leakim Posted August 1 Posted August 1 3 hours ago, asdt123123 said: Mod seems stable, didn't notice any bugs. If anyone has any suggestions for mod events/API now's the time to suggest it. Not really an API/mod event, and perhaps not even your area of expertise, but it would be cool if it was possible for the mod to dynamically select the mesh of the leash based on the "max length" of the leash. Chains especially very quickly gets stretched out, which looks bad. Having a few more links of the mesh would fix that. Of course I assume this would require having a number of "baked" meshes for the various lengths. Just a happy thought.
Fraying9981 Posted August 1 Posted August 1 (edited) great if you could add a list of the combinations for the most common leashes as well somewhere in the readme. for example invicta is "Leash" -> Spine 2 iirc (not Leash1 which is the default afaik) Edited August 1 by Fraying9981
DonQuiWho Posted August 1 Posted August 1 6 hours ago, TrollAutokill said: It works great with Diary of Mine. I added an option to leash a following slave. I had a lot of fun watching them run away to the end of the leash, but they don't ragdoll in this case, too bad, they should. One thing I had to change was to add an NPC Neck bone to the mesh, so now the chain is attached to the neck instead of the middle of the spine. Reveal hidden contents Reveal hidden contents Another touch of genius. I saw some comments earlier about adding having to add keywords to DD collars earlier, that I won't pretend to fully understand, So this may be just another daft question, but what you said made me wonder if this will now work with the current DOM basic steel, and the enchanted leashing, collars? And if so, can we equip those to any NPCs in other mods and expect the leashes to work OK with those? And is this all OK with DOM 8.4+? Simple 'yes' or 'no' answers would probably be fine! DQW
TrollAutokill Posted August 1 Posted August 1 (edited) 32 minutes ago, DonQuiWho said: Another touch of genius. I saw some comments earlier about adding having to add keywords to DD collars earlier, that I won't pretend to fully understand, So this may be just another daft question, but what you said made me wonder if this will now work with the current DOM basic steel, and the enchanted leashing, collars? And if so, can we equip those to any NPCs in other mods and expect the leashes to work OK with those? And is this all OK with DOM 8.4+? Simple 'yes' or 'no' answers would probably be fine! DQW Yes. It's just a collar with a leash. You add keywords (DD, DOM, Zaz, ...) to it if you want other mods to recognize it as a collar. Otherwise it is merely a necklace to them. Edited August 1 by TrollAutokill 1
zaira Posted August 2 Posted August 2 (edited) Proposals: Define default bone names, so future Leash makers can provide models that automatically matches. Mod events for leash and unleash, so mod authors can react on state changes. Actually they need to implement a magic event to track the state change. ev_leashed(leshedVictim, leashHolder, leash) ev_unleashed(leshedVictim, leashHolder, leash) Define a keyword for leash armor: leash_collar, leash (in Invicta the leash can be attached to the leash collar) - if an object is both - like your defaults - the armor has both keywords. Remember that not all Papyrus objects inherits from Form - if you want that people can catch the events from everywhere you must handle event registration differently. For PPA I made an event emitter: RegisterForPenetrationEvents and RegisterAliasForPenetrationEvents. I'll update my MESKEUtils source code package, so you can peek into my code. Update: Edited August 2 by zaira
zaira Posted August 2 Posted August 2 (edited) 10 hours ago, DonQuiWho said: saw some comments earlier about adding having to add keywords to DD collars earlier, that I won't pretend to fully understand Keywords are used by mod authors to identify things. This is the common practice that is even used by Bethesda themselves: keywords for objects, factions for actors. Edited August 2 by zaira 1
krzp Posted August 2 Posted August 2 (edited) 57 minutes ago, zaira said: Define default bone names, so future Leash makers can provide models that automatically matches. Doubt that'll ever be a thing, since most smp-creators tend to have their own bone names and config preferences... Tho, if there's interest, I can mb upload the blender rig I'm using to make all the included leashes sometime later 🙂 (not that it's super-complicated - just an imported head for a positional reference and weights, and a bone chain I've made, anybody with pynifly can just import one of the meshes and load the head, and that'll be it) Edited August 2 by krzp
zaira Posted August 2 Posted August 2 (edited) 20 minutes ago, krzp said: Doubt that'll ever be a thing Indeed - otherwise this is a low-hanging fruit - zero efforts for the framework and potentially helpful for people who really want to design leashes for this framework (wink wink - krzp?) Edited August 2 by zaira
krzp Posted August 2 Posted August 2 2 minutes ago, zaira said: really want to design leashes for this framework I guess the additional benefit to reusing my bone naming scheme would be the ability to reuse the smp config that I've included - though, in the current chatbot era, re-adapting it to a new naming takes merely a well-placed Claude request 😅
TrollAutokill Posted August 2 Posted August 2 5 hours ago, zaira said: Define a keyword for leash armor: leash_collar, leash (in Invicta the leash can be attached to the leash collar) - if an object is both - like your defaults - the armor has both keywords. I agree this is the missing part right now. We need a lf_eash Keyword to be added to the 3 existing leashes so our mods can recognize them.
zaira Posted August 2 Posted August 2 29 minutes ago, TrollAutokill said: I agree this is the missing part right now. We need a lf_eash Keyword to be added to the 3 existing leashes so our mods can recognize them. There are leashes consisting of two parts: collar + chain. So one keyword for the collar and one for the leash. Even for the existing chain leash it would be nice to split: The slave is escorted from A to B - leashed while escorting - arrived - and why should the collar being removed together with the chain? It would look more streamlined and immersive if the slave wears a collar and a chain is attached during escort. 1
TrollAutokill Posted August 2 Posted August 2 3 hours ago, zaira said: There are leashes consisting of two parts: collar + chain. So one keyword for the collar and one for the leash. Even for the existing chain leash it would be nice to split: The slave is escorted from A to B - leashed while escorting - arrived - and why should the collar being removed together with the chain? It would look more streamlined and immersive if the slave wears a collar and a chain is attached during escort. I currently leave the default collar+leash on after unleashing. I like the way the SMP leash hangs.
GTAVC16 Posted August 2 Posted August 2 Awesome mod! Just a quick note when you have the time: The leashes currently don't work for beast characters. (Khajiit & Argonians) They seem to have a slightly different skeleton around the neck. 1
thiccthighs03 Posted August 3 Posted August 3 (edited) Do DD collars work right out the gate for users? EX: I equip a DD collar with chain and I am able to attach the leash via debug menu. Or do I need to add keywords in order for this to work? If the ladder is the case how would I go about doing that? Edited August 3 by thiccthighs03
blind1 Posted August 3 Posted August 3 This isn't exactly on-topic, but I'll ask anyway. The Invicta Leash looks cool, but in the Leash framework, it seems like the leasher isn't gripping it properly. That's because bone 19 of the leash is located at the start of the leash handle. I think it would work properly if I extended the leash bone—perhaps by inserting a transparent mesh—and placed it at the appropriate position on the leash handle. However, since I know almost nothing about meshes, I’m asking for help.
blind1 Posted August 3 Posted August 3 15 minutes ago, thiccthighs03 said: Do DD collars work right out the gate for users? EX: I equip a DD collar with chain and I am able to attach the leash via debug menu. Or do I need to add keywords in order for this to work? Yes, that's possible. However, the name of the Leash bone match for the DD collar with chain is NC.
thiccthighs03 Posted August 3 Posted August 3 9 minutes ago, blind1 said: Yes, that's possible. However, the name of the Leash bone match for the DD collar with chain is NC. How would I go about doing this? What would I need to change and where? I have basically never added keywords to items before
blind1 Posted August 3 Posted August 3 15 minutes ago, thiccthighs03 said: How would I go about doing this? What would I need to change and where? I have basically never added keywords to items before You don't need to add any keywords. Change the value of 'Leash bone match' in the Leash Framework debug menu to 'NC'. 1
thiccthighs03 Posted August 3 Posted August 3 30 minutes ago, blind1 said: You don't need to add any keywords. Change the value of 'Leash bone match' in the Leash Framework debug menu to 'NC'. YOU ARE AWESOME THANK U
Fraying9981 Posted August 3 Posted August 3 1 hour ago, blind1 said: You don't need to add any keywords. Change the value of 'Leash bone match' in the Leash Framework debug menu to 'NC'. wow thanks, which collars does this work with? any collar that doesn't have a leash?
funkbottom Posted August 3 Posted August 3 Is it possible to make a leash that connects to some nipple piercings, or is that outside the capability of this framework? I'm not sure if breast physics would cause it to glitch out. 1
TrollAutokill Posted August 3 Posted August 3 (edited) 14 minutes ago, funkbottom said: Is it possible to make a leash that connects to some nipple piercings, or is that outside the capability of this framework? I'm not sure if breast physics would cause it to glitch out. You can connect it to any bone. I edited the meshes to connect to the Neck and the Belly bones. So I guess the breast bones could be used, but I am not sure it will make them follow the rope, more the opposite. Edited August 3 by TrollAutokill
Irodar Posted August 3 Posted August 3 Hoooly this is huge I remember people wanting such a leash system for years and years but nobody was able to make it. Crazy that this 15 year old game is still getting new coomer mod breakthroughs
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