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Posted (edited)
6 hours ago, lordbuttcheese said:

Anyway here are the updated nifs

Do you have already values for:

  • leashBone to attach ("Leash1_1") ?
  • Reasonable values for min and max length?
Edited by zaira
Posted (edited)
7 hours ago, zaira said:

Do you have already values for:

  • leashBone to attach ("Leash1_1") ?
  • Reasonable values for min and max length?

 

Yea, the bone names are the same for these, still using the Leash1_1_x structure. 

 

I found that if not using the shortest leash (any of the provided 12 bone ones) max of 200 means no leash stretching. A min of 100 for these makes the procedural lean less jerky. But if you're in a more confined space with the leash and you get jerked, forced movement can get stuck on due to the colliding actor spaces (thats my theory any way). longer leashes should keep the min at 200.

 

The 13 bone leash can prolly extend another 20-30 without streching, its only one length longer.

 

The 24 bone leash is good at 400 max, 200 min if you want to avoid stretching, though of course it looks better for much longer and I find a max of 400 to be whats needed to allow you to make any progress at all when the leasher is following you. Weakness of course is the chain really looks a bit much when standing close.

 

8 hours ago, zaira said:

Sorry, I am stupid - but what exactly is the use case here?

Flexibility. Having more options os better. It's a framework meant to be used by whoever for whatever after all.

If a character is completely loaded up in DDs, this allows for a leash without touching any of them.

If the player is playing a slaver character then it may be easier to equip something yourself rather than equip something on an npc.

I find it easier to line up a leash to an arbitrary collar that doesn't have one using the attachment bone offset rather than moving the mesh around in outfit studio.

I asked for it before I separated the leashes from the collar allowing for easier length/collar changes.

Edited by lordbuttcheese
Posted
On 7/30/2026 at 6:43 PM, HereBeTentacles said:

 

This is already 10000% better than any attempt at this anyone has ever made, even mine. Switching to it is easy as fuck too. You have at least 3 people here including me that have already said they will switch to it.


I've got zero problems with that.

Posted (edited)

There is a problem with case-sensitive bone search: Strings are pooled in Papyrus.

If the bone is named "Leash" and there is a string "leash" somewhere in the Game - Papyrus passes "leash" to the Framework:


Call from Papyrus:

LeashFramework.ApplyLeashToHand(leashHolder, victim,"NPC Spine2 [Spn2]","Leash",80,100,true)


Result:
[23:42:45.410] [21964] [W] Unable to bind leash FE22BD6C->00000014: found 0 child bone(s) containing 'leash' under 'NPC Spine2 [Spn2]'

Call from SKSE Menu with same leash:

[23:45:54.627] [21964] Bound 20 leash bones containing 'Leash' under 'NPC Spine2 [Spn2]' for FE22BD6C->00000014

 

This makes bone matching unpredictable 😞

 

Workaround:
LeashFramework.ApplyLeashToHand(leashHolder, victim,"NPC Spine2 [Spn2]","Leas",80,100,true) - as "Leas" is likely not pooled. But it's some kind of dirty - maybe there is a language where "leas" makes sense?

Edited by zaira
Posted

First off thanks for this awesome mod. Finally a leash framework that works and looks good. 
Got a request. LazyPalm is currently working it into the next version of Binding and we found it's a bit of a problem on several places that the leash takes the place of a DD collar (which also prevents equipping many harnesses, etc.). Would it be possible to get a version where the leash uses a different slot? Ideally without a visible collar so it looks like it connects to whatever collar is equipped. Might not look perfect, I'm aware of that, but well it's Skyrim, perfection was always pretty optional. ;)

Posted
1 hour ago, zaira said:

There is a problem with case-sensitive bone search: Strings are pooled in Papyrus.

If the bone is named "Leash" and there is a string "leash" somewhere in the Game - Papyrus passes "leash" to the Framework:


Call from Papyrus:

LeashFramework.ApplyLeashToHand(leashHolder, victim,"NPC Spine2 [Spn2]","Leash",80,100,true)


Result:
[23:42:45.410] [21964] [W] Unable to bind leash FE22BD6C->00000014: found 0 child bone(s) containing 'leash' under 'NPC Spine2 [Spn2]'

Call from SKSE Menu with same leash:

[23:45:54.627] [21964] Bound 20 leash bones containing 'Leash' under 'NPC Spine2 [Spn2]' for FE22BD6C->00000014

 

This makes bone matching unpredictable 😞

 

Workaround:
LeashFramework.ApplyLeashToHand(leashHolder, victim,"NPC Spine2 [Spn2]","Leas",80,100,true) - as "Leas" is likely not pooled. But it's some kind of dirty - maybe there is a language where "leas" makes sense?

That's an expected issue. I don't think any of the leashes in this framework are prefixed for just Leash. At minimal it's Leash1. 

 

I'll have to make a note somewhere in the docs to insure the name is unique for the bones.

 

13 minutes ago, Talesien said:

First off thanks for this awesome mod. Finally a leash framework that works and looks good. 
Got a request. LazyPalm is currently working it into the next version of Binding and we found it's a bit of a problem on several places that the leash takes the place of a DD collar (which also prevents equipping many harnesses, etc.). Would it be possible to get a version where the leash uses a different slot? Ideally without a visible collar so it looks like it connects to whatever collar is equipped. Might not look perfect, I'm aware of that, but well it's Skyrim, perfection was always pretty optional. ;)

Next version has a leash that can be equipped by the leasher. Which makes a lot more sense logically. I'll release it sometime today officially 

Posted
1 hour ago, zaira said:

The leash from Invicta Armor is affected.

After opening the Invicta Armor leash NIF file in NIFScope, how about trying to rename the node from leash to leash1?

Posted
7 hours ago, Talesien said:

Ideally without a visible collar

Or with a hook that extends so far into the neck that, no matter how tight a collar (or Harness with integrated collar) fits, it looks as if it were part of it

Posted (edited)
On 7/31/2026 at 12:49 AM, sikamikanico78 said:

hmmm so i tried it and i get a warning `message saying my character does not currently contain a bone matching "main_" under npc spine2[spn2]

 

EDIT: nvm i managed to make it work the moment i posted this lol

Hello, I encountered the same problem. How did you solve it?

 

 

The problem is solved. It seems that the default leash options were ineffective on Argonians, and the one I used for testing happened to be an Argonian...
 

Edited by MSZ12345
Posted
3 hours ago, MSZ12345 said:

Hello, I encountered the same problem. How did you solve it?

 

 

The problem is solved. It seems that the default leash options were ineffective on Argonians, and the one I used for testing happened to be an Argonian...
 

nice! well my solution was for a previus version...  i had used the dump the skeleton bones for pc button if i remember corectly...now with the lastest version seems i have a problem again... but ill figure it out.

Posted (edited)
20 hours ago, asdt123123 said:

Next version has a leash that can be equipped by the leasher. Which makes a lot more sense logically. I'll release it sometime today officially

And now what´s the node we use for the leashed person, it doesnt work if we leave "right hand" in the options...my character has a DD collar from Submissive Lola, I can´t attach the one from this mod.

 

 

Edited by karayak
Posted
5 hours ago, _testset_ said:

just curious, are you willing/planning to do the reverse engineering you mentioned VR would need?

If it's not compatible with VR, I need VR people to tell me what isn't compatible. Error message, crashlogs from crashlog vr, etc

Posted
12 hours ago, asdt123123 said:

If it's not compatible with VR, I need VR people to tell me what isn't compatible. Error message, crashlogs from crashlog vr, etc

In that case, I'll do my part and tell that the first issue to solve is the fact that, when the mod is enabled, Skyrim VR can't even launch. I'm not at my PC rn, but iirc, when i launched it, an error message appeared saying something about trying to find Skyrim SE instead of Skyrim VR. Once i get home, I'll double-check.

Posted

What is the purpose of the "If_leash" keyword, which appears to have been added in version 1.1.1? I'm not sure if I should include this keyword in my custom leash.

Posted
10 hours ago, blind1 said:

What is the purpose of the "If_leash" keyword

 Modders can identify these items and use and play with them in quests

Posted

I like this mod thanks,I use this to guide my thralls.For a long time, no mod has been able to change thrall following behavior—I'm glad this one finally does. It would be even better if a future update could add the ability to drag corpses that are in a ragdoll state.

Posted

I have been wanting a mod like this for Ages... mostly for me getting defeated. 

 

The absolute best leash system is for 2006 Oblivion's PSE or Player Slave Encounters. Hopefully this turns into something like that. Any chance of intergrating it with Defeat preferably Baka edition?

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