimes pointed the correct way. 

 

 Here's the overall...

 

Somehow the player gets the collar, doesn't matter who, when or why just that they're wearing it now and it won't come off. As they already are after two days away from the master/controller whoever etc. they start to give periodic shocks, that's ok but because of how the game goes once somebody is done with that NPC they are finished. This feature adds a *Beacon function that will also start/instead of that once the 2nd day has passed.
 
Also, there are 3 Bounty Hunter teams patrolling the Common Wealth their patrols start on the outskirts of Boston, go out to the border and back again to the cities edge, they walk that route around and around; they carry scanners tuned to escaped slaves collar beacon and have a range (unspecified in the mod. description). There are 3 in those teams, 2 escorts with lesser weapons and one older actual Bounty Hunter, the actual carries a "Syringer Rifle". The escorts are primarily to keep the slave's attention while the actual shoots the syringer, usually 2 or 3 hits from that is enough to put the target down. Messages of feeling weak, slow, drowsy, heavy then the screen goes black for 20-30 seconds. After that the screen clears the figure is on the ground, nude, handcuffed and the collar has stopped beeping, shocking and whatever else it did.

 

The player Must eat and sleep atleast some, being on the run they will be unable to do many quests to generate caps with the Bounty Hunters also following and shooting, so their caps will dwindle until they are down to selling their gear to maintain themselves and keep up the strength to run and continue, at some point they will have sold all their gear including misc. supply's, weapons and probably outfits they were carrying, The Bounty Hunters still coming. Eventually the Hunters will catch up (they don't need to stop for any reasons, and many waste-landers have seen this before and want no part of it, "Skidaddle"). Once the impending chase/fight is over the actual Bounty Hunter (Unlike most FO4) is not about all the four letter words, insults, doom & gloom and other BS, he simply tells the player "Don't get mad, no need to be upset, don't make this worse than it has to be and we've got somewhere to go and that will happen, let's go". The group (w/player) walks from that spot to a 3 or 4 story townhouse, brownstone or similar city shop. On the inside there are 5 or 6 ladies, simply dressed all wearing a collar on the wrap around couch, a small wet bar with a male bartender is further back, they act pleasant towards the player. There is one older woman dressed very nice, she is not wearing a collar (everybody knows what that means). Bounty Hunters group leaves, you stay.

 

This mod may help with the "Walk Back" so the player must follow the Hunters and not simply leave somehow.

 

The Madame tells the player the bedrooms are all on the 2nd floor where the workers live and work, don't go on the top floor, that her space and her 2 partners (Bartender & Guard). The player being the newest and lowest on the totem pole does not get a room, they will work in the basement. Down there is a barred wall running along the stairs and matching door at the bottom of the steps. In there is one bed, a sink and toilet plus a few rather harsh looking items of furniture. That is where the rougher clients prefer to go spend their money and time. Once the player has been there long enough, eventually one of the older girls will move on freeing space for a new worker and the player will move up into a room and the new one will work the basement. The Method to leave is eventually somebody in the wasteland the player has helped will come in for business and feels compelled to free the player, (they believe you saved them so they're paying you back for the help).
This will not happen anytime soon and the potential saviors are chosen from quests the player has already completed. 

 

 

All of this is to *Finally add a sense of dread about wearing one of the shock collars
The Madame, Brothel and inner staff are somehow linked to Liemento in the Red Seat.
This building is also featured in 1 other Mod I've thought of about the collars and the players Companion
(%90 conversational designed for extended amounts of time with only 3 or 4 short.ish repeatable actual quests). Very low key, intended for the slow times between quests.

Edited by MikeCobalt
Posted

I like the idea of this mod, though came across a bug. When I give the leash to another character (specifically a friendly raider) while wearing a Real Handcuff's collar, the collar will start beeping very rapidly and endlessly. I think this may be related to a collar beep bug in Raider's Pet (where-- I think even with the v0.5/0.6 patch-- you will get random periodic collar beeps even without a DD/Real Handcuffs collar on). I think it was mentioned somewhere in the Raider's Pet forum what causes the bug.

I'm too lazy to start a new play through without Raider's Pet to test this mod, but figured I'd note down the bug in case someone else discovers it.

Posted (edited)
1 hour ago, randomDudeHere said:

I like the idea of this mod, though came across a bug. When I give the leash to another character (specifically a friendly raider) while wearing a Real Handcuff's collar, the collar will start beeping very rapidly and endlessly. I think this may be related to a collar beep bug in Raider's Pet (where-- I think even with the v0.5/0.6 patch-- you will get random periodic collar beeps even without a DD/Real Handcuffs collar on). I think it was mentioned somewhere in the Raider's Pet forum what causes the bug.

I'm too lazy to start a new play through without Raider's Pet to test this mod, but figured I'd note down the bug in case someone else discovers it.

 

Are you sure it isnt just causing the raider pet bug to happen?I don't use that mod so I'm not really aware of how that mod uses the collars and I'm calling the sound in/from this mod, not from Real Handcuffs. I made the beep speed option in the MCM since the mine-proximity sound was looping forever as well when I was testing and figured it needed to be slowed down if people were going to need to travel distances with it.

 

I haven't tested with raiders specifically but I was able to give it to random NPCs via console and couldn't replicate this bug (I did discover a new bug in testing though  that seems to kill the mod when the leash holder dies, that I'm now working on). 

Edited by Franco Cozzo

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