johndoebowler Posted July 12, 2018 Share Posted July 12, 2018 (edited) Disclaimer: this has been asked a few years ago, but didn't find an answer. I am in need of finding the ObjectRef under the crosshair. I want to add an extra menu under the rollover widget that I can populate via Papyrus. With f4se is easy enough to add/register the extra swf menu, but I have no way of populating it because I don't know what the current rollover widget refers to. I know I can do an "Add Activate Choice" perk, but that doesn't work well. Actors have only one extra available choice (i need a few more), and it's very buggy (I can clarify if needed). The base game doesn't seem to have the required functions. The closest I could find are GetHeadingAngle / FindAllReferencesOfType. AFAIK these are very expensive, and don't really solve the problem. I couldn't find anything in the papyrus f4se api either. What I thought about: 1: Hacking hudmenu and sending an f4se event when the rollover widget is rendered: is hacky, and I still don't know the reference, only when the reference changes. Also possibly very slow.2: Hacking HUD++: The mod Hud Plus Plus seem to do just that: find the reference under the crosshair and display a card based on the type. The source is available, but it's way beyond me. I could add the extra menu as a "sub-menu" of the secondary actor activation, but it requires an extra click and it won't feel right. Any ideas? Am i missing something obvious? Edit: SKSE has GetCurrentCrosshairRef, which would help. Still would need to know when this ref changes, to avoid making a perpetual timer, which is expensive and slow. Edited July 12, 2018 by johndoebowler Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 13, 2018 Share Posted July 13, 2018 No, you arent missing anything obvious. Without f4se native plugin, perk's add activate choice workaround is the best way you can do that. Link to comment Share on other sites More sharing options...
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