KEI997 Posted Thursday at 01:34 AM Posted Thursday at 01:34 AM View File TETHER - Hand-Holding for Followers An SKSE plugin for Skyrim SE / AE that implements continuous follower hand-holding: a hand connection that survives walking, running, and terrain movement without breaking. Built on a combination of a Havok ball-and-socket constraint and kinematic position control. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ On AI use ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Most of this plugin's code was generated by Claude Code (Anthropic). The author (KEI997) handled: - Spec decisions, prioritization, trade-off calls - In-game testing and bug reports - Pointing the AI at specific reference mod sources ("read this, use as reference") - Reviewing and accepting/rejecting generated code - SSEEdit ESP construction, Papyrus compilation, OAR animation authoring All reference sources the AI read are publicly-licensed. Per-feature attribution is listed in the GitHub README: https://github.com/Kei-BWV997/TETHER If any listed author objects to their source being used this way, please contact and I will rework the affected feature or adjust the credit. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Features ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - One hotkey to engage / release the hand-hold (default H, works with both keyboard and Xbox controller) - While tethered, hands are physically bound via a Havok ball-and-socket constraint (the palms actually stay stuck together, not just visually near each other) - The follower is kept directly behind the player via KeepOffsetFromActor - While tethered, the player's max movement speed scales with distance to the follower — try to sprint away and you'll automatically be slowed down to a speed the follower can match (natural since you're literally holding their hand) - Custom OAR conditions let you swap in dedicated tether animations ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Animation status in v1.0.0 ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Only ONE pattern currently has an authored motion: player-male (the puller). The other three folders (player-female, follower-male, follower-female) exist as empty structure — they contain only the OAR config.json, no .hkx files. Actors matching those conditions will just play vanilla locomotion while tethered. The plugin ships this structure so users can drop their own .hkx into the correct folder to enable that pattern, or wait for future updates / a community animation pack. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Known issues ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Sometimes on engage, the follower doesn't start moving to the tether position. Workaround: release, walk a few steps away, then re-engage. Cause not yet identified. - Third-person only (no first-person support) - One active tether at a time (no multi-follower) - Doesn't work while a weapon is drawn (deliberate — releases on draw) - Very rare CTD possible if an actor's state changes at an unfortunate moment (auto-release handles the common cases: cell change, save load, weapon drawn, etc., but edge cases remain) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ MCM options ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Toggle key rebind (keyboard + gamepad) - Follower offset position, Follow / Catchup radius - Elastic tether curve (ideal/slack distance, speed multipliers at both ends) - Follower speed boost while tethered - Palm attachment offset - Auto-release toggles (on weapon drawn / on combat start / on extreme distance) - R key resets a single option; "Reset All Settings" button ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ Source code / technical details ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Open source under MIT license: https://github.com/Kei-BWV997/TETHER The GitHub README covers: - Per-feature reference-source table (which mods were used for which techniques) - Technical details of each feature (hook sites, Papyrus APIs called, state machine) - License and third-party file handling Bug reports and pull requests are welcome via GitHub Issues. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ■ About the author ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ I'm normally an OStim animator, active on the OStim Community Discord. If you want to chat about this mod, request features, or just say hi — come by: [https://discord.gg/ostim] (TETHER is not an adult mod, but I develop from that community and that's where I hang out.) Submitter KEI997 Submitted 08/13/26 Category Regular Mods Requirements [Required] - Skyrim SE / AE (1.6.11xx recommended) - SKSE64 / SKSE-AE - Address Library for SKSE Plugins (AE version) - SkyUI 5.2 SE - Open Animation Replacer 3.0 or later - powerofthree's Tweaks (EditorID preservation — without it, the MCM values won't reach the plugin) [Strongly recommended] - Keep Up! Follower Locomotion Fix (TESFAN) — fixes an engine bug where followers get stuck on stairs or complex terrain. TETHER works without it, but this significantly reduces the "follower left behind" problem. [Confirmed compatible] - FOMS (Follower Organized Management System) - True Directional Movement Regular Edition Compatible No Install Instructions 1. Install all Requirements first 2. Install the TETHER zip via your mod manager (MO2 / Vortex) and enable it 3. Make sure TETHER.esp is enabled in your load order 4. Launch the game, load a save 5. Confirm "TETHER" appears in the MCM list ■ In-game usage - With your weapon sheathed - Look directly at your follower - Press the hotkey (default H, rebindable in MCM) to hold hands - Same hotkey releases - Drawing a weapon automatically releases ■ Verifying it loaded correctly On a clean launch, Documents\My Games\Skyrim Special Edition\SKSE\TETHER.log should contain lines like: TETHER v1-0-0-0 TETHER loaded OAR condition register (TETHER_IsTetheredPlayer): OK OAR condition register (TETHER_IsTetheredFollower): OK Settings::Load: 16/16 globals bound from TETHER.esp kDataLoaded: TETHER ready If you see "Settings::Load: 0/16", the plugin can't read EditorIDs. Make sure powerofthree's Tweaks is installed and TETHER.esp is enabled. ■ Uninstalling Release the tether (make sure you're not currently holding hands), save the game, then disable the mod. This avoids leaving any Havok state in the save. 6
tamai Posted Thursday at 02:21 AM Posted Thursday at 02:21 AM (edited) no way no way no way no way!!! love it! such a cute idea! Edited Thursday at 02:24 AM by tamai 1
MadMansGun Posted Thursday at 02:40 AM Posted Thursday at 02:40 AM i hate that i will never learn how to do this level of black magic modding.
Fraying9981 Posted Thursday at 03:09 AM Posted Thursday at 03:09 AM that ICO vibe is strong! Thanks for sharing!
Anunya Posted Thursday at 04:36 AM Posted Thursday at 04:36 AM Props for the transparency about how you used AI in developing the mod. I think this sets a good standard. Also, it's a cute mod. 3
Skeleto921 Posted Thursday at 04:45 AM Posted Thursday at 04:45 AM Appreciate your confession on using AI. This is a very cute idea 1
beeltwowa Posted Thursday at 05:25 AM Posted Thursday at 05:25 AM way too lewd, even for this site...
asdt123123 Posted Thursday at 05:32 AM Posted Thursday at 05:32 AM (edited) Don't hold raw pointers to bones: https://github.com/Kei-BWV997/TETHER/blob/dd8c7dfee4caaa12c6442f1261c4ebb16e27cea4/src/TetherController.h#L55 These nodes can free beyond just cell change (like mods), and you'll be left with a dangling pointer that'll corrupt memory. I'd use NiPointer's there. It don't guarantee lifecycle, but at least you'll hold a reference to the memory and get a clean CTD rather than corrupting memory. In FSMP, and my other mods we insure the nodes are still attached to the root skeleton every frame Edit: This is almost certainly the cause of your "Very rare CTD possible". Although a CTD is ironically the GOOD outcome of this lol Edited Thursday at 05:35 AM by asdt123123 5
TiamatTim Posted Thursday at 06:08 AM Posted Thursday at 06:08 AM (edited) 36 minutes ago, asdt123123 said: Don't hold raw pointers to bones: https://github.com/Kei-BWV997/TETHER/blob/dd8c7dfee4caaa12c6442f1261c4ebb16e27cea4/src/TetherController.h#L55 These nodes can free beyond just cell change (like mods), and you'll be left with a dangling pointer that'll corrupt memory. I'd use NiPointer's there. It don't guarantee lifecycle, but at least you'll hold a reference to the memory and get a clean CTD rather than corrupting memory. In FSMP, and my other mods we insure the nodes are still attached to the root skeleton every frame Edit: This is almost certainly the cause of your "Very rare CTD possible". Although a CTD is ironically the GOOD outcome of this lol So, verdict? Not safe, don't use? Plus, no female female support? Just male - female? Edited Thursday at 06:09 AM by TiamatTim
beeltwowa Posted Thursday at 06:43 AM Posted Thursday at 06:43 AM I'm back- cute and kino, I can see this being a perma in my loadlist- though I have an issue where both PC and Follower stare upwards, the weapon on may back also follows that direction and ends up impaling my PC lol- maybe an issue with the the idle/walk/run animations I use? The only gripe I really have is with the Follower pushing you to get back to their positions- if possible maybe disable follower-player collisions when tethered... Also that pointer thing that guy said if true.
Bluegunk Posted Thursday at 12:59 PM Posted Thursday at 12:59 PM (edited) Man - you are KIDDING me! I just spent an hour looking at Blender, come on to LL and here's the mod I was hoping for! Amazing! This is going to be so cool. Thanks! I play female character and want to hand-hold female followers. I seriously look forward to updates for this! Edited Thursday at 01:31 PM by Bluegunk
emilHand Posted Thursday at 01:25 PM Posted Thursday at 01:25 PM Suggestion to add a dialog option to followers for immersion?
Dorabella Posted Thursday at 02:44 PM Posted Thursday at 02:44 PM 1 hour ago, Bluegunk said: I play female character and want to hand-hold female followers. 5 hours ago, Densz said: Support Female female ? Spoiler When going uphill, the animation isn't very smooth. Is it because of the incline? Or the high heels?
Bluegunk Posted Thursday at 02:59 PM Posted Thursday at 02:59 PM (edited) OK, I'm tinkering with the mod in game and the hand holding is fine, but the followers I try it with refuse to move, no matter how much I pull on them! It leads to some curious stretching. Lol. Why won't they come with me? Using the console, I see the hand-held follower is still in an idle and hasn't picked up any new animation, Admittedly I'm using the anims that came with the mod on a female player character... that's probably the problem. Edited Thursday at 03:14 PM by Bluegunk
Dorabella Posted Thursday at 03:24 PM Posted Thursday at 03:24 PM 8 minutes ago, Bluegunk said: Why won't they come with me? Isn't your PC attractive enough? 🤣 I did what the post said. I hooked the follower (Lydia) she didn't move , so I let go, moved a few meters away, and tried again: she's hooked and following me. I suppose the real cause of the bug is a single animation package . OAR , It says that the animations ( for female character/female follower)are missing I tried pasting the animations into Data\meshes\Actors\Character\animations\OpenAnimationReplacer\TETHER_run\FollowerFemale , and into Data\meshes\Actors\Character\animations\OpenAnimationReplacer\TETHER_run\PlayerFemale , Result: OAR confirms the animations; the follower moves immediately Spoiler I agree that it's not the best method, but it might still help solve the problem.
Bluegunk Posted Thursday at 03:42 PM Posted Thursday at 03:42 PM (edited) Interesting. I copied and pasted one lot of animatons. I forgot the others. I'll try that. Thanks. And no luck. These are the weird things that happen: The follower stays rooted to the spot - agressively stuck in an idle animation. None have ever followed. The idle holds them. The follower may rotate and present their back to player, and may start running on the spot, not even holding hands. Two followers I tried it with, became stuck in their idle animations and have to be disable-enabled to break the cycle. I use the Tether Mod and that's it, they're unresponsive. I use SkyrimNet's Sever Actions for the follower framework. But that still only adjusts the standard vanilla follower settings and is not different from, say, NFF. I've tried moving the OAR priorities to much higher, I think the 10-13 is way too low for a busy game. I can only now try this mod with the correct animations. I must beg the author to add them. I can't mod to save my life and Blender is for, far beyond me. Edited Thursday at 04:10 PM by Bluegunk
PNclarity001 Posted Thursday at 06:37 PM Posted Thursday at 06:37 PM This is almost tooooooo cute for LL 1
AceofWind Posted Thursday at 07:51 PM Posted Thursday at 07:51 PM (edited) 4 hours ago, Bluegunk said: OK, I'm tinkering with the mod in game and the hand holding is fine, but the followers I try it with refuse to move, no matter how much I pull on them! It leads to some curious stretching. Lol. Why won't they come with me? Using the console, I see the hand-held follower is still in an idle and hasn't picked up any new animation, Admittedly I'm using the anims that came with the mod on a female player character... that's probably the problem. I had this issue at first, started working after I saved and reloaded the game. Neck positions look a bit awkward in my game though Edited Thursday at 07:56 PM by AceofWind
Bluegunk Posted Thursday at 08:26 PM Posted Thursday at 08:26 PM 28 minutes ago, AceofWind said: I had this issue at first, started working after I saved and reloaded the game. Neck positions look a bit awkward in my game though Thank you. Unfortunately it's never worked for me despite many tries. I also ended up with two hopelessly broken followers and had to roll back a few saves. One acquired the hug-death glitch, too - a first for me! I think there must be a mod in my game that upsets this mod, though I can't see anything obvious in xedit and other checks. 🙁
Dragneel013 Posted Thursday at 09:53 PM Posted Thursday at 09:53 PM (edited) Guys this is too lewd. Ya'll need to be ashamed of yourself. * I will have to download it and check it out for myself. Edited Thursday at 09:55 PM by Dragneel013 1
KEI997 Posted yesterday at 03:53 AM Author Posted yesterday at 03:53 AM 22 hours ago, asdt123123 said: Don't hold raw pointers to bones: https://github.com/Kei-BWV997/TETHER/blob/dd8c7dfee4caaa12c6442f1261c4ebb16e27cea4/src/TetherController.h#L55 These nodes can free beyond just cell change (like mods), and you'll be left with a dangling pointer that'll corrupt memory. I'd use NiPointer's there. It don't guarantee lifecycle, but at least you'll hold a reference to the memory and get a clean CTD rather than corrupting memory. In FSMP, and my other mods we insure the nodes are still attached to the root skeleton every frame Edit: This is almost certainly the cause of your "Very rare CTD possible". Although a CTD is ironically the GOOD outcome of this lol Thanks for pointing this out! As I mentioned in the mod description, I'm just a 3D animator and don't have deep knowledge of Skyrim's internal mechanics, which is why I had AI handle the coding for me. Because of that, at this point I don't even understand what a "raw pointer" is, and I can't really grasp the situation beyond knowing that "this is bad." Of course, I plan to look into what you've explained to properly understand the issue, and then fix the parts you brought up. Once I've updated it, I'd really appreciate it if you could review the code again!
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