aulton1968 Posted June 5, 2024 Posted June 5, 2024 Awesome. Thanks for your reply! That all makes sense. On permanent bondage and immersion-  the mod paradise halls made a good example giving users the option of temporary or permanent binds. Defeat also does this. Temporary can be fun as npcs can break free and escape after the player leaves, living to fight another day. Permanent can be fun, not to leave an npc tied up forever, but rather to be able to leave for an hour of real world time doing a quest and come back to find that npc is will still where you left them in an immersive way.Â
FxD2 Posted June 5, 2024 Author Posted June 5, 2024 9 hours ago, aulton1968 said: Awesome. Thanks for your reply! That all makes sense. On permanent bondage and immersion-  the mod paradise halls made a good example giving users the option of temporary or permanent binds. Defeat also does this. Temporary can be fun as npcs can break free and escape after the player leaves, living to fight another day. Permanent can be fun, not to leave an npc tied up forever, but rather to be able to leave for an hour of real world time doing a quest and come back to find that npc is will still where you left them in an immersive way. Yeah, draft version for next update will have the unlimited binding. Just need to keep sifting through ZaZ to find more tie up animations... 2
aulton1968 Posted June 7, 2024 Posted June 7, 2024 1 hour ago, loversusers said: hi is bagging feature planned?  if not does it work side by side with Acheron - The Market  this is working great alongside Acheron - The Market for me. 1
FxD2 Posted June 8, 2024 Author Posted June 8, 2024 On 6/6/2024 at 11:45 PM, loversusers said: hi is bagging feature planned?  if not does it work side by side with Acheron - The Market  Yeah, I recommend The Market alongside this, it should not have any compatibility issues with it. A capture feature may be added in the future if I want to expand that kind of gameplay.
renthal721 Posted June 9, 2024 Posted June 9, 2024 Will this work with OStim NG 6.7? I haven't had the guts to update to Ostim Standalone yet as it took awhile to get my NG set up going. Thanks
FxD2 Posted June 9, 2024 Author Posted June 9, 2024 18 hours ago, renthal721 said: Will this work with OStim NG 6.7? I haven't had the guts to update to Ostim Standalone yet as it took awhile to get my NG set up going. Thanks I don't believe so. Upon inspection of OStim NG, it does have the same scripts as Standalone, so it might actually work. Try it. It definitely won't work with OStim for OSA though.
SarcasticWhatevers Posted June 12, 2024 Posted June 12, 2024 I am so very fond of this. curious: is there a way to make the scene start with a specific animation? would be nice if we could set it to START with a more aggressive anim! anyway, very good mod, LOVE it!
FxD2 Posted June 12, 2024 Author Posted June 12, 2024 4 hours ago, SarcasticWhatevers said: I am so very fond of this. curious: is there a way to make the scene start with a specific animation? would be nice if we could set it to START with a more aggressive anim! anyway, very good mod, LOVE it! Soonâ„¢ 2
SarcasticWhatevers Posted June 17, 2024 Posted June 17, 2024 On 6/13/2024 at 8:32 AM, FxD2 said: Soonâ„¢ >>>:]]]] 1
FxD2 Posted June 20, 2024 Author Posted June 20, 2024 3 hours ago, mostwanted113 said: Does this work with 1.5? Should do, with the help of Backported Extended ESL Support.
mostwanted113 Posted June 20, 2024 Posted June 20, 2024 (edited) 11 hours ago, FxD2 said: Should do, with the help of Backported Extended ESL Support. Idk, after the QTE, nothing happens. and the "defeated" status doesn't appear either. I wonder if the issue is with my installation of acheron or with your mod I'm using Pandora instead of nemesis I wonder if thats the issue  EDIT: I managed to get everything working but I have a question, after i click assault, it initiates a normal Ostim scene and the NPC stands up as if its a vanilla scene, is there any way to make this more immersive? Also the tie up animations don't work despite having ZAZ installed, is it incompatible or something? Edited June 20, 2024 by mostwanted113
FxD2 Posted June 20, 2024 Author Posted June 20, 2024 9 hours ago, mostwanted113 said: is there any way to make this more immersive? Not really, OStim's central animation hubs assume both actors are standing.  9 hours ago, mostwanted113 said: Also the tie up animations don't work despite having ZAZ installed  Might just need to be reset in the MCM.
aulton1968 Posted June 20, 2024 Posted June 20, 2024 14 hours ago, mostwanted113 said: Idk, after the QTE, nothing happens. and the "defeated" status doesn't appear either. I wonder if the issue is with my installation of acheron or with your mod I'm using Pandora instead of nemesis I wonder if thats the issue  EDIT: I managed to get everything working but I have a question, after i click assault, it initiates a normal Ostim scene and the NPC stands up as if its a vanilla scene, is there any way to make this more immersive? Also the tie up animations don't work despite having ZAZ installed, is it incompatible or something? For some reason, I have found that going into the MCM and changing the choice of tie-up animation from the default to the second option always gets the tie-up animations working for me.Â
FxD2 Posted June 21, 2024 Author Posted June 21, 2024 4 hours ago, aulton1968 said: For some reason, I have found that going into the MCM and changing the choice of tie-up animation from the default to the second option always gets the tie-up animations working for me. Seems like I need to fix it 🫣 I'll look into it for next update! 1
aulton1968 Posted July 3, 2024 Posted July 3, 2024 Hope update dev is going well.  I had an idea. When you defeat an NPC with Hunter's Pride, they have much to say and use confident combat lines as if they are still in the fight. What if a fear effect could be automatically applied to NPC in the defeated state? Could that change their voice lines to fearful instead of combative while they remain in the kneeling defeated animation loop?Â
aulton1968 Posted July 13, 2024 Posted July 13, 2024 (edited) Cancel that. Scrab just released the latest version Acheron - 1.5.2.0 - 1.6.1170 on Discord and it silences defeated NPCs.  Edited July 13, 2024 by aulton1968
IamMeatsauce5 Posted July 14, 2024 Posted July 14, 2024 On 6/4/2024 at 9:46 AM, 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!!! How are yall getting the zaz animations to run. I have the latest properly installed but the zaz animation do not play, ostim and assault works fine but no zaz animation
aulton1968 Posted July 14, 2024 Posted July 14, 2024 Change the zaz pose in the MCM to the second option
weavergx Posted July 14, 2024 Posted July 14, 2024 On 5/27/2024 at 6:14 PM, FxD2 said: 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  Reveal hidden contents 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.  Sorry for the late reply! I don't have any particular animations in mind atm but I'll reply back if I come across any interesting candidates.. I would say any "aggressive" fondling or fingering would be the safest choices to consider top of my head  Also thank you for the explanation, I 'll give it a crack when I have some time!
Fuckyourmom888 Posted August 4, 2024 Posted August 4, 2024 I know you can turn of the qte but can you make it easier? i really like the qte but sometimes it's unplayable. Please show down the qte by a patch or updateÂ
aulton1968 Posted August 5, 2024 Posted August 5, 2024 On 8/4/2024 at 5:01 PM, Fuckyourmom888 said: I know you can turn of the qte but can you make it easier? i really like the qte but sometimes it's unplayable. Please show down the qte by a patch or update Yes, you can. Open Vortex Mods\skyrimse\Acheron Extension Library - 1.1.1.1 \Interface\AcheronEL Then change the delay and time to whatever you want. The default is 1. I find 2 to be very playable. It will look like this:  "Multipliers": {   "Damage": 10.0,   "Regeneration": 1.0,   "Delay": 2.0,   "Time": 2.0,   "Events": 0  }, 2
redhead1510 Posted August 6, 2024 Posted August 6, 2024 (edited) hey so quick question. I tried to install the ZAZ animation pack but I can't seem to get it to load the actual animation. is it not compatible with pandora? from what I was told pandora should do perfectly fine with any fnis and nemesis requiring mods but this is 2nd hand knowledge so I have no real clue. like MCM recognizes the mod being installed but it doesn't seem to add any extra animation when I run pandora. Other than that the mod works perfectly and is absolutely awesome! ^^ Edited August 6, 2024 by redhead1510
aulton1968 Posted August 6, 2024 Posted August 6, 2024 7 hours ago, redhead1510 said: hey so quick question. I tried to install the ZAZ animation pack but I can't seem to get it to load the actual animation. is it not compatible with pandora? from what I was told pandora should do perfectly fine with any fnis and nemesis requiring mods but this is 2nd hand knowledge so I have no real clue. like MCM recognizes the mod being installed but it doesn't seem to add any extra animation when I run pandora. Other than that the mod works perfectly and is absolutely awesome! ^^ There appears to be a bug. I use nemesis. To get the ZAZ animation to work, I go to the MCM for OSimpleAssault and change "Tie Up Animation" to the second option "Lying on Side" The default selection "Lying on Stomach" doesnt work. 1
redhead1510 Posted August 6, 2024 Posted August 6, 2024 15 minutes ago, aulton1968 said: There appears to be a bug. I use nemesis. To get the ZAZ animation to work, I go to the MCM for OSimpleAssault and change "Tie Up Animation" to the second option "Lying on Side" The default selection "Lying on Stomach" doesnt work. will it work despite not choosing any equipment from the zaz menu? cuz honestly it's exhausting having to go into the MCM every single time I even attempt to make this work.
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