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SexLab - Hide HUD Elements

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built a version which stores the logs in the correct folder, also changed the "GAME_VERSION" makro to be set to "CURRENT_RELEASE_RUNTIME" -> no need to update that makro with every new SKSE64 release. SKSE_LIB makro is no longer used for an SSE build (instead relying on the references to link correctly).
diff between the last SSE-compatible source and my version:

Spoiler

diff -ur "SexLab - Hide HUD Elements 1.1.2 (Source - SKSE64)/SexLab - Hide HUD Elements/SexLab - Hide HUD Elements.vcxproj.SKSE64" "SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source/SexLab - Hide HUD Elements/SexLab - Hide HUD Elements.vcxproj.SKSE64"
--- "SexLab - Hide HUD Elements 1.1.2 (Source - SKSE64)/SexLab - Hide HUD Elements/SexLab - Hide HUD Elements.vcxproj.SKSE64"	2019-06-12 16:59:52.346175700 +0200
+++ "SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source/SexLab - Hide HUD Elements/SexLab - Hide HUD Elements.vcxproj.SKSE64"	2020-08-08 18:06:24.261699900 +0200
@@ -22,17 +22,18 @@
     <SccProvider>
     </SccProvider>
     <Keyword>Win32Proj</Keyword>
+    <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
     <ConfigurationType>DynamicLibrary</ConfigurationType>
-    <PlatformToolset>v140</PlatformToolset>
+    <PlatformToolset>v142</PlatformToolset>
     <CharacterSet>MultiByte</CharacterSet>
     <WholeProgramOptimization>true</WholeProgramOptimization>
   </PropertyGroup>
   <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
     <ConfigurationType>DynamicLibrary</ConfigurationType>
-    <PlatformToolset>v140</PlatformToolset>
+    <PlatformToolset>v142</PlatformToolset>
     <CharacterSet>MultiByte</CharacterSet>
   </PropertyGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
@@ -127,16 +128,6 @@
     </Link>
   </ItemDefinitionGroup>
   <ItemGroup>
-    <ProjectReference Include="..\..\common\common_vc14.vcxproj">
-      <Project>{472E19AB-DEF0-42DF-819B-18722E8DC822}</Project>
-      <CopyLocalSatelliteAssemblies>true</CopyLocalSatelliteAssemblies>
-      <ReferenceOutputAssembly>true</ReferenceOutputAssembly>
-    </ProjectReference>
-    <ProjectReference Include="..\skse64_common\skse64_common.vcxproj">
-      <Project>{5fd1c08d-db80-480c-a1c6-f0920005cd13}</Project>
-    </ProjectReference>
-  </ItemGroup>
-  <ItemGroup>
     <ClCompile Include="src\Config.cpp" />
     <ClCompile Include="src\PapyrusUI.cpp" />
     <ClCompile Include="src\HUD.cpp" />
@@ -163,6 +154,17 @@
   <ItemGroup>
     <ResourceCompile Include="SexLab - Hide HUD Elements.rc" />
   </ItemGroup>
+  <ItemGroup>
+    <ProjectReference Include="..\..\common\common_vc14.vcxproj">
+      <Project>{472e19ab-def0-42df-819b-18722e8dc822}</Project>
+    </ProjectReference>
+    <ProjectReference Include="..\skse64\skse64.vcxproj">
+      <Project>{7028b79c-06e3-4d9a-b38c-1dc3680b1bdb}</Project>
+    </ProjectReference>
+    <ProjectReference Include="..\skse64_common\skse64_common.vcxproj">
+      <Project>{5fd1c08d-db80-480c-a1c6-f0920005cd13}</Project>
+    </ProjectReference>
+  </ItemGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
   </ImportGroup>
diff -ur "SexLab - Hide HUD Elements 1.1.2 (Source - SKSE64)/SexLab - Hide HUD Elements/src/include/Info.h" "SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source/SexLab - Hide HUD Elements/src/include/Info.h"
--- "SexLab - Hide HUD Elements 1.1.2 (Source - SKSE64)/SexLab - Hide HUD Elements/src/include/Info.h"	2019-06-12 16:49:45.357457900 +0200
+++ "SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source/SexLab - Hide HUD Elements/src/include/Info.h"	2020-08-08 19:19:29.759866400 +0200
@@ -3,8 +3,8 @@
 #include "include/Plugin.h"
 
 #ifdef __SKSE64__
-#define GAME_VERSION RUNTIME_VERSION_1_5_73
-#define SKSE_LIB     skse64_1_5_73
+#define GAME_VERSION CURRENT_RELEASE_RUNTIME
+#define SKSE_LIB     skse64_1_5_97 //no longer used for SSE
 #else
 #define GAME_VERSION RUNTIME_VERSION_1_9_32_0
 #define SKSE_LIB     skse
diff -ur "SexLab - Hide HUD Elements 1.1.2 (Source - SKSE64)/SexLab - Hide HUD Elements/src/include/Logger.h" "SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source/SexLab - Hide HUD Elements/src/include/Logger.h"
--- "SexLab - Hide HUD Elements 1.1.2 (Source - SKSE64)/SexLab - Hide HUD Elements/src/include/Logger.h"	2019-04-07 01:46:12.605715400 +0200
+++ "SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source/SexLab - Hide HUD Elements/src/include/Logger.h"	2020-08-08 17:55:32.739677800 +0200
@@ -10,7 +10,11 @@
 {
 	namespace Logger
 	{
+		#ifdef __SKSE64__
+		static const std::string LOG("\\My Games\\Skyrim Special Edition\\SKSE\\SexLab - Hide HUD Elements.log");
+		#else
 		static const std::string LOG("\\My Games\\Skyrim\\SKSE\\SexLab - Hide HUD Elements.log");
+		#endif
 
 		inline void Open(void)
 		{ 
diff -ur "SexLab - Hide HUD Elements 1.1.2 (Source - SKSE64)/SexLab - Hide HUD Elements/src/main.cpp" "SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source/SexLab - Hide HUD Elements/src/main.cpp"
--- "SexLab - Hide HUD Elements 1.1.2 (Source - SKSE64)/SexLab - Hide HUD Elements/src/main.cpp"	2019-06-12 16:56:27.795476100 +0200
+++ "SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source/SexLab - Hide HUD Elements/src/main.cpp"	2020-08-08 19:18:04.759049200 +0200
@@ -7,14 +7,16 @@
 #include "include/PapyrusUI.h"
 #include "include/Logger.h"
 
+/* DAFUQ!? why? that's what references are for? */
+/* maybe it's necessary for oldrim?*/
 #ifdef __SKSE64__
-	#ifndef _DEBUG
-	#pragma comment(lib, "../x64/Release/skse64_common.lib")
-	#pragma comment(lib, "../x64/Release/" MACRO_STRINGIFY(SKSE_LIB) ".lib")
-	#else
-	#pragma comment(lib, "../x64/Debug/skse64_common.lib")
-	#pragma comment(lib, "../x64/Debug/" MACRO_STRINGIFY(SKSE_LIB) ".lib")
-	#endif
+//	#ifndef _DEBUG
+//	#pragma comment(lib, "../x64/Release/skse64_common.lib")
+//	#pragma comment(lib, "../x64/Release/" MACRO_STRINGIFY(SKSE_LIB) ".lib")
+//	#else
+//	#pragma comment(lib, "../x64/Debug/skse64_common.lib")
+//	#pragma comment(lib, "../x64/Debug/" MACRO_STRINGIFY(SKSE_LIB) ".lib")
+//	#endif
 #else
 	#ifndef _DEBUG
 	#pragma comment(lib, "../Release/" MACRO_STRINGIFY(SKSE_LIB) ".lib")

 

 

 

SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source.7z SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19.7z

Link to post
1 hour ago, yeahhowaboutnooo said:

...

Statically linked so I could avoid SKSE code from being recompiled each time I would rebuild projects (in the case of project references). It just pulls the already compiled code from the lib. No other reason and I do this for my all my SKSE projects, having to compile SKSE code only once.

GAME_VERSION was like that because the person that was compiling it for SKSE64 wanted to compile it for a previous version of the game, not the current.

 

If you want to fix an issue that I've noticed a while ago but didn't care enough to do it myself; the HUD object should be cleaned after a new game/load game in case the user left its previous game without finishing a SexLab scene.

 

Plugin.cpp:

void Plugin::Plugin::_HandleSKSEMessage(SKSEMessagingInterface::Message* msg)

From:

	if (this->m_state == Plugin::State::kState_Ready)
	{
		#ifdef _DEBUG
		Logger::Pretty("DEBUG", "Received SKSE message after the plugin has been fully loaded. Ignoring...");
		#endif

		return;
	}

To:

	if (this->m_state == Plugin::State::kState_Ready)
	{
		switch (msg->type)
		{
			case SKSEMessagingInterface::kMessage_PreLoadGame:
			case SKSEMessagingInterface::kMessage_NewGame:
				this->hud->Finish();
				break;
			default:
				#ifdef _DEBUG
				Logger::Pretty("DEBUG", "Received SKSE message after the plugin has been fully loaded. Ignoring...");
				#endif
				break;
		}

		return;
	}

This doesn't affect me at all because I always restart my game when having to load a new save as to prevent data leaks from mods and the engine itself.

Link to post
On 8/8/2020 at 10:59 PM, Hawk9969 said:

If you want to fix an issue that I've noticed a while ago but didn't care enough to do it myself; the HUD object should be cleaned after a new game/load game in case the user left its previous game without finishing a SexLab scene.

fixed version: (built using SKSE64 2.0.19 (game runtime 1.5.97 -> should work fine with SKSE 2.0.17 and 2.0.18 as well))

SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19.7z

 

source code:

SexLab - Hide HUD Elements (1.1.2) - skse64_2.0.19 - Source.7z

 

changelog compared to the last posted SSE built .dll to the best of my knowledge:

Spoiler
  • logs now stored in the correct location "My Games\Skyrim Special Edition\SKSE"
  • HUD will correctly reset on new-game/load-game

 

Link to post

I find that when I use this mod there seems to be 8 unattached instances being created in the save at the start of a new game.

 

I checked it both with and without the mod installed, and the unattached instances seem to be coming from this mod.

 

I was surprised because I didn't know that SKSE plugins could create scripted bugs like this.

 

it may also be causing a single unattached instance that stays permanently with the save and never disappears. I'm not 100% sure because I haven't had the time to test it on an hour long savegame both with and without this mod. I only tested for an hour on a savegame with this mod, but not without.

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1 hour ago, Corsec said:

I find that when I use this mod there seems to be 8 unattached instances being created in the save at the start of a new game.

 

I checked it both with and without the mod installed, and the unattached instances seem to be coming from this mod.

 

I was surprised because I didn't know that SKSE plugins could create scripted bugs like this.

 

it may also be causing a single unattached instance that stays permanently with the save and never disappears. I'm not 100% sure because I haven't had the time to test it on an hour long savegame both with and without this mod. I only tested for an hour on a savegame with this mod, but not without.

hawk left loverslab, so this mod is unmaintained :(
 

I noticed this before either but didn't bother. The mod did not work reliably for me so I stopped using i anyway. 

I am using the mod "Toggle Options" where you can set a hotkey for "Hide Hud" (I think other mods also have that option). 

 

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