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Posted (edited)

There are two challenges were I am unsure that they can be solved outside the Framework:

  1. If an actor is being led by a chain and falls down, the escort continues walking without hesitation, dragging the actor endlessly behind them. It would be better if the escort stops, for example, to instruct the actor to get back up. A possible solution would be to put the leashed actor into a "stumbling" faction until he is back on his feet:
    The Mod author could model this in a simultaneous package - stay and instruction to standup while leashed actor is "stumbling" - continue travel while leashed actor is walking.
    The mod event cannot be used in packages - but factions and keyword can.
  2. If the player is involved and the leash is short, a collide dialog trigger is fired almost permanently - it is almost impossible to suppress the collide dialogs because they are spread over many quests - even vanilla quests.
Edited by zaira
Posted
14 hours ago, cecige5941 said:

This would be awesome to get working in VR. Since I've heard it crashes the game on launch when installed on VR, I'm guessing a possible fix would be to ensure it is built using alandtse's updated version of CommonLibSSE-NG, which supports all game versions including VR: https://github.com/alandtse/CommonLibSSE-NG

VR people just need to give the crashlogs/errors.. I don't have VR

 

Just for future reference, for anyone reading this: If a mod crashes for you, present the mod author with a crashlog from https://www.nexusmods.com/skyrimspecialedition/mods/59818

Posted
14 hours ago, zaira said:

There are two challenges were I am unsure that they can be solved outside the Framework:

  1. If an actor is being led by a chain and falls down, the escort continues walking without hesitation, dragging the actor endlessly behind them. It would be better if the escort stops, for example, to instruct the actor to get back up. A possible solution would be to put the leashed actor into a "stumbling" faction until he is back on his feet:
    The Mod author could model this in a simultaneous package - stay and instruction to standup while leashed actor is "stumbling" - continue travel while leashed actor is walking.
    The mod event cannot be used in packages - but factions and keyword can.
  2. If the player is involved and the leash is short, a collide dialog trigger is fired almost permanently - it is almost impossible to suppress the collide dialogs because they are spread over many quests - even vanilla quests.

1. There might be a papyrus extender mod that adds a function for checking if an actor is in ragdoll https://github.com/powerof3/PapyrusExtenderSSE/wiki/Actor. You can also listen for animation events. Not sure if I'd like to do it since Skyrim's save baking system is a mess and the faction might get permanently set for an actor

 

2. Prob an easy fix, will have to look int oit

Posted (edited)
6 hours ago, asdt123123 said:

listen for animation events

Then the modder needs a complex scripting because events cannot be handled in packages - it must be something that can be used in conditions. ActorValues are an alternative (https://en.uesp.net/wiki/Skyrim_Mod:Actor_Value_Indices aka. https://ck.uesp.net/wiki/Condition_Functions . More lightweight but it still can happen that you miss resetting the value. Or I am wondering If I can can query one the AnimationGraph Variables (https://ck.uesp.net/wiki/GetGraphVariableInt)


There is an animation triggered to fall down and standup - it might be possible to add variables to this animation

Edited by zaira
Posted (edited)
On 8/19/2026 at 10:41 AM, asdt123123 said:

VR people just need to give the crashlogs/errors.. I don't have VR

 

Just for future reference, for anyone reading this: If a mod crashes for you, present the mod author with a crashlog from https://www.nexusmods.com/skyrimspecialedition/mods/59818

There's no crash as such, it just throws up an error regarding the DLL. and clicking on the box shuts down the game.

Screenshot 2026-08-20 192728.png

LeashFramework.log

Edited by jc321
Posted
On 8/19/2026 at 11:45 AM, zaira said:

There is an animation triggered to fall down and standup - it might be possible to add variables to this animation

Scrab made me a function once in the extender of hers to listen to animation payloads, made it possible to catch certain animations that regular RegisterForAnimationEvent misses:

https://github.com/KrisV-777/Papyrus-Extender/blob/main/dist/Source/Scripts/SPE_Events.psc

 

This is how I've used it:

 

if SKSE.GetPluginVersion("ScrabsPapyrusExtender") != -1
  SPE_Events.RegisterForAnimationEventEx_Alias(Self, "SoundPlay.NPCHumanCartRidePlayerEnter")
endif

Event OnAnimationEventEx(Actor akReference, String asEventName, String asPayload)
if SKSE.GetPluginVersion("ScrabsPapyrusExtender") != -1
;stuff
endif
EndEvent

 

So if mt_getupfromfront/back.hkx sends any unique sound events or something similar, might be catch-able with it 😊

Posted (edited)
2 hours ago, krzp said:

sends any unique sound events or something similar

Here you need scripting which is quite unreliable. Once the framework code is available, I would prefer to hook into stumbling events on SkSE level and set a variable to make it reachable by conditions.

Edited by zaira
Posted (edited)
On 8/10/2026 at 8:13 AM, Heirloom said:

Answering years of degenerate prayers in one glorious drop, the legendary asdt123123 graces us with another must-have. I will never have enough time to mod FO4 again lol.


Anyway, I wanted to make a small contribution to this new milestone, so find below an OAR version of the "Pet Ring" by trasberny that forces the wearing actor to crawl. To get the ring just search for "Pet Ring"/"PetRing.esp" using a flavor of AddItemMenu or get a mod that allows EditorID in console and "player.additem c_petring 1". Check -Notes- below for more details. Naturally, https://www.nexusmods.com/skyrimspecialedition/mods/92109 is a requirement.
 

-Rambling-

  Reveal hidden contents

I've used many iterations of crawling animations that replace the crouching when sneaking. It always bothered me that followers would "sneak" with the PC when I just wanted my character to crawl, not sneak. As such, I always craved for a way to make followers to stop mirroring the sneaking state; but kept postponing it. Leash Framework has reignited that will. I did consider a ring/keyword that changes walk/run animations before, but I was stubborn and AI did encourage me to try finding a native solution in CK by duplicating and changing the Follower's vanilla package and creating a quest/dialogue to alternate between no-sneaking and vanilla packages.. Luckily I've reached MayDayCray comment in this thread, decided to not overcomplicate things and to make do with what I already know.


-Notes-

  Reveal hidden contents

I've remade the original "Pet Ring" from scratch, leveraging the "CrawlingAccessory" keyword. Unfortunately, the original DAR was not working for me, probably due to the low priority. Using Gunslicer's sneaking animations as base, I've copied and made them the animations for walking/running too. Sneaking/walking/running will change -only- when the ring is equipped. They look weird at baseline movement speed though, so the ring also comes with a movement speed debuff when the actor is not sprinting/sneaking nor has weapons unsheathed. Only works for females. Leash Framework is not actually a requirement but is a perfect theme match.
 

Additionally, in the original "Pet Ring" thread, Jack005 had suggested a different animation for the idle. This ships with 100% crawling but, if you prefer the submissive paws idle, just work with the backups "notsubmissive-mt_idle.hkx.mohidden" and "submissive-mt_idle.hkx.mohidden" in

meshes\actors\character\animations\OpenAnimationReplacer\PetRing\Crawling\female

You'd need to copy and rename either to "mt_idle.hkx" and then replace the existing hkx there.
 

You could delete the "36 - Ring" flag from both the ARMA and ARMO records in xedit, so you get the debuff/animations without using a slot. To be even more minimalist, you could just add the keyword "CrawlingAccessory" with https://www.nexusmods.com/skyrimspecialedition/mods/55728 to any armor piece and the animations should work but their timing might be wacky due to the not-reduced movement speed.
 

I had planned to use Khajiit Ring from https://www.nexusmods.com/skyrimspecialedition/mods/166460 or Ring of Hircine from https://www.nexusmods.com/skyrimspecialedition/mods/102226 for the meshes/textures. Just pointing to the assets, mind you, not actually shipping them here. But I didn't want to step on any permission toes, so I went with vanilla Ring of Hircine instead. If you know your way around xedit, I do recommend downloading either of them and changing how Pet Ring looks.


-Credits-

  Reveal hidden contents

trasberny for the original idea https://www.loverslab.com/topic/153174-pet-ring-crawl-on-all-fours/
MayDayCray for linking the original, which convinced me to not reinvent the wheel https://www.loverslab.com/topic/268950-leash-framework/page/5/#findComment-7357571
Jack005 for the submissive idle suggestion https://www.loverslab.com/topic/153174-pet-ring-crawl-on-all-fours/#findComment-7154419


Gunslicer. As mentioned before, the animations are made by the legendary Gunslicer. They are fine about sharing their assets if they are credited. I've used all of "Sneak Animation 2" from https://www.nexusmods.com/skyrimspecialedition/mods/61159 and "GS170" from https://www.patreon.com/Gunslicer/posts/pose-mod-23-02-151456501 as the submissive idle alternative.


contentcat. Finally, I've only noticed later, but it seems "Sneak Animation 2" was missing some "turn" animations, which I've found in https://www.nexusmods.com/skyrimspecialedition/mods/123949 . It's an amazing AIO for most Gunslicer animations, I can't recommend it enough.

 

 

PetRing OAR.7z 114.59 kB · 8 downloads

 

Hope you don't mind that I made a high heels fix for this. After all, who doesn't use high heels?

 

The crawl animation syncs really well with the leash pull mechanic. Wenn I activated a crawl animation from another mod, that looked way worse. So whatever you did, well done!

 

Also thanks asdt123123phenomenal mod!

 

 

 

no-hh.jpgwith-hh.jpg

PetRing OAR - HeelsFix.zip

Edited by gerroth
Posted (edited)

@asdt123123 

Love your mod. I'm considering building a SkyrimNet https://github.com/MinLL/SkyrimNet-GamePlugin bridge for your framework.

Would you mind if I added it as an optional part of the framework directly or would you prefer I build it as a stand alone? 

 

What this means in practice:

- add actions that allow NPCs to leash/unleash each other/player

- add descriptors that will tell the LLM which NPCs are leashed and by whom. 

Edited by Good Provider
Posted
2 hours ago, Good Provider said:

Would you mind if I added it as an optional part of the framework directly or would you prefer I build it as a stand alone? 

Idk what that means. If you mean compile Leash Framework's code directly into your code, I'd rather it be kept separate so this .dll doesn't clash with that .dll. Otherwise I don't have any opinion on the matter, it's on you. 

 

Posted
9 hours ago, TrollAutokill said:

There is this Grappling Hook VR mod, it has some similarities with your mods. Maybe it could help if the code is public.

you had me at grappling hook vr mod pls elaborateMini Alligator Ornament,Fat Alligator Sitting Crocodile Figurine Weird ...

Posted
On 8/22/2026 at 10:11 AM, gerroth said:

Hope you don't mind that I made a high heels fix for this.


As long as you don't mind if I start using your version instead! I was just leaving my PC barefoot as I didn't know it could be fixed. I will edit my post with a link to yours.

Just a small observation, the fix is not applied while "sneaking". The wearer suddenly floats again. Doesn't matter much though. Thanks for the fix!

Posted (edited)
17 minutes ago, Heirloom said:


As long as you don't mind if I start using your version instead! I was just leaving my PC barefoot as I didn't know it could be fixed. I will edit my post with a link to yours.

Just a small observation, the fix is not applied while "sneaking". The wearer suddenly floats again. Doesn't matter much though. Thanks for the fix!

 

Yeah of course, consider it CC0.

 

You are correct, I believe the sneaking thing is cause the offset is coupled to the "slow walk" effect. That effect is disabled while sneaking.

 

A proper fix would add an entirely new effect and attach the script to that one. But I think adding a new effect to an enchant might CDT, if you switch mid-game and you are also wearing it.

 

Edited by gerroth
Posted
16 minutes ago, gerroth said:

You are correct, I believe the sneaking thing is cause the offset is coupled to the "slow walk" effect. That effect is disabled while sneaking.

 

A proper fix would add an entirely new effect and attach the script to that one. But I think adding a new effect to an enchant might CDT, if you switch mid-game and you are also wearing it.


Oh, reading your explanation and checking in xedit again makes a lot of sense.

The movement debuff -just- for walking/running is what syncs the animations pace. So, indeed, a new effect would be required but eh... I've only included a config for sneaking because the files were already there. I'm sure what you've delivered already covers what most/all want.

Posted
2 hours ago, Heirloom said:


Oh, reading your explanation and checking in xedit again makes a lot of sense.

The movement debuff -just- for walking/running is what syncs the animations pace. So, indeed, a new effect would be required but eh... I've only included a config for sneaking because the files were already there. I'm sure what you've delivered already covers what most/all want.

Yeah to make it 100% correct you would need a second effect for HH offset that is inactive when sprinting but active when sneaking

Posted (edited)

Hi! I made a corrected version of LeashFramework and I would be happy to let you use it on your own mod page if you want.

My version fixes:

  • Chains no longer stretch.
  • Pulled NPCs no longer fall down.
  • All chain links work correctly along the full chain.
  • Links stay connected, including when the chain is resting.
  • The first link stays properly attached to the collar.
  • Long chains keep their textures and appearance.
  • Chain initialization and physics are more stable.
  • The source code was updated with all fixes.
  • The system now supports multiple chain lengths: 110, 165, 220, 275, 330, 385, 440 and 495, with the correct version selected dynamically.
  • The leash uses a Minimum and Maximum distance system. When the NPC goes beyond the Maximum distance, the pull activates and moves the NPC back toward the player. If the NPC gets stuck and cannot move closer, the player is stopped from continuing in the opposite direction, preventing the leash from being overstretched or broken. Once the NPC reaches the Minimum distance, the pull stops and the chain keeps some slack. Both leash anchors remain securely attached, so neither end of the chain detaches or breaks.

You are free to use my corrected version on your LeashFramework page if you would like.Can I post here?

  • image.png.822552ef49e1c7e129b8f81424b05df2.pngimage.png.8cf8abbef67b17f6866543be9e313ee4.pngimage.png.d7ed1b041657282f4978561cc0103769.pngimage.png.822552ef49e1c7e129b8f81424b05df2.pngimage.png.88ce3bcfd2243ef6406bf9e317cce608.png
  •  

 

Edited by SkyrimOptimized
Posted
47 minutes ago, SkyrimOptimized said:

I made a corrected version of LeashFramework

It is a git repo, why not simply raising a pull request?

Posted
1 hour ago, zaira said:

It is a git repo, why not simply raising a pull request?

you would be surprised on how many devs don't have much experience with git.
But yeah, it would be the formally correct way.

Posted (edited)
8 hours ago, SkyrimOptimized said:

Hi! I made a corrected version of LeashFramework and I would be happy to let you use it on your own mod page if you want.

My version fixes:

  • Chains no longer stretch.
  • Pulled NPCs no longer fall down.
  • All chain links work correctly along the full chain.
  • Links stay connected, including when the chain is resting.
  • The first link stays properly attached to the collar.
  • Long chains keep their textures and appearance.
  • Chain initialization and physics are more stable.
  • The source code was updated with all fixes.
  • The system now supports multiple chain lengths: 110, 165, 220, 275, 330, 385, 440 and 495, with the correct version selected dynamically.
  • The leash uses a Minimum and Maximum distance system. When the NPC goes beyond the Maximum distance, the pull activates and moves the NPC back toward the player. If the NPC gets stuck and cannot move closer, the player is stopped from continuing in the opposite direction, preventing the leash from being overstretched or broken. Once the NPC reaches the Minimum distance, the pull stops and the chain keeps some slack. Both leash anchors remain securely attached, so neither end of the chain detaches or breaks.

You are free to use my corrected version on your LeashFramework page if you would like.Can I post here?

 

 

Saw your code on github, it's switching between different length leashes automatically depending on distance. 

 

I've wanted to avoid doing that since I figured it wouldn't look good compared to just having a long leash to begin with.

 

You can drop your variant here for people to test, fine by me. For github, ask an AI how to properly upload the source. It's actually pretty easy, you just need git on your PC. Something like "git status", see what files are marked as modified, "git add ." to add all the files, "git checkout -b my-fixes", "git push origin my-fixes". Mention to the AI you've made a fork, so it explains to you how to assign the remote/upstreams 

 

Maybe sounds hard/confusing, but it's super easy and then you'll be properly credited on github for your contributions (And get a neat pullshark badge). 

 

Related topic: I considered a procedural leash extender for the metal leashes. You can mutate the leash mesh dynamically in-game to add new links, it's just a bit tedious since you'd have to re-paint some vertex data, and re-upload the buffer which is a bit heavy to do on the CPU.

 

 

Edited by asdt123123
Posted (edited)

I recently tried using Ultimate Mind Possession to achieve a setup where I control an NPC while my player character is being pulled by a leash.

However, I ran into a problem: the player character just stands still and doesn't move at all, no matter how far the leash gets stretched.

I tried using AI to modify the mod to fix this issue. After replacing the , the player character can now be pulled normally. However, there is another problem: once the NPC moves far enough away and the player character gets pulled, the player character also starts responding to my movement inputs..dll

This effectively makes me control two characters at the same time. It also seems like the movement/input reference shifts back to the player character, which makes controlling the NPC extremely difficult.

I've tried a number of things, but I honestly don't know how to solve this anymore. I'd really appreciate it if someone with more experience could take a look and see whether this can be fixed.

Also, I wonder if the author has considered adding some kind of built-in support for controlling an NPC while having the player character being physically pulled by a leash. I think this would be a really interesting use case for the mod.

Any help would be greatly appreciated. Thank you very much!

 

LeashFramework - Ultimate Mind Possession Compatibility Patch.zip

Edited by skylate
Posted

Found a minor issue.
I want to use the new leashes in my existing mods for the prisoner escort scenes in a chain-collar-to-collar configuration.20260825215558_1.jpg.721e1bfda38c64d6a95c62012150e563.jpg


Which does work fine for the most part. I used ApplyLeashToBone() with the headbone as target.
But when the first prisoner drags to far behind the pulling actor and the procedural pulling anims pulls the spine forward, the leash doesnt follow the visible body, but stays behind in the position as if the actor would still stand upright.

 

20260825215617_1.jpg.f182b7770e360db5fc523e524e55cd82.jpg


Do you think this could be solved?

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