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Crosshair Text Stuck During Animations


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Posted

Okay, so that title is pretty confusing but I couldn't think of a clear, succinct way of describing my problem.

 

When I begin a scene through Sexlab, the name of whatever I was looking at when the scene began will be stuck on my screen. For example, if I happen to be looking at a cabbage when the animation starts, for the duration of the scene I'll have...

 

[E] Take

Cabbage

 

... stuck in the middle of my screen until the animation ends. I don't recall having this particular problem in Oldrim, so I'm guessing there is an option to hide the crosshairs or something during animations... but for the life of me I can't find it. Please help, this is so frustrating. T-T

 

Edit: If anyone wanders in here and has the same "issue", there is a SKSE plugin that can resolve it, found here:

 

Posted
23 minutes ago, shar181 said:

Okay, so that title is pretty confusing but I couldn't think of a clear, succinct way of describing my problem.

 

When I begin a scene through Sexlab, the name of whatever I was looking at when the scene began will be stuck on my screen. For example, if I happen to be looking at a cabbage when the animation starts, for the duration of the scene I'll have...

 

[E] Take

Cabbage

 

... stuck in the middle of my screen until the animation ends. I don't recall having this particular problem in Oldrim, so I'm guessing there is an option to hide the crosshairs or something during animations... but for the life of me I can't find it. Please help, this is so frustrating. T-T

Known issue and not something that can be remedied afaik (I had a look into this a while back) apart from by making sure your crosshair is pointing at nothing when the animation starts.

Posted
Just now, Yinkle said:

Known issue and not something that can be remedied afaik (I had a look into this a while back) apart from by making sure your crosshair is pointing at nothing when the animation starts.

They couldn't just do the same thing they did in Oldrim to hide the crosshair?

 

... Or was it already a problem then, and I just forgot about it? xD

Posted
21 minutes ago, shar181 said:

Okay, so that title is pretty confusing but I couldn't think of a clear, succinct way of describing my problem.

 

When I begin a scene through Sexlab, the name of whatever I was looking at when the scene began will be stuck on my screen. For example, if I happen to be looking at a cabbage when the animation starts, for the duration of the scene I'll have...

 

[E] Take

Cabbage

 

... stuck in the middle of my screen until the animation ends. I don't recall having this particular problem in Oldrim, so I'm guessing there is an option to hide the crosshairs or something during animations... but for the life of me I can't find it. Please help, this is so frustrating. T-T

 

Seen it plenty on my LE game. From what I can tell, if your cross hair is active on something, then this remains on screen during the animation.

 

I got the impression from another thread that there is a feature in SL1.63 to do this, I just can't tell you where.

 

There is a mod to do it for LE, couldn't say how or if it would work for SE or even if it necessary (see above) could ask the author.

 

 

 

Posted
3 minutes ago, Mez558 said:

 

Seen it plenty on my LE game. From what I can tell, if your cross hair is active on something, then this remains on screen during the animation.

 

I got the impression from another thread that there is a feature in SL1.63 to do this, I just can't tell you where.

 

There is a mod to do it for LE, couldn't say how or if it would work for SE or even if it necessary (see above) could ask the author.

 

 

 

This is an skse plugin so would need to be rewritten for SE

Posted
8 minutes ago, Mez558 said:

I got the impression from another thread that there is a feature in SL1.63 to do this, I just can't tell you where.

From SexlabFramwork 1.63 SE miscUtil.psc

; Set HUD on / off - NOT CURRENT WORKING IN SKYRIM SPECIAL EDITION
function SetMenus(bool enabled) global native

 

Posted
13 minutes ago, Yinkle said:

This is an skse plugin so would need to be rewritten for SE

Ah well.

 

I felt I had to mention it to save arousing Hawk9969's ire.

Posted

It's already compatible with SKSE64 and just needs to be recompiled.

Instructions and download links for the compiled dll for some SKSE64 versions:

I guess he was too busy asking moderators to delete fair contributions and couldn't read the first post.

Posted
3 minutes ago, Hawk9969 said:

It's already compatible with SKSE64 and just needs to be recompiled.

Instructions and download links for the compiled dll for some SKSE64 versions:

I guess he was too busy asking moderators to delete fair contributions and couldn't read the first post.

I'll take a look at this, but I think I'm out of luck if it needs any kind of additional work... I've tried figuring out the process for compiling scripts in SSE before, and always end up failing. x.x

Posted
24 minutes ago, Hawk9969 said:

It's already compatible with SKSE64 and just needs to be recompiled.

Instructions and download links for the compiled dll for some SKSE64 versions:

I guess he was too busy asking moderators to delete fair contributions and couldn't read the first post.

This... is going to be a really stupid question, probably, but I've never used Visual Studio before and I don't know what any of its installation options mean. I'm assuming I need something from the "Desktop & Mobile" options, but I don't know which and I don't want to install more than I absolutely need. :x

 

The options are:

 

.Net desktop development

Desktop development with C++

Universal Windows Platform Development

Mobile Development with .NET

Mobile development with C++

Posted
2 minutes ago, shar181 said:

This... is going to be a really stupid question, probably, but I've never used Visual Studio before and I don't know what any of its installation options mean. I'm assuming I need something from the "Desktop & Mobile" options, but I don't know which and I don't want to install more than I absolutely need. :x

 

The options are:

 

.Net desktop development

Desktop development with C++

Universal Windows Platform Development

Mobile Development with .NET

Mobile development with C++

You should only need to install the C/C++ components and the Windows SDK.

In this case "Desktop development with C++".

The current one is Windows 10 SDK + v142 toolset.

Posted
19 minutes ago, Hawk9969 said:

You should only need to install the C/C++ components and the Windows SDK.

In this case "Desktop development with C++".

The current one is Windows 10 SDK + v142 toolset.

Thanks! These words literally mean nothing to me. xD

 

Alright. Once this is installed I will try to follow the instructions in that comment and see if I can get this to work. I may have additional questions, should it prove uncooperative. ?

 

Edit: This is taking so long to install... -___-

 

Posted
38 minutes ago, shar181 said:

Thanks! These words literally mean nothing to me. xD

 

Alright. Once this is installed I will try to follow the instructions in that comment and see if I can get this to work. I may have additional questions, should it prove uncooperative. ?

 

Edit: This is taking so long to install... -___-

 

If you don't mind, post them in the mod's thread. This way others seeking the same information can easily find them in there.

It also makes it easier for me to follow.

Posted
56 minutes ago, Hawk9969 said:

You should only need to install the C/C++ components and the Windows SDK.

In this case "Desktop development with C++".

The current one is Windows 10 SDK + v142 toolset.

Okay, so my next question came sooner than I would have expected. I have installed VS-2019, and I have added the contents of SKSE's src folder to the right path in the Visual Studio 2019 folder.

 

The path for where I dropped it is Visual Studio 2019\Projects\SKSE64\

 

SKSE24 contains two folders; "common" and "skse64".

 

If I'm understanding the directions right, I should now copy the contents of this archive...

SexLab - Hide HUD Elements 1.1.2 (Source - SKSE64).7z

... into the "skse64" folder. I just want to double check on that part.

 

Should I be dropping the folder, "SexLab - Hide HUD Elements", into the "skse64" folder?

 

Edit: I didn't see your last reply! I'll repost this in that thread now. :3

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