Hehe welllll it kinda wildly morphed from a "we want this furniture" to "we want to be able to dye rugs/drapes/bedding" and "we want placable NPCs for commoners, entertainers, servants, guards, vampires, werewolves" etc etc etc... I just keep updating it as people add requests.
More building items is definitely in there. I partially blame you
Nope, Essential Housing Tools is a stand-alone add on. I'm just in the process of merging everything that Immaculate Construction did into Essential to make it a more seamless editing tool.Madhattr64 wrote: »Do I have to have Immaculate Construction installed to use this also?
The easiest way is to bind a key to:Madhattr64 wrote: »If not how do I bring up the menu without it?
Thank you for reminding me! I forgot to add that Immaculate feature into Essential. I'll make sure that the right-click menu option to add items into the house from your inventory makes it into the next Essential release.Madhattr64 wrote: »Also without it I did not see an option to add all the items I want for my build that I have on my person in her inventory.
Thank you so much for all you do! I can't even begin to imagine the time and effort you put into this amazing work!
I have so much gratitude and respect for you!
Does the tool have anything to simplify placing items on shelves? Such as the ability to define the free shelf space cuboid and just drop items within it. The regular editor leaves things floating or embedded, and does not consider collision. It would be similar to the edge snap but use internal surfaces, which I suspect would need to be marked out by the user, but once that's done, re-usable for each content item.
I'd be happy if I could just drag the item in any direction, and have it stopped on collision with the edges of the "space". No need for an extra "drop" function.
Does the tool have anything to simplify placing items on shelves? Such as the ability to define the free shelf space cuboid and just drop items within it. The regular editor leaves things floating or embedded and does not consider collision. It would be similar to the edge snap but use internal surfaces, which I suspect would need to be marked out by the user, but once that's done, re-usable for each content item.
Does the tool have anything to simplify placing items on shelves? Such as the ability to define the free shelf space cuboid and just drop items within it. The regular editor leaves things floating or embedded and does not consider collision. It would be similar to the edge snap but use internal surfaces, which I suspect would need to be marked out by the user, but once that's done, re-usable for each content item.
My understanding is that the collision boundaries are set per item and aren't editable, partly why we are all still flailing about trying to work around canopy beds.
It's really a constraint on the placement, and could be achieved in other ways. The critical part is the ability to define it and re-use it.
I used record yesterday to do 60 or so frames and it worked well so nice addition there. Going to test merge tonight so I’ll let you know how that goes.
There is something going on with record though which causes a constant clicking sound to loop repeatedly even after stopping the recording and iirc, after closing the toolset entirely.
Had to /reloadui or zone out and in to get it to stop.
Also, in the second pop up window after starting a recording, (I believe it’s the one that says press stop to exit recording mode) is not bound to it’s respective key. Mouse click works. Minor issue but figured I’d let you know.
Great work
It's really a constraint on the placement, and could be achieved in other ways. The critical part is the ability to define it and re-use it.
RK to the rescue! I'm pretty dang positive (even though I've not played with it yet) that he's added a way to create and save a setup so that you can recall and reuse it elsewhere. So say you get the books set just right (and be careful with that because some of them are larger and some are by default oriented to face the other way) you could then save that setting and recall it from a list later and use it again.
I'm pretty sure he has a little video walking through it too.
My comment wasn't really about the shelf unit's collision, but creating another temporary "local" one for the edit. The user would have to define the box they were putting things into, but could then re-use it for each item placement during the editor session. Create space box, place it inside shelf unit, use it to constrain movement of items so they remain inside it.
Books are perhaps a special case, in that regular spacing is desirable, and the tool lets you do the work for one, and reuse the alignment for the rest. General clutter on a single wall shelf is a better analogy for my needs. There is collision for the surface and the back wall that i can use to constrain placement. I want that kind of capability when the shelf is an inner one of a unit, and temporary addition of a collision box would answer that need. It's also a "do once and re-use" scenario, but a bit different.
And don't get too hung up on the "collision" aspect. It's really a constraint on the placement, and could be achieved in other ways. The critical part is the ability to define it and re-use it. You'd want the "box" to be open-fronted like the shelf, so simple collision might not be the way to do it at all.
LadyNalcarya wrote: »Seriously, ZOS should hire you. You improvements make the housing system so much more convenient. Thank you for making (and updating) this addon!
Probably could be done with conception code and pointer assets. Draw a box of x, y, z that could save as a template overlay of sorts. Although may need a base item for attach. Like a tooltip with y plane = to item’s base coordinate perhaps.