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Posted
5 hours ago, funkbottom said:

Is it possible to make a leash that connects to some nipple piercings, or is that outside the capability of this framework? I'm not sure if breast physics would cause it to glitch out.

You could try anal slave collar plus any other collar, I have gotten the chain leash from DD and anal slave collar to work together before 

 

Posted

Would it be possible to make the connection backwards?

Like have a leash object connected to (and equipped by) the anchor actor, and then connect it to the leashed actor at NPC Spine2 as normal?

This would allow for a variety of leash-less collars to be compatible. The neck rune leash is great, and I think that could thematically work with a bunch of collars.

 

Some mods are super sensitive about collars getting removed for changing, like Licenses (they do have a setting for that). So having a static collar, but dynamic leash would be useful.
Also with the dynamic leash, I'm thinking of a captive handoff; a leashed slave is then leashed by another handler and then the first leash is removed ensuring the slave never has an opportunity for escape. 

 

krzp's neck runes are awesome, and spell leashes are a great idea for all kinds of scenarios

A mod like PAHE adding a capture spell or something.

In fact, I think PAHE kinda had a world anchor leash spell for NPC slaves, but I can't remember.

 

I'm thinking a mod implementing "leash me" scenes where a character kneels to accept the leash, and then they go on their way.

Awesome work btw. I might actually get off my ass and make something.

Posted (edited)

version 1.0.9: It seems 000002CF <Leash_neck_runicAA> and 000002CE <Leash_neck_runic> have not been ESLified.

 

While you're at it, you could add a simple keyword to the leash Armor forms, like LF_Leash. It's just to add the keyword to the esm and then to the 4 leashes.

Edited by TrollAutokill
Posted
7 minutes ago, TrollAutokill said:

While you're at it, you could add a simple keyword to the leash Armor forms, like LF_Leash. It's just to add the keyword to the esp and then to the 4 leashes.

 

I second this.

I was messing around with Hextuns SL triggers Redux trying to make a script that makes nearby npcs grab the leash of the player if they are wearing a compatible leash but found there was no easy way to do a broad check for if the player is wearing a collar that can be used as a leash. Looking in SSEedit the items themselves are practically indistinguishable from a normal collar so without checking for a specific ID there doesn't seem to be a good way to check.

 

As of now my script pairs with another that equips the included chain leash to the player so the main script can search specifically for that equipped item.

 

Overall tho the framework is quite well made and i cant wait to see what other mods do with it.

Posted
1 hour ago, thorax339 said:

 

I second this.

I was messing around with Hextuns SL triggers Redux trying to make a script that makes nearby npcs grab the leash of the player if they are wearing a compatible leash but found there was no easy way to do a broad check for if the player is wearing a collar that can be used as a leash. Looking in SSEedit the items themselves are practically indistinguishable from a normal collar so without checking for a specific ID there doesn't seem to be a good way to check.

 

As of now my script pairs with another that equips the included chain leash to the player so the main script can search specifically for that equipped item.

 

Overall tho the framework is quite well made and i cant wait to see what other mods do with it.

Meanwhile you can do it with PO3 functions and your own keyword:

 

PO3_SKSEFunctions.AddKeywordToForm(the_form,the_keyword)

 

Posted (edited)

I would like to see an option to completely disable stretching. Full stop when the leashed actor reached the distance of the leash length. Chains always looks bad when being stretched.

For those who are interested: good results with the combined leash chain with 120 as maxLength

Edited by zaira
Posted

Pole spawned on demand - need a bit of adjustment though. (I know, I have troubles with PPA blowjobs - she is not about to bite - I promise)
 

image.png

Posted
46 minutes ago, zaira said:

I would like to see an option to completely disable stretching. Full stop when the leashed actor reached the distance of the leash length. Chains always looks bad when being stretched.

For those who are interested: good results with the combined leash chain with 120 as maxLength

The problem is something has to give. If a chain is 120 units in length, and the player is 140 units away, how would the chain attach? There's no way to insure an actor is stuck within 120 units without forcefully teleporting them either, which skyrim's janky engine might freak out over. 

 

If you look at my source code you can see I have to be very careful about respecting Skyrim's motion driving animations. They apply rotational deltas and what not directly to the root. So when you see an NPC turning 180 around to face you, that's literally an animation applying that rotation not any procedural turn system like modern games lol. 

 

You might be able to achieve some better results by messing with the procedural lean animation. Will help keep it within distance 

Posted (edited)
2 hours ago, asdt123123 said:

The problem is something has to give

I am ok with rubber band, just need to figure out ranges where stretching does not happen too often.

 

I just need to gain some experiences with this Framework because quests needs to be designed differently with leashed actors.
Therefore, I decided to release early and release often.

 

Main problem is that player leash will only work when leash holder leads - I tried different follow parameters - no way - the master drags the slave and not vice versa. This means I have to re-design everything.

Edited by zaira
Posted
48 minutes ago, ToiletPaperRolls said:

So this means this won't work with any crawling animations?

No, does not. Crawling are just replaced movement animations. Should work without issues.

Posted
On 8/4/2026 at 2:25 AM, TrollAutokill said:

You can connect it to any bone. I edited the meshes to connect to the Neck and the Belly bones. So I guess the breast bones could be used, but I am not sure it will make them follow the rope, more the opposite.

What about wrists for someone handcuffed at the front? Finally got around to testing this mod and it's way better than I thought it'd be with it pulling the body around before rag dolling. Having your arms pulled along independent of your body and then dragging it along too before finally rag dolling would look pretty great.

Posted

There is one annoying thing with leashes: Dialogues - since the distance between actors is low, ActorCollideWithActor dialogs happen very often and interrupting standard dialogs. It should be investigated, if ActorCollideWithActor trigger could be muted while being leashed

Posted (edited)

Just leashed my character to a follower and sent them on a quest with this mod: 


Worked great.

Max length was 180 with a bunch of procedural lean.

Noticed no bugs with with the leash itself.
Turning on the collision boxes I can see why turning the max length below 200 would "break stuff" but nothing here was noticeably breaking (yet). 
The PC had a slight stoop the whole time due to the lean pulling her forward a bit. Behind the back handcuffs looked better since that pose already has a slouch.
1st person using Improved Camera was jittery due to the leaning. 3rd person was fine.
I did notice that right at 200 was really bumpy, but lowering it to 180 smoothed it out for some reason.
True Directional movement was behaving as normal, maybe the lack of backwards/sideways animations did something positive? dunno.

Edited by lordbuttcheese
Posted
On 8/4/2026 at 6:11 PM, zaira said:

Pole spawned on demand - need a bit of adjustment though. (I know, I have troubles with PPA blowjobs - she is not about to bite - I promise)

Is that pole an actor or has the worldposition anchor feature already been done?

(Also, this looks cursed as hell)

Posted (edited)
1 hour ago, Pamatronic said:

Is that pole an actor or has the worldposition anchor feature already been done?

World position. Whenever the master wants to lock the slave somewhere, a pole is spawned and a leash is attached to the upper position of the pole. Ray-casting is used to determine the ground level, so the pole can be spawned in every environment with correct positioning.

Edited by zaira
Posted

ah, a new leash mod! how did i miss this. now we need a mod to connect this to defeat mod and have the NPC drag the player to simple slavery, like we had very briefly in the original SS. :)

Posted

i got a question though I'm not certain if I'm missing something or not but is there a way to leash up the beast races. i like playing with Diary of mine and i noticed in my last load order that the leash wouldn't appear on them.

Posted
On 8/1/2026 at 8:59 PM, snakecarnal said:

Some expressions when being pulled would be nice

 

It would be awesome if the PC and NPC had conditional surpised/fearful/shocked/angry facial expressions play when the leashed yanked them.

 

What an amazing mod, incredible work !

Posted (edited)
8 hours ago, Pamatronic said:

Wait, thats a thing? tell me more plz.

MESKSEUtils.GetGroundZAndNormal() for ground surface, MESKSEUtils.GetRaycastHitRef() to find an object ref below the actor (eg. actor is staying on a table).

Usage: See last MariaEden MariaRestraintsManager::LeashAt() or MEP_CumSplashObject::SpawnVisual(). More details in private chat or your discord - this is the Leash support thread.

Edited by zaira
Posted
6 hours ago, zaira said:

MESKSEUtils.GetGroundZAndNormal() for ground surface, MESKSEUtils.GetRaycastHitRef() to find an object ref below the actor (eg. actor is staying on a table).

Usage: See last MariaEden MariaRestraintsManager::LeashAt() or MEP_CumSplashObject::SpawnVisual(). More details in private chat or your discord - this is the Leash support thread.

Are those only available in your mod, or are they available for mod developers?

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