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Posted
32 minutes ago, zaira said:

Yes, but the Leash Mod seams to no do a full string match.

Oh, that much I can't tell you, that's a question for asdt - I only move bones and vertexes around and curse at SMP occasionally 😅

 

Speaking of, the unleashed rope sticks did annoy me a little, so I've made a quick smp xml for the things, they should become more useable as a standalone mesh ☺️

 

Spoiler

Screenshot-2026-07-30-024138.jpg

 

Posted

I'm the dev for 

and have just released an update that includes Leash Framework integration. 

 

Comes with bindings for the functions exposed in LeashFramework.psc, usable in SLTScripts.

 

Also comes with two SLTScripts:

LeashPlayerDisconnectsTarget
LeashPlayerHoldsTarget

 

Open the console, click to select the NPC you wish to leash to the player (who will be the holder) and then run:

slt run LeashPlayerHoldsTarget

 

or to disconnect:

slt run LeashPlayerDisconnectsTarget

 

The script should handle adding/removing the Neck leash that comes with Leash.esp and uses a min/max range of 200/300

 

Naturally you can create your own SLTScripts, including ones where the Player is leashed to an NPC holder, and hook things up to triggers.

Posted
14 hours ago, asdt123123 said:

In a future update, although it'll likely be you specify a world position (x,y,z) rather than an object. 

Thats actually even better. Eliminates the need to place invisible dummies to the specific point you want the leash to attach.

 

9 hours ago, zaira said:

I would try with a hidden actor meanwhile - I think you know all these tricks...

I do, but I like convenience 😛

Posted (edited)

hmmm so i tried it and i get a warning `message saying my character does not currently contain a bone matching "main_" under npc spine2[spn2]

 

EDIT: nvm i managed to make it work the moment i posted this lol

Edited by sikamikanico78
Posted (edited)

During integration into quests and scenes I see one pain point - synchronization of the leash state with papyrus.

Sexlab for example put animated actors into an animation faction. Devious Devices is also easy to control (worn item keywords).

 

But controlling leash state is complicated and cumbersome - people can open SKSE menu and unleash, so the real states deviates from the Papyrus states. If more leash integrations comes up, every mod might collide and break others.


Could you put active leash holders and leash victims into factions or add keywords to them?

Edited by zaira
Posted

And another thing - could be solved by mods - but if no mod takes care it turns crazy: combat alerts. What will happen if a leasholder gets involved into combat scenes?

Posted
1 hour ago, zaira said:

During integration into quests and scenes I see one pain point - synchronization of the leash state with papyrus.

Sexlab for example put animated actors into an animation faction. Devious Devices is also easy to control (worn item keywords).

 

But controlling leash state is complicated and cumbersome - people can open SKSE menu and unleash, so the real states deviates from the Papyrus states. If more leash integrations comes up, every mod might collide and break others.


Could you put active leash holders and leash victims into factions or add keywords to them?

There will be factions in the next version. 

Idk what you mean by combat alerts, combat is outside the scope of this mod. Your mod will be responsible for combat events 

Posted (edited)

I got a problem: once the player is forced to walk, he never ends walking, even if min distance is reached.

 

Solved - was min distance 0

Edited by zaira
Posted

I'm not sure many mods would bother trying to incorporate it into their already existing frameworks, but maybe other's would put in that effort.

IMO it would have been more useful years ago than now. But there's nothing wrong with working at it to whatever capacity you feel like doing, and maybe it'll inspire someone else to use it for their mod(s).

Posted
1 hour ago, haxuh said:

I'm not sure many mods would bother trying to incorporate it into their already existing frameworks

Zaira and me alone would push that number into the double digit range

Posted (edited)

I have integrated the leash in about 10% of my quests, but there are a lot of todos, obviously the leash-holder can no longer follow the player, the leash-holder must lead. Sounds easy but is extremely challenging - as MEP is a prostitution mod, the leash-holder must now stray around to hook johns for the player - but NPC pathing in Skyrim is brain-damaged, so many things needs to be worked around. It would be so much easier to create an NPC slavery mod.
 

But it is worth the effort, this Leash is a break through for Skyrim NSFW modding. It behaves pretty much like the Conan Exiles leash.

Edited by zaira
Posted
2 minutes ago, zaira said:

I have integrated the leash in about 10% of my quests, but there are a lot of todos, obviously the leash-holder can no longer follow the player, the leash-holder must lead. Sounds easy but is extremely challenging - as MEP is a prostitution mod, the leash-holder must now stray around to hook johns for the player - but NPC pathing in Skyrim is brain-damaged, so many things needs to be worked around. It would be so much easier to create an NPC slavery mod.
 

But it is worth the effort, this Leash is a break through for Skyrim NSFW modding. It behaves pretty much like the Conan Exiles leash.

The leash holder can absolutely follow the player assuming you've given them a follow package. 

 

I just pushed a new version with more API too which should help things 

Posted
1 hour ago, haxuh said:

I'm not sure many mods would bother trying to incorporate it into their already existing frameworks, but maybe other's would put in that effort.

IMO it would have been more useful years ago than now. But there's nothing wrong with working at it to whatever capacity you feel like doing, and maybe it'll inspire someone else to use it for their mod(s).

 

This is already 10000% better than any attempt at this anyone has ever made, even mine. Switching to it is easy as fuck too. You have at least 3 people here including me that have already said they will switch to it.

Posted

Using the commands player.tc then targeting Lydia and then TC in the console, while leashed, you can control the NPC similarly to the way you control the PC. and the PC just follows behind under the influence of the leash.

vlcsnap-2026-07-30-19h12m47s077.png

vlcsnap-2026-07-30-19h12m29s716.png

vlcsnap-2026-07-30-19h12m45s479.png

Posted (edited)
6 hours ago, ScroodPooch said:

Using the commands player.tc then targeting Lydia and then TC in the console, while leashed, you can control the NPC similarly to the way you control the PC. and the PC just follows behind under the influence of the leash.

vlcsnap-2026-07-30-19h12m47s077.png

vlcsnap-2026-07-30-19h12m29s716.png

vlcsnap-2026-07-30-19h12m45s479.png

 

Lol! :D

I was just thinking about doing the exact same thing. Making a few commands using SL Triggers to automate the process :D

 

EDIT:
 

I just tried this. And it does not work quite the way I expected. Perhaps you can give some hints on how you make this work properly?

 

Basically my idea was:

1. Leash the player to the target.

2. Toggle Control on the Player (tc while selected or player.tc)

3. Toggle Control on the Target (tc while selected)

 

However, when I do this the PC won't follow at all.

 

On the other hand, if I do not toggle control for the player, the player will make an attempt at following, but since control of player is not released, the player will move with keys as well, making it extremely janky, and not really working.

Edited by leakim
Posted (edited)
7 hours ago, asdt123123 said:

assuming you've given them a follow package

I tried that, and it feels like you're a yo-yo on a rubber band.


I play with Invicta Leash, as it is today the best one from visual aspects - but this leash is a chain and this means I have to keep min and max distance close together to avoid stretching the chain links too much.

Edited by zaira
Posted (edited)

The faction is very helpful, thank you very much.


Now modders need to add a hard dependency, so you should consider turning the light esp into a light esm (just setting the ESM flag - but for convenience renaming to *.esm would be modder friendly) as it is now becoming a master mod and there are issues depending on an esp.

If you use Creation Kit Platform Extended you have no limitation on editing your mod with CK as it enables editing masters.

Edited by zaira
Posted (edited)
4 hours ago, leakim said:

 

Lol! :D

I was just thinking about doing the exact same thing. Making a few commands using SL Triggers to automate the process :D

 

EDIT:
 

I just tried this. And it does not work quite the way I expected. Perhaps you can give some hints on how you make this work properly?

 

Basically my idea was:

1. Leash the player to the target.

2. Toggle Control on the Player (tc while selected or player.tc)

3. Toggle Control on the Target (tc while selected)

 

However, when I do this the PC won't follow at all.

 

On the other hand, if I do not toggle control for the player, the player will make an attempt at following, but since control of player is not released, the player will move with keys as well, making it extremely janky, and not really working.

If what you are experiencing is the player just standing there and not moving. That happened a lot too. I am not sure what the exact order of commands is, But It may be something like setting the leash 1st. I used the 806 Neck Chain. Then run the commands player.tc, then target the NPC and run tc. In this video, (It's just an MP4 of me controlling Lydia while my PC follows along on the leash)  There were some times when I had to reset and re enter the commands before I would get this effect. Some times, Lydia would just stand there. Some times the PC would just stand there, but generally, I can get the effect shown in this MP4. Also, I've noticed that if I ran the commands and the NPC remained immobile, just drawing and sheathing her sword seemed to make it work. So I have to say, Yeah, it's janky AF, but it kinda works. 

Leashed_Player.zip

 

Sorry about the video angles, I was trying to focus on the chain and see how that looked during movement, so the video is kinda dizzying.

 

EDIT: I found some more info, you actually need to be in control of both characters at the same time. But have the camera switched over to the NPC. So if the PC is freed from the leash, it looks like you are viewing the screen from Lydia's perspective, however, when you press the "W" key, both characters run forward. Then the leash will work.

Edited by ScroodPooch

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