Guest Posted February 10, 2019 Posted February 10, 2019 View File Introduction: Tired of activate/talk prompts on screen during SexLab animations? This SKSE plugin will automatically hide the crosshair reference on screen whenever the player is in a SexLab animation. Source code is included as a separate download. Installation: This is just a single SKSE plugin, drop "Sexlab - Hide Crosshair Reference.dll" into "Data\SKSE\Plugins". Configuration (optional): The plugin will load just fine without the configuration file, but if you want to tweak it, create a text file at the same location as the DLL, name it "Sexlab - Hide Crosshair Reference.cfg" and then open it with a text editor. StartAt: AnimationStarting/AnimationStart Default: AnimationStarting The event at which the plugin will assume the player entered a SexLab animation. EndAt: AnimationEnding/AnimationEnd Default: AnimationEnd The event at which the plugin will assume the player finished a SexLab animation. DisablePlayerControls: yes/no Default: yes If set to "no", the plugin will no longer disable "activate" player controls when a player driven SexLab animation starts. Uninstallation: Remove "Sexlab - Hide Crosshair Reference.dll" from "Data\SKSE\Plugins". Known Issues: None. If it's not working for you, please check "My Documents\My Games\Skyrim\SKSE\Sexlab - Hide Crosshair Reference.log". Submitter Hawk9969 Submitted 02/10/2019 Category Framework & Resources Requires Skyrim SexLab - Sex Animation Framework v1.62 or higher Special Edition Compatible No View File
Zaflis Posted February 10, 2019 Posted February 10, 2019 I tried animation inbetween bed and table, in 1st and 3rd person. Couldn't get any object highlight on cursor so, working ? edit: Oops, too simple test. I won't get any even if i disable the mod. I'm unsure how to test reliably?
Guest Posted February 10, 2019 Posted February 10, 2019 10 minutes ago, Zaflis said: I tried animation inbetween bed and table, in 1st and 3rd person. Couldn't get any object highlight on cursor so, working ? edit: Oops, too simple test. I won't get any even if i disable the mod. I'm unsure how to test reliably? Press SexLab's select target hotkey. If it highlights a target, then the on-screen reference is hidden by the plugin. Generally for me, using "Use bed" with teleport enabled tends to lock me facing towards my animation partner, thus the on-screen activation reference is always present.
Church the Cat Posted February 10, 2019 Posted February 10, 2019 Well done. Bonus points for making it a SKSE plugin instead of an ESP.
Guest Posted February 10, 2019 Posted February 10, 2019 38 minutes ago, Mancubus said: Well done. Bonus points for making it a SKSE plugin instead of an ESP. It's a SKSE plugin because there is no way to achieve this with Papyrus. There is one mod uploaded here to LoversLab that promises that with Papyrus, but the author just uses https://www.creationkit.com/index.php?title=ToggleMenus_-_Debug, which in turn makes every single part of the UI invisible, including subtitles, texts, menus, etc. That was a no go for me. Maybe there is a way to do it with Papyrus by using https://www.creationkit.com/index.php?title=UI_Script, but expending hours disassembling action scripts and still having the possibility of not being able to turn it off, and just that part of the UI, isn't an idea of fun to me.
Mdy Posted February 10, 2019 Posted February 10, 2019 Great, thanks! Bit of an off-topic request: One other neat little thing that's missing in the original SexLab or any any mod is an automatic POV changer. Would that be possible with an skse plugin as well?
Yinkle Posted February 10, 2019 Posted February 10, 2019 This is great, I tried to find a way to do this in papyrus too- no joy and gave up. Any plans to make an SKSE64 version?
Guest Posted February 10, 2019 Posted February 10, 2019 15 minutes ago, Mdy said: Great, thanks! Bit of an off-topic request: One other neat little thing that's missing in the original SexLab or any any mod is an automatic POV changer. Would that be possible with an skse plugin as well? You can do that with Immersive First Person View, even if you don't care to actually use IFPV. I use it to change the third person camera during a SexLab animation aswell as the FOV for both 3rd and 1st person cameras.
Guest Posted February 10, 2019 Posted February 10, 2019 Ugh... Couldn't save my editted previous post so answering it in a new one. 9 minutes ago, Yinkle said: This is great, I tried to find a way to do this in papyrus too- no joy and gave up. Any plans to make an SKSE64 version? No, sorry. I don't think I'll ever bother to use SSE. The source code is available though, feel free to convert it to SKSE64 and recompile. I think the only things you will need to change are the address for the Reference Look Up´function, which should be available in SKSE64 itself if it has GetCurrentCrosshairRef() and OnCrosshairRefChange(), and the pointer casts from UInt32 to UInt64.
NicoleDragoness Posted February 10, 2019 Posted February 10, 2019 I'm not sure what this plugin exactly does. - I asked for sex to a follower and, instead tu turn quickly my head into another direction to avoid the "E - Talk with ... " prompt to remain on screen, I let her to face him. - The prompt remained on screen as before, even in TFC mode as before. - In TFC mode, I can "see" in different sights and I can activate things, like doors, wardrobes and so on, even if the prompt still remains the previous with the follower. - IF I use the prompt, my character will be messed up forever. No longer possible transition from 1st to 3rd person and viceversa, no longer zoom, and mainly and worst, movemente keys make my char to move but the point of view is always the same, making almost impossible to move. Not counting that she no longer sheats/drawns weapons. - This last problem was present also without this plugin. - The only way is to reload a previous save. PS: I have a mod called "Immersive HUD". Not sure if this could interfere. PS2: There is no problems marked in the log: [FUNCTION] Function GetCurrentCrosshairRef successfully overridden. [LISTENER] SKSE listener successfully registered. [HOOK] Hook successfully applied.
Guest Posted February 10, 2019 Posted February 10, 2019 13 minutes ago, NicoleDragoness said: I'm not sure what this plugin exactly does. - I asked for sex to a follower and, instead tu turn quickly my head into another direction to avoid the "E - Talk with ... " prompt to remain on screen, I let her to face him. - The prompt remained on screen as before, even in TFC mode as before. - In TFC mode, I can "see" in different sights and I can activate things, like doors, wardrobes and so on, even if the prompt still remains the previous with the follower. - IF I use the prompt, my character will be messed up forever. No longer possible transition from 1st to 3rd person and viceversa, no longer zoom, and mainly and worst, movemente keys make my char to move but the point of view is always the same, making almost impossible to move. Not counting that she no longer sheats/drawns weapons. - This last problem was present also without this plugin. - The only way is to reload a previous save. PS: I have a mod called "Immersive HUD". Not sure if this could interfere. PS2: There is no problems marked in the log: [FUNCTION] Function GetCurrentCrosshairRef successfully overridden. [LISTENER] SKSE listener successfully registered. [HOOK] Hook successfully applied. I also have iHUD, so that's not the problem. Can you show me a screenshot of the prompt WITH the plugin installed? Something is weird, while in TFC you SHOULDN'T be able to target anything as the crosshair reference remains relative to your character. And yes, you can screw up the animation if you press "Use" and your character interacts with the activator. That's a SexLab/engine issue as the plugin doesn't change anything in that regard. Generally going in and out of TFC or IFPV solves this.
Yinkle Posted February 10, 2019 Posted February 10, 2019 1 hour ago, Hawk9969 said: Ugh... Couldn't save my editted previous post so answering it in a new one. No, sorry. I don't think I'll ever bother to use SSE. The source code is available though, feel free to convert it to SKSE64 and recompile. I think the only things you will need to change are the address for the Reference Look Up´function, which should be available in SKSE64 itself if it has GetCurrentCrosshairRef() and OnCrosshairRefChange(), and the pointer casts from UInt32 to UInt64. A bit beyond me I'm afraid but I'm sure someone here will be up to the task. Maybe I should have a look into how skse plugins are made but it all seems quite daunting to me! Great that you managed to make it work, I think lots of people have tried and given up
Guest Posted February 10, 2019 Posted February 10, 2019 Oh, I've a mod that removed those, which is why I don't have them on screen (Talk to/Activate was always on screen though). Not sure why the name was still there though, as it gets removed on mine. You can try a mod like this https://www.nexusmods.com/skyrim/mods/222/ until I write my own solution for this issue.
Church the Cat Posted February 10, 2019 Posted February 10, 2019 7 hours ago, Hawk9969 said: It's a SKSE plugin because there is no way to achieve this with Papyrus. There is one mod uploaded here to LoversLab that promises that with Papyrus, but the author just uses https://www.creationkit.com/index.php?title=ToggleMenus_-_Debug, which in turn makes every single part of the UI invisible, including subtitles, texts, menus, etc. That was a no go for me. Maybe there is a way to do it with Papyrus by using https://www.creationkit.com/index.php?title=UI_Script, but expending hours disassembling action scripts and still having the possibility of not being able to turn it off, and just that part of the UI, isn't an idea of fun to me. I feel like English must not be your first language. ? Sorry, friend. I'm thanking you for making it a SKSE plugin. I'm happy it's not an ESP. Understand? ?
Guest Posted February 11, 2019 Posted February 11, 2019 15 hours ago, Mancubus said: I feel like English must not be your first language. ? Sorry, friend. I'm thanking you for making it a SKSE plugin. I'm happy it's not an ESP. Understand? ? I did understand what you meant. I just described the reason behind it being a SKSE plugin. If this was possible under Papyrus, it would've been a standard scripted mod. 21 hours ago, NicoleDragoness said: As requested: ... I just tested with the prompt buttons back in, and as you can see. it works just fine. By using SexLab's select target it means the game knows what is in the path of our crosshair, but the plugin is hiding the prompt. Do you have any mods that alter the way those prompts are displayed? And can you show me a screenshot of the prompt outside of a SexLab animation?
Guest Posted February 11, 2019 Posted February 11, 2019 Could someone tell me whether there is any mod that uses the activate/talk button while in a SexLab animation? I am planning to disable it during an animation but I am not sure if that's going to break any mods.
NicoleDragoness Posted February 11, 2019 Posted February 11, 2019 4 hours ago, Hawk9969 said: Do you have any mods that alter the way those prompts are displayed? And can you show me a screenshot of the prompt outside of a SexLab animation? I can think only to: 1. Not English localization. 2. The mod "Customizable Camera" 3. In addiction with the SKSE plugin "Skyrim Enhanced Camera". Here are some screeshots:
Guest Posted February 11, 2019 Posted February 11, 2019 2 hours ago, NicoleDragoness said: I can think only to: 1. Not English localization. 2. The mod "Customizable Camera" 3. In addiction with the SKSE plugin "Skyrim Enhanced Camera". Here are some screeshots: Hide contents I don't understand why you have the name next to the button, that never happened to my version, even with the button icons back to vanilla. I'll recompile a version that calls internally DisablePlayersControl on Activate. Can you test it for me?
NicoleDragoness Posted February 11, 2019 Posted February 11, 2019 Yes, of course. If I remember well, the original SexLab settings made the Player's HUD completely disappear when in sex action. I changed that in some manner but, frankly, I don't remember when and how. I can instead make the HUD (and so also the prompt) to disappear using the "Immersive HUD" hotkey. Normally I don't do this because of SLEN widgets.
Recoilsuave Posted February 11, 2019 Posted February 11, 2019 5 hours ago, NicoleDragoness said: I can think only to: 1. Not English localization. 2. The mod "Customizable Camera" 3. In addiction with the SKSE plugin "Skyrim Enhanced Camera". Here are some screeshots: Reveal hidden contents I'm having the same issue with the hotkey and name appearing without "Talk to".
Guest Posted February 12, 2019 Posted February 12, 2019 On 2/11/2019 at 1:01 PM, NicoleDragoness said: Yes, of course. If I remember well, the original SexLab settings made the Player's HUD completely disappear when in sex action. I changed that in some manner but, frankly, I don't remember when and how. I can instead make the HUD (and so also the prompt) to disappear using the "Immersive HUD" hotkey. Normally I don't do this because of SLEN widgets. On 2/11/2019 at 4:16 PM, Recoilsuave said: I'm having the same issue with the hotkey and name appearing without "Talk to". Sorry for taking so long, please try this version. List of changes: Detect SexLab and its threads. Detect SexLab events. Disable "activate" controls when entering a SexLab animation (controls are re-enabled at the end of the animation). More detailed debug log. Cons: Can't access the crosshair reference during a SexLab animation. Make sure to set everything that you need (voices, etc) before starting. A working plugin should have a log like this: [PLUGIN] Plugin instance successfully created. [FUNCTION] Function Game::GetCurrentCrosshairRef successfully overridden. [LISTENER] SKSE listener successfully registered. [EVENT] Event sink successfully added. [HOOK] Hook successfully applied. [SEXLAB] Detected -> Version 1.62 [SEXLAB] Detected threads: 15/15 [SEXLAB] Detected player starting an animation, activate controls disabled. [SEXLAB] Detected player ending an animation, activate controls enabled. I'll update the mod's page with this new version once it gets more testing done.
NicoleDragoness Posted February 13, 2019 Posted February 13, 2019 ? This version works!! Both prompt and name disappeared even if I "forced" them to stay. And they disappeared just when the animation started and reappeared after the end. All other elements of the Hud remain in place. Very good. So, for now, TYVM for this. I'll continue the tests. EDIT: Just a little note. I don't know if this is due to this plugin but in some situations (normally when a lot of scripts are running together) the restore of the prompt - name after the sex takes some times (up to ten seconds). I didn't noticed this light issue before.
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