Jump to content

Recommended Posts

Posted
8 hours ago, GregsOfGravel said:

Is it possible to have the assault/struggle animations working in first person? I tried "Improved Camera" (https://www.nexusmods.com/skyrimspecialedition/mods/93962) as recommended by the OStim standalone, but during the struggle animations my head is on backwards and it doesn't do anything during sex.

First person for the OStim animations should work, but for the minigame it is better for you to ask Scrab (Acheron author) about the first person camera during the minigame.

 

5 hours ago, s55064102 said:

amazing work!!!! but i was wondering how can i assault a npc out of combat without QTE, the QTE minigame is hard for me 😕

Uploaded a new version. You can turn off the QTE minigame in the MCM :)

 

Posted

This is just what I was searching for! thank you very much.

 

Are you planning to add a killing move for when you decide to execute the defeated NPC? for now I only see the NPC falling to the floor. I have the mod Maximum Carnage installed and it will be really cool to see these two mods working together.

 

Keep up with the good work! and thank you again!

Posted
On 5/19/2024 at 12:35 AM, FxD2 said:

First person for the OStim animations should work, but for the minigame it is better for you to ask Scrab (Acheron author) about the first person camera during the minigame.

 

Uploaded a new version. You can turn off the QTE minigame in the MCM :)

 

thx😀😘

Posted
4 hours ago, mod3r said:

Are you planning to add a killing move for when you decide to execute the defeated NPC? for now I only see the NPC falling to the floor. I have the mod Maximum Carnage installed and it will be really cool to see these two mods working together.

The execute option is not from this mod, it is native to Acheron, so you would likely have to ask Scrab (Acheron author) about it.

Posted
4 minutes ago, FxD2 said:

The execute option is not from this mod, it is native to Acheron, so you would likely have to ask Scrab (Acheron author) about it.

Thank you for the help! I guess I should also request Scrab about a kidnapping feature (put in a sac) and the ability to tie defeated characters?

Posted
Just now, mod3r said:

a kidnapping feature (put in a sac)

This already exists.

 

1 minute ago, mod3r said:

ability to tie defeated characters

This is probably in the scope of this mod, and may come in a future update.

Posted
2 hours ago, ChocMilky said:

for some reason the MCM for both SimpleDefeat and SimpleAssoult don't show up for me, any tips?

 

Have you got SkyUI installed? That, or try Jaxonz MCM Kicker SE, or wait a little longer if you have a lot of mods installed.

Posted
11 hours ago, FxD2 said:

Have you got SkyUI installed? That, or try Jaxonz MCM Kicker SE, or wait a little longer if you have a lot of mods installed.

Thank you for the Help. Figured out what was wrong, I forgot to install the ESL Backport... I honestly thought I had downloaded it.

Posted
8 hours ago, Listknop said:

For me NPCs standing up and start fighting after assault scene, is that intended or i did something wrong?

After around 7/8 seconds they should be automatically defeated again. This was intentional to buffer the animated redress option in the OStim MCM (I designed this mod with that option on), but I think I will probably remove it in a future update/ add a toggle to the MCM. If the NPCs aren't being defeated again automatically, there is something wrong there, perhaps try reinstalling the mod.

Posted

I seem to be having an issue with both OSDefeat and OSAssault. For Assault, even with Hunter's Pride enabled and the combatant knocked on the ground, the enemy stays staggered for a few moments then gets back up with no npc name, or defeated tooltip. Hitting the assault key brings up a prompt asking me if I mean to assault but after I click yes it simply reads "There was an error starting the struggle scene"

For Defeat, I've set the chances to 100% just to make sure, and I get robbed, but no scene. I get a message stating "Ostim scene failed to start!"

 

I assume it has to be an issue with my animation tags or something but honestly it's 3am so I have no idea, could be something really simple. I have both BakaFactory and FunnyBiz's animation packs through Ostim and they work in targeted scenes. Also I have them working through Pandora if that makes a difference. Any help or opinions would be great, otherwise good night.

Posted

Is it possible to add on a function where OSAssault starts with specified animations?
I would love to give that a crack honestly but I'm not quite sure where to start.

 

Posted
15 hours ago, Keudos said:

I seem to be having an issue with both OSDefeat and OSAssault. For Assault, even with Hunter's Pride enabled and the combatant knocked on the ground, the enemy stays staggered for a few moments then gets back up with no npc name, or defeated tooltip. Hitting the assault key brings up a prompt asking me if I mean to assault but after I click yes it simply reads "There was an error starting the struggle scene"

For Defeat, I've set the chances to 100% just to make sure, and I get robbed, but no scene. I get a message stating "Ostim scene failed to start!"

 

I assume it has to be an issue with my animation tags or something but honestly it's 3am so I have no idea, could be something really simple. I have both BakaFactory and FunnyBiz's animation packs through Ostim and they work in targeted scenes. Also I have them working through Pandora if that makes a difference. Any help or opinions would be great, otherwise good night.

Have you checked you have all the requirements, to both my mods and Acheron, the main mod behind it all? Double check you have all requirements to all the mods, otherwise send a load order and a papyrus.0.log if possible. I use Pandora too, so it shouldn't be an issue.

 

4 hours ago, weavergx said:

Is it possible to add on a function where OSAssault starts with specified animations?
I would love to give that a crack honestly but I'm not quite sure where to start.

 

If you are confident on compiling scripts, it is possible. Open the __SimpleAssault.psc and replace the line "OThread.QuickStart(OActorUtil.ToArray(Game.GetPlayer(), akTarget))" with

Spoiler

Int BuildID = OThreadBuilder.Create(OActorUtil.ToArray(Game.GetPlayer(), akTarget))

OThreadBuilder.SetStartingAnimation(BuildID, "name of the starting animation, with the quotation marks")

OThreadBuilder.Start(BuildID)

and compile. It should work assuming you got the animation name correct. Otherwise, let me know what animation it is you want to start with, and I'll add it. Lot's of others want a default starting animation too, so do let me know which you want.

Posted
On 4/10/2024 at 9:31 AM, ogtruepac said:

Works perfect, in the future, will be able to tie defeated?

 

On 5/20/2024 at 3:12 PM, mod3r said:

Thank you for the help! I guess I should also request Scrab about a kidnapping feature (put in a sac) and the ability to tie defeated characters?

 

Tie up options now added. Let me know what else you would like to see.

 

On 5/23/2024 at 5:38 AM, Listknop said:

For me NPCs standing up and start fighting after assault scene, is that intended or i did something wrong?

This "feature" can now be disabled in the MCM.

 

On 5/27/2024 at 6:19 PM, weavergx said:

Is it possible to add on a function where OSAssault starts with specified animations?
I would love to give that a crack honestly but I'm not quite sure where to start.

 

I'm currently experimenting with this in my other mod OSDefeat, so when I find a good solution I'll probably add it here too.

Posted

It appears that LOOT throws a warning about this mod when I am sorting load order:
 

# OSimpleAssault.esp

- CRC: 015DDC8E
- Load Order Index: FE 030
- Attributes: Active, Light Plugin

## Messages

- Error: This plugin contains records that have FormIDs outside the valid range for an ESL plugin\. Using this plugin will cause irreversible damage to your game saves\.

 

Anyone else able to confirm?

Posted
2 hours ago, Shootist said:

It appears that LOOT throws a warning about this mod when I am sorting load order:
 

# OSimpleAssault.esp

- CRC: 015DDC8E
- Load Order Index: FE 030
- Attributes: Active, Light Plugin

## Messages

- Error: This plugin contains records that have FormIDs outside the valid range for an ESL plugin\. Using this plugin will cause irreversible damage to your game saves\.

 

Anyone else able to confirm?

Oh I did it again, apologies. Corrected version up now.

Posted
Quote

Is it possible to add on a function where OSAssault starts with specified animations?
I would love to give that a crack honestly but I'm not quite sure where to start.

 

I'm currently experimenting with this in my other mod OSDefeat, so when I find a good solution I'll probably add it here too.

This would be awesome. I havent used Ostim in a while due to lack of aggressive content but wanted to give it another shot after seeing this. IDK how Ostim handles animations tagging, but it would be nice if there was a way to tag animations as aggressive like SL does so that only those animations would start when assaulting someone. Is this possible to any extent? Or is the only option to play a specific animation?

Posted
2 hours ago, dyzio1999 said:

This would be awesome. I havent used Ostim in a while due to lack of aggressive content but wanted to give it another shot after seeing this. IDK how Ostim handles animations tagging, but it would be nice if there was a way to tag animations as aggressive like SL does so that only those animations would start when assaulting someone. Is this possible to any extent? Or is the only option to play a specific animation?

Animation tagging is done externally of the game (open the animation mod > SKSE > Plugins > OStim > Scenes > AnimationPackName > fm (or equivalent) > AnimationName > Name.json) in a .json file for each animation. Opening these you can see the tags at the bottom. OStim can be used to both start a specific animation and a random one based on tags.

 

I am looking more into random scene, but I think the ideal end product would allow the user to choose from random, specific, or even none (since the ability to choose scenes/ have control is one of OStim's strengths anyway).

 

In terms of the aggressive content scene, I am making/ porting mods for OStim, whilst anon202269 is porting and tagging the animations.

Posted (edited)

Awesome job on this mod. I’d endorse 100 times if I could. Everything works great. The tie up option takes the npc out of combat mode, allowing the use of the Ostim option. I was coincidentally looking for a Zaz + Acheron mod the day you released the update. 
O simple assault allows me to turn defeated npcs into vampire cattle, which I needed because Sacrilege doesn’t do it. Using the Ostim Devour mod for feeding and the Market for capturing. 

 

If you are ever looking for some ideas for this mod:

Spoiler

1) I am using YK only to get a strip option. I have all other YK options turned off. If your mod had a strip option I’d drop YK. Maybe it would make them drop the clothes and armor. That’d be immersive. Or if the looting option would loot everything including the clothes and armor, then u wouldn’t need another button. 

2) Your mod has two ZAZ pose options toggled in the MCM. What if instead, hitting the cuffs button again on an already tied npc would pop up a menu to choose from many ZAZ poses? No furniture that would break immersion. Just bandage like that struggling while kneeling with the hands behind the back pose, or the breasts and body ropes. Zaz has so much content.

 

3) Could there be an option in the mcm to leave them in the tied up pose permanently, instead of maxing at 10 game hours? This wouldn’t be worth putting time into UNLESS this makes hostile npcs non hostile even after you leave the cell where you are keeping them tied up and then return days later. I’m imagining I’ll get ambushed the moment I open the door otherwise. 


Thanks again for this awesome mod!!!

Edited by aulton1968
Posted (edited)
2 hours ago, FxD2 said:

Animation tagging is done externally of the game (open the animation mod > SKSE > Plugins > OStim > Scenes > AnimationPackName > fm (or equivalent) > AnimationName > Name.json) in a .json file for each animation. Opening these you can see the tags at the bottom. OStim can be used to both start a specific animation and a random one based on tags.

 

I am looking more into random scene, but I think the ideal end product would allow the user to choose from random, specific, or even none (since the ability to choose scenes/ have control is one of OStim's strengths anyway).

 

In terms of the aggressive content scene, I am making/ porting mods for OStim, whilst anon202269 is porting and tagging the animations.

 

On the nexus I found an Ostim Standalone version of Baka animations. . Everything  agressive. Because it’s Standalone version, it’s all menu driven and doesn’t require a search. What if you made these animations a soft requirement. If osimpleassault detects you have these animations, you could enable an assault choice menu by checking a box in the mcm. Then in game, when you go to assault an npc, the pop up menus that asks you if you are sure instead asks if you want a bound animation, oral, anal, etc. make your choice and then it hooks into a specific Baka animation based on the menu choice. 

 
Edited by aulton1968
Posted
9 hours ago, aulton1968 said:

Awesome job on this mod. I’d endorse 100 times if I could. Everything works great. The tie up option takes the npc out of combat mode, allowing the use of the Ostim option. I was coincidentally looking for a Zaz + Acheron mod the day you released the update. 
O simple assault allows me to turn defeated npcs into vampire cattle, which I needed because Sacrilege doesn’t do it. Using the Ostim Devour mod for feeding and the Market for capturing. 

 

If you are ever looking for some ideas for this mod:

  Hide contents

1) I am using YK only to get a strip option. I have all other YK options turned off. If your mod had a strip option I’d drop YK. Maybe it would make them drop the clothes and armor. That’d be immersive. Or if the looting option would loot everything including the clothes and armor, then u wouldn’t need another button. 

2) Your mod has two ZAZ pose options toggled in the MCM. What if instead, hitting the cuffs button again on an already tied npc would pop up a menu to choose from many ZAZ poses? No furniture that would break immersion. Just bandage like that struggling while kneeling with the hands behind the back pose, or the breasts and body ropes. Zaz has so much content.

 

3) Could there be an option in the mcm to leave them in the tied up pose permanently, instead of maxing at 10 game hours? This wouldn’t be worth putting time into UNLESS this makes hostile npcs non hostile even after you leave the cell where you are keeping them tied up and then return days later. I’m imagining I’ll get ambushed the moment I open the door otherwise. 


Thanks again for this awesome mod!!!

Cool to see some of the interactions possible.

 

Regarding the other ideas:

  1. Does opening their inventory and looting them not do the same thing? The loot button is native to Acheron anyway, so I won't be changing it's function.
  2. I could definitely do it that way around too. ZaZ mainly relies on SexLab to call animations, and I haven't yet fully gone through all the animation events in ZaZ to find all the bound ones, so I will likely add more over time.
  3. Yeah probably, I didn't like it much from an immersion/ gameplay perspective. I'm all for adding the options for the user anyway.

 

8 hours ago, aulton1968 said:

 

On the nexus I found an Ostim Standalone version of Baka animations. . Everything  agressive. Because it’s Standalone version, it’s all menu driven and doesn’t require a search. What if you made these animations a soft requirement. If osimpleassault detects you have these animations, you could enable an assault choice menu by checking a box in the mcm. Then in game, when you go to assault an npc, the pop up menus that asks you if you are sure instead asks if you want a bound animation, oral, anal, etc. make your choice and then it hooks into a specific Baka animation based on the menu choice. 

 

I do prefer letting the user decide what they want to do, which is what OStim allows best. In theory, OStim allows this anyway (except the bound stuff), since you can pick what animation you want to play (and even what stage, as you can stay on stage 2 of an animation the whole time if you wanted).

 

8 hours ago, Shootist said:

Thanks kindly!

No worries, thanks for pointing it out. I don't know why the Creation Kit keeps adding new content outside of ESL range, but I keep forgetting to renumber it before I save.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...