Real Handcuffs
Handcuffs, shock collars, and explosive collars for players, NPCs, and mod authors.
Real Handcuffs
Current release: 0.4.17 (2024-04-21)
Required:
- F4SE [https://f4se.silverlock.org/], version 0.6.14 or newer
- LL FourPlay F4SE plugin (bundled with the installer)
Optional, but strongly recommended:
- Mod Configuration Menu [https://www.nexusmods.com/fallout4/mods/21497/], version 1.34 or newer
About the mod:
Real Handcuffs turns the handcuffs scattered around the Commonwealth into an equippable armor item. Use them to restrain NPCs or the player.
At an armor workbench, you can upgrade handcuffs to make them more secure or swap their lock for a timed one.
Look for handcuffs and keys in the usual handcuff locations: police stations, traders selling miscellaneous salvage, and occasionally random loot. You can craft them as well, either at a chem workbench or at the AWKCR armor workbench if you have the optional AWKCR compatibility plugin.
Shock collars are available too, along with remote triggers to activate them. Buy them from traders, or craft and modify them at workbenches.
Does it run on the Devious Devices framework?
No, though Devious Devices users have a compatibility plugin available. Real Handcuffs can replace Devious Devices wrist cuffs and collars, but it is not a one-for-one substitute. It is considerably more restrictive for both the player and NPCs, with a much smaller selection of devices.
Can mod authors use this?
Absolutely. The ThirdPartyApi script is there for authors who want to use Real Handcuffs as a dependency, including a soft dependency. That script will remain stable across releases even when the internals change. There are also extra hooks and keywords for setting up scenes; ask me if you need a hand.
You’re also welcome to use the meshes or take inspiration from the scripts. The mod uses the CC0 license, included in the 7z archive, and the script sources are supplied. Mesh and animation source files are left out because of their size, but I can provide them on request. Most of the meshes are modified Fallout 4 meshes.
I’m happy to collaborate, too. The mod is now on github: https://github.com/RealHandcuffs/RealHandcuffs/
Mods with dedicated compatibility plugins:
- Just Business [https://www.loverslab.com/files/file/4028-just-business-wip/]
- AWKCR [https://www.nexusmods.com/fallout4/mods/6091/]
- Devious Devices [https://www.loverslab.com/topic/73925-devious-devices/]
- Servitron [https://www.nexusmods.com/fallout4/mods/32801]
All compatibility plugins come with the installer. No extra download is needed.
Mods offering specific Real Handcuffs support:
- AAF Hardship [https://www.loverslab.com/files/file/10387-aaf-hardship-beggar-whore/]
- AAF Violate [https://www.loverslab.com/files/file/6657-aaf-violate/]
- Crime And Punishment [https://www.nexusmods.com/fallout4/mods/58429]
- Human Resources [https://www.loverslab.com/files/file/15000-human-resources/]
- Raider Pet [https://www.loverslab.com/files/file/8238-raider-pet/]
Credits and thanks:
-
Vader666 for Torture Devices [https://www.loverslab.com/topic/68652-torturedevices/]
This is what got everything started. Studying it taught me a lot. -
Vader666 for the guide “Adding custom Animations to Fallout 4” [https://www.loverslab.com/topic/69722-adding-custom-animations-to-fallout-4/]
Arm offset animations finally clicked after I read this :). -
Kimy for Devious Devices [https://www.loverslab.com/files/file/3796-devious-devices/]
I’ve used it in my playthroughs, and it inspired this mod even if I don’t agree with every design choice. The comments on DD_RestraintScript:DD_Equipped also got me moving again when missing events had me stuck, and gave me a much-needed laugh (“A kingdom for a proper programming language!”). -
Vugluscris for the guide “Creating armor and clothing with Blender” [https://www.nexusmods.com/fallout4/mods/17785]
This finally helped me import Handcuff.nif into Blender, attach it to the skeleton, edit it, and get it back into the game. -
Ousnius for BodySlide and Outfit Studio [https://www.nexusmods.com/fallout4/mods/25]
I used this to convert nif to fbx and back in that workflow without losing UVs or weights. -
ShadeAnmiator for the Fallout 4 Animation Kit [https://www.nexusmods.com/fallout4/mods/16694/]
My starting point for Fallout 4 animation work. I probably couldn’t have managed it without this kit. -
The Creation Kit Wiki [https://www.creationkit.com/fallout4/index.php?title=Main_Page]
Essential documentation, even if I often wished it were better. -
EgoBallistic and Stobor for feedback on the ThirdPartyApi script.
I wasn’t sure it worked. They confirmed that it didn’t, then helped me work out a version that did. - fadingsignal and Hitman47101 for the remote trigger meshes, textures, and animations.
- The alpha/beta testers who grab the unfinished, broken builds I post in the support thread, test them, and report back ?
Troubleshooting:
Nothing works: missing animations, blank MCM menu:
- Check that the scripts are installed. Remove any loose files left over from version 0.3.x, too; versions 0.4.x and later keep most files in a .ba2 archive.
- Check your F4SE installation, especially its loose scripts. You may also need to edit your ini files to allow loose files to load.
Can’t get out of your handcuffs:
- Find or buy a key and inspect the lock. The next step should be clear from there.
- If you can’t do that, or can’t reach the lock, activate a player-owned settlement workbench—the red ones in the middle of settlements.
- You can also free yourself through the debug menu, unless hardcore mode is enabled.
Removing the mod:
- Removing plugins from an ongoing game is officially unsupported and can break your game. If you really must remove this one, open the MCM debug settings page and turn “Master Switch” OFF. Close MCM and wait for the message confirming that it has been uninstalled. Save, exit the game, and uninstall the mod. Then load your game and save once more.
Complete changelog:
Version 0.4.17
- Updated the LL FourPlay plugin to v46.
- The installer no longer installs LL FourPlay by default when AAF is present, reducing conflicts.
- Fixed invisible handcuffs with the Servitron patch, specifically the patch version without DD changes.
- Targets whose 3D is not loaded are no longer translated.
Version 0.4.16
- Set the HEDR version to 1.0. This might resolve a rare keyword issue, though it isn’t certain.
- Bound workshop NPCs now hang around their beds rather than their workplaces, except when assigned to a 24-hour workplace.
Version 0.4.15
- Updated the LL FourPlay plugin to v42.
- Moved to slot 58 to improve Devious Devices compatibility.
- Keeping the slot is now the installer’s default choice.
- Attempted a fix for worn collars causing power armor helmets to unequip automatically.
- Attempted a fix for explosive collars failing to dismember the player.
Version 0.4.14
- Fixed bound NPCs drawing weapons while alert by clearing their alert state. This was spotted with PANPC, but is a general issue.
- Fixed bound NPCs appearing unrestrained after the game forces them to “draw” their fists.
- Added handcuff integration for MinRecruit02, “Kidnapping at …”: the victim now wears handcuffs, the boss carries a key, and the player can access the victim’s inventory.
Version 0.4.13
- Prisoner mat furniture now provides a happiness bonus.
- Fixed assigning the current follower to a prisoner mat.
- Updated the LL FourPlay plugin to v41.
- Added an attempt to detect and fix missing restraints when loading a game.
- Added handling attempts for missing restraints when freeing an actor through MCM.
- Fixed unequip event handling to catch devices that are unequipped and immediately deleted, such as through the “removeitem” console command.
- Adjusted the lockpicking interaction in an attempt to fix a crash. Thanks to lampuiho for finding the fix.
Version 0.4.12
- Made a minor technical adjustment to riding vertibirds while bound.
Version 0.4.12 Beta 3
- Added RefreshRestraint to ThirdPartyApi. There are no other changes; this update is only for modders.
Version 0.4.12 Beta 2
- Fixed a crash from handling disabled actors in vanilla scene integration.
- API fix: attempted to prevent crashes when handling disabled actors. This remains unreliable and should still be avoided.
Version 0.4.12 Beta 1
- Up to three bound NPCs accompanying the player can now ride in a vertibird’s cargo compartment. They are locked up and released automatically.
- Fixed a converter error that made some legacy handcuffs (misc items) vanish rather than convert into real handcuffs.
Version 0.4.11
- Added an integration settings page to MCM and moved the existing JB integration settings into it.
- MCM integration settings now include an option to disable vanilla scene integration.
- Improved prisoner mat logic, particularly when using Workshop Framework 2.x.
- Fixed JB quick-enslave for NPCs who surrendered through Crime And Punishment.
- Blocked JB quick-enslave for Crime And Punishment prisoners.
- Added an attempt to detect restraints missing their script instance and unequip them after they are equipped.
- Included assorted smaller fixes and improvements.
Version 0.4.10
- Added a quick inventory interaction. It is off by default and can be enabled on the MCM hotkeys page.
- Place handcuffs on