Renthal Posted December 18, 2022 Posted December 18, 2022 On 12/8/2022 at 5:45 AM, martyk said: If you're using OStim NG with OpenSex for the animations, you need to use the optional file on the OpenSex page for the YK animations. Currently though, that file hasn't been updated for the latest version of OStim NG, which prevents those animations from causing any Excitement. I actually came here to ask if anyone knows how to update those, or has already done that? Also have this question. Finally got this mod working nicely, but since I'm on Ostim NG with OpenSex, seems like I've got the same issue. Does anyone have any ideas how to update the file? Thanks.
martyk Posted December 19, 2022 Posted December 19, 2022 20 hours ago, Renthal said: Also have this question. Finally got this mod working nicely, but since I'm on Ostim NG with OpenSex, seems like I've got the same issue. Does anyone have any ideas how to update the file? Thanks. Managed to update the files myself, by adding <actions> fields to every XML. To be honest, I didn't put a lot of effort into adding the exact right tags, but from what I've seen, every scene seems to be properly adding excitation now! Let me know if you see something that's off. Files shoud be put in meshes/0SA/mod/0Sex/scene/ scene.7z 6
Aryzen Posted December 20, 2022 Posted December 20, 2022 I've deleted my old post, as I've gotten past that. I am trying to use this with OStim, and I'm struggling. I installed the correct patch to make it work, and for a few times, it did work. Then it progressively became less and less responsive before completely dying, and leaving me with laughing clapping aggressors. Any help at all? Do I have my allowances wrong? Do I need to change some settings?
Renthal Posted December 20, 2022 Posted December 20, 2022 (edited) On 12/20/2022 at 2:31 AM, martyk said: Managed to update the files myself, by adding <actions> fields to every XML. To be honest, I didn't put a lot of effort into adding the exact right tags, but from what I've seen, every scene seems to be properly adding excitation now! Let me know if you see something that's off. Files shoud be put in meshes/0SA/mod/0Sex/scene/ scene.7z 6.58 kB · 9 downloads You good sir/ma'am are amazing! Thank you so much! I had no idea where to even start to try to update the file myself! EDIT: Out of the animations I was able to get working, so far the Baka animations don't seem to have any excitement to them. Seems like it's the whole animation pack. Do you know how to fix them? Or can you tell me how I can fix this? Thanks! Edited December 20, 2022 by Renthal
Renthal Posted December 20, 2022 Posted December 20, 2022 So I thought I had everything working fine with this mod, but turns out I'm having a few more issues with the mod. Any help is greatly appreciated! The first being when the player character is assaulted by a male npc, the animations don't work at all and are just frozen. Also sometimes when animations do start (with a female npc assaulting the player character) I end up in an awkward 1st person view that has a lot of clipping into the head with no way to get out to 3rd person view. Finally, sometimes the animations are misaligned or the player character is stuck in the defeated state animation. And I thought I was done, but is this normal? After any ostim scene with yamete kudasai, characters end up floating for a little bit of time before returning to normal. Thanks for your help! 1
FuiTheMan Posted December 20, 2022 Posted December 20, 2022 On both reloading my old testing file and attempting to start a new save, I keep getting the same crash. I've tried various methods for getting around Access Violations but I got nothing for this one, any thoughts?
Aryzen Posted December 20, 2022 Posted December 20, 2022 9 hours ago, Renthal said: You good sir/ma'am are amazing! Thank you so much! I had no idea where to even start to try to update the file myself! EDIT: Out of the animations I was able to get working, so far the Baka animations don't seem to have any excitement to them. Seems like it's the whole animation pack. Do you know how to fix them? Or can you tell me how I can fix this? Thanks! Where did you get Baka animations? Also, how did you add them? To get excitement from it you probably have to do something similar to the Coliseum animations, adding <actions> fields. I don't know quite what this means but I think you can compare the XMLs
Scrab Posted December 21, 2022 Author Posted December 21, 2022 11 hours ago, FuiTheMan said: On both reloading my old testing file and attempting to start a new save, I keep getting the same crash. I've tried various methods for getting around Access Violations but I got nothing for this one, any thoughts? The only way YK crashes is if you load the dll without the esp
Renthal Posted December 21, 2022 Posted December 21, 2022 (edited) 16 hours ago, Aryzen said: Where did you get Baka animations? Also, how did you add them? To get excitement from it you probably have to do something similar to the Coliseum animations, adding <actions> fields. I don't know quite what this means but I think you can compare the XMLs To be honest, I have no idea. Maybe here? I have something in MO left pane that says Bakafactory Ostim Port. Cannot remember where I got it from. I'm guessing that it's floating around here somewhere or Nexus. Also, thanks for pointing me in the right direction. I opened up the XMLs from the Coliseum animations and the Bakafactory animations and had a look. Tbh, don't really know much of what's going on there. The one consistent different I can see is there is a part called <enhance a=> but I don't know what it means. Coliseum animations on the left and baka animation on the right. Just picked the first animation xml files for each set to have a quick look. If you or anyone else has any advice that'd be awesome! Thanks! EDIT: Did a bit more digging and opened up these two xml files that are from actual sex actions rather than what might be just transition actions that I looked at above. Left one is a coliseum animation (ColiseumCowgirl) and the right one is the baka animation (HyponoCowgirl) -I copied the text from the <actions> section from the Coliseum animation to the Baka animation. Hopefully I did it right? Gonna test now and see if it works. EDIT 2: Seems to have worked. Of course, the animation itself bugged out, but at least the excitement bars worked! Does anyone know how to fix the animations from constantly bugging out? Now, does anyone know how to get it so that the excitement bars don't just raise at the same rate? Similar to consensual scenes, the bars don't always go up at the same rate? Or do they? I can't remember. Thanks Edited December 21, 2022 by Renthal
martyk Posted December 21, 2022 Posted December 21, 2022 Ok, my 2 cents on updating the XML stuff to add excitement: Basically, I asked how to do this on the Opensex animation page on the Nexus, and was linked to these pages, that describe the tagging system for animations in OStim NG: https://www.nexusmods.com/skyrimspecialedition/articles/4591 https://www.nexusmods.com/skyrimspecialedition/articles/4595 The second link is where the actual <actions> tags are described, that determine which actor gets excited, by describing the type of activity that's going on. Meaning, the type of activity determines which actor is getting excited. For example, an animation with an <actions> tag that includes "vaginalsex", will excite both actors, while a tag with "blowjob" will only excite the receiving party. A single animation can have multiple tags, so when a female is giving a blowjob while masturbating herself, you would add both "blowjob" and "femalemasturbation", resulting in both actors getting excitement. There's a lot about this I don't know, for example, I don't know if adding more tags will lead to more excitement etc, but I'm not really fussed about the details. If you want to know the details, you're probably best off asking for them in the OStim Discord. You can compare the files I uploaded above to their originals on the Nexus page for Opensex to see what I did.
Rushman_93 Posted December 22, 2022 Posted December 22, 2022 (edited) This is the best successor to the SL Defeat mod by far. It is light weight and efficient, even thought there are some aspects to iron out. There are some aspects I feel like could be made better, feel free to disregard them if you're already working on them, I haven't read the entire post: The Robbery consequence, at the moment, seems to be a high risk right now, I lost almost all my stuff with human and ghost NPCs with no way to get it back from the one that had the quest marker on them, I simply was not able to find most of the items. The strip system simply cannot be separated by whether they should affect the Player, Followers or Enemies, so it is a bit awkward that I can strip the enemies, especially with a fast attack rate when dual wielding, which also makes encounters easier by consequence. Some mild annoyance also comes from the necessity of having a health potion to recover fallen Followers even after the end of battle. Maybe after some time has passed followers should be able to get up on their own? When you have long drawn out fights, but the Player has gone down, you'll just sit there without being able to get up just waiting for things to play out, or in the case of Enemies just chasing down other NPCs, not only Followers, to fight them. Maybe there should be a timer or a range in which Enemies have to stay or a way for the Player to recover in these cases? It is just a bit frustrating when it happens. Right now it seems that either an Assault or a Black Out happens after being downed, with no way of those events happening in succession, which is a pity. Lack of struggle QTE be available in fights with humanoid enemies. I very much like that system and would like to see it expanded to other enemies, although I understand this might be limited by the animations you have available as a resource. Changing the difficulty for the QTE struggles on the MCM, mainly being able to make it harder. I'm also eager to see this being made compatible with BaboDialogue, which as far as I know has to be done on BakaFactory's end, as well as maybe having his 'Bad Ending' become a consequence for losing, because out of all the post-assault events I have seen BaboDialogue's bad end is interesting and impactful without slowing the gameplay down to a halt. Anyway, this is already a great mod and already substitutes the previous systems for me, thank you for your hard work. Edited December 22, 2022 by Rushman_93 1
Renthal Posted December 22, 2022 Posted December 22, 2022 (edited) On 12/22/2022 at 2:27 AM, martyk said: Ok, my 2 cents on updating the XML stuff to add excitement: Basically, I asked how to do this on the Opensex animation page on the Nexus, and was linked to these pages, that describe the tagging system for animations in OStim NG: https://www.nexusmods.com/skyrimspecialedition/articles/4591 https://www.nexusmods.com/skyrimspecialedition/articles/4595 The second link is where the actual <actions> tags are described, that determine which actor gets excited, by describing the type of activity that's going on. Meaning, the type of activity determines which actor is getting excited. For example, an animation with an <actions> tag that includes "vaginalsex", will excite both actors, while a tag with "blowjob" will only excite the receiving party. A single animation can have multiple tags, so when a female is giving a blowjob while masturbating herself, you would add both "blowjob" and "femalemasturbation", resulting in both actors getting excitement. There's a lot about this I don't know, for example, I don't know if adding more tags will lead to more excitement etc, but I'm not really fussed about the details. If you want to know the details, you're probably best off asking for them in the OStim Discord. You can compare the files I uploaded above to their originals on the Nexus page for Opensex to see what I did. Thank you for the explanation and resources! Didn't know there were that many tags. I compared the xmls you sent as well as the opensex xmls and was able to finish the baka animation port xmls. Works as far as I can tell. Might have missed an animation or two since I wasn't going down the file list, I had skyrim open and just kept checking the animation file names and directories. Although, I'm not sure what I'm doing wrong since maybe 50% of the time in testing, the animations have messed up. So maybe my setup is not correct or something. Also, I cannot seem to get the coliseum animations to work when a male npc assaults my female player character. Female assault male animations work fine, though sometimes they are misaligned or whatever like I posted above. Do you know of any ways to get those animations to work? Thanks. Edited December 23, 2022 by Renthal
Renthal Posted December 22, 2022 Posted December 22, 2022 4 hours ago, Rushman_93 said: This is the best successor to the SL Defeat mod by far. It is light weight and efficient, even thought there are some aspects to iron out. There are some aspects I feel like could be made better, feel free to disregard them if you're already working on them, I haven't read the entire post: The Robbery consequence, at the moment, seems to be a high risk right now, I lost almost all my stuff with human and ghost NPCs with no way to get it back from the one that had the quest marker on them, I simply was not able to find most of the items. The strip system simply cannot be separated by whether they should affect the Player, Followers or Enemies, so it is a bit awkward that I can strip the enemies, especially with a fast attack rate when dual wielding, which also makes encounters easier by consequence. Some mild annoyance also comes from the necessity of having a health potion to recover fallen Followers even after the end of battle. Maybe after some time has passed followers should be able to get up on their own? When you have long drawn out fights, but the Player has gone down, you'll just sit there without being able to get up just waiting for things to play out, or in the case of Enemies just chasing down other NPCs, not only Followers, to fight them. Maybe there should be a timer or a range in which Enemies have to stay or a way for the Player to recover in these cases? It is just a bit frustrating when it happens. Right now it seems that either an Assault or a Black Out happens after being downed, with no way of those events happening in succession, which is a pity. Lack of struggle QTE be available in fights with humanoid enemies. I very much like that system and would like to see it expanded to other enemies, although I understand this might be limited by the animations you have available as a resource. Changing the difficulty for the QTE struggles on the MCM, mainly being able to make it harder. I'm also eager to see this being made compatible with BaboDialogue, which as far as I know has to be done on BakaFactory's end, as well as maybe having his 'Bad Ending' become a consequence for losing, because out of all the post-assault events I have seen BaboDialogue's bad end is interesting and impactful without slowing the gameplay down to a halt. Anyway, this is already a great mod and already substitutes the previous systems for me, thank you for your hard work. I agree with your suggestions! Please do implement them in the next update! Also to add: After being assaulted, a female player character will not redress, but rather stay naked and have a "cover up" type of animation or stay on the ground and cower animation. I remember that the old SexLab defeat did something like this. I thought it was a nice touch. Perhaps an MCM option for this one. Really can't wait for the update to the next version! Thanks for your hard work!
martyk Posted December 22, 2022 Posted December 22, 2022 2 hours ago, Renthal said: Thank you for the explanation and resources! Didn't know there were that many tags. I compared the xmls you sent as well as the opensex xmls and was able to finish the baka animation port xmls. Works as far as I can tell. Might have missed an animation or two since I wasn't going down the file list, I had skyrim open and just kept checking the animation file names and directories. BakaFactory OStim Port.zip 43.48 MB · 1 download These files have my edits to the xmls already, so hopefully they should work. Although, I'm not sure what I'm doing wrong since maybe 50% of the time in testing, the animations have messed up. So maybe my setup is not correct or something. Also, I cannot seem to get the coliseum animations to work when a male npc assaults my female player character. Female assault male animations work fine, though sometimes they are misaligned or whatever like I posted above. Do you know of any ways to get those animations to work? Thanks. Sadly, no clue. I don't use those animations myself, and I actually also don't know how YK knows which animations to use, tbh. So it might be that the male on female animations don't get triggered because YK doesn't know they're the ones it should be using for aggressive animations?
Renthal Posted December 23, 2022 Posted December 23, 2022 (edited) 17 hours ago, martyk said: Sadly, no clue. I don't use those animations myself, and I actually also don't know how YK knows which animations to use, tbh. So it might be that the male on female animations don't get triggered because YK doesn't know they're the ones it should be using for aggressive animations? Actually, the animations I am having trouble with are the coliseum male/female animations that are apart of Yamete Kudasai. The only male/female animations I can get to work are the Bakafactory ones - which only work about half of the time anyways. EDIT: Seems to have been a load order issue. Had the BakaFactory port loading after Yamete Kudasai and it was causing issues with the male coliseum animations. Now they seem to work. Will see if this solves the other bugs I'm having. Edited December 23, 2022 by Renthal
djzer0 Posted December 24, 2022 Posted December 24, 2022 Having trouble with the capture system. Can't seem to see the list after hitting the hotkey for it.
DORODERE Posted December 25, 2022 Posted December 25, 2022 Is there a way to get this working with OStim NG? It's completely nonfunctional unfortunately. Even with defeat chance set to 100% on lethal hit and exposure, I die every time. It worked back when I used the original OStim but not with NG now.
Someone92 Posted December 25, 2022 Posted December 25, 2022 Have you also downloaded the dll for your version?
testacount123 Posted December 26, 2022 Posted December 26, 2022 with a futa pc (sexlab male gender/skyrim female gender) being assaulted by a female aggressor, the pc is placed in the female/femdom role and the aggressor in the male role, they should be swapped.
Someone92 Posted December 26, 2022 Posted December 26, 2022 See if SexLab Utility Plus fixes the issue: https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/ Base SexLab often times has issues handling futa characters.
eldr3d Posted December 27, 2022 Posted December 27, 2022 Can this mod be used with both SexLab and OStim? E.g. SexLab for Groups and Creatures, OStim for 2 or 3 person stuff?
Someone92 Posted December 28, 2022 Posted December 28, 2022 You can have both of them being used at the same time. What you want should be possible if you select that OStim should be favored. If I understood that mcm option correctly the mod will use if possible (2-3 human actors), and SexLab otherwise. Hope Scrab can confirm it works this way.
Scrab Posted December 28, 2022 Author Posted December 28, 2022 (edited) The Framework allows you to favor over the other by manipulating the weight sliders appropriately, eg setting SL to 1 and Ostim to 100 should have YK prefer the OSuite over SL (using it in >99% of all encounters if possible) I should note at this point tho that Im planing on heavily reducing this agnostic design. SexLab (p+) will become the recommended framework and the method explained above will become unavailable as a consequence. Due to this, I will also not bother about fixing bugs related to using this method This new design may allow an easy integration with Toys; Flowergirls will still not be supported due to the lack of communication caused by lack of mod events Edited December 28, 2022 by Scrab 1
lacie_ Posted December 29, 2022 Posted December 29, 2022 Slept on trying this mod out for a while but finally got around to it - such a great defeat mod. Handles followers so much better than all the alternatives, hoping to see it grow more. Would especially like to see a consequence which uses DD, either post assault or as an alternative to the existing defeat outcomes. I would just like to mention one incompatibility I found with DD. If you are gagged and can't access your healing potions, you are unable to revive followers. I'm not sure if the mod intends followers to remained downed indefinitely, or if I have some other mod causing a conflict with YK that prevents my followers from getting up though. I also noticed that I seem to get the failed to create scene error while in DD chastity, but I didn't test this issue much so it might have been caused by my animation tag settings in the YK MCM.
HeavyYoungHeathens Posted December 30, 2022 Posted December 30, 2022 13 hours ago, asdj1239 said: Slept on trying this mod out for a while but finally got around to it - such a great defeat mod. Handles followers so much better than all the alternatives, hoping to see it grow more. Would especially like to see a consequence which uses DD, either post assault or as an alternative to the existing defeat outcomes. I would just like to mention one incompatibility I found with DD. If you are gagged and can't access your healing potions, you are unable to revive followers. I'm not sure if the mod intends followers to remained downed indefinitely, or if I have some other mod causing a conflict with YK that prevents my followers from getting up though. I also noticed that I seem to get the failed to create scene error while in DD chastity, but I didn't test this issue much so it might have been caused by my animation tag settings in the YK MCM. I second this, played with Y.K. For a while but the lack of DD and unique outcomes makes it third best to SL Defeat and Naked Defeat imo Still, the UI feature and how “light scripted” it is makes me wonder what features will come next also, can the Author link all of the community created outcomes in the description? It is quite a headache finding those
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