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Posted
On 10/17/2025 at 7:27 AM, JimothySmithy said:

Same boat as you my friend... literally everything made for female player characters it seems

 

On 7/10/2025 at 1:04 AM, Ralin Drakus said:

Feels like I'm the only person who plays a male character who occasionally wants to be the aggressor in these situations. Are there ANY mods besides the classic Defeat that allows the player to be the aggressor? 

 

This mod's author made one to allow player-on-NPC assaults here: 

 

  • 3 weeks later...
Posted

Hi
Every time I get defeated, I just get the message: 'Looks like they are leaving me alone. Better run for it'. No scene starts, and the enemies just walk away. I have all requirements and my MCM is configured correctly. Have bakafactory and funnybiz animations. Game version 1.6.1170 Any ideas what's blocking the scenes? 

Posted

I'm having the same issues as others where the characters just stand there and I get a notification that says Ostim scene failed to start before the mod kicks in and send me to the robbed outcome. Ostim SA works perfectly fine and I have the animations installed. Is there a way to set it so that it just starts an ostim scene and not worry about tags? 

  • 2 weeks later...
Posted

Hope the thread isn't dead. I have the same issue as the two above me. I'm wondering if the current version of OSimpleDefeat doesn't work with the current version of OStim Standalone and Acheron.

Posted

Same thing happens to me,

Some people say it's linked to lacking of "tagged" animations, but in my case that shouldn't be an issue.

IA said it was linked to OSimpleDefeat trying to connect to OStim SA by referring to a "Quest" name that should be running on the background; the script in OSD might be trying to hook to some parameter/variable whose name has changed from OStim side.

 

I am afraid we are not getting any answers unless original creator @FxD2 has some time to support us noobies here.

  • 2 weeks later...
Posted

Update as of 03-05-2026 | OSimple Defeat and ODefeat STILL does not work with Ostim Standalone. I still get the message 'no animations found,' even though I installed Funnybizness Animation Pack and Bakafactory for Ostim SA. Sigh. 

Posted

My best guess is that animations don't start if the animation the mod chooses doesn't match the number of participants. I tried setting the available aggressors to 1 at 100%, and 0% for 2,3 and 4, and it now plays animations more than it fails, since most of the animations are meant for one male and one female. I still get the occasional failures, but I'm pretty sure it's because it's trying to select an animation that calls for more participants. In other words, I believe this mod just needs an animation filtering system that checks the number of participants before selecting an animation.

  • 2 weeks later...
Posted

I'm using a mod collection that uses Shadow of Skyrim as its alternative death thing. Would it be possible for me to change settings of shadow of skyrim in order for it to not conflict with Acheron so that I can use this mod?

Posted
11 hours ago, DaBorglarsDreeb said:

I'm using a mod collection that uses Shadow of Skyrim as its alternative death thing. Would it be possible for me to change settings of shadow of skyrim in order for it to not conflict with Acheron so that I can use this mod?

No clue.
I just made my character "essential", using "xEdit". Works fine, although I occasionally have to use the "resethealth" console command, whenever this mod or "Acheron" doesn't stop my HP from dropping to zero.

  • 1 month later...
  • 1 month later...
Posted

This mod author has been gone forever and I really wanted to try defeat with OStim and I have ridiculous agentic coding thanks to work so I basically just browbeat caco-bot into fixing this.

But I had to make several big changes to really get it anywhere reliable. The mod now checks ONLY for "aggressive" tags in the OStim animation JSONs -- so any animations you get, make certain they're properly tagged.

Remember a lot of those SL animation conversions don't have reliable menu navigation, sometimes you have to tab in and out of the Tween menu to get the menu back up. I DO NOT recommend disabling player control, I have barely tested that at all because I enjoy picking each animation set for variety.

Finally I removed all the support for more than 2P animations because OStim isn't well suited for those and the vast majority of OStim animations are 2P anyway.

Other changes I can't remember right now but you can ask me for all documentation of my agentic tool runs and I'll happily provide it. Source is also included so feel free to look at the code and ridicule it or make it better, happy to share credit if anyone wants me to make this a new upload.

This mod was made with the assistance of artificial intelligence so if the author or anyone else has a legitimate objection I'll remove it from this thread. Unlike most AI mods though I have tested it extensively -- the only bug I can find is that sometimes the scene fails to start if you are getting attacked by a MASSIVE number of enemies because it cycles through all of them and stops all combat. But if so you'll just get up and everyone will attack you again (eventually)

Enjoy and good luck.

OSimpleFix3.7z

Posted
7 hours ago, John Calumnus said:

This mod author has been gone forever and I really wanted to try defeat with OStim and I have ridiculous agentic coding thanks to work so I basically just browbeat caco-bot into fixing this.

But I had to make several big changes to really get it anywhere reliable. The mod now checks ONLY for "aggressive" tags in the OStim animation JSONs -- so any animations you get, make certain they're properly tagged.

Remember a lot of those SL animation conversions don't have reliable menu navigation, sometimes you have to tab in and out of the Tween menu to get the menu back up. I DO NOT recommend disabling player control, I have barely tested that at all because I enjoy picking each animation set for variety.

Finally I removed all the support for more than 2P animations because OStim isn't well suited for those and the vast majority of OStim animations are 2P anyway.

Other changes I can't remember right now but you can ask me for all documentation of my agentic tool runs and I'll happily provide it. Source is also included so feel free to look at the code and ridicule it or make it better, happy to share credit if anyone wants me to make this a new upload.

This mod was made with the assistance of artificial intelligence so if the author or anyone else has a legitimate objection I'll remove it from this thread. Unlike most AI mods though I have tested it extensively -- the only bug I can find is that sometimes the scene fails to start if you are getting attacked by a MASSIVE number of enemies because it cycles through all of them and stops all combat. But if so you'll just get up and everyone will attack you again (eventually)

Enjoy and good luck.

OSimpleFix3.7z 18.39 kB · 1 download

It's good to see someone has at least attempted to pick up the torch, as it's (as far as I know) the only "non-con" "Sexlab: Defeat"-esque mod we've got for OStim. 👍
The main issue I've been having with the original mod was a CTD about 1/5 times a scene would start, as well as the minor bug of the occasional "failed to start" errors. Here's hoping you're able to iron those out as well. 😸

Posted
15 hours ago, Church the Cat said:

It's good to see someone has at least attempted to pick up the torch, as it's (as far as I know) the only "non-con" "Sexlab: Defeat"-esque mod we've got for OStim. 👍
The main issue I've been having with the original mod was a CTD about 1/5 times a scene would start, as well as the minor bug of the occasional "failed to start" errors. Here's hoping you're able to iron those out as well. 😸


I did my best, but it's just AI with a few checks and tweaks. But my AI is Enterprise grade.

The 'Failed to Start' errors, according to what I was able to determine, were because the original mod didn't allow enough time for the aggressors to be collected into Reference Aliases and then pacified before it tried to run the scene. So the Reference Aliases that Acheron needs to start a Consequence were empty when the sex was starting, basically like "There's nobody here who wants to fuck you, darling."

I verified this by describing the order of operations and recommending a fix like this: lock the PC in place, disable all controls, terminate all combat, pacify everything out to game units 4096, pause execution while aggressors are collected according to the options in the MCM, THEN start scene. Recovery from the assault was similar, but in reverse, the order of operations seems to be very important.

However, the more enemies are attacking you in large areas, the more the scripts have to do, which can still lead to "Failed Scene." Nepos' chambers for example has about 5 - 7 badass Forsworn in it and those are some of the fastest-attacking human mobs the game has to offer.

Won't know until you try it out! I plan on doing more testing myself. The only Defeat mods I really enjoy are mine, and maybe Practical Defeat.

Posted
On 6/24/2026 at 1:25 PM, John Calumnus said:


I did my best, but it's just AI with a few checks and tweaks. But my AI is Enterprise grade.

The 'Failed to Start' errors, according to what I was able to determine, were because the original mod didn't allow enough time for the aggressors to be collected into Reference Aliases and then pacified before it tried to run the scene. So the Reference Aliases that Acheron needs to start a Consequence were empty when the sex was starting, basically like "There's nobody here who wants to fuck you, darling."

I verified this by describing the order of operations and recommending a fix like this: lock the PC in place, disable all controls, terminate all combat, pacify everything out to game units 4096, pause execution while aggressors are collected according to the options in the MCM, THEN start scene. Recovery from the assault was similar, but in reverse, the order of operations seems to be very important.

However, the more enemies are attacking you in large areas, the more the scripts have to do, which can still lead to "Failed Scene." Nepos' chambers for example has about 5 - 7 badass Forsworn in it and those are some of the fastest-attacking human mobs the game has to offer.

Won't know until you try it out! I plan on doing more testing myself. The only Defeat mods I really enjoy are mine, and maybe Practical Defeat.

Gave yours a try, but for the life of me, I couldn't get any scenes to play. She gets downed, everyone chills out, then she stands back up and gets the snot beat out of her, over and over again. At first, I thought it was because none of the OStim Standalone scenes I have were tagged as aggressive, so I downloaded Anub's aggressive animations they have (for free) on their Patreon page. But, the violent cycle persists. -_-

  • 2 weeks later...
Posted
On 6/25/2026 at 4:15 PM, Church the Cat said:

Gave yours a try, but for the life of me, I couldn't get any scenes to play. She gets downed, everyone chills out, then she stands back up and gets the snot beat out of her, over and over again. At first, I thought it was because none of the OStim Standalone scenes I have were tagged as aggressive, so I downloaded Anub's aggressive animations they have (for free) on their Patreon page. But, the violent cycle persists. -_-


Only works for humans. The default options also have no aggressors turned on. There's Male vs Female, all those options. Creatures won't work, remember vampires and werewolves count as creatures. You also have to make sure Acheron is installed and this option is given some kind of weight (I think the default is 50). The only animations I tested were Baka's but they REQUIRE the aggressive tag. I had to add them myself. Most SexLab conversions did NOT bother to add any tags so either curate carefully or use AI to add them to the JSONs. After making sure of all this let me know if you still have problems. I REALLY need a good testing environment and I LOVE bug reports. I just can't get too invested because I actually hurt myself getting into this hobby too deep a few times.

  • 1 month later...
Posted

Is there any chance John that your fork/patch can be made to include creature assaults? If not that's fine it's just the major thing keeping me from using OStim over SexLab P+ is Yamete allowing creature assaults and OSimpleDefeat not doing that.

  • 2 weeks later...
Posted
On 8/9/2026 at 7:11 AM, ulterioranomaly said:

Is there any chance John that your fork/patch can be made to include creature assaults? If not that's fine it's just the major thing keeping me from using OStim over SexLab P+ is Yamete allowing creature assaults and OSimpleDefeat not doing that.


A bit outside the scope I'm afraid. OStim was designed as a competitor to SexLab and avoidant of a lot of its kinks so it could be distributed more freely on Nexus. I know because I was there. Since then a lot of those kinks have been added (like this mod) but from what I understand support for defeat and creatures is very patchy and mostly doesn't work. I have the time, energy and motivation to work on this tonight though, now that I've stumbled into an Iron Man testing scenario (Serana + Mistman summon as teammates, a twin dragon attack interrupted by Dawnguard after my vampire character). So if anyone wants to link me a setup they have for OStim with creatures I'll see what I can do.

Posted

Alright. Me and "caco-bot" (Pentagon ver.) worked on this a bit more, fixing the bugs where scenes wouldn't start, making it more reliable, and expanding the featureset to more resemble the original mod. Here's a summary of the changes:
 

 - The animation set is no longer restricted to 'aggressive' tags, so when a 'defeat' scene starts, a starting stage of any animation in your load order will be selected. This is good because most OStim animations aren't properly tagged.
 - The mixed male/female warning has been deprecated, instead the aggressor collection happens for each OR both genders depending on the options you set. So for example, if you toggle ONLY 'male aggressors' then female ones will be hard-rejected, 'female aggressors' means the opposite, both means none are.
- Rather than try to start scenes with a mixture of male and female aggressors (and all the problems for OStim that would cause), the mod collects the first aggressor then assembles the rest of them based on the gender of that first aggressor. So for example, if OSimpleDefeat "sees" a male aggressor first, it will collect him, then add all male aggressors after that point.
- The aggressor collection starts with whoever downed you, but if they are invalid (for example according to the above conditions, or if they are a creature), the mod will scan the area collecting 'hostile' aggressors based on how close they are to you, adding more based on the conditions above.
- OStim-native animations work FAR better than SexLab conversions. In my own load order, I could find no way to control the animation stages with SexLab conversions, due to improperly formatted navigation 'jsons', and 'Auto' navigation is problematic for similar reasons. I recommend OA3PP from Ace Animations at the very least, or perhaps Billyy's All-in-One from Lireal Atelier. Since these have an optional paywall I leave them for you to locate.
- There are very few animations with more than three participants so you might be better off disabling everything but one or two aggressors.
- When downed, everything in the area is pacified, including neutral actors and followers, which will loom over you like nothing is happening. I tried to find a more immersive way of handling this witout breaking the scene but it is beyond me and caco-bot at this time. Work for the future.
- The pacification lasts as long as the 'grace period' you have set. It should travel back through all aggressors, releasing them, but there may be bugs with un-pacification. You should still be able to attack them and they will fight back.
- No gear is ever stolen, only a configurable percentage of gold. Depending on how many 'possible' outcomes you set (one to three) the mod always chooses an assault scene, followed by a robbery scene OR 'nothing really happens'.
 

That's all I can think of right now. I'll fuck with it later when I feel like it again.

OSimpleFix4.7z

Posted
On 8/23/2026 at 2:02 AM, John Calumnus said:

Alright. Me and "caco-bot" (Pentagon ver.) worked on this a bit more, fixing the bugs where scenes wouldn't start, making it more reliable, and expanding the featureset to more resemble the original mod. Here's a summary of the changes:
 

 - The animation set is no longer restricted to 'aggressive' tags, so when a 'defeat' scene starts, a starting stage of any animation in your load order will be selected. This is good because most OStim animations aren't properly tagged.
 - The mixed male/female warning has been deprecated, instead the aggressor collection happens for each OR both genders depending on the options you set. So for example, if you toggle ONLY 'male aggressors' then female ones will be hard-rejected, 'female aggressors' means the opposite, both means none are.
- Rather than try to start scenes with a mixture of male and female aggressors (and all the problems for OStim that would cause), the mod collects the first aggressor then assembles the rest of them based on the gender of that first aggressor. So for example, if OSimpleDefeat "sees" a male aggressor first, it will collect him, then add all male aggressors after that point.
- The aggressor collection starts with whoever downed you, but if they are invalid (for example according to the above conditions, or if they are a creature), the mod will scan the area collecting 'hostile' aggressors based on how close they are to you, adding more based on the conditions above.
- OStim-native animations work FAR better than SexLab conversions. In my own load order, I could find no way to control the animation stages with SexLab conversions, due to improperly formatted navigation 'jsons', and 'Auto' navigation is problematic for similar reasons. I recommend OA3PP from Ace Animations at the very least, or perhaps Billyy's All-in-One from Lireal Atelier. Since these have an optional paywall I leave them for you to locate.
- There are very few animations with more than three participants so you might be better off disabling everything but one or two aggressors.
- When downed, everything in the area is pacified, including neutral actors and followers, which will loom over you like nothing is happening. I tried to find a more immersive way of handling this witout breaking the scene but it is beyond me and caco-bot at this time. Work for the future.
- The pacification lasts as long as the 'grace period' you have set. It should travel back through all aggressors, releasing them, but there may be bugs with un-pacification. You should still be able to attack them and they will fight back.
- No gear is ever stolen, only a configurable percentage of gold. Depending on how many 'possible' outcomes you set (one to three) the mod always chooses an assault scene, followed by a robbery scene OR 'nothing really happens'.
 

That's all I can think of right now. I'll fuck with it later when I feel like it again.

OSimpleFix4.7z 24.43 kB · 1 download

After almost a couple days of testing, most seems to be well. The only possible issue I've noticed is a couple of "Nibbles" M/F animations stand in idle while making the sound effects. But, I also use the OStim automatic controls during assaults, so I'm not sure if that is what instead causes the bug.

Other than that, it's perfect. That being said, a feature that allows the other enemies to sexually assault my female followers in the player's current scene like for example (M/FF, MM/FF, M/FFF and/or M/FFFF) or their own separate scene playing along side to the player's scene, would make it more perfect. 😉

Posted
On 8/24/2026 at 10:07 PM, Church the Cat said:

After almost a couple days of testing, most seems to be well. The only possible issue I've noticed is a couple of "Nibbles" M/F animations stand in idle while making the sound effects. But, I also use the OStim automatic controls during assaults, so I'm not sure if that is what instead causes the bug.

Other than that, it's perfect. That being said, a feature that allows the other enemies to sexually assault my female followers in the player's current scene like for example (M/FF, MM/FF, M/FFF and/or M/FFFF) or their own separate scene playing along side to the player's scene, would make it more perfect. 😉


I'm fairly confident the Nibbles animations are just improperly formatted. Most authors just run the SexLab animations through an auto-conversion tool which isn't very robust. I've only ever had much success with animation packs that have "full" manual conversions, and many of those are paywalled.

NPC on NPC is extremely hard to do, at least judging by my many years of trying to find an acceptable mod for that. I'll take it under advisement. Now to migrate these changes to Simplest Defeat (basically the SexLab version)

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