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Posted

well unlucky for me funnybiz's pack wont load for me so i cant try out this mod ... without it would always say "failed to start scene" no matter the settings.... and now after downloading his/her pack the game wouldnt even launch

  • 2 weeks later...
Posted
On 2/12/2025 at 12:15 PM, ShoDanSilent said:

well unlucky for me funnybiz's pack wont load for me so i cant try out this mod ... without it would always say "failed to start scene" no matter the settings.... and now after downloading his/her pack the game wouldnt even launch


same problem here. It always said fail to start scene and show warning pop up about random animation

  • 1 month later...
Posted

Like some others here... I am often getting a "Failed to load OStim Standalone" message. It sucks because there isn't much in the way of options for this with OStim SA. I suppose if I want to have somthing similar I will need to install SexLabs alongside OStim. I would rather just stick with one for various mod compatibilities and installing both is going to mean a lot of duplicate animations I think between OStim and SL so I have been avoiding that.

Posted

So I'm having a slight issue where when I get defeated, nothing happens outside of just the "I yield" stance followed by a few seconds of the enemy going back to doing what they were before being released. I tried to get a defeat to trigger multiple times, but it just didn't.

  • 2 weeks later...
Posted (edited)

I have no idea how to get anything other than the standard get up Release event. I want to trigger one of the other events provided by Acheron after the assault, but I just don't get it. It just says No integrations found, even though I have all the requirements.

 

I even installed the Death Alternative mod for Acheron specifically to get the Bandit Release like the description says. I must be missing something. Everything else works, I just can't figure out how to add new Release Events at all.

 

Edit: Well, I got the bandit events to appear in the Release Events list by starting completely fresh. Is there a way to get it to update on an existing save? Also, it shows the dialogue box for the Release Event triggering, but it doesn't do anything. Would it be unreasonable to just allow selecting one of Acheron's default events as a Release Event? Requiring more addons just to have a proper release seems unnecessary. Besides this, I've got this mod working really well.

 

---

 

Also, I'm running Shadow of Skyrim. Do you think you could hook this directly into Shadow of Skyrim as a Release Event after assault? That'd make this mod absolutely mind-blowing, and I probably wouldn't ever even ask for anything else.

 

Edit 2: I've learned that even just simply killing the Player using the console surprisingly causes Shadow of Skyrim to successfully trigger. I've been stress-testing it and doing it right after the assault while still in the bleedout animation and it somehow works. If we could either have an instant-death Release Event or trigger player death on scene end, we could feasibly do a rough hack directly into Shadow of Skyrim! I don't know the first thing about editing and recompiling scripts, though.

Edited by MiyuShinonomiya
Posted (edited)

Since a lot of people are having trouble with this mod, I'd like to share my setup that I've got running on 1.6.640 using an older version of Acheron (1.4.4.6).

Acheron 1.4.4.6's MCM looks a decent bit different than the latest version's, so forgive any confusion as a result of this.

 

I use a hand-picked modlist of around 1200 mods running mostly stably, and I've finally got a setup with OSimpleDefeat that seems to work well without exploding often.

 

Animations are always working, and scenes almost never fail unless there are no valid actors. It seems to rarely brick (infinite bleedout), unless you get downed almost immediately after getting up again post-assault. This seems to be something really important to keep in mind when playing with this mod, unless I've misidentified the cause. You will still sometimes softlock with this, but it should be significantly rarer, and even moreso if we had a reliable Post-Assault event to depend on for getting us away from our attackers.

 

It's still so frustrating to see so many of these Defeat mods plagued by the exact same stuck in bleedout issue, though, we need a Debug menu to reset the mod's scripts.

 

Even though it is true that it's somewhat restrictive to what you can do with it for the sake of stability, this setup is so incredible when it works without breaking.

 

One day I really hope that we can find a way to hook this into Shadow of Skyrim, as I've been really enjoying it as my Death Alternative mod of choice. Currently, I just kill the player character after a scene using the console, and somehow Shadow of Skyrim just takes over just fine.

 

For clarification, Acheron handles a fake death state BEFORE the player actually dies, resulting in Shadow of Skyrim never actually firing off as its system occurs seemingly at the same time as dying. If we manually kill the player immediately after an OSimpleDefeat scene ends, Shadow of Skyrim takes over as if it were a Release Event without a hitch. I'd really like it if someone who knows how to edit scripts could get it to happen automatically after the "Stand Up and Fight" post-assault release event ends.

 

I'm hoping this helps people, because I'd really like to see more interest in this mod. With this setup, if I actually kill my character as the escape notification appears each time to activate Shadow of Skyrim, I have yet to softlock. Standing up normally and continuing to fight frequently locks.

 

Acheron

We don't do much to Acheron. The confusing part to me was always the fact that we have all these Outcomes but we actually only ever want to choose OSimpleDefeat:

Spoiler

General

  • Turn it on, I don't know. Creatures aren't supported (yet) and Killmoves mess up systems like these. I rarely understand why they're on offer.
  • Not entirely related, but Gunslicer's bleedout animations are PERFECT for this setup.

Defeat

  • You're basically just making it so that only OSimpleDefeat can be triggered as a result of being downed.
  • The reduced Fallback Timer is reduced to 10 Seconds to save a little grief for times where the scene doesn't begin, but it should happen rarely.
  • Minimal interaction with NPC>NPC or Followers for stability.
  • For clarification (if you were as confused as I am trying to understand how this mod works together with Acheron), you cannot have both Acheron Events AND OSimpleDefeat events play out one after the other. Your Defeat begins with Acheron, funnels into OSimpleDefeat, and ends with a Release Event provided by OSimpleDefeat. I feel like this is the most limiting part of this mod.
  • Ignore my Strip Chance. That isn't important to the setup.

Events

  • We want OSimpleDefeat to be the only possibility. Remember, if any other Outcome from Acheron gets chosen, we cannot start a Defeat scene.
Spoiler

0.thumb.png.07d50d94a2952446018ec57d89dfa6e4.png

1.thumb.png.b23b5156327a4a735d7b97d1609819c2.png

2.thumb.png.27b76033ab5e4390b9cb0ba0274ad7c6.png

 

 

OSimpleDefeat

This is where most people's setups usually run into issues, due to either incorrect scene requirements or missing anims (besides struggling with OStim's quirky Auto Mode that feels half-finished):

Spoiler

Configuration

  • Outcomes are set to 1 to prevent the script having to loop back into itself, which I believe to be the main cause of infinite bleedout. One is enough.
  • Make sure your Assault Chance rates match what animations you have. The scene will throw a Failed To Start error if there are no valid Aggressors/Animations according to your configurations of both OSimpleDefeat AND OStim Standalone.
  • Surrendering doesn't work, so don't bother with it.
  • Any number of Aggressors will work, but it might fail to start a scene if you do not have any MMMF animations when it tries to start one.
  • As long as you've set up OStim Standalone correctly, you can safely disable Player Control and let the Aggressors choose randomly.
    • Remember that many animation packs made for Ostim have Auto-Mode disabled by default in their animation JSON files.
      Look for: "noRandomSelection": true which prevents that animation from being selected by Auto-Mode.
    • The option "Use Animation Tags?" restricts valid animations to those marked with Aggressive, Forced, and Babo. If you are simply testing the mod, DO NOT enable this option. Many animations are tagged wrong or inconsistently, and there is a high chance having this selected will result in your scenes failing to activate due to OStim not coming with any animations that have these tags.
  • There are a few good versions of Anubs/Billyys that do in fact work with the Tag System floating around, contrary to popular belief, making the typically inadvised Tag System actually not a bad choice. I'd suggest looking around a good bit, it's out there, but it's probably better that I don't haphazardly distribute links.
    • Speaking of the Tag System, we could really use a way to specify our OWN tags we'd like to use. I peeked into the Source folder and found the tags that are actually being used and it's oddly restrictive to do it this way with no way to customize it on the user-end.

Outcomes

  • Assault is all we're here for, set Rob Chance to 0 to avoid getting no animation by RNG.
  • Stand Up and Fight is the only Release that I've been able to run stably without some weird thing happening.
  • 0 Grace Period will allow the NPCs to immediately resume their normal behaviour, and I find it helps prevent them from acting strangely when combat resumes.
    • A VERY short Grace Period of 2-3 might work even better. This is especially good for if mages tend to knock you down instantly during your standing animation with magic, which would cause a softlock. This is just enough time to stand up, and ensure NPCs return to normal quickly to try and retain stability.
  • Avoid getting downed while still standing up or immediately after getting up at all costs, as this I feel is the most common source of soft-locking. I've managed to chain a few scenes one after the other with no issues this way.
  • If you're on the ground again after getting up, there's a chance it's just an animation glitch and you can jump to get out of this fake bleedout state.

Experimental

  • I have the Warnings disabled because sometimes it'll throw you the warning about starting animations, but it doesn't matter here.
Spoiler

3.thumb.png.aae5c67ca1879351bb21f8847afd4205.png

4.thumb.png.67e783037dd59266d9e0429d1d9181de.png

5.thumb.png.68cd5551bb98ee2e858ed71839971adc.png

 

 

OStim Standalone

We're only really interested in two sections of OStim Standalone when being particular with using OSimpleDefeat:

Spoiler

Auto Control

  • We're only here for the Auto Control and Excitement tabs, the rest is up to your preference.
  • I use Auto Mode, and let the NPCs decide everything for Defeat, but you can still leave it off for manual control if you wanted to.
  • You can still control scenes that are run with Auto Mode, provided you didn't disable player controls in OSimpleDefeat.
  • OStim's navigation AI is terrible for custom animation sets, I haven't been successful with it. Turn off "Limit to Navigation Distance" for this reason. Fade out will help give a sense of time passing between switching poses, but I know not everyone likes it.
    • It IS possible to enable the Navigation Distance limit and have it automatically navigate, but it's not entirely reliable and neither does it do all that good a job either. Still, it's an option.
    • If you want to do that, my testing shows that setting the distance limit to 5 is the sweet spot for getting it to work and not jumping everywhere.
  • The Anim Duration min and max values decide randomly between those values when it'll switch automatically.
  • I have both Foreplay and Pullout set to 0 because I don't want either of those things, but I also never really noticed them doing anything.
  •  

Excitement

  • I have Male and Female excitement very high so that the animations end quickly and I can get back into playing. It's sort of a short "Game Over" screen for my setup.
  • "End Scene After Male Actor Orgasm" is what determines the automatic end of the scene, the length determined by the Excitement multipliers. I wish we could set the number of orgasms, but alas we cannot.
Spoiler

6.thumb.png.e17093931f403dc8b181495e490944e4.png

7.thumb.png.f3c45549fcb1ebb48d14024cfbbe772a.png

Edited by MiyuShinonomiya
Posted
6 hours ago, MiyuShinonomiya said:

Since a lot of people are having trouble with this mod, I'd like to share my setup that I've got running on 1.6.640 using an older version of Acheron (1.4.4.6).

Acheron 1.4.4.6's MCM looks a decent bit different than the latest version's, so forgive any confusion as a result of this.

 

I use a hand-picked modlist of around 1200 mods running mostly stably, and I've finally got a setup with OSimpleDefeat that seems to work well without exploding often.

 

Animations are always working, and scenes almost never fail unless there are no valid actors. It seems to rarely brick (infinite bleedout), unless you get downed almost immediately after getting up again post-assault. This seems to be something really important to keep in mind when playing with this mod, unless I've misidentified the cause. You will still sometimes softlock with this, but it should be significantly rarer, and even moreso if we had a reliable Post-Assault event to depend on for getting us away from our attackers.

 

Even though it is true that it's somewhat restrictive to what you can do with it for the sake of stability, this setup is so incredible when it works without breaking.

 

One day I really hope that we can find a way to hook this into Shadow of Skyrim, as I've been really enjoying it as my Death Alternative mod of choice. Currently, I just kill the player character after a scene using the console, and somehow Shadow of Skyrim just takes over just fine.

 

For clarification, Acheron handles a fake death state BEFORE the player actually dies, resulting in Shadow of Skyrim never actually firing off as its system occurs seemingly at the same time as dying. If we manually kill the player immediately after an OSimpleDefeat scene ends, Shadow of Skyrim takes over as if it were a Release Event without a hitch. I'd really like it if someone who knows how to edit scripts could get it to happen automatically after the "Stand Up and Fight" post-assault release event ends.

 

I'm hoping this helps people, because I'd really like to see more interest in this mod.

 

Acheron

We don't do much to Acheron. The confusing part to me was always the fact that we have all these Outcomes but we actually only ever want to choose OSimpleDefeat:

  Reveal hidden contents

General

  • Turn it on, I don't know. Creatures aren't supported (yet) and Killmoves mess up systems like these. I rarely understand why they're on offer.
  • Not entirely related, but Gunslicer's bleedout animations are PERFECT for this setup.

Defeat

  • You're basically just making it so that only OSimpleDefeat can be triggered as a result of being downed.
  • The reduced Fallback Timer is reduced to 10 Seconds to save a little grief for times where the scene doesn't begin, but it should happen rarely.
  • Minimal interaction with NPC>NPC or Followers for stability.
  • For clarification (if you were as confused as I am trying to understand how this mod works together with Acheron), you cannot have both Acheron Events AND OSimpleDefeat events play out one after the other. Your Defeat begins with Acheron, funnels into OSimpleDefeat, and ends with a Release Event provided by OSimpleDefeat. I feel like this is the most limiting part of this mod.
  • Ignore my Strip Chance. That isn't important to the setup.

Events

  • We want OSimpleDefeat to be the only possibility. Remember, if any other Outcome from Acheron gets chosen, we cannot start a Defeat scene.
  Reveal hidden contents

0.thumb.png.07d50d94a2952446018ec57d89dfa6e4.png

1.thumb.png.b23b5156327a4a735d7b97d1609819c2.png

2.thumb.png.27b76033ab5e4390b9cb0ba0274ad7c6.png

 

 

OSimpleDefeat

This is where most people's setups usually run into issues, due to either incorrect scene requirements or missing anims (besides struggling with OStim's quirky Auto Mode that feels half-finished):

  Hide contents

Configuration

  • Outcomes are set to 1 to prevent the script having to loop back into itself, which I believe to be the main cause of infinite bleedout. One is enough.
  • Make sure your Assault Chance rates match what animations you have. The scene will throw a Failed To Start error if there are no valid Aggressors/Animations according to your configurations of both OSimpleDefeat AND OStim Standalone.
  • Surrendering doesn't work, so don't bother with it.
  • Any number of Aggressors will work, but it might fail to start a scene if you do not have any MMMF animations when it tries to start one.
  • As long as you've set up OStim Standalone correctly, you can safely disable Player Control and let the Aggressors choose randomly.
  • There are a few good versions of Anubs/Billyys that do in fact work with the Tag System floating around, contrary to popular belief, making the typically inadvised Tag System actually not a bad choice. I'd suggest looking around a good bit, it's out there, but it's probably better that I don't haphazardly distribute links.
    • Speaking of the Tag System, we could really use a way to specify our OWN tags we'd like to use. I peeked into the Source folder and found the tags that are actually being used and it's oddly restrictive to do it this way with no way to customize it on the user-end.

Outcomes

  • Assault is all we're here for, set Rob Chance to 0 to avoid getting no animation by RNG.
  • Stand Up and Fight is the only Release that I've been able to run stably without some weird thing happening.
  • 0 Grace Period will allow the NPCs to immediately resume their normal behaviour, and I find it helps prevent them from acting strangely when combat resumes.
  • Avoid getting downed while still standing up or immediately after getting up at all costs, as this I feel is the most common source of soft-locking. I've managed to chain a few scenes one after the other with no issues this way.
  • If you're on the ground again after getting up, there's a chance it's just an animation glitch and you can jump to get out of this fake bleedout state.

Experimental

  • I have the Warnings disabled because sometimes it'll throw you the warning about starting animations, but it doesn't matter here.
  Reveal hidden contents

3.thumb.png.aae5c67ca1879351bb21f8847afd4205.png

4.thumb.png.67e783037dd59266d9e0429d1d9181de.png

5.thumb.png.68cd5551bb98ee2e858ed71839971adc.png

 

 

OStim Standalone

We're only really interested in two sections of OStim Standalone when being particular with using OSimpleDefeat:

  Reveal hidden contents

Auto Control

  • We're only here for the Auto Control and Excitement tabs, the rest is up to your preference.
  • I use Auto Mode, and let the NPCs decide everything for Defeat, but you can still leave it off for manual control if you wanted to.
  • You can still control scenes that are run with Auto Mode, provided you didn't disable player controls in OSimpleDefeat.
  • OStim's navigation AI is terrible for custom animation sets, I haven't been successful with it. Turn off "Limit to Navigation Distance" for this reason. Fade out will help give a sense of time passing between switching poses, but I know not everyone likes it.
    • It IS possible to enable the Navigation Distance limit and have it automatically navigate, but it's not entirely reliable and neither does it do all that good a job either. Still, it's an option.
    • If you want to do that, my testing shows that setting the distance limit to 5 is the sweet spot for getting it to work and not jumping everywhere.
  • The Anim Duration min and max values decide randomly between those values when it'll switch automatically.
  • I have both Foreplay and Pullout set to 0 because I don't want either of those things, but I also never really noticed them doing anything.
  •  

Excitement

  • I have Male and Female excitement very high so that the animations end quickly and I can get back into playing. It's sort of a short "Game Over" screen for my setup.
  • "End Scene After Male Actor Orgasm" is what determines the automatic end of the scene, the length determined by the Excitement multipliers. I wish we could set the number of orgasms, but alas we cannot.
  Reveal hidden contents

6.thumb.png.e17093931f403dc8b181495e490944e4.png

7.thumb.png.f3c45549fcb1ebb48d14024cfbbe772a.png

 

 

Thank you for looking into this. I am going to try setting things up like this and will report how it goes.  I am running on the latest version so it should be informative.

 

Regarding the animation tags. As far as I know I have all the animations available on both Nexus and LL for OStim Standalone... so I should have all the animations available. The thing I have been trying to sus out is the Tag system. I would like to figure out where the tags for any particular animation is... do you know how to find that info? My thought was to perhaps add tags if I could... but just being able to view what the OStim tags are for any animation set would be useful.

 

Its frustrating cause I can see all the animation tags in SexLab P+ when I tested there. I have gotten both of the animation frameworks working together on the same modlist but as OStim seems to be in more active development I would really rather settle on one framework if possible. 

Posted (edited)
4 hours ago, HintHelmetxX said:

Thank you for looking into this. I am going to try setting things up like this and will report how it goes.  I am running on the latest version so it should be informative.

 

Regarding the animation tags. As far as I know I have all the animations available on both Nexus and LL for OStim Standalone... so I should have all the animations available. The thing I have been trying to sus out is the Tag system. I would like to figure out where the tags for any particular animation is... do you know how to find that info? My thought was to perhaps add tags if I could... but just being able to view what the OStim tags are for any animation set would be useful.

 

Its frustrating cause I can see all the animation tags in SexLab P+ when I tested there. I have gotten both of the animation frameworks working together on the same modlist but as OStim seems to be in more active development I would really rather settle on one framework if possible. 

 

The tags for every scene can be found inside their respective mod folders.

It goes Mods>"ModName">SKSE>Plugins>Ostim>Scenes>"SceneName">fm/ffm/mmf/etc>page#>"AnimationName", and inside there should be JSON files for each stage of the animation. Inside the JSON files are the tags and animation data, but of course make sure you aren't editing anything but the tags in our case.

 

The reason why tagging animations ourselves on the user-end isn't very viable is because there are so many, and you have to add the tags to every single stage of every animation. It's doable, 100%, but it just takes a long time unfortunately. I wish there was an easy way to batch edit their tags. Some of the mods have inconsistent stage tags as well, for some reason. Anubs Aggressive Choke has aggressive tags for Stage 1 and 2 but 3-6 just don't for no apparent reason.

 

If you look inside the Source folder for OSimpleDefeat, you'll find its .psc file that you can open and see that it's looking for:

String AnimationTags = "forced,aggressive,babo"

As you can see, most animations that come with OStim do not have any of these tags. I wish we could specify tags ourselves for OSimpleDefeat in its MCM, since we'd have to compile the scripts ourselves as it is if we wanted to change them.

Edited by MiyuShinonomiya
Posted
On 4/22/2025 at 8:57 AM, MiyuShinonomiya said:

Since a lot of people are having trouble with this mod, I'd like to share my setup that I've got running on 1.6.640 using an older version of Acheron (1.4.4.6).

Acheron 1.4.4.6's MCM looks a decent bit different than the latest version's, so forgive any confusion as a result of this.

 

I use a hand-picked modlist of around 1200 mods running mostly stably, and I've finally got a setup with OSimpleDefeat that seems to work well without exploding often.

 

Animations are always working, and scenes almost never fail unless there are no valid actors. It seems to rarely brick (infinite bleedout), unless you get downed almost immediately after getting up again post-assault. This seems to be something really important to keep in mind when playing with this mod, unless I've misidentified the cause. You will still sometimes softlock with this, but it should be significantly rarer, and even moreso if we had a reliable Post-Assault event to depend on for getting us away from our attackers.

 

It's still so frustrating to see so many of these Defeat mods plagued by the exact same stuck in bleedout issue, though, we need a Debug menu to reset the mod's scripts.

 

Even though it is true that it's somewhat restrictive to what you can do with it for the sake of stability, this setup is so incredible when it works without breaking.

 

One day I really hope that we can find a way to hook this into Shadow of Skyrim, as I've been really enjoying it as my Death Alternative mod of choice. Currently, I just kill the player character after a scene using the console, and somehow Shadow of Skyrim just takes over just fine.

 

For clarification, Acheron handles a fake death state BEFORE the player actually dies, resulting in Shadow of Skyrim never actually firing off as its system occurs seemingly at the same time as dying. If we manually kill the player immediately after an OSimpleDefeat scene ends, Shadow of Skyrim takes over as if it were a Release Event without a hitch. I'd really like it if someone who knows how to edit scripts could get it to happen automatically after the "Stand Up and Fight" post-assault release event ends.

 

I'm hoping this helps people, because I'd really like to see more interest in this mod. With this setup, if I actually kill my character as the escape notification appears each time to activate Shadow of Skyrim, I have yet to softlock. Standing up normally and continuing to fight frequently locks.

 

Acheron

We don't do much to Acheron. The confusing part to me was always the fact that we have all these Outcomes but we actually only ever want to choose OSimpleDefeat:

  Reveal hidden contents

General

  • Turn it on, I don't know. Creatures aren't supported (yet) and Killmoves mess up systems like these. I rarely understand why they're on offer.
  • Not entirely related, but Gunslicer's bleedout animations are PERFECT for this setup.

Defeat

  • You're basically just making it so that only OSimpleDefeat can be triggered as a result of being downed.
  • The reduced Fallback Timer is reduced to 10 Seconds to save a little grief for times where the scene doesn't begin, but it should happen rarely.
  • Minimal interaction with NPC>NPC or Followers for stability.
  • For clarification (if you were as confused as I am trying to understand how this mod works together with Acheron), you cannot have both Acheron Events AND OSimpleDefeat events play out one after the other. Your Defeat begins with Acheron, funnels into OSimpleDefeat, and ends with a Release Event provided by OSimpleDefeat. I feel like this is the most limiting part of this mod.
  • Ignore my Strip Chance. That isn't important to the setup.

Events

  • We want OSimpleDefeat to be the only possibility. Remember, if any other Outcome from Acheron gets chosen, we cannot start a Defeat scene.
  Reveal hidden contents

0.thumb.png.07d50d94a2952446018ec57d89dfa6e4.png

1.thumb.png.b23b5156327a4a735d7b97d1609819c2.png

2.thumb.png.27b76033ab5e4390b9cb0ba0274ad7c6.png

 

 

OSimpleDefeat

This is where most people's setups usually run into issues, due to either incorrect scene requirements or missing anims (besides struggling with OStim's quirky Auto Mode that feels half-finished):

  Reveal hidden contents

Configuration

  • Outcomes are set to 1 to prevent the script having to loop back into itself, which I believe to be the main cause of infinite bleedout. One is enough.
  • Make sure your Assault Chance rates match what animations you have. The scene will throw a Failed To Start error if there are no valid Aggressors/Animations according to your configurations of both OSimpleDefeat AND OStim Standalone.
  • Surrendering doesn't work, so don't bother with it.
  • Any number of Aggressors will work, but it might fail to start a scene if you do not have any MMMF animations when it tries to start one.
  • As long as you've set up OStim Standalone correctly, you can safely disable Player Control and let the Aggressors choose randomly.
    • Remember that many animation packs made for Ostim have Auto-Mode disabled by default in their animation JSON files.
    • The option "Use Animation Tags?" restricts valid animations to those marked with Aggressive, Forced, and Babo. If you are simply testing the mod, DO NOT enable this option. Many animations are tagged wrong or inconsistently, and there is a high chance having this selected will result in your scenes failing to activate due to OStim not coming with any animations that have these tags.
  • There are a few good versions of Anubs/Billyys that do in fact work with the Tag System floating around, contrary to popular belief, making the typically inadvised Tag System actually not a bad choice. I'd suggest looking around a good bit, it's out there, but it's probably better that I don't haphazardly distribute links.
    • Speaking of the Tag System, we could really use a way to specify our OWN tags we'd like to use. I peeked into the Source folder and found the tags that are actually being used and it's oddly restrictive to do it this way with no way to customize it on the user-end.

Outcomes

  • Assault is all we're here for, set Rob Chance to 0 to avoid getting no animation by RNG.
  • Stand Up and Fight is the only Release that I've been able to run stably without some weird thing happening.
  • 0 Grace Period will allow the NPCs to immediately resume their normal behaviour, and I find it helps prevent them from acting strangely when combat resumes.
  • Avoid getting downed while still standing up or immediately after getting up at all costs, as this I feel is the most common source of soft-locking. I've managed to chain a few scenes one after the other with no issues this way.
  • If you're on the ground again after getting up, there's a chance it's just an animation glitch and you can jump to get out of this fake bleedout state.

Experimental

  • I have the Warnings disabled because sometimes it'll throw you the warning about starting animations, but it doesn't matter here.
  Reveal hidden contents

3.thumb.png.aae5c67ca1879351bb21f8847afd4205.png

4.thumb.png.67e783037dd59266d9e0429d1d9181de.png

5.thumb.png.68cd5551bb98ee2e858ed71839971adc.png

 

 

OStim Standalone

We're only really interested in two sections of OStim Standalone when being particular with using OSimpleDefeat:

  Reveal hidden contents

Auto Control

  • We're only here for the Auto Control and Excitement tabs, the rest is up to your preference.
  • I use Auto Mode, and let the NPCs decide everything for Defeat, but you can still leave it off for manual control if you wanted to.
  • You can still control scenes that are run with Auto Mode, provided you didn't disable player controls in OSimpleDefeat.
  • OStim's navigation AI is terrible for custom animation sets, I haven't been successful with it. Turn off "Limit to Navigation Distance" for this reason. Fade out will help give a sense of time passing between switching poses, but I know not everyone likes it.
    • It IS possible to enable the Navigation Distance limit and have it automatically navigate, but it's not entirely reliable and neither does it do all that good a job either. Still, it's an option.
    • If you want to do that, my testing shows that setting the distance limit to 5 is the sweet spot for getting it to work and not jumping everywhere.
  • The Anim Duration min and max values decide randomly between those values when it'll switch automatically.
  • I have both Foreplay and Pullout set to 0 because I don't want either of those things, but I also never really noticed them doing anything.
  •  

Excitement

  • I have Male and Female excitement very high so that the animations end quickly and I can get back into playing. It's sort of a short "Game Over" screen for my setup.
  • "End Scene After Male Actor Orgasm" is what determines the automatic end of the scene, the length determined by the Excitement multipliers. I wish we could set the number of orgasms, but alas we cannot.
  Reveal hidden contents

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Thank you for posting this. Adding a kill outcome will be implemented in a future update. For everyone struggling to get it working, follow this guide.

I know that I have not been very active in regards to this mod specifically - this mod is a massive mess currently and I have been reluctant in trying to fix it. I have also been away from Skyrim modding as well, but am back in yet another addiction phase...

I will be updating the mod to attempt to fix the many issues that plague the mod. As a reminder, this mod originated as an "it just works" implementation, with a messy base having too much added to it. Now with more advanced Acheron-based defeat mods made open-source (Ponzi's Practical Defeat in particular), I have more reference and more experience in modding, so hopefully the mod will be made better.
 

Posted
23 minutes ago, FxD2 said:

 

Thank you for posting this. Adding a kill outcome will be implemented in a future update. For everyone struggling to get it working, follow this guide.

I know that I have not been very active in regards to this mod specifically - this mod is a massive mess currently and I have been reluctant in trying to fix it. I have also been away from Skyrim modding as well, but am back in yet another addiction phase...

I will be updating the mod to attempt to fix the many issues that plague the mod. As a reminder, this mod originated as an "it just works" implementation, with a messy base having too much added to it. Now with more advanced Acheron-based defeat mods made open-source (Ponzi's Practical Defeat in particular), I have more reference and more experience in modding, so hopefully the mod will be made better.
 

 

 

Wonderful news!!! Since I am currently using both your assault and defeat mods (with limited success) I will happily be an early adopter. Thank you for all your hard work!!

Posted (edited)
1 hour ago, FxD2 said:

 

Thank you for posting this. Adding a kill outcome will be implemented in a future update. For everyone struggling to get it working, follow this guide.

I know that I have not been very active in regards to this mod specifically - this mod is a massive mess currently and I have been reluctant in trying to fix it. I have also been away from Skyrim modding as well, but am back in yet another addiction phase...

I will be updating the mod to attempt to fix the many issues that plague the mod. As a reminder, this mod originated as an "it just works" implementation, with a messy base having too much added to it. Now with more advanced Acheron-based defeat mods made open-source (Ponzi's Practical Defeat in particular), I have more reference and more experience in modding, so hopefully the mod will be made better.
 

 

This is amazing news, I'm so happy to hear from you!

I will be waiting excitedly for an update/overhaul for this. I hope my dive into getting this to work even just minimally has helped somehow. I always liked how potentially lightweight this mod could be.

 

I've been praying so badly for this to work stably, or for an update to it, ever since I got a stable load order for myself. Shadow of Skyrim was kind of what set this off for me because it's the first time I've seen a Death Alternative work so consistently without issues. Even Acheron has had issues every now and again, but it's probably just because Scrab doesn't directly support v1.6.640.

 

I'm wishing you the best!

Edited by MiyuShinonomiya
Posted
7 hours ago, raijinkaze said:

I'm confused does this mod just allows NPCs to rob/rape you or do you get to rob/rape them too?

This mod only deals with player defeat. OSimpleAssault does what you're looking for.

Posted

I just tried uninstalling this as it was giving me issues and when I do, saving the game leads to CTD, every time without fail, happy to share my crash log if it'll help.

Posted
14 hours ago, ThaDork said:

I just tried uninstalling this as it was giving me issues and when I do, saving the game leads to CTD, every time without fail, happy to share my crash log if it'll help.

 

I believe you may need to re-adjust Acheron's settings as it is probably trying to call my mod, which you have uninstalled, so will CTD as it cannot find the event. Please do share the log if this doesn't fix it for you however.

Posted
17 hours ago, FxD2 said:

 

I believe you may need to re-adjust Acheron's settings as it is probably trying to call my mod, which you have uninstalled, so will CTD as it cannot find the event. Please do share the log if this doesn't fix it for you however.

Can you please clarify what you mean by re-adjust settings? 

Posted

CTD when entering defeat. Ostim will popup a window that prompts to select actors and furnitures, while OSimpledefeat logged "Defeat Scene failed to start", followed by "Looks like I have to run for my life", meaning release system is triggered, as the player is standing up. However the ostim's selection box is still present. After selection, ostim will attempt to start the scene, which I believe caused the CTD. Log is attached.

Configured using MiyuShinonomiya's post. Can't get my head around it.

crash-2025-05-04-13-35-12.log

Posted
29 minutes ago, Messy2020 said:

CTD when entering defeat. Ostim will popup a window that prompts to select actors and furnitures, while OSimpledefeat logged "Defeat Scene failed to start", followed by "Looks like I have to run for my life", meaning release system is triggered, as the player is standing up. However the ostim's selection box is still present. After selection, ostim will attempt to start the scene, which I believe caused the CTD. Log is attached.

Configured using MiyuShinonomiya's post. Can't get my head around it.

crash-2025-05-04-13-35-12.log 40.21 kB · 2 downloads

I can't say what is causing your CTD sadly (I am dealing with my own CTD not related to this mod) but I can speak to the "OStim Scene Failed to start" error.

 

Miyu doenst mention this in his post but In his screenshot of the OSimpleDefeat he has "Enable Female Aggressor" unchecked. I actually think this is a crucial setting. The reason is that there is VERY few if ANY scenes where there are females or multiple females in the active role that are also properly tagged. And that would be for a simple MF scene. THere are even less for the various combos you could have. If you don't have a properly tagged scene to chose from you get the "OStim scene failed to start" issue.

 

Here is the deal though. I am not convinced that unchecking that box actually works correctly. What I did in my troubleshooting is not only uncheck that box but I set the percent chance for female aggressors to 0%.

 

So far after doing this I have not had an OStim scene fail to start after a defeat.

 

Hopefully thats helpful.

Posted (edited)

Sorry if my question is stupid)) if I use restrain do I have some animation of tie up or something? Cause now NPCs just sitting like there bleeding and do nothing.

Edited by angrynorb
Posted
11 hours ago, HintHelmetxX said:

I can't say what is causing your CTD sadly (I am dealing with my own CTD not related to this mod) but I can speak to the "OStim Scene Failed to start" error.

 

Miyu doenst mention this in his post but In his screenshot of the OSimpleDefeat he has "Enable Female Aggressor" unchecked. I actually think this is a crucial setting. The reason is that there is VERY few if ANY scenes where there are females or multiple females in the active role that are also properly tagged. And that would be for a simple MF scene. THere are even less for the various combos you could have. If you don't have a properly tagged scene to chose from you get the "OStim scene failed to start" issue.

 

Here is the deal though. I am not convinced that unchecking that box actually works correctly. What I did in my troubleshooting is not only uncheck that box but I set the percent chance for female aggressors to 0%.

 

So far after doing this I have not had an OStim scene fail to start after a defeat.

 

Hopefully thats helpful.


Thanks for the pointer! I set the female aggressors to 0% and actually reduced the CTD chance! Now following this idea i plan on setting multiple aggressors to 0 as well, as well as switching from FunnyBiz animation pack to bakafactory's. Seems like the animations in the previous one could be causing the issue, albeit tagged.

Posted
9 hours ago, Messy2020 said:


Thanks for the pointer! I set the female aggressors to 0% and actually reduced the CTD chance! Now following this idea i plan on setting multiple aggressors to 0 as well, as well as switching from FunnyBiz animation pack to bakafactory's. Seems like the animations in the previous one could be causing the issue, albeit tagged.

 

 

The CTD might well be one of your animations that is having trouble. You should run a series of tests to see if you can find one that is causing the CTC. Turn off Auto and uncheck all the excitement boxes that would end the animation after orgasm and then move through the animations to isolate. I am running both Funnybiz and Baka with no troubles but that wasnt the case at first. My CTD issues were resolved by downgrading the offending OStim Animation pack and/or deleting all my Pandora output and rerunning Pandora.

Posted (edited)

I kept limping around for quite a while defeated and couldn't get up or heal myself. What exactly should I do? I couldn't attack or interact with anything/anyone.

 

Edit: My aggressor was killed and I finally got up lol

Edited by foolsnightmare

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