Onideku1 Posted September 2 Posted September 2 This is so cool!  I'd love to see options for followers leading the player and also a dialogue option to replace the hotkey.
Arhold Posted September 3 Posted September 3 (edited) Getting an error message from OAR like missing TETHER plugin 1,0,0,0 and missing parent mod for all animations. Tho the mod itself working? I could've just ignored it but its kinda annoying. Skyrim SE 1.5.9.7 Here is the log file: [11:55:38.428] [68032] TETHER v1-0-2-0 [11:55:38.428] [68032] TETHER loaded [11:55:41.731] [68032] OAR condition register (TETHER_IsTetheredPlayer): FAILED [11:55:41.731] [68032] OAR condition register (TETHER_IsTetheredFollower): FAILED [11:58:20.762] [16288] Settings::Load: 16/16 globals bound from TETHER.esp [11:58:20.763] [16288] InputHandler registered (toggle key from MCM, default DIK 0x23) [11:58:20.763] [16288] PlayerUpdateHook installed (vtable idx 0xAD) [11:58:20.763] [16288] SpeedHook installed (SetMaximumMovementSpeed) [11:58:20.763] [16288] EquipEventSink registered [11:58:20.763] [16288] kDataLoaded: TETHER ready  FIXED! Had an outdated OAR.  Edited September 3 by Arhold 2
Kaabech Posted Saturday at 09:52 AM Posted Saturday at 09:52 AM Can you add some spell effect on one who you grab?It will be useful for skyrimnet reactions
Kaabech Posted Saturday at 10:13 AM Posted Saturday at 10:13 AM Or maybe just make it a spell, because its better to add this to Wheeler menu, then trying to find another unused button on keyboard
KEI997 Posted Saturday at 11:02 AM Author Posted Saturday at 11:02 AM 47 minutes ago, Kaabech said: Or maybe just make it a spell, because its better to add this to Wheeler menu, then trying to find another unused button on keyboard I guess that should be possible? In fact, during a tether, OAR already sets custom conditions like TETHER_IsTetheredPlayer and TETHER_IsTetheredFollower can SkyrimNet not pick those up? I don't use SkyrimNet myself, so I wouldn't really know though. Â Personally, I want to fix the bug where the neck turns in a weird direction when holding hands first. So if you want it turned into a spell or want dialogue options added, feel free to make a patch or handle that on your end.
FINALLY AWAKE. Posted Monday at 04:56 PM Posted Monday at 04:56 PM (edited) Hi @KEI997 please take a look,  I'm experiencing an animation clipping issue with two-handed weapons: Issue: with weapons clip through the character's body during slow and normal movement speed (walk/jog).  Behavior: The sprint animation plays correctly without clipping, but the issue returns as soon as the character slows down. Any idea if it's a skeleton, animation, or OAR/DAR/FNIS node issue? Appreciate any suggestions!  I am using: Game Skyrim v1.6.1170 Address Library All in One (1.7.104.0) v13 SkyUI 6.11 FSMP 4.0.1 OAR 3.2.0  Spoiler  Edited Monday at 08:28 PM by FINALLY AWAKE.
cdo11059 Posted Tuesday at 10:38 PM Posted Tuesday at 10:38 PM Grabbed the v1.0.2 update - the auto-release on equipment change is a nice fix, no more stuck ragdolls after swapping gear mid-tether. Runs smooth so far, thanks for the continued work on this.
cdo11059 Posted yesterday at 06:21 AM Posted yesterday at 06:21 AM The memory-safety writeup for v1.0.2 is a good read - switching to NiPointer plus the per-frame skeleton validation is a solid fix for that dangling-bone-pointer case. Appreciate you documenting the actual technique instead of just changelog-noting it.
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