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Posted

In my older fix, I didn't solve excessive distance by pulling or moving the NPC. Once the leash reached its physical maximum length, I constrained the player's outward movement instead. The player could still move toward the NPC or sideways, but couldn't increase the endpoint distance any further. This prevented the chain from stretching without applying impulses to the NPC or knocking them dow

Posted

Has anyone tried to leash a NPC or player to a fixed object? Like the DD long chain collar attached to a wall?

Posted

Hey! So for the Leash Framework mod, here are a couple of cool ideas to make things way better:

  • Cleaner UI: Let's clean up all that clunky technical text in the menus and make it super obvious at a glance who's holding who.

  • Group Chaining (Multiple NPCs): Setting up groups for 3, 4, 5, or 6 NPCs at once to create an actual "human chain." For example, between NPC 1 and NPC 2, the leash links neck-to-neck, but between NPC 2 and NPC 3, it goes from NPC 2's neck to NPC 3's hand.

Posted
22 minutes ago, SkyrimOptimized said:

Hey! So for the Leash Framework mod, here are a couple of cool ideas to make things way better:

  • Cleaner UI: Let's clean up all that clunky technical text in the menus and make it super obvious at a glance who's holding who.

  • Group Chaining (Multiple NPCs): Setting up groups for 3, 4, 5, or 6 NPCs at once to create an actual "human chain." For example, between NPC 1 and NPC 2, the leash links neck-to-neck, but between NPC 2 and NPC 3, it goes from NPC 2's neck to NPC 3's hand.

Absolutely second this. The UI is confusing and difficult to figure out who is supposed to be doing what. It needs a much simpler, easier to understand interface.

Posted (edited)
2 hours ago, jbezorg said:

Has anyone tried to leash a NPC or player to a fixed object? Like the DD long chain collar attached to a wall?

Zaira has a few images in this thread showcasing that feature,
Its in the APi. and while I havent used it, I see no reason why it shouldnt work

Edited by Pamatronic
Posted
1 hour ago, SkyrimOptimized said:

Group Chaining (Multiple NPCs): Setting up groups for 3, 4, 5, or 6 NPCs at once to create an actual "human chain." For example, between NPC 1 and NPC 2, the leash links neck-to-neck, but between NPC 2 and NPC 3, it goes from NPC 2's neck to NPC 3's hand

We can already do this.
Sure, implementing mods need to write a small wrapper, but this is fine. 
I already put this in my mods and I can actually confirm that there are some details depending on the used scenario which would require a custom wrapper anyway, so I dont think it would be particularly useful to have such a chaining function as part of the base-api.
(except for people to make screenshots, maybe)

pics: (yes, actual mod. (PA outdoor event pack))
20260826001719_1.jpg.49aa9f28249c3b51359d0552f8da2e6f.jpg

Posted
12 hours ago, SkyrimOptimized said:

Once the leash reached its physical maximum length, I constrained the player's outward movement instead. The player could still move toward the NPC or sideways, but couldn't increase the endpoint distance any further. This prevented the chain from stretching without applying impulses to the NPC or knocking them dow

@asdt123123
This would actually be a very welcome feature for the main branch/version. Preferably optional on a per Leash basis if possible so we can just give another parameter into the api function.

Posted
10 hours ago, Pamatronic said:

@asdt123123
This would actually be a very welcome feature for the main branch/version. Preferably optional on a per Leash basis if possible so we can just give another parameter into the api function.

Yeah it's possible, I honestly don't notice the leash stretching you guys are talking about though lol. But I only use this in whiterun mostly on stable navmesh 

 

Latest version should have made it mostly unnoticeable 

Posted (edited)
4 hours ago, asdt123123 said:

Yeah it's possible, I honestly don't notice the leash stretching you guys are talking about though lol. But I only use this in whiterun mostly on stable navmesh 

 

Latest version should have made it mostly unnoticeable 


The Idea here isn't actually about stretching. I was thinking more about a situation where a leashed character somehow gets stuck somewhere or cant follow fast enough for other reasons. Propably more likely in a scenario where the player is the Leasher because he isnt bound to navmesh and is (in most cases) a bit smarter when it comes to navigation overall.
So this Idea is really just about preventing the Player from running to far away from a Leashed character. 
Mentioning it because I wanna add a Bounty hunting mechanic to one of my mods where the player can drag defeated bandit Leaders and the likes back to cities to cash in bounties.

But even in the NPC-NPC escort scenes I already implemented in my mods, I had occasions where the Leashed character would be blocked by unrelated NPCs and therefore ended up ragdolling.

Edited by Pamatronic
Posted
1 hour ago, Pamatronic said:


The Idea here isn't actually about stretching. I was thinking more about a situation where a leashed character somehow gets stuck somewhere or cant follow fast enough for other reasons. Propably more likely in a scenario where the player is the Leasher because he isnt bound to navmesh and is (in most cases) a bit smarter when it comes to navigation overall.
So this Idea is really just about preventing the Player from running to far away from a Leashed character. 
Mentioning it because I wanna add a Bounty hunting mechanic to one of my mods where the player can drag defeated bandit Leaders and the likes back to cities to cash in bounties.

But even in the NPC-NPC escort scenes I already implemented in my mods, I had occasions where the Leashed character would be blocked by unrelated NPCs and therefore ended up ragdolling.

LeashFramework 1.1.4.7zYou can try this version. It's similar to what SkyrimOptimized discussed I believe. 

Posted

Is there any thought on maybe having leash use Skyrimnet or similar AI, to give NPCs more ability to use the leash on the PC or other NPCs, for instance a slave caravan?

Posted (edited)
On 9/10/2026 at 7:04 PM, jbezorg said:

Has anyone tried to leash a NPC or player to a fixed object? Like the DD long chain collar attached to a wall?

stone-pole.jpg.479556f7b51d906fc769a7bf3

 

BTW: Latest LoreFriendlyToys mod contains a DD like build kit for leash poles.
 

Edited by zaira
Posted
11 hours ago, asdt123123 said:

You can try this version

With this version the player as victim is no longer pulled at all - NPC tries to pull me but just walks without movement

Posted
8 minutes ago, zaira said:

With this version the player as victim is no longer pulled at all - NPC tries to pull me but just walks without movement

It uses the physical leash distance. You need to make your max less than the physical leash distance. Play around with your min/max

Posted (edited)

I've been tinkering with various settings, but I'm completely lost.
Could you please tell me where and what I need to configure?
I want to make an NPC follow the player using `dom`.

 

The translation feels off.
I want to set it up like this: NPC = Dom, PC = Sub.

20260915043745_1.jpg

20260915043740_1.jpg

20260915043727_1.jpg

Edited by haman4545
Posted
On 9/11/2026 at 6:58 PM, zaira said:

stone-pole.jpg.479556f7b51d906fc769a7bf3

 

BTW: Latest LoreFriendlyToys mod contains a DD like build kit for leash poles.
 


Keep running into an issue when trying to compile.

 

..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(78,33): AddItemsWithKeywordToArray is not a function or does not exist
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(78,33): cannot call the member function AddItemsWithKeywordToArray alone or on a type, must call it on a variable
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(87,33): AddItemsWithKeywordToArray is not a function or does not exist
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(87,33): cannot call the member function AddItemsWithKeywordToArray alone or on a type, must call it on a variable
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(96,8): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(96,23): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(101,5): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(101,20): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(104,21): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(104,36): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(53,8): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(53,23): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(66,45): AddItemsWithKeywordToArray is not a function or does not exist
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(66,45): cannot call the member function AddItemsWithKeywordToArray alone or on a type, must call it on a variable
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(67,44): AddItemsWithKeywordToArray is not a function or does not exist
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(67,44): cannot call the member function AddItemsWithKeywordToArray alone or on a type, must call it on a variable
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(204,8): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(204,23): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(231,4): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(231,19): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(238,12): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(238,27): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(252,30): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashAnchorObject.psc(252,45): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(175,6): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(175,21): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(221,1): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(221,16): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(227,8): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(227,23): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(232,8): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(232,23): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(237,8): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(237,23): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(237,44): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(237,59): none is not a known user-defined type
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(247,4): variable LeashFramework is undefined
..Data\Scripts\Source\LoreFriendly_LeashFramework.psc(247,19): none is not a known user-defined type
No output generated for AP_LFT_chattel_chained, compilation failed.



I can see it defined @ line 587 of PO3_SKSEFunctions.psc in MO2

I can see it "PO3_SKSEFunctions.AddItemsWithKeywordToArray"  in LoreFriendly_LeashAnchorObject @ line 66 & 67.

I tried "Import PO3_SKSEFunctions" with no luck.

Should I use getformfrommod instead of "LoreFriendly_LeashFramework  Property LFTLF         Auto"?

Posted
17 hours ago, haman4545 said:

I've been tinkering with various settings, but I'm completely lost.
Could you please tell me where and what I need to configure?
I want to make an NPC follow the player using `dom`.

 

The translation feels off.
I want to set it up like this: NPC = Dom, PC = Sub.

 

 

 

That's an older version. Newer version has a better menu. 

 

However this mod is geared towards more technical users such as mod authors. The intent of the debug menu isn't for casual gameplay, it's for testing leash properties for your mod. Not really anyway for me to simplify it without removing the technical options which would defeat the purpose. 

 

I'd recommend someone, or even you, just make a simplified "Leash Adder" mod that just uses spells, or has a simple "Leash actor" button. 

 

Scope of this mod is purely to act as a framework for other mods. 

Posted
2 hours ago, asdt123123 said:

framework for other mods

There are already at least two that utilize leashes.

Without a quest or story, leashing actors is just a brain fuck or good for photo shooting.

The common (not adapted) NSFW mods are mostly working with invisible AI leashes - intercepting with physical leashes leads to chaos.

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