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Posted

One of the questions that keeps coming up is the stretching of the chain. I had a thought about this, and I honestly have no idea if this is possible, but what about correcting this through the animations? Would an animator be able to create a 2 person animation sequence where 2 actors are controlled by one animation that would always keep them at the same distance as they moved.

 

Posted
3 hours ago, ScroodPooch said:

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 12.19 MB · 1 download

 

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.

 

Thanks for the info.

 

I suspected a bit this might be the case (that the player should be controllable).

 

However, that is a bit too janky to work with. For me, the player character gets stuck all the time in complex environment, and also controlling two characters at the same time like this is highly incompatible with True Directional Movement (can be disabled in MCM, but I do not want to go into the MCM to perform a leash transition).

 

Maybe, if we let it be known that this is a cool use-case, @asdt123123 could look into whether it would be possible to allow the player to move when control on the player has been disabled through "tc". One can only dream ^^, though I can probably imagine it might be difficult to achieve.

 

I wonder if there is another way to disable player movement (other than player.tc) without disabling the the leash movement? I mean a lot of mods often take control of the player for various reason, in the process disabling control.

Posted

Right now, this has a slot conflict with any collar in any mod.
Perhaps it would make sense to make this item recognizable as a devious device or change the neck slot to something else?

Posted (edited)
7 minutes ago, SullenMan said:

Right now, this has a slot conflict with any collar in any mod.

Expected. It is a collar, it should replace other collars.

Use https://www.nexusmods.com/skyrimspecialedition/mods/55728 and patch zad_DeviousCollar into the leash:
 

Keyword = zad_DeviousCollar|Armor|Leash_neck

Keyword = zad_DeviousCollar|Armor|Leash_neck_chain

Edited by zaira
Posted
29 minutes ago, leakim said:

 

Thanks for the info.

 

I suspected a bit this might be the case (that the player should be controllable).

 

However, that is a bit too janky to work with. For me, the player character gets stuck all the time in complex environment, and also controlling two characters at the same time like this is highly incompatible with True Directional Movement (can be disabled in MCM, but I do not want to go into the MCM to perform a leash transition).

 

Maybe, if we let it be known that this is a cool use-case, @asdt123123 could look into whether it would be possible to allow the player to move when control on the player has been disabled through "tc". One can only dream ^^, though I can probably imagine it might be difficult to achieve.

 

I wonder if there is another way to disable player movement (other than player.tc) without disabling the the leash movement? I mean a lot of mods often take control of the player for various reason, in the process disabling control.

I would agree, you could use it situationally. But not with any amount of immersion maintenance. Pausing back and forth entering commands. But I do think that someone with good scripting knowledge could make it work.

 

Posted

interesting mod mods like submissive lola could use it since it or one of the expansion mods for it has a mode where the owner/master puts you on a leash well its more of a magical leash because you don't really get to see it 

Posted
8 hours ago, zaira said:

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.

I have the worst fucking advisers (kzrp) lmao (Joke of course)

 

I'll make it an .esm next update. 

 

Do you, or anyone else know if Skyrim has any systems to translate the PLAYER between cells while the player is following an NPC? I can't remember if I've ever seen a mod do that. So I want to find it in the engine before I try to implement it. 

 

There's another bug I found where the controller can sometimes get baked into the save, so I'll have a new update out later today with that fix too. Bethesda sure loves dumping every tiny thing into the save file.

 

Posted (edited)
24 minutes ago, asdt123123 said:

I can't remember if I've ever seen a mod do that

Maria Eden does that if the player has bound hands (because in Maria Eden a player can't open doors with hands bound). If the escort disappears from the cell and in the next cell the interior state differs from player cell interior state, I wait some seconds, and then I teleport behind the escort.

In most cases it works, but if the escort decides to not move away from teleport marker, the player is teleported into the door.
So it would be better to push the escort min-distance forward and then teleport.
 

Scriptname MEP_EscorterAlias extends ReferenceAlias  

Actor Property PlayerRef Auto

event OnLoad()
    RegisterForSingleUpdate(5)
endevent

Event OnLocationChange(Location akOldLoc, Location akNewLoc)
    RegisterForSingleUpdate(5)
EndEvent

event OnUpdate()
    Actor escort = GetActorReference()
    if escort.GetParentCell().IsInterior() != PlayerRef.GetParentCell().IsInterior() \
        || PlayerRef.GetDistance(escort) > LeashFramework.GetMaxLeashLength(PlayerRef)
        float angle = escort.GetAngleZ()
        float xoffset = -(LeashFramework.GetMinLeashLength(PlayerRef) * math.sin(angle))
        float yoffset = -(LeashFramework.GetMinLeashLength(PlayerRef) * math.cos(angle))
        PlayerRef.MoveTo(escort, xoffset, yoffset, abMatchRotation = true)
    endif
endevent

 

Edited by zaira
Posted
4 minutes ago, zaira said:

Maria Eden does that if the player has bound hands (because in Maria Eden a player can't open does with hands bound). If the escort disappears from the cell and in the next cell the interior state differs from player cell interior state, I wait some seconds, and then I teleport behind the escort.

In most cases it works, but if the escort decides to not move away from teleport marker, the player is teleported into the door.
So it would be better to push the escort min-distance forward and then teleport.
 

Why do you wait a few seconds? Does it introduce some bug otherwise?

I'll pin them to the navmesh too, just as player->follower cell translations does. So that's a non-issue. 

I reviewed skyrim's disassembly for the packages (14027e310 on AE) and it's player specific unfortunately. So I'm concerned this might lead to strange issues given even Bethesda avoided this sort of translation

Posted (edited)

I wait because previously it was a virtual leash, I give the user time to pass the door manually if not bound and the escort to move forward away from teleport marker - I use the Escort package template.

Edited by zaira
Posted

I am overwhelmed. 2 game changers in 1 year. With the PPA and Leash mods, you'll breathe new life into the NSFW modding scene. I almost double my efforts in modding now because I can't await to see the new mechanics life.

Posted
2 hours ago, zaira said:

I am overwhelmed. 2 game changers in 1 year. With the PPA and Leash mods, you'll breathe new life into the NSFW modding scene. I almost double my efforts in modding now because I can't await to see the new mechanics life.

 

and you haven't tested skyrimnet yet

Posted
22 minutes ago, Fraying9981 said:

and you haven't tested skyrimnet yet

I don't think buying a second pc or paying for an ai subscription just to have npc's have additional dialogue is something many people really yearned for.
Dont get me wrong, the mod is absolutely impressive on a technical level, but arguably not something many people are that interested in (If they even can afford it).

Posted
14 minutes ago, Pamatronic said:

I don't think buying a second pc or paying for an ai subscription just to have npc's have additional dialogue is something many people really yearned for.
Dont get me wrong, the mod is absolutely impressive on a technical level, but arguably not something many people are that interested in (If they even can afford it).

 

ofc! was just adding to the discussion. I agree with you, skyrimnet feels like a subscription, with the notable difference that skyrimnet people make no money and it all goes to openrouter :D 

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