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Posted

How do I go about finding the "Leash bone match" name for a leash? Like if I want to use DD iron collar with long chain how would I go about finding the name to put int he leash bone match field?

Posted

Not sure if it's the number of mods or something breaking elsewhere.  I'm getting a mismatch on the magic chain/rope(s) in the FormID.  This is on a clean save, an earlier version that was being use 0.8? or 0.9 I'd have to check, this worked on the same character.  Shield leash and neck rope works though. And using the 'long chain' neck collar in DD also works fine when binding to NC. 

 

 

The log also is clean

Spoiler

[17:05:40.430] [15180] LeashFramework v1-1-1-0
[17:05:40.430] [15180] LeashFramework loading
[17:05:40.430] [15180] Registered leash serialization
[17:05:40.430] [15180] LeashFramework loaded
[17:06:23.813] [25716] Registered LeashFramework Papyrus API
[17:06:38.318] [26044] Installed AI-controlled camera freedom hook
[17:06:38.318] [26044] Installed frame hooks
[17:06:38.319] [26044] Loaded menu settings
[17:06:38.319] [26044] Registered Leash Framework mod menu
[17:07:59.920] [15180] Saved menu settings
[17:08:15.409] [15180] Saved menu settings
[17:08:23.042] [15180] Saved menu settings
 

 

mmi1.png

Posted
5 hours ago, Pamatronic said:

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?

yes just need to solve the leashes in a particular order

Posted (edited)
9 hours ago, Mashi said:

Not sure if it's the number of mods or something breaking elsewhere.  I'm getting a mismatch on the magic chain/rope(s) in the FormID.  This is on a clean save, an earlier version that was being use 0.8? or 0.9 I'd have to check, this worked on the same character.  Shield leash and neck rope works though. And using the 'long chain' neck collar in DD also works fine when binding to NC. 

 

 

The log also is clean

  Reveal hidden contents

[17:05:40.430] [15180] LeashFramework v1-1-1-0
[17:05:40.430] [15180] LeashFramework loading
[17:05:40.430] [15180] Registered leash serialization
[17:05:40.430] [15180] LeashFramework loaded
[17:06:23.813] [25716] Registered LeashFramework Papyrus API
[17:06:38.318] [26044] Installed AI-controlled camera freedom hook
[17:06:38.318] [26044] Installed frame hooks
[17:06:38.319] [26044] Loaded menu settings
[17:06:38.319] [26044] Registered Leash Framework mod menu
[17:07:59.920] [15180] Saved menu settings
[17:08:15.409] [15180] Saved menu settings
[17:08:23.042] [15180] Saved menu settings
 

 

mmi1.png

Yes the runic leash Form ID was not compacted for ESL. This is something @asdt123123 needs to fix.

Edited by TrollAutokill
Posted

Thank you. I'll share my fix; I did a global restore and fixed several bugs.
 

  • 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.
  • Best collision on the ground
  • Better body and ground  collision
  • Just run .bat for recompile dll

I'm going to stop here, I'm making another giant mod. You can continue from where I left off if you want.

1.jpg

2.jpg

3.jpg

4.jpg

5.jpg

LeashFramework_COMPLETE v1.zip

Posted

I’ve spent the last 3 months building a MetaHuman-level character generator combining the best of BodySlide, RaceMenu, Outfit Studio, and the Creation Kit. It easily surpasses current follower mods because you can customize and remap any NIF face to your exact liking. You can generate thousands of ultra-detailed NPCs in under a minute—the results are insane!

 

Posted
On 8/26/2026 at 9:58 AM, SkyrimOptimized said:

with the correct version selected dynamically

What is the criteria to select a chain length? I as a modder want to control the length of a leash.

Posted

In my version it is in the leash-framework menu. 

Minimum Distance — Controls the preferred following distance between the leashed NPC and the player. It does not affect leash mesh selection.

Maximum Leash Length — Defines the maximum leash distance and automatically selects the smallest available chain or rope size that can support it: 110, 165, 220, 275, 330, 385, 440, or 495. There is a limitation of 80 bones so the maximum is 495

Maximum setting Selected chain / rope size
Up to 110 Size 110
Above 110, up to 165 Size 165
Above 165, up to 220 Size 220
Above 220, up to 275 Size 275
Above 275, up to 330 Size 330
Above 330, up to 385 Size 385
Above 385, up to 440 Size 440
Above 440, up to 495 Size 495
Posted (edited)
On 8/3/2026 at 2:20 AM, 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'.

How did you find the "leash bone match" name to be NC? I'm trying to see why NC doesn't work for me with any of the DDNG collars after trying all the chain collar lengths and having none of them work.  

 

I checked in OutfitStudio and pulled the bone names from there but none of them worked for me (NC, NC2 and their _X bone names), I'm not really sure what else to try for DDNG chains to work.

Edited by BonitaMussolini
Posted
1 hour ago, BonitaMussolini said:

How did you find the "leash bone match" name to be NC? I'm trying to see why NC doesn't work for me with any of the DDNG collars after trying all the chain collar lengths and having none of them work.  

 

I checked in OutfitStudio and pulled the bone names from there but none of them worked for me (NC, NC2 and their _X bone names), I'm not really sure what else to try for DDNG chains to work.

I used NC as well, for all the dd iron and rusty iron chain collars, short, medium, and long. I think the DD collars are inconsistent in their behavior with this mod but in ways I don't really understand. At first I had problems with the chain falling off the leashed character's neck.(player in my tests) and the chain would drag on the ground behind the leash holder. Tried fixing it but trying any other bone match made it worse, so I gave up and tried again the next day, and it worked fine. No idea why it didn't work one day, but did the next. NC is definitely the right thing to enter though. That at least worked for me except for when I was trying it out the first time. Entering anything else never gave the right effect. This was all some weeks ago. Haven't messed with the most recent versions of the mod.

Posted
5 hours ago, Pliny The Elder said:

I used NC as well, for all the dd iron and rusty iron chain collars, short, medium, and long. I think the DD collars are inconsistent in their behavior with this mod but in ways I don't really understand. At first I had problems with the chain falling off the leashed character's neck.(player in my tests) and the chain would drag on the ground behind the leash holder. Tried fixing it but trying any other bone match made it worse, so I gave up and tried again the next day, and it worked fine. No idea why it didn't work one day, but did the next. NC is definitely the right thing to enter though. That at least worked for me except for when I was trying it out the first time. Entering anything else never gave the right effect. This was all some weeks ago. Haven't messed with the most recent versions of the mod.

Turns out I have to use "Main". For some reason I have 2 locations with SMP Iron Collar Chain, one in the unassigned in BodySlide (no idea where tf its from) and the normal DD one. They use different bone names and were batch built with some other stuff. I guess I didn't know they existed there with different bone names (no idea what mod has them) but your pic of bodyslide helped me figure it out so ty still lol

Posted
On 8/10/2026 at 2:13 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-

  Hide 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.



EDIT/UPDATE: gerroth has made a HighHeels fix for this. I'm keeping the previous file attached to this post, but I recommend downloading their version instead! All you need is in their post.

 

PetRing OAR.7z 114.59 kB · 16 downloads

 

Not available for males/femboys?

Posted

Here's a new version I've been messing with, just haven't had time to finish or test.

 

Changelog:

  • More responsive locomotion to hopefully reduce chain stretching more, along with making some of it configurable. Follow algorithm changed a bit to help smooth it out more since I was noticing a bit of stop/go. 
  • More responsive procedural leaning/pose to help avoid gaps in metal chains. Also uses the chain's physical length to calculate rather than using the min distance
  • A system to suppress NPC greetings/etc - will be configurable in the future I just forgot. 
  • Couple of VR offsets added. VR may work now, still haven't touched on it much due to time constraints 

 

Goal was to try and minimize the visual chain stretching. Make sure you dial in good min/max ratios, this update messes with them a bit. By default the npc will aim for 40% between your min/max whereas before it started running at max til it got to min. 

LeashFramework 1.1.2.7z

Posted (edited)
19 minutes ago, asdt123123 said:

Here's a new version

May I ask for a posibillity to detect that victim is stumbling in Papyrus condition, so the escort can give the victim some seconds to standup?

 

In reality, no one is just going to keep running and drag a heavy body across the ground. Even better would be to put the mechanics into the Framework - escort stops until victim has standup - maybe with a mod event so a mod can trigger a voice prompt "Come on, get up" or puish the victim.

Edited by zaira
Posted
On 8/31/2026 at 10:29 PM, Murderdevil said:

 

Not available for males/femboys?


The original animations were for females only and I don't play males so I don't know if this would work but you could try a couple adjustments:

 

Spoiler
  • Change "female" in 
    meshes\actors\character\animations\OpenAnimationReplacer\PetRing\Crawling\female
    to "male" or make a copy of the folder and rename it to "male".
  • Delete the {}, condition isfemale from 
    meshes\actors\character\animations\OpenAnimationReplacer\PetRing\Crawling\config.json
  • Delete the Subject.GetIsSex(Female) condition from the Magic Effect using xEdit to change the esp.


Also, if plan to wear heels, use gerroth's version as base for the adjustments instead of mine.

Posted
On 9/6/2026 at 12:38 AM, asdt123123 said:

Here's a new version I've been messing with, just haven't had time to finish or test.

 

Changelog:

  • More responsive locomotion to hopefully reduce chain stretching more, along with making some of it configurable. Follow algorithm changed a bit to help smooth it out more since I was noticing a bit of stop/go. 
  • More responsive procedural leaning/pose to help avoid gaps in metal chains. Also uses the chain's physical length to calculate rather than using the min distance
  • A system to suppress NPC greetings/etc - will be configurable in the future I just forgot. 
  • Couple of VR offsets added. VR may work now, still haven't touched on it much due to time constraints 

 

Goal was to try and minimize the visual chain stretching. Make sure you dial in good min/max ratios, this update messes with them a bit. By default the npc will aim for 40% between your min/max whereas before it started running at max til it got to min. 

LeashFramework 1.1.2.7z 23.29 MB · 2 downloads

 

Changelog #2:

  • Further refinements to pull logic
  • Cleaned up the debug page so it's not so fucking cluttered and convoluted 
  • Replaced the metal leash with the very long variant someone in this thread made (lordbuttcheese's edit I believe)

 

Todo:

  • AE 1.799+ support (Simple but haven't bothered), better VR support
  • Debug the new locomotion hook for thread contention metrics (Insure no wasted performance)
  • Dial in better menu defaults

LeashFramework 1.1.2.7z

Posted
3 hours ago, asdt123123 said:

 

Changelog #2:

  • Further refinements to pull logic
  • Cleaned up the debug page so it's not so fucking cluttered and convoluted 
  • Replaced the metal leash with the very long variant someone in this thread made (lordbuttcheese's edit I believe)

 

Todo:

  • AE 1.799+ support (Simple but haven't bothered), better VR support
  • Debug the new locomotion hook for thread contention metrics (Insure no wasted performance)
  • Dial in better menu defaults

LeashFramework 1.1.2.7z 23.92 MB · 1 download

 

I now have 2 different files, of different sizes, called 

 

     'LeashFramework 1.1.2' 

 

Although I might be able to guess which might be the later, it could get a bit confusing, TBH. 

 

And also it would be good to know if whichever is really the latest one is meant to be safe straight overwrites of earlier versions, or not

 

And also if this is an update on the main page file, or an update on the other file posted in the thread by someone else?

 

Thanks for all your work on this amazing mod, but for us less nerdy folk out here, it would be really helpful if the updates were serially named and the changelogs all listed on the mod's main page

 

Hope that's helpful

 

DQW

 

Posted

No matter what I do, the leash either doesn't show up, or the NPC  who is supposed to holding the leash ends up wearing it with the end trailing to the ground. I have set my pc as the Leashd, the NPC as the Leasher, switched it around, and get the same results. How do I get this to work?

Posted (edited)
1 hour ago, Sir Walter Ratleigh said:

No matter what I do, the leash either doesn't show up, or the NPC  who is supposed to holding the leash ends up wearing it with the end trailing to the ground. I have set my pc as the Leashd, the NPC as the Leasher, switched it around, and get the same results. How do I get this to work?

If you want the npc as the leash holder(Holding the end with no collar) you need to equip the leash on yourself first. So you're wearing the collar, npc as the leashed, you as the leashed. 

Edited by Devilance9000
Posted

Hello! I tested your new version, LeashFramework 1.1.2.7z, and it still has some bugs, such as the chain links stretching, breaking, and so on. If you'd like, you can incorporate my fixes into your version, since I've been testing it here for several days without any crashes or more serious bugs.

The only issue with my version is that the body collision is not yet perfect, and a few adjustments are still missing. I originally made this for personal use because I also wanted to create a mod in the style of Hydra Slavegirls, just about 10 times larger and much more stable, and I'm going to be depending heavily on this mod.

Posted (edited)
3 hours ago, SkyrimOptimized said:

Hello! I tested your new version, LeashFramework 1.1.2.7z, and it still has some bugs, such as the chain links stretching, breaking, and so on. If you'd like, you can incorporate my fixes into your version, since I've been testing it here for several days without any crashes or more serious bugs.

The only issue with my version is that the body collision is not yet perfect, and a few adjustments are still missing. I originally made this for personal use because I also wanted to create a mod in the style of Hydra Slavegirls, just about 10 times larger and much more stable, and I'm going to be depending heavily on this mod.

The problem with the chain stretching is it's not really possible to fix without introducing other oddities/artifacts. It's a balancing game. 

 

My improvement in this version was to make the locomotion more responsive, and really force the procedural pull animation to hide the stretching more

 

For example, your fix was dynamically swapping the leash ARMOR for a longer one. While that works, it's a bit strange to see in-game and there's no guarantee the model will be bound to the skeleton due to other mods hooking the bipod function(s) and doing as they wish. Also would mean we'd need to do that with ALL leashes, which is a bit tedious. 

 

Unfortunately for a lot of your code, it touched on many systems I was currently re-writing. Although I did look through it, and it did inspire some of my new logic so it's not fruitless. 

 

I personally didn't experience much chain stretching in-game, so I would be curious to see a video of your stretching just so I'm able to more easily reproduce it and know what to target.

 

If this is what you mean:

Screenshot 2026-09-09 203549.png

This is actually caused by the mesh it's self. It doesn't have perfectly symmetrical mesh painting between the leash nodes.

 

Screenshot 2026-09-09 204141.pngScreenshot 2026-09-09 204220.pngScreenshot 2026-09-09 204155.png

 

Therefor it wont converge perfectly in-game. That's not something that should be fixed through code, although it would be possible. 

Edited by asdt123123
Posted
6 hours ago, 812christophers said:

Is there any chance we can get you to do a VR port or allow someone to do a VR port, Please?

I already ported it to VR? Try the latest version here and lmk the problem. 

 

I'm not opposed to anyone porting it, the source code is on github. However it should work. I only have the VR .exe for inspecting the assembly, so I can't actually test it. 

Posted
1 hour ago, asdt123123 said:

If this is what you mean:

Screenshot 2026-09-09 203549.png

This is actually caused by the mesh it's self. It doesn't have perfectly symmetrical mesh painting between the leash nodes.

 

Screenshot 2026-09-09 204141.pngScreenshot 2026-09-09 204220.png

 

Therefor it wont converge perfectly in-game. That's not something that should be fixed through code, although it would be possible. 

 

Here's a fix to that

meshes.zip

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