The plan so far is to have the leash equip like a shield, using HDT to make it floppy. Then separately have collars that you equip on the animal or NPC actor. Finally, if you have the leash equipped and an actor wearing a collar is in your crosshair, when you press the block key I'll use the http://www.creationkit.com/AddHavokBallAndSocketConstraint_-_Game function to attach/detach the leash to the collar (while at the same time, force the actor into an alias with a follow package set up with a very small distance radius).
I have pretty much all of the above figured out in my head. It's just when researching the feasibility of this idea, I came across the following notes on the wiki page for that function:
I'm not too worried about the second point, as I remember Zartar pointing out a while ago that this limitation can be circumnavigated by using the http://www.creationkit.com/ForceAddRagdollToWorld_-_ObjectReference function.
It's the first point that I need some clarification on. Inside 3DS Max or NifSkope when building the leash and collar, what do I need to do to ensure I have some nodes that work with this function? Also, if I understand it correctly, for objects using HDT the bhkRigidBody's are not actually contained in the nif, instead they are generated at runtime from data in a XML file. Will this still work?
- Hypno