If you use SkyHUD and when you see broken UI. just go to SkyHUD.txt file and fix it fActivatePrompt= 1.00 BTPS works perfectly with 1.00 size option. Yay!
Hello! I'm having a problem where the eye when you already read a book and the icon from Legacy of the Dragonborn - The Curator's Companion are floating, they don't stay in place, like this https://imgur.com/a/0kF2Ajy. Anyone has a solution, the mods I use that could be causing this are moreHUD SE - AE, SkyHUD v090B v4, TrueHUD, SmoothCam, Nordic UI and Better Third Person Selection - BTPS but I wasn't able to resolve it help pls.
Makes sense, I've removed my (super broken) solution for MoreHUD compatibility (which handles those icons) for now because it caused me way too many headaches. I just don't have the time I'd need to put into it to fix it right now :/ if somebody else wants to take a gander, I'd be willing to accept a pull request, if somebody managed to actually implement the thing properly. I also recently exposed a few relevant values through my header API, so theoretically, somebody could write a separate dll with a fix, too. Otherwise: I'll probably rewrite it at one point myself, but no idea when: life is super busy right now.
When i try to run this mod on steam deck, it says "fetal error, occurred while loading plugin". The dll plugin is disabled, I have everything done like skse, address library, JContainers, MCM helper or whatever it needs. I asked ChatGpt, it told me this was because this dll plugin was only meant to run on windows. So, is this true? Or do u have a plan to make it work on the deck? Thank you.
EDIT: figured it out. However after all fixing, i stumbled upon yet another bug: after moving doors, the collision box is shaking rapidly for several seconds. Any advice how to remove this bug?
Heyyy! How does the mod decides where to place an opening popup for opening doors? I'm trying to figure out why doors from Morrowind Imperial Keep Set have it's "Open" popup anchored to the floor. I hope to find something in the nodes of the nif, but no luck so far
formTypes = [ { typeName = "Activator" }, BaseID is correct, it is applied. "IsEmptyContainer" is not applied. The log indicates success.
IsEmptyContainer is used for NPCs, but not for Activator?
Here is a filter for empty NPC corpses, it works correctly (IsDead to exclude empty mannequins): conditions = [ { function = "IsEmptyContainer" }, { connector = "AND" }, { function = "IsDead" }, { connector = "AND" }, { function = "!IsKeyDown", parameters = ["42"] }, ]
Very interesting. I assume your actual filter contains a closing "]" at the end and you just forgot it in the post here. I wonder if ash piles (being activators) don't have an inventory themselves, but link to a separate ref (the actual NPC, when it was alive) that holds the inventory.
EDIT: that's exactly what was happening. Will be fixed in the next release, though I'm not sure when I'll get around to releasing it.
I only pasted part of the text, the syntax is ok. I tried to research activators, but I don't have the necessary knowledge. Activators are a whole other level for me. Thanks for your work in advance!
Hi, I've been having a problem for a while, and this mod partially solved it. The problem is that the E button for interacting disappeared from my screen in first person, but it appears in third person thanks to the mod. Does anyone know how to fix the invisible button issue in first person? I use the Nordic interface, and this problem has appeared ever since I started using it. T_T
solved with gpt chat: Fix for the interaction button (E) not appearing In the path: NORDIC UI - Interface Overhaul\interface\skyhud change in skyhud.txt bHideActivateButton=2 to bHideActivateButton=0 This fixes the invisible E button issue.
Hello! After the 0.8.0 update, my object selection button disappeared, it works, but the E button disappeared. I installed 0.7.1 back and everything works fine there.
To be clear, it isn't just the E button that disappeared, but the entire 3D widget? Does it not appear at all, ever? Do you have any other UI mods installed? Does the same happen if you disable the 3D widget? I'm going to need a few more details about the issue :)
Your second picture, where the interaction with the object is circled. Well, it all disappeared, nothing is there. The interaction works, but nothing is displayed, neither the object type, nor the object value, nor the interaction button. The mods that I use are all in your compatible section. There is also Dialogue Interface ReShaped, Improved Alternate Conversation Camera, No Camera Collision, World Immersion Tweaks, Target Focus, if I remember off the top of my head (maybe there is something else). I tried to turn them all off, but nothing changes. The only conflict with SCAR is with the BTPS_overlay_menu.swf file, I load BTPS after SCAR. Game version 1.5.97+BEES. And most importantly, on version 0.7.1 everything works fine, with all the mods.
Hi, having the same issue with 0.8.0. The Widget is there for a few seconds in the beginning, for example when coc-ing somewhere, but disappears after a few seconds. I do use other UI Overhaul mods, like SkyHUD, MoreHUD, Dear Diary Dark Mode, etc. and I'm on the newest Skyrim version. 0.7.1 works perfectly fine.
Chiming in as someone else experiencing this. In particular, I do `coc whiterunorigin` and talk to Idolaf. When I first see him, I have the widget + activator. After I talk to him the activator disappears for the foreseeable future. Not just for NPCs, but for anything in the game. I'm on latest AE. This is my current configuration (a bit messy, new list)
and I've included fActivatePrompt= 1.00 in the lowest overwrite of SkyHUD.txt.
Oh, makes sense... I've had this issue before ages ago. Do you guys coc directly from the main menu? I think COC gets around one of the SKSE events I use to initialize the widget, which I'd fixed ages ago but I must've broken again recently :I I'll upload a fix later today. In the mean time, you should just need to save and load once, and the widget *should* then be active for the rest of the play session. Can you guys confirm? Starting a new game or loading from the main menu should work
I would like to bump this, since I'm having the same issue for months, tried everything, several different versions of this mod, but no matter what at some point my 3d widget is completely gone. Strange thing, the notifications also disappear when that happens. Only a game restart fixes it.
Do other UI elements disappear as well? Is the 2D selection widget gone in first person, too?
The fact that your notifications disappear alongside my UI, indicates to me that something else probably hides or deconstructs parts of your UI. My dll never interacts with the notifications in any way I can think of: in fact, they're in entirely different menues. I register a completely new menu for the selection widget, while the notifications should be part of the HUD menu. The only overlap I could think of is some other mod hiding all menus for some reason and not showing them again.
You could also check if the BetterThirdPersonSelection.log shows any errors or warnings. Your issue is something else in any case: the original issue here was that I forgot to initialize the UI when using coc from the main menu. In your case, the menu is initialized and works for a while, but then something hides it.
Version 0.8.1 makes the E button disappear in first person in my game (I have the mod's functionality disabled in first person). Version 0.8.0 works fine for me
This isn't caused by BTPS. BTPS always takes into account Skyrim's original crosshair selection as fallback, to prevent situations like this. If you aim directly at whatever you need to select, it should always be selectable. Use Shift + Mousewheel if other objects are in the way.
1820 comments
fActivatePrompt= 1.00
BTPS works perfectly with 1.00 size option. Yay!
follow the steps in this video but pretend its for skyrim and not cyberpunk:
https://www.youtube.com/watch?v=TyQfDcAIG1o
Heyyy! How does the mod decides where to place an opening popup for opening doors? I'm trying to figure out why doors from Morrowind Imperial Keep Set have it's "Open" popup anchored to the floor. I hope to find something in the nodes of the nif, but no luck so farconditions = [
BaseID is correct, it is applied. "IsEmptyContainer" is not applied. The log indicates success.{ function = "IsEmptyContainer" },
{ connector = "AND" },
{ function = "IsBaseID", parameters = ["0x0000001B"] },
{ connector = "AND" },
{ function = "!IsKeyDown", parameters = ["42"] },
]
formTypes = [
{ typeName = "Activator" },
IsEmptyContainer is used for NPCs, but not for Activator?
Here is a filter for empty NPC corpses, it works correctly (IsDead to exclude empty mannequins):
conditions = [
{ function = "IsEmptyContainer" },
{ connector = "AND" },
{ function = "IsDead" },
{ connector = "AND" },
{ function = "!IsKeyDown", parameters = ["42"] },
]
formTypes = [
{ typeName = "NPC" },
EDIT: that's exactly what was happening. Will be fixed in the next release, though I'm not sure when I'll get around to releasing it.
solved with gpt chat:
Fix for the interaction button (E) not appearing
In the path: NORDIC UI - Interface Overhaul\interface\skyhud
change in skyhud.txt
bHideActivateButton=2
to
bHideActivateButton=0
This fixes the invisible E button issue.
0.7.1 works perfectly fine.
and I've included fActivatePrompt= 1.00 in the lowest overwrite of SkyHUD.txt.
The fact that your notifications disappear alongside my UI, indicates to me that something else probably hides or deconstructs parts of your UI. My dll never interacts with the notifications in any way I can think of: in fact, they're in entirely different menues. I register a completely new menu for the selection widget, while the notifications should be part of the HUD menu. The only overlap I could think of is some other mod hiding all menus for some reason and not showing them again.
You could also check if the BetterThirdPersonSelection.log shows any errors or warnings. Your issue is something else in any case: the original issue here was that I forgot to initialize the UI when using coc from the main menu. In your case, the menu is initialized and works for a while, but then something hides it.
The notifications always disappear as well. Sometimes the compass too.
It usually happens after loading a new area (going inside an inn for example). It happens randomly so it is difficult to reproduce.
I will check the log, thanks for pointing me that.
I couldn't figure out what caused this issue.
Version 0.8.0 works fine.
Cheers