brussh Posted August 16 Posted August 16 We are getting so spoilt nowadays, this is so perversely hardcore maybe one for the purple brigade, whats next? a listening mod? It sounds brilliant. I am abstaining from adding and removing in this playthrough and its paying off, one day at a time. Next play for sure. It is difficult playing Skyrim the normal way, you know fixing it untill its utterly broken. Thanks a lot
Ryo95 Posted August 16 Posted August 16 12 hours ago, KEI997 said: I'd like to clarify whether "change location" means changing cells or fast traveling, though in my own setup, fast traveling while holding hands didn't cause a CTD. But assuming you mean fast travel, I'm considering updating it so that the tether releases whenever you open the map or menu. No, I meant crossing a door.
Bluegunk Posted August 16 Posted August 16 (edited) I've been tinkering with the SE Followers as Companions 2 mod, and managed to get walking side-by-side: Video BUT! Followers As Companions 2 currently has some issues with script stacking. These were likely in the original LE version of the mod. I have been in touch with the current author with some fixes, and he will update the mod when he is back to his PC in due course. Edited August 18 by Bluegunk
KEI997 Posted August 16 Author Posted August 16 1 hour ago, Ryo95 said: No, I meant crossing a door. Thanks for clarifying. Could you send me the log file from when the crash occurred? It should be located at: Documents/My Games/Skyrim Special Edition/SKSE/TETHER.log
Ryo95 Posted August 16 Posted August 16 3 hours ago, KEI997 said: Thanks for clarifying. Could you send me the log file from when the crash occurred? It should be located at: Documents/My Games/Skyrim Special Edition/SKSE/TETHER.log Here : [21:26:52.422] [2592 ] TETHER v1-0-0-0 [21:26:52.422] [2592 ] TETHER loaded [21:26:52.669] [2592 ] OAR condition register (TETHER_IsTetheredPlayer): OK [21:26:52.669] [2592 ] OAR condition register (TETHER_IsTetheredFollower): OK [21:28:04.683] [20732] Settings::Load: 16/16 globals bound from TETHER.esp [21:28:04.683] [20732] InputHandler registered (toggle key from MCM, default DIK 0x23) [21:28:04.683] [20732] PlayerUpdateHook installed (vtable idx 0xAD) [21:28:04.683] [20732] SpeedHook installed (SetMaximumMovementSpeed) [21:28:04.683] [20732] kDataLoaded: TETHER ready [21:30:23.273] [11636] Hotkey pressed (device=keyboard, raw=0x23, skyui=0x23) [21:30:23.273] [11636] KeepOffsetFromActor dispatch: OK [21:30:23.277] [11636] Bones cached: follower arm L1=22.8 L2=16.0 (reach=38.8u), player arm L1=22.8 L2=16.0 (reach=38.9u) [21:30:23.277] [11636] Axis probe (identify which local axis is bone-forward): [21:30:23.277] [11636] [pUpper] boneDir=(-0.12,-0.05,-0.99) dots: X=-0.00 Y=-0.00 Z=+1.00 [21:30:23.277] [11636] [pFore] boneDir=(-0.50,0.16,-0.85) dots: X=+0.00 Y=-0.00 Z=+1.00 [21:30:23.277] [11636] [fUpper] boneDir=(-0.00,-0.01,-1.00) dots: X=-0.00 Y=+0.00 Z=+1.00 [21:30:23.277] [11636] [fFore] boneDir=(-0.34,0.07,-0.94) dots: X=+0.00 Y=-0.00 Z=+1.00 [21:30:23.277] [11636] ForceAddRagdollToWorld: player=OK follower=OK [21:30:23.277] [11636] AddHavokBallAndSocketConstraint dispatch: OK [21:30:23.277] [11636] engaged: target='Abigail' (formID=0xFE4EF808) offset(R=0 B=-30 follow=30/catch=60) [kinematic=false constraint=true] [21:30:34.496] [2592 ] [W] ForceRelease: worldspace change [21:30:34.496] [2592 ] ClearKeepOffsetFromActor dispatch: OK [21:30:34.496] [2592 ] Game.RemoveHavokConstraints dispatch: OK [21:30:34.496] [2592 ] ForceRemoveRagdollFromWorld: player=OK follower=OK [21:30:34.496] [2592 ] [W] ForceRelease: state → Off [21:30:40.192] [19328] Hotkey pressed (device=keyboard, raw=0x23, skyui=0x23) [21:30:40.192] [19328] KeepOffsetFromActor dispatch: OK [21:30:40.192] [19328] Bones cached: follower arm L1=22.8 L2=16.0 (reach=38.8u), player arm L1=22.8 L2=16.0 (reach=38.9u) [21:30:40.192] [19328] Axis probe (identify which local axis is bone-forward): [21:30:40.192] [19328] [pUpper] boneDir=(0.15,0.07,-0.99) dots: X=+0.00 Y=-0.00 Z=+1.00 [21:30:40.192] [19328] [pFore] boneDir=(0.55,-0.09,-0.83) dots: X=-0.00 Y=-0.00 Z=+1.00 [21:30:40.192] [19328] [fUpper] boneDir=(-0.07,0.04,-1.00) dots: X=-0.00 Y=+0.00 Z=+1.00 [21:30:40.192] [19328] [fFore] boneDir=(-0.14,0.38,-0.91) dots: X=-0.00 Y=-0.00 Z=+1.00 [21:30:40.192] [19328] ForceAddRagdollToWorld: player=OK follower=OK [21:30:40.192] [19328] AddHavokBallAndSocketConstraint dispatch: OK [21:30:40.192] [19328] engaged: target='Abigail' (formID=0xFE4EF808) offset(R=0 B=-30 follow=30/catch=60) [kinematic=false constraint=true] [21:31:21.780] [2592 ] [W] ForceRelease: worldspace change [21:31:21.780] [2592 ] ClearKeepOffsetFromActor dispatch: OK [21:31:21.780] [2592 ] Game.RemoveHavokConstraints dispatch: OK [21:31:21.780] [2592 ] ForceRemoveRagdollFromWorld: player=OK follower=OK [21:31:21.780] [2592 ] [W] ForceRelease: state → Off
KEI997 Posted August 17 Author Posted August 17 7 hours ago, Ryo95 said: [21:26:52.422] [2592 ] TETHER v1-0-0-0 try it with v1.0.2 first plz
XDADDYXXX Posted August 17 Posted August 17 In first-person view, I can't see my follower. Could you please adjust the slider settings to bring the follower more forward?
ppl3632 Posted August 17 Posted August 17 (edited) First of all, I absolutely love the concept of this mod! I am so glad a mod like this exists. Thank you so much for creating such an excellent piece of work. However, I am experiencing a strange issue and was hoping to get some advice. Intermittently, when my character holds hands with an NPC, my player character's neck twists unnaturally. It seems to happen depending on the angle or direction I am looking at the NPC when initiating the hand-holding. I do have the "PC Headtracking" mod installed, but it is completely deactivated in my game, so I don't think that is the culprit. I'm really not sure what is causing this on my end. Any ideas or advice on how to fix this would be greatly appreciated! Edited August 17 by ppl3632
KEI997 Posted August 18 Author Posted August 18 5 hours ago, ppl3632 said: player character's neck twists unnaturally. Regarding that issue, the head is actually kept completely straight in the animation data itself, but for some reason it tilts like that once you hold hands in-game. In the tether state, the actors are set to an "active ragdoll" state. I'm guessing that when a hand gets pulled backward in that state, the torso gets pulled along with it, but because the head tries to stay in its original position, it ends up twisting like that—though I'm not 100% sure. So, if I tilt the head in the animation data enough to offset that in-game tilt, it might end up looking straight in-game. 2
ppl3632 Posted August 18 Posted August 18 4 hours ago, KEI997 said: I'm guessing that when a hand gets pulled backward in that state, the torso gets pulled along with it, but because the head tries to stay in its original position, it ends up twisting like that—though I'm not 100% sure. So, if I tilt the head in the animation data enough to offset that in-game tilt, it might end up looking straight in-game. Thank you for the reply! If you plan to fix this in a future update, I'll happily wait for it.
Agensolo Posted August 19 Posted August 19 Best mod! Could you also add an option for regular NPCs, not just followers? 1
gerroth Posted August 19 Posted August 19 (edited) This is too good. I almost feel the potential to create some sort of true "chained and leashed walk" walk based on that. Edited August 19 by gerroth 1
KEI997 Posted August 20 Author Posted August 20 9 hours ago, gerroth said: I almost feel the potential to create some sort of true "chained and leashed walk" walk based on that. Yeah, definitely. When I first saw the leash mod, I actually thought about making animations for it, but I gave up thinking "nobody can move that fast on all fours anyway." But if you detect the leashed state and just cut down the movement speed, that sounds completely doable. 1
gerroth Posted August 21 Posted August 21 On 8/20/2026 at 5:34 AM, KEI997 said: Yeah, definitely. When I first saw the leash mod, I actually thought about making animations for it, but I gave up thinking "nobody can move that fast on all fours anyway." But if you detect the leashed state and just cut down the movement speed, that sounds completely doable. Well fuck me, apparently all of this already works anyway. Leash Framework + Pet Ring OAR. Sorry for Off-Topic Posting. 1
Bluegunk Posted August 21 Posted August 21 3 minutes ago, gerroth said: Well fuck me, apparently all of this already works anyway. Leash Framework + Pet Ring OAR. Sorry for Off-Topic Posting. Woah! That's worth having! Will you release this?
gerroth Posted August 21 Posted August 21 (edited) 5 minutes ago, Bluegunk said: Woah! That's worth having! Will you release this? The mods already exist, I did not create any of this just connected existing mods. 1. Leash Framework for leashing NPC to player (I used debug menu) 2. Pet Ring OAR on the player. Again, sorry for OT posting. Edited August 21 by gerroth 1
inlabsishirley Posted Friday at 11:31 AM Posted Friday at 11:31 AM (edited) Any chance for a version where followers/NPCs hold the player's hand and are the one to lead the player (i.e., the player is the one behind)? :)) Edited Friday at 11:32 AM by inlabsishirley 1
Latar2480 Posted Saturday at 11:18 AM Posted Saturday at 11:18 AM On 8/15/2026 at 7:43 PM, gibgame said: OAR says the tether plugin is missing when I boot up the game. Any suggestions? I have the same problem with both versions of the mod, weird
emiliamajitenshi Posted Saturday at 12:02 PM Posted Saturday at 12:02 PM can we get rid of mcm and the esp and switch to skse menu framework or something similar in the future versions?
dreadnaughtbr Posted 17 hours ago Posted 17 hours ago Hey buddy, I got back into Skyrim yesterday; I downloaded tons of mods and they're all working, except yours, due to the recent Skyrim update (Todd really won't leave us alone). Do you plan on updating the mod for the current version?
KEI997 Posted 17 hours ago Author Posted 17 hours ago 8 minutes ago, dreadnaughtbr said: Hey buddy, I got back into Skyrim yesterday; I downloaded tons of mods and they're all working, except yours, due to the recent Skyrim update (Todd really won't leave us alone). Do you plan on updating the mod for the current version? So, what version of Skyrim are you actually running right now?
dreadnaughtbr Posted 17 hours ago Posted 17 hours ago 26 minutes ago, KEI997 said: So, what version of Skyrim are you actually running right now? Naturally, the latest version of the game. If I have to go back to the previous one, I’d have to downgrade all the mods I downloaded, even though almost all of them are already updated for this new version.
KEI997 Posted 16 hours ago Author Posted 16 hours ago 48 minutes ago, dreadnaughtbr said: Naturally, the latest version of the game. If I have to go back to the previous one, I’d have to downgrade all the mods I downloaded, even though almost all of them are already updated for this new version. In my personal setup, I use a bunch of mods like OStim SA, MCO, POISE, and powerofthree's Tweaks etc.., so I really want to wait until the whole ecosystem updates to the latest version before doing a full rebuild and updating everything. Honestly, my hands are tied right now, so I can't do anything about it. So for now, please consider TETHER to be strictly for version 1.6.1170. It's open source, so feel free to fork the repo and make a 1.7.104-compatible version if you want. In fact, I'd really appreciate it if you did. Though, of course, you don't actually need my permission anyway.
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