Jump to content

Recommended Posts

OSimpleDefeat - OStim Addon for Acheron

View File

Very simple OStim Standalone-based addon for Scrab's Acheron. ESPFE.

 

Second part of my OStim Standalone "conversions" (remakes), I present OSimpleDefeat. When defeated by hostile human enemies, you will be assaulted by the enemies. Both male and female PCs are supported. After the assault, your gold could be stolen and you have to run away wounded, or try to fight them again. Alternatively, use my other mod OSimpleAssault to assault them back and reassert your dominance.

 

Mods that change enemy AI, aggression, combat states and hostility are currently likely to cause a CTD when OStim attempts to create a scene. Disable such mods if a crash occurs, and if it still crashes, then report the issue.

 

Make sure to read through this whole page before reporting any issues. Also read through the Acheron and OStim Standalone pages to understand how the two mods work. Alternative outcomes and resolutions can be suggested and I may try to implement them.

 

Hostile actors will only assault you if they fulfil all of the following conditions:

  • They fulfil the criteria determined in the MCM. It is not recommended to enable both gender assaults, due to a lack of animations for OStim. By default no aggressors are enabled, you must change this before playing.
  • They are not in a defeated state themselves. After all, a lack of blood in the body probably creates some difficulties...
  • They are alive, obviously. This is based on the Actor.IsAlive() check

 

Again, OStim Standalone doesn't have many non-consensual animations - I recommend Magink666's conversion of BakaFactory's SLAL Animations to get some (and other packs by them too). Or you can roleplay fully surrendered for your immersion.

 

After the assault, all your gold is taken by the "main" aggressor. No tracker as in the middle of their assault, how are you supposed to know who took your money?

 

Requires:

 

Recommended:

 

Make sure that Consequences (and Acheron itself) are enabled in Acheron's MCM. If you use other Acheron defeat addons, remember to adjust the relative weighting accordingly.

 

Files:

Spoiler

1.0.0 - Initial release of the mod

  • 1.0.1 - Increased scan radius and edited script

1.1.0 - Added MCM, options and surrender. Recommended version. Requires a new save if updating from v1.0.1 or below.

 

Usage:

Spoiler
  1. Lose fight to hostile actor, or surrender.
  2. Get assaulted and/or robbed, depending on your MCM settings.
  3. Recover, fight back and retrieve your gold or run away and possibly lose the gold forever. Alternatively, use my other mod OSimpleAssault to assault them back and reassert your dominance. Won't get your gold back though - you have to rob it back (Acheron has an inbuilt option for this)

 

Features:

Multiple assaulters supported (up to 4 aggressors)

Spoiler

20240321163344_1.thumb.jpg.74a724506da6748e58e8c30f06b7c282.jpg

Kill your assaulter to retrieve your gold. The assaulter is not tracked by a quest marker.

Spoiler

20240321163450_1.thumb.jpg.38148cd442c1ff333e54a0bad150df8e.jpg

Male PC supported

Spoiler

20240321181929_1.thumb.jpg.50347bcc0348e8129fc7c2842a3375a6.jpg

 

 

Important notes - read thoroughly before downloading and after problems arise:

Spoiler

My testing and observations:

  • This was tested working for me, with both levelled and unique enemy bandits, on Skyrim AE 1.6.1170, OStim v7.3c and Acheron 1.4.4.5. On this setup however, OStim's auto mode does not seem to be working as desired, so the player will have control over the scene. This plays to OStim's strengths anyways, but the script is written to disable player control in these scenes.
  • This was tested working for me, with bandits on Skyrim AE 1.6.640, OStim Standalone v7.3c, Acheron 1.4.2.0 and Backported Extended ESL Support. This setup also did not allow for auto mode to be forced when the scene starts. Yes, I have two installs of Skyrim. No, I do not have a 1.5.97 version to test with.
  • When the scene is ready, actors nearby can be optionally added to the scene. They should have been processed and made non-hostile, but I have not fully checked this feature. Also be aware that whilst the mod allows any combination of up to 5 actors, there are little to no MMMMF, MMMFF, MMFFF or MFFFF animations for OStim currently. I may try converting some one day. Adding actors will likely cause scenes to fail to start with "No starting animations found", and you will just be robbed and re-engaged in combat.
  • There should not be any hostile actors left hostile before the scene starts. On occasion this may not be done, and the scene could fail to start. You will just be robbed and released in this case. If this is consistently occurring, and you are sure nothing is causing the actors to remain in combat, report the issue in the thread.

 

Limits of OStim:

  • This is for OStim Standalone only. I will need to change the script call to support OStim NG or OStim for OSA, which I will not do unless heavily requested.
  • Due to limitations by the OStim framework, there are a lack of aggressive animations.  Magink666 has made conversions of some of the more aggressive ones, but other animations, such as Billyys, FunnyBizness and Znaroks are yet to be fully ported, as far as I am aware. --I am in the process of porting some more animations for OStim, pending permissions for posting.
  • Due to this lack of animations, no animations (as far as I am aware) have the female dominant tag. If being assaulted by female bandits, you will have control over the scene. There are some good femdom animations though (see above for an example).
  • Due to the OStim framework, if for any reason the actors in the scene enter combat at any time, the scene will end immediately. Annoying, but this is more immersive anyway.

 

Other notes:

  • Assault must be enabled in the MCM, it is not by default. Make sure to open and customise the MCM before playing.
  • Don't use with OProstitution NG for OStim Standalone v1.01, as that mod is currently broken and on most scenes ending you will be tipped over 1 million septim and reputation will be lost. Unless you want that for some reason, that mod should not affect this in any way.
  • I do not know how other mods may interact with this one. I personally use almost all OStim addons and noticed nothing unusual, but joint SL and OStim load orders or other OStim addons may cause unintentional effects. Let me know if you find any. I will admit to have done no testing with hostile creatures and NPCs, and this mod likely doesn't work with creatures in the vicinity. Please report any findings to the thread.
  • This is literally my third non-patch mod ever, I have no idea how to use aliases and quests etc, so this whole mod is ran off a single script. This may become laggy on larger load orders, but it ran fine with 400 mods and all other OStim addons. Untested on my own full load order of 1800 plugins, however. I made this because there are no real alternative, as Yamete REDUX is janky to use and is the predecessor to Acheron anyway. This is made to essentially replace all other defeat mods for OStim Standalone and provide one for the most updated version. An eventual mod rebuild will take place to make this more "official", if you like.
  • I will also eventually learn how to make an MCM menu for more customisation options, but for now, you can either request a specific customisation or edit and recompile the script yourself. You can upload these to the thread if you want, I'll likely add it to the downloads options here. MCM added in v1.1.0. MCM features can be requested in the thread.
  • I am aware this mod has basically the same name as Normalnick's Simple Defeat. This mod is not an OStim conversion of their mod, and their mod does far more than this one. They have stated considerations in making an OStim version, and I will change the name of this mod upon request if necessary. Current name is up for change anyway, I don't particularly like it, any suggestions appreciated. I kind of want to release a whole series of "OSimple" mods, to add all the missing features from SexLab to OStim, such as drunk approach, harassment, and any others.
  • Any feedback is welcome in the replies. Report any problems or niche cases I have not tested thoroughly enough for. All tests I have done were in Bleak Falls Barrow and a mysterious crypt (thanks a lot to MysticMalevolance for this addon, being able to test defeat instantly after character creation helped unbelievably), and in Embershard Mine.

 

Translations - these are not done by me:

Spoiler

Any translations can be made as long as they link this page and do not contain the entire mod unnecessarily.

 

Chinese translation - Nexus Link

 

Credits:

 

Future update will incorporate NPC vs NPC action, but not an immediate priority. The QTE minigame from Acheron Extension Library could also be incorporated. Dialogue could also be added - for now I recommend Shadowman's Public Fun Comments.

Next update is to add integrations, before the eventual mod rebuild to use proper Skyrim modding methods, rather than this scripted mess.

 

I do intend to maintain and upkeep this mod, and any others made by me, until the OStim community eventually remake their mod again or something...

 

Want to reverse the roles, and dominate instead? Try OSimpleAssault, now with out of combat assaults.


  • Submitter
  • Submitted
    03/21/2024
  • Category
  • Requires
    Acheron, OStim Standalone, po3 Papyrus Extender, SkyUI
  • Regular Edition Compatible
    No

 

Edited by FxD2
Link to comment

looks good. the obvious outcome to add is a link to Simple Slavery ++, so your captors can make some money by selling you. It's just a quick little modevent to make the connection, so it does not need to be a dependency. 

 

 

 

Edited by jfraser
Link to comment
19 minutes ago, jfraser said:

looks good. the obvious outcome to add is a link to Simple Slavery ++, so your captors can make some money by selling you. It's just a quick little modevent to make the connection, so it does not need to be a dependency. 

 

 

 

I did already consider adding it, but I didn't see much point currently. I would have to learn how to add a MCM first, so the outcomes can be customised as the player desires. Also SS++ looks to be simply a bridge to other player enslavement mods, none of which I believe have yet been converted to OStim/ Standalone. I will probably attempt to convert one first (unless one has been converted already), then add the SS++ event here. Unless you really want the auction scene into release sequence, then I could add the event. Just know that I am aware and will likely work on it!

Link to comment

Did a quick test and got crash after selecting actors. No crash log generated. Not running with SL only with last released ostim standalone. I can only provide acheron log. 

 

Btw tested on new game and at embershard mine. Disabled OProstitution NG for OStim Standalone.

 

On a side not. Im running with modlist with over 1400 mod with combat and npc overhauls. But ostim standalone works fine.

 

Acheron.log

 

Did few more tests and always got crash with no crash log.

Edited by jariabila
Link to comment

These mods are dependency agnostic (working alongside OStim), possible candidates for integrate:

 

Prison Alternative (w/several addons)

Simple Slavery Plus Plus (several Acheron plugins available)

SlaveTatsSE

Follower Slavery Mod

Orkish Bounty Hunters

ZaZ Animation Pack (for restraints etc)

Acheron - Your Money or Your Life (has useful functionality)

Licenses - Player Oppression

Simple Prostitute (a path to work off slavery debt)

 

some of these mods likely already work by association with defeat events. Guard attack etc.

Link to comment
Posted (edited)
14 hours ago, jariabila said:

Did a quick test and got crash after selecting actors. No crash log generated. Not running with SL only with last released ostim standalone. I can only provide acheron log. 

 

Btw tested on new game and at embershard mine. Disabled OProstitution NG for OStim Standalone.

 

On a side not. Im running with modlist with over 1400 mod with combat and npc overhauls. But ostim standalone works fine.

 

Acheron.log 1.77 kB · 1 download

 

Did few more tests and always got crash with no crash log.

I just did a quick test, ran through all of (Dungeons Revisited's) Embershard Mine, aggro'd all the bandits and started an MMMF scene successfully upon defeat (female player). It it likely another mod causing the crash. Could you send a list of all your mods, I'll see if I can find what could be causing the crashes - I think it is likely anything that edits enemy hostility/ AI behaviour/ combat state that overrides Acheron's pacify and vanilla friendly factions, as OStim will always either crash or fail upon starting a scene with hostile enemies.

 

Edit: Try the modified version 1.0.1 instead. This version doesn't call EvaluatePackage() anymore, and an increased scan radius to try to ensure all NPCs are out of combat.

Edited by FxD2
Link to comment

This is very interesting, i hope this mod keeps development, sadly Ostim SA lacks content besides their hand holding animations and vanilla normie stuff which gets boring after like 3 uses.

 

EDIT: Is it possible to make the mod force start use the baka animations, locking the other ones, since those are the only that are considered agressive?

Edited by zergface
Link to comment

Hello buddy, thank you for this wonderful mod, I've been waiting for it for a long time - I'm not the only one! and I'm glad there's finally someone smart enough to do it. I have a suggestion. Can you make the scene after defeat start with a random animation instead of an "idle" state where the characters stand facing each other? This would somehow simulate the "extortion" performed by the NPC on the player's character. Thank you once again for your hard work and important contribution to the Ostim modding community!!!

Link to comment
23 hours ago, teazer1409 said:

I've been waiting for a defeat mod for ostim sa for sooo long (and i think i'm not the only one).. Thank you so much dude!

 

No worries, I was also waiting for one for a while, and then decided to do it myself.

 

21 hours ago, KingstonPrince7 said:

why don't you call your mod as "OSurrender"?

 

Currently, you don't exactly surrender to the opposition, but that would make the OStim scenes make a little more sense. I do plan on adding a surrender key option one day though, so maybe in a future update.

 

13 hours ago, zergface said:

This is very interesting, i hope this mod keeps development, sadly Ostim SA lacks content besides their hand holding animations and vanilla normie stuff which gets boring after like 3 uses.

 

EDIT: Is it possible to make the mod force start use the baka animations, locking the other ones, since those are the only that are considered agressive?

 

4 hours ago, Corvo269 said:

Almost all the female dominant animations of sexlab have been ported to Ostim SA, they're usually under the Dom category, they just aren't tagged

 

Yeah, the animations released are not tagged properly. I'm now back home with my dual PC setup, so I could look into taking the time to run through every animation stage and tagging everything properly. It's a lot of effort and lot of JSON files to go through, so don't expect it too soon.

 

2 hours ago, boss920901 said:

Hello buddy, thank you for this wonderful mod, I've been waiting for it for a long time - I'm not the only one! and I'm glad there's finally someone smart enough to do it. I have a suggestion. Can you make the scene after defeat start with a random animation instead of an "idle" state where the characters stand facing each other? This would somehow simulate the "extortion" performed by the NPC on the player's character. Thank you once again for your hard work and important contribution to the Ostim modding community!!!

 

If the ported animations are tagged properly, this should be quite easy, but it does depend on the animation tagging. I will look into it though. 

 

Link to comment
1 hour ago, overzenith said:

Sometimes characters get stuck and can't attack after recovery?

Is this after the OStim scene ends? This is likely the no control glitch after OStim (or SexLab scenes for that matter). Make sure to enable "Auto toggle fly cam" in OStim's settings, and make sure the OStim scene ends properly (should somewhat fade out when the actor's climax). If the scene is ended abruptly, make sure to try version 1.0.1.

Link to comment

I tested it and the mod starts and triggers the Ostim animation select but still somewhat janky since it selects all actors around (MMMF etc) and since there are no animations for that it kinda does nothing, i asume since it has no options to chose wheter i want just 2 actor scenes or more it always picks every actor alive around (bandits), do you have plans to implement an mcm to configure this in the future?

Edited by zergface
Link to comment
On 3/23/2024 at 9:49 PM, zergface said:

I tested it and the mod starts and triggers the Ostim animation select but still somewhat janky since it selects all actors around (MMMF etc) and since there are no animations for that it kinda does nothing, i asume since it has no options to chose wheter i want just 2 actor scenes or more it always picks every actor alive around (bandits), do you have plans to implement an mcm to configure this in the future?

Absolutely. I have just made and released an MCM for my other mod (I'm learning slowly). There are large group animations available for OStim, look for OStimTools and Magink666's OStim conversions and make sure to download the group animations from their FOMODs. But yes, customisability is coming in the future.

Link to comment
On 3/22/2024 at 2:38 PM, FxD2 said:

I just did a quick test, ran through all of (Dungeons Revisited's) Embershard Mine, aggro'd all the bandits and started an MMMF scene successfully upon defeat (female player). It it likely another mod causing the crash. Could you send a list of all your mods, I'll see if I can find what could be causing the crashes - I think it is likely anything that edits enemy hostility/ AI behaviour/ combat state that overrides Acheron's pacify and vanilla friendly factions, as OStim will always either crash or fail upon starting a scene with hostile enemies.

 

Edit: Try the modified version 1.0.1 instead. This version doesn't call EvaluatePackage() anymore, and an increased scan radius to try to ensure all NPCs are out of combat.

Yeah new version work flawless. 

Link to comment
On 3/25/2024 at 9:50 PM, jariabila said:

Yeah new version work flawless. 

Glad to hear that, enjoy.

 

On 3/26/2024 at 1:22 PM, slizer40000 said:

What do you think of OVanquish(ed) as a distinct name?

 

Also, do you plan to add follower support? You see my waifus empathize with me on every level :D.

Might be a fitting name once more is added, right now not much really happens because its still "simple". As for followers, there are plans there, Acheron should allow for it quite easily, so one day it'll come out. Assuming you and your follower(s) are all female, there definitely are not enough (if any) MMFFF or MMMFF animations on OStim right now, so it'd have to be multiple nMF scenes rather than one big scene - tracking the completion of all these scenes and ensuring they all end at the same time could also be a challenge. I'll see what I can do though, so look forward to updates sometime. 

Link to comment
Posted (edited)
11 hours ago, leafoflegend said:

I will admit I DO have mods affecting enemy AI, though the mod seems to work flawlessly until the defeat. At which point, it just states "the enemies seem distracted". No CTD or anything like that. Would love to sort that out.

That's quite interesting. That would be because of the simple way aggressors are filtered in the mod - you can't be assaulted by the same gender enemies, and they need to have a morality of lower than 2. Levelled NPCs like bandits can be generated with moralities of 2 or 3 (somehow), so they won't assault you, even if they are of the opposite gender. There is an update coming to address this, however.

 

Edit: Update out now. You can now customise who is able to assault you, this should help enable (or disable) more actors from assaulting you.

Edited by FxD2
Link to comment

Hmm, I'm currently using Acheron with the Simple Rescue, Your Money Or Your Life and The Market add-ons alongside your OStim add-ons and for some reason I can't get any other event to trigger aside from this mod's events, even after checking Acheron's event likelihood page and increasing the other events' probabilities 

Link to comment

I do not understand what the problem is. When OSimpleDefeat is triggered and the OStim scene is launched, after a few seconds the scene is interrupted and the battle begins again, only the opponents are running around without weapons. As I understand it, OStim disables scenes with enemy characters, but how can I fix this?

Link to comment
On 4/8/2024 at 2:46 AM, HDMFanatic said:

Hmm, I'm currently using Acheron with the Simple Rescue, Your Money Or Your Life and The Market add-ons alongside your OStim add-ons and for some reason I can't get any other event to trigger aside from this mod's events, even after checking Acheron's event likelihood page and increasing the other events' probabilities 

I'm not sure why that would be, it should only be Acheron itself calling my quest and script to run, unless you are always surrendering in the combat. If you use the surrender option in this mod, it will always call the defeat quest, causing this mod's event to trigger every time. Perhaps try reinstalling Acheron, or check that the other events run without this mod installed first.

 

On 4/9/2024 at 10:56 PM, EMBER1998 said:

I do not understand what the problem is. When OSimpleDefeat is triggered and the OStim scene is launched, after a few seconds the scene is interrupted and the battle begins again, only the opponents are running around without weapons. As I understand it, OStim disables scenes with enemy characters, but how can I fix this?

Do you have any mods installed that changes enemies' AI? Sounds like there is something causing them to check for hostility/ player presence and re-engaging in combat. This mod functions by temporarily adding the enemies to a faction that is friendly with the player for the duration of the scene. Seems like you may have a mod that is causing this to be overwritten, so the enemies engage in combat again, ending the scene.

Link to comment

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
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use