SkyrimOptimized Posted yesterday at 07:53 AM Posted yesterday at 07:53 AM 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
jbezorg Posted 22 hours ago Posted 22 hours ago Has anyone tried to leash a NPC or player to a fixed object? Like the DD long chain collar attached to a wall?
SkyrimOptimized Posted 21 hours ago Posted 21 hours ago 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. 1
Sir Walter Ratleigh Posted 21 hours ago Posted 21 hours ago 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.
Pamatronic Posted 19 hours ago Posted 19 hours ago (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 19 hours ago by Pamatronic
Pamatronic Posted 19 hours ago Posted 19 hours ago 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)) 2
Pamatronic Posted 19 hours ago Posted 19 hours ago 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.
HereBeTentacles Posted 17 hours ago Posted 17 hours ago 4 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? Â Works fine on my end:Â Â https://www.loverslab.com/topic/260588-rennasranch/page/33/#findComment-7391244
chasm Posted 17 hours ago Posted 17 hours ago Is there somewhere to set the default lengths? I've looked around, but if it's there I'm missing it.
asdt123123 Posted 8 hours ago Author Posted 8 hours ago 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 unnoticeableÂ
Pamatronic Posted 4 hours ago Posted 4 hours ago (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 4 hours ago by Pamatronic
asdt123123 Posted 2 hours ago Author Posted 2 hours ago 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.Â
Sir Walter Ratleigh Posted 1 hour ago Posted 1 hour ago 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?
haman4545 Posted 13 minutes ago Posted 13 minutes ago I have absolutely no idea how to use it. Could someone explain it with images?
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