cashboxs Posted July 9 Author Posted July 9 8 minutes ago, Gobid said: Is this mod only for the player's defeat? DefeatBridge is a simple player-defeat mod. In theory, it intercepts any damage that would otherwise kill the player, places the player into a downed state, then selects eligible humanoid or creature aggressors and starts an OStim scene. At the moment, there are not many third-party outcome extensions available yet, so in practice you are also correct: its main purpose is currently handling the player’s defeat.
Gobid Posted July 9 Posted July 9 7 minutes ago, cashboxs said: DefeatBridge is a simple player-defeat mod. In theory, it intercepts any damage that would otherwise kill the player, places the player into a downed state, then selects eligible humanoid or creature aggressors and starts an OStim scene. At the moment, there are not many third-party outcome extensions available yet, so in practice you are also correct: its main purpose is currently handling the player’s defeat. Oh no, sorry for wasting your time. I was looking for a mod that would give the player the ability to "punish" annoying bandits or something like that. A Nord-chad driving out the Thalmor with his massive club. There are basically no "brutal" themed mods on Ostim that actually work. By the way, I tried losing a fight and the character really fell to her knees — your mod actually works, but it's not what I need.
zergface Posted July 9 Posted July 9 (edited) A simple outcome for example one i enjoy the most is the left for dead outcome and getting robbed, i dont use slavery mods since they are too convoluted and most are kinda horribly implemented. The left for dead outcome in my opinion should be implemented in the mod. Since this mod also cover creatures, do you plan to have options to select which creatures can defeat and or can we surrender? Im gonna follow this mod, looks promising but we will see since LL is were mods go die. Edited July 9 by zergface 1
cashboxs Posted July 9 Author Posted July 9 Third-party outcomes are entirely optional and depend on what the player chooses to install. They are separate from DefeatBridge’s core defeat logic; DefeatBridge only provides an API that other mods can use to add their own outcomes. As for creatures, in theory most creatures can be supported, but it still depends on the animation packs installed in your setup. Dragons are currently excluded from being selected as scene actors because I have not found a reliable way to handle their flying state. If a scene starts while a dragon is airborne, it may remain stuck in the air after the scene ends. Manual surrender is already available. You need to assign a hotkey in the MCM. However, surrender only works when an enemy is actively targeting the player. For example, if your follower is in combat but the player has not entered combat and no enemy has selected the player as a target, the surrender hotkey may not trigger.
nkdr928 Posted July 9 Posted July 9 (edited) 2.0 is bugged even on a new save file. the mcm doesen't work Edited July 9 by nkdr928
cashboxs Posted July 10 Author Posted July 10 Thank you for reporting this. I found the issue. When the MCM was opened for the first time, the Settings page was displayed, but its internal page state was not initialized until the Settings tab was selected manually. This made the page appear unresponsive. I have now uploaded a fixed version, so please download it and try again. 1
Sighagonal Posted July 12 Posted July 12 are there any plans for this mod to implement npc-npc defeats or creature-npc defeats via ocreatures? 1
cashboxs Posted July 12 Author Posted July 12 13 hours ago, Sighagonal said: are there any plans for this mod to implement npc-npc defeats or creature-npc defeats via ocreatures? At the moment, I do not plan to add NPC-NPC or creature-NPC defeat to the core mod. Technically, starting those scenes would not be the hardest part. The real problem is ending and cleaning them up safely. DefeatBridge works in random combat, so NPCs may die, flee, change targets, unload, enter quest scenes, or be affected by other mods while the event is running. I want to keep DefeatBridge focused on player defeat and keep it stable. NPC-NPC defeat might only be considered in the future as a very limited or separate experimental extension, for example only when the event happens near the player and under controlled conditions. 1
slkajhf34 Posted July 15 Posted July 15 On 6/30/2026 at 12:31 PM, pheonex2077 said: Can this be made to for instance have a female follower get knocked down while the player character is in the middle of a fight with another npcs enable the ostim scene between the female follower and the npc that knocked them down to begin mid combat? +1 to this if possible, fun idea for a setup where you use sex to defeat foes with combination with other mods
pheonex2077 Posted July 15 Posted July 15 10 hours ago, slkajhf34 said: +1 to this if possible, fun idea for a setup where you use sex to defeat foes with combination with other mods I am using Yamate Redux and some patches to accomplish this at the moment. People have made patches for it to work with ostim and ostim creatures
cashboxs Posted July 18 Author Posted July 18 The original goal of this mod is to remain fast and stable, so I currently have no plans to add NPC-NPC defeat scenes, as they cannot be controlled as reliably as player-centered scenes.
SneakySausage1337 Posted July 22 Posted July 22 On 7/9/2026 at 3:42 AM, cashboxs said: DefeatBridge is a simple player-defeat mod. In theory, it intercepts any damage that would otherwise kill the player, places the player into a downed state, then selects eligible humanoid or creature aggressors and starts an OStim scene. At the moment, there are not many third-party outcome extensions available yet, so in practice you are also correct: its main purpose is currently handling the player’s defeat. Is there any plans to update the mod to include male player - female npc defeat? I understand npc-npc is not feasible, but what about allowing the player be the aggressor?
mansu4321 Posted July 23 Posted July 23 I don't know why, but the surrender hotkey stopped working for me. It was working at some point, but now, when I press it, nothing happens. I've reassigned it to other keys, I've tried in different instances of combat- it *used* to work, and now it doesn't. Other than that, this is easily the cleanest, most stable Defeat mod I've ever seen, and I humbly thank you for developing it.
cashboxs Posted July 23 Author Posted July 23 32 minutes ago, mansu4321 said: 我不知道为什么,投降快捷键对我失效了。它曾经能用,但现在按了它,什么反应都没有。我把它重新分配到其他按键上,也试过不同的战斗实例——以前能用,现在却不行了。 除此之外,这是我见过最干净、最稳定的Defeat模组,衷心感谢你的开发。 Got it, thanks. Try running a quick console reset—stop the quest, start it up again, and re-apply the MCM settings: stopquest TMS_DefeatBridge startquest TMS_DefeatBridge
mansu4321 Posted July 23 Posted July 23 1 hour ago, cashboxs said: Got it, thanks. Try running a quick console reset—stop the quest, start it up again, and re-apply the MCM settings: stopquest TMS_DefeatBridge startquest TMS_DefeatBridge That fixed it. Thanks for the tip!
xxxamogusxxx Posted July 24 Posted July 24 (edited) A couple of things: A basic struggle (like any other defeat mod) where you have to quickly press buttons would be nice, instead of manually ending the scene with a single press of a button if "end scene after X actor orgasm" settings are disabled in Ostim. Would you consider making this compatible with your Followers Ask to Join for Ostim? Right now, if the follower didn't enter defeat scene, it just ends your own scene when a follower tries to join a creature scene, or at least that's what it seems like. Turning off Followers Ask to Join no longer ends my scenes. Edited July 24 by xxxamogusxxx
cashboxs Posted July 24 Author Posted July 24 1 hour ago, xxxamogusxxx said: 有几点: 如果有个基本的挣扎机制(就像其他击败模组一样),需要快速按按钮,而不是如果Ostim中禁用了“某位演员高潮后结束场景”设置,只能按一个按钮手动结束场景。 你会考虑让它与Ostim的“粉丝请求加入”兼容吗?现在,如果追随者没有进入击败场景,追随者试图加入生物场景时,你的场景就会结束,至少看起来是这样。关闭“粉丝请求加入”功能也不会结束我的场景。 I forgot to add mutual exclusion between Followers Ask to Join and DefeatBridge. I did not test both mods enabled at the same time, so ATJ can currently attempt to take over a scene that is still being managed by DefeatBridge. Properly fixing this will require updates to both mods so that DefeatBridge can mark its managed scenes and ATJ can ignore them. I will address this in the next updates for both mods.
cashboxs Posted July 26 Author Posted July 26 On 7/23/2026 at 5:34 AM, SneakySausage1337 said: Is there any plans to update the mod to include male player - female npc defeat? I understand npc-npc is not feasible, but what about allowing the player be the aggressor? I have considered it, but I still cannot think of a natural trigger or convincing reason for a male player to start a defeat scene with a defeated female NPC. Simply making the NPC enter a downed state instead of dying and immediately starting a scene feels a little too forced to me. It could also create some rather strange situations depending on who the enemy is. Do you have a specific trigger or scenario in mind that would make this feature feel natural? If you have an interesting suggestion, I would be willing to consider it.
pharfij Posted August 1 Posted August 1 What is OCr, if I may ask, and maybe you may know why is creatures are invisible? I search OCr, and everythnig that I found was Ostim Community resources, and I have it installed, so what an issue?
Eludura Posted August 11 Posted August 11 I have encountered a strange bug, possibly a mod incompatibility on my part. whenever I have a 1 handed weapon equipped and I get downed, my game crashes to desktop. Strangely if I am just using magic I do not get this error, only when I have a 1 handed weapon equipped and drawn does this crash occur. Any help would be greatly appreciated! apart from this strange issue I am having, the mod works great and is very responsive. crash-2026-08-10-03-24-29.log
cashboxs Posted August 11 Author Posted August 11 (edited) On 8/2/2026 at 2:28 AM, pharfij said: What is OCr, if I may ask, and maybe you may know why is creatures are invisible? I search OCr, and everythnig that I found was Ostim Community resources, and I have it installed, so what an issue? You can find it here: OCreatures Edited August 11 by cashboxs
cashboxs Posted August 11 Author Posted August 11 3 hours ago, Eludura said: I have encountered a strange bug, possibly a mod incompatibility on my part. whenever I have a 1 handed weapon equipped and I get downed, my game crashes to desktop. Strangely if I am just using magic I do not get this error, only when I have a 1 handed weapon equipped and drawn does this crash occur. Any help would be greatly appreciated! apart from this strange issue I am having, the mod works great and is very responsive. crash-2026-08-10-03-24-29.logFetching info... I think the one handed weapon issue should be fixed now. Could you help me test two-handed weapons, bows, and crossbows to see if any of them can still cause a CTD during defeat? I can’t reproduce the CTD on my own setup, so your testing would be very helpful here. OStim Defeat Bridge.zip
Eludura Posted August 11 Posted August 11 14 hours ago, cashboxs said: I think the one handed weapon issue should be fixed now. Could you help me test two-handed weapons, bows, and crossbows to see if any of them can still cause a CTD during defeat? I can’t reproduce the CTD on my own setup, so your testing would be very helpful here. OStim Defeat Bridge.zip 493.73 kB · 0 downloads Awesome! Thank you so much! I have done some testing on my end and have found no crashes when using the following weapons: 1 handed sword (with and without a shield), 2 handed sword, crossbow, regular bow, staffs and bound weapons (1H, 2H, bow). what ever you did seems to have completely fixed the issue I was having, thanks again!
erza20 Posted August 12 Posted August 12 Is female aggressor/male victim planned in future? Also I was wondering if it can hook into acheron defeat state (so I can run this for followers and acheron for PC so I can use the integrated outcomes).
cashboxs Posted August 12 Author Posted August 12 On 7/24/2026 at 7:00 PM, xxxamogusxxx said: A couple of things: A basic struggle (like any other defeat mod) where you have to quickly press buttons would be nice, instead of manually ending the scene with a single press of a button if "end scene after X actor orgasm" settings are disabled in Ostim. Would you consider making this compatible with your Followers Ask to Join for Ostim? Right now, if the follower didn't enter defeat scene, it just ends your own scene when a follower tries to join a creature scene, or at least that's what it seems like. Turning off Followers Ask to Join no longer ends my scenes. Use this version, you also need to download DB v2.3 from. Follower Ask To Join for OStim.zip
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