Lovemaster1234567 Posted Wednesday at 09:13 AM Posted Wednesday at 09:13 AM Ok this is a really good idea. What it needs is a simple and faster way to attach leashes, like maybe with an equipable leash and then an attack or maybe just a shout. Also being able to change the color of the leash wouldn't be bad but if we have to choose between a few colors then I would want dark brown for the color of rope or a pink flesh color for the color of a tentacle for anime roll play or just solid black for bondage leather. And if it's not to hard have the handle the player holds look like a reel like for a common dog leash so it makes since that the leash would get longer or shorter as the player moves further and closer to the npc. Good job so far and I hope it gets better and better.
Polonium Posted Wednesday at 09:31 AM Posted Wednesday at 09:31 AM Is it strange that I saw the demonstration video and thought, "Wow, this would make for a great fishing minigame"?
thorax339 Posted Wednesday at 10:37 AM Posted Wednesday at 10:37 AM 1 hour ago, Polonium said: Is it strange that I saw the demonstration video and thought, "Wow, this would make for a great fishing minigame"? *dragonborn pulling 100 slaughterfish behind them that were keeping him in combat*
zaira Posted Wednesday at 11:38 AM Posted Wednesday at 11:38 AM What will happen when the leash holder passes a door into another cell? This is a typical use case for slave escorts.
zaira Posted Wednesday at 12:06 PM Posted Wednesday at 12:06 PM (edited) 5 hours ago, HereBeTentacles said: If you are using the included leash Somehow I don't understand how the params matches to the NIF - "NPC Spine2 [Spn2]" connects to "Leash1_0" and not to "Leash1" Edited Wednesday at 01:23 PM by zaira
zaira Posted Wednesday at 01:32 PM Posted Wednesday at 01:32 PM Another example where I don't know: the leash consists of parts - one part is the collar, and the one with SMP attached the leash (https://www.nexusmods.com/skyrimspecialedition/mods/90892)
asdt123123 Posted Wednesday at 01:53 PM Author Posted Wednesday at 01:53 PM 6 hours ago, HereBeTentacles said: Its peak, I'm afraid. The leash gets a little weird when it's pulled taught, there's a weird bend in it near the player: Reveal hidden contents I know it's probably done like that to avoid some odd clipping but I feel like the bend could be a bit higher up. I saw you talking about that earlier with kzrp so maybe it already got fixed or it's a known problem. Either way not a big deal. Otherwise it works great, whether used as just a visual or with the actual pulling enabled. Any chance we could tether the leash to an object? Like a hook on the wall or something of that sort? Can always just use an invisible inanimate npc to do it but just being able to pass a static object would be neat. That is because you've selected too broad of bones. You likely typed "Leash1" instead of "Leash1_1" so it selecting bones that aren't apart of the chain. Idk why I put that in the guide so my bad 5 hours ago, Dowser said: I wonder how bad things would break if the rope used Movable Chains.... Would a C api be possible? Anything registered to the papyrus VM can be resolved through the papyrus VM. All you need to do is query the VM for my function names, and grab the stub. I can expose the stubs through the skse interface too in order to make it easier 1
asdt123123 Posted Wednesday at 01:55 PM Author Posted Wednesday at 01:55 PM 1 hour ago, zaira said: Somehow I don't understand how the params matches to the NIF - "NPC Spine2 [Spn2]" connects to "Leash1_0" and not to "Leash1" You'd have to ask @kzrp with that one. I'm not sure. In that picture, you would AVOID registering Leash1_0 in the papyrus though or the leash will look fucked. You'd use "Leash1_1" so this mod resolves ONLY the bones in the physical leash. What parent you use doesn't matter. If the leash doesn't look fucked up in-game WITHOUT physics (Or with SMP physics), it'll look good with this mod
asdt123123 Posted Wednesday at 02:05 PM Author Posted Wednesday at 02:05 PM 2 hours ago, zaira said: What will happen when the leash holder passes a door into another cell? This is a typical use case for slave escorts. I didn't explicitly add cell translation logic although that'll probably exist once I add the teleport recovery. Teleport recover will be a max distance until the NPC is just teleported to your position 4 hours ago, Lovemaster1234567 said: Ok this is a really good idea. What it needs is a simple and faster way to attach leashes, like maybe with an equipable leash and then an attack or maybe just a shout. Also being able to change the color of the leash wouldn't be bad but if we have to choose between a few colors then I would want dark brown for the color of rope or a pink flesh color for the color of a tentacle for anime roll play or just solid black for bondage leather. And if it's not to hard have the handle the player holds look like a reel like for a common dog leash so it makes since that the leash would get longer or shorter as the player moves further and closer to the npc. Good job so far and I hope it gets better and better. Again, this mod is suppose to serve as a framework not an implementation. You can make a quick papyrus mod using this mod to do just that. 1
Serarui Posted Wednesday at 02:16 PM Posted Wednesday at 02:16 PM Crazy. I hope someone can use this to make a quest mod.
zaira Posted Wednesday at 03:41 PM Posted Wednesday at 03:41 PM (edited) I try with PlayerRef leashed: Ragdoll player seems to not working. Do I need to enable AI for PlayerRef? even though I called LeashFramework.DisconnectLeash(master.GetActorReference(),PlayerRef), the Leash SKSE Menu still show that player is leashed (no leash visible). After the leash action the leash cannot be unequipped Leash clips through body But still looks great - need's a bit polishing but a great achievement Edited Wednesday at 04:02 PM by zaira 2
cetuximab Posted Wednesday at 04:19 PM Posted Wednesday at 04:19 PM (edited) 15 hours ago, Teruke said: Is someone going to use this to make a degenerate mod, like hand holding? The old Devious Framework "Leash Game," which never made it much beyond a series of patches, would be a great starting point. Someone just needs to make a stable mod out of all the patches, and replace the magic leash with the leash framework here... I managed to curate it all and archived it here if anyone is interested in taking a peek at it. It actually works, even on SE, although I think the part with slavers dragging you to the slave auction is broken with the updated Simple Slavery++ Edited Wednesday at 04:22 PM by cetuximab
zaira Posted Wednesday at 04:43 PM Posted Wednesday at 04:43 PM (edited) All chain collars from DD (zadx_HR_IronCollarChain01x2Inventory) are problematic: the short chain stretches too much all others have a gap in between What works well: https://www.nexusmods.com/skyrimspecialedition/mods/145202 hdm_InvictaLingerie.esp, 895, NPC Spine2 [Spn2], Leash https://www.nexusmods.com/skyrimspecialedition/mods/90892 [Caenarvon] Cosplay Pack.esp, E4F, NPC Spine2 [Spn2], MDLash 1 I will start to integrate it into MariaEden - with Player Follow AI Package until Player Havok is working Edited Wednesday at 05:00 PM by zaira 2
snakecarnal Posted Wednesday at 05:01 PM Posted Wednesday at 05:01 PM 14 hours ago, Fraying9981 said: this is awesome. thanks for sharing so if packages are not touched, then it's purely aesthetic? and it's up to the player, a 3rd party mod to make sure A follows B (B holds the leash)? Edit: can't get it to work: tried the debug menu > equip the item, persistent ticked and untick, tweaked the variation slider. neither PC NPC or NPC NPC version works for me Same here, I am on AE and just can't get it to work. LeashFramework.log
blind1 Posted Wednesday at 05:02 PM Posted Wednesday at 05:02 PM Is it absolutely necessary to use uppercase letters for the Leash Bone Match input field? I checked during testing and found that I had to enter the letters exactly as they are, with the correct capitalization. Also, since there are many slave mods where the player moves and the master follows, I think there should be an option to have the leasher follow the player even if the player is on a leash. Has this been taken into consideration in this mod?
asdt123123 Posted Wednesday at 05:18 PM Author Posted Wednesday at 05:18 PM 1 hour ago, zaira said: Ragdoll player seems to not working. Do I need to enable AI for PlayerRef? The ragdoll system is very careful since ragdoll converts the actor into a physics object which can EASILY lead to permanently corrupted actor states. However I'm betting you likely don't have "ragdoll player" active in the SKSE Mod Menu. Make sure you verify that. Once enough people prove "ragdoll player" is stable, I'll allow Papyrus API to toggle it. The current Papyrus API is largely 1 hour ago, zaira said: Leash clips through body This is one of the more difficult areas due to how dynamic actors are. Collision manifolds are difficult to map. Right now you can enable actor collision in the SKSE Mod Menu. However, it'll use the actor's collision hull from havok which appears to not be updated every frame, and is obviously not perfectly accurate. I don't plan on ever making this feature accurate to the exact meshes of the actor's body due to that requiring an insanely expensive narrow pass check against at the very least an actor's vertices. HOWEVER, mapping out a proxy collision shape using the actor's animated bones (The ~100 or so bones you drive in havok animations) could be worthwhile? I could do collision sphere detection on the breast nodes, and possibly compute a rough estimated shape of their chest. I don't think anyone cares about leg/arm collision? 1 hour ago, zaira said: even though I called LeashFramework.DisconnectLeash(master.GetActorReference(),PlayerRef), the Leash SKSE Menu still show that player is leashed (no leash visible). After the leash action the leash cannot be unequipped For the Papyrus API, I don't see any bugs at face value. Try something like this to debug: Actor actualHolder = LeashFramework.GetLeashHolder(PlayerRef) Bool removed = LeashFramework.DisconnectLeash(actualHolder, PlayerRef) Debug.Trace("Removed=" + removed + ", still leashed=" + LeashFramework.IsLeashed(PlayerRef)) If removed == false, it was a holder mismatch, None argument, or mismatched installed DLL/PEX. If removed == true but the same entry remains, that would be a real bug. Lmk Not sure what you mean by "After the leash action the leash cannot be unequipped" unless it's pertaining to what you asked above in regards to the API usage 1 hour ago, zaira said: All chain collars from DD (zadx_HR_IronCollarChain01x2Inventory) are problematic: the short chain stretches too much all others have a gap in between I'd bet their chains may not be linked too well, or may have strange vertex painting. I'll upload a new version right now that'll let you configure the solve iterations in the Mod Menu. Higher solve iterations will help the algorithm Assuming it's this mod and not the mesh, what you're seeing is a lack of solve iterations failing to properly converge the chain. This is using a Gauss-Seidel algorithm so we might have to mess around to find the best solve iteration count relative to the amount of nodes in the chain. Test again with 1.0.1 and let me know if there's still issues. If the player isn't following for example, that's a major issue that's likely a simple fix.
blind1 Posted Wednesday at 05:18 PM Posted Wednesday at 05:18 PM Is there a way to make sure the Leasher holds the end of the leash securely? I like that the framework works even in the sexlab scene, but the Leasher is holding the leash a bit too loosely. Do I need to adjust the mesh?
asdt123123 Posted Wednesday at 05:36 PM Author Posted Wednesday at 05:36 PM 12 minutes ago, blind1 said: Is there a way to make sure the Leasher holds the end of the leash securely? I like that the framework works even in the sexlab scene, but the Leasher is holding the leash a bit too loosely. Do I need to adjust the mesh? It fully depends on the mesh. Where-ever the last bone is, it will be bound to the actor's hand position. You can try to increase solve iteration in the 1.0.1 version. I might expose some API to papyrus for attaching a bone offset that will translate around the "hook point" matrix. But it's likely cleaner done through the mesh 30 minutes ago, blind1 said: Is it absolutely necessary to use uppercase letters for the Leash Bone Match input field? I checked during testing and found that I had to enter the letters exactly as they are, with the correct capitalization. Also, since there are many slave mods where the player moves and the master follows, I think there should be an option to have the leasher follow the player even if the player is on a leash. Has this been taken into consideration in this mod? Yes it's case sensitive. For an actor following the LEASHED person (Like walking a dog). I would rather your mod just use a follow package. Otherwise it doesn't make any sense, you'd be rag dolling them.
leakim Posted Wednesday at 05:37 PM Posted Wednesday at 05:37 PM Wow. This looks incredible. I tried it immediately and also immediately ran into a problem in my setup. Before I try to debug it and find the cause/conflict, I'd just like to ensure that I am using it correctly. Please tell me if I did anything wrong. Basically, I seem to be able to get everything working except for the "AI Package" / forced following. After getting the leash equipped, it looks visually OK, but the actors keeps doing their thing, regardless of the leash. Here's what I did: 1. Load into my game after installing the mod (no saves or reloads in between). 2. Press F1 and set min/max to 50/300 like shown in your video. 3. Select a close NPC as "Leashed" 4. Ensure the Player is selected as "Leasher" 5. Press "Equip" for the collar Leash (formid 804) 6. (Press persistent) 7. Press "Leash actor". Now the actor is listed under "Active leashes". The HOW TO mentions "Leasher MUST have that leash equipped, the mod doesn't do it for you - stop being lazy" but I do not see any way to equip anything to the LEASHER, so I assume this is a mistake and simply means I have to remember to Equip the leash to the "Leashed" as in Step 5 above. Am I missing something here? This results in the actor being leashed to my right hand, but the actor just goes about his business. Ragdoll has no effect either. Doing it the other way around (player leashed) has the same effect. Again, I do not expect you to help me debug my situation, just tell me if it is supposed to work in this situation, then I will figure out why.
asdt123123 Posted Wednesday at 05:41 PM Author Posted Wednesday at 05:41 PM 2 minutes ago, leakim said: Am I missing something here? This results in the actor being leashed to my right hand, but the actor just goes about his business. Ragdoll has no effect either. Doing it the other way around (player leashed) has the same effect. The actor may not be in a proper state. Like leaning against a wall will likely reject locomotion/ragdoll due to my safety constraints in the code. Do moveto 14 on the actor to force them out of whatever state they're in. I'll see if this is solvable without creating new issues (Like pulling actors out of sex animations) in the future.
leakim Posted Wednesday at 05:48 PM Posted Wednesday at 05:48 PM 5 minutes ago, asdt123123 said: The actor may not be in a proper state. Like leaning against a wall will likely reject locomotion/ragdoll due to my safety constraints in the code. Do moveto 14 on the actor to force them out of whatever state they're in. I'll see if this is solvable without creating new issues (Like pulling actors out of sex animations) in the future. I already tried with multiple different actors, and I just now tried with your moveto trick, and that has no effect either (other than, obviously, moving the NPC to the player). I assume I must have a conflict then. I guess I will have to trawl through my load order to figure out which mod is causing it... Any suggestion on what type of mod to look for?
Nikerage Posted Wednesday at 05:49 PM Posted Wednesday at 05:49 PM Oh wow, thats another milestone. Thanks a lot!!
Nikerage Posted Wednesday at 05:51 PM Posted Wednesday at 05:51 PM 1 hour ago, cetuximab said: The old Devious Framework "Leash Game," which never made it much beyond a series of patches, would be a great starting point. Someone just needs to make a stable mod out of all the patches, and replace the magic leash with the leash framework here... I managed to curate it all and archived it here if anyone is interested in taking a peek at it. It actually works, even on SE, although I think the part with slavers dragging you to the slave auction is broken with the updated Simple Slavery++ I never understood why this wasn't continued further. It had a lot of potential and regarding how long this mod exists already im pretty sure this could have been a big banger by quite some time now.
Fraying9981 Posted Wednesday at 05:58 PM Posted Wednesday at 05:58 PM 1 hour ago, zaira said: All chain collars from DD (zadx_HR_IronCollarChain01x2Inventory) are problematic: the short chain stretches too much all others have a gap in between What works well: https://www.nexusmods.com/skyrimspecialedition/mods/145202 hdm_InvictaLingerie.esp, 895, NPC Spine2 [Spn2], Leash https://www.nexusmods.com/skyrimspecialedition/mods/90892 [Caenarvon] Cosplay Pack.esp, E4F, NPC Spine2 [Spn2], MDLash 1 I will start to integrate it into MariaEden - with Player Follow AI Package until Player Havok is working so these screenshots are the invicta chain/the cosplay ones? not the DD ones?
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