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Essential Housing Tools - Official To Do List

  • R_K
    R_K
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    @Brigda So... at the moment, the API does not allow us to toggle an interactive object, such as a light. To get around that, Let There Be Light instead removes the item to your inventory and then places it back into the house, resetting it to it's default state (typically 'ON' for lights).

    But... as I understand it, the game's API is going to be updated in the next major release to include the ability to set interactive objects ON/OFF/etc. So, if you check back for Let There Be Light after the Wolfhunter DLC is released, I should hopefully have an update that can do just that. :smile:
  • Brigda
    Brigda
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    R_K wrote: »
    So...

    So then I wasn't entirely offbase to think that you would have totally included that if it had been an option ^.^

    Noted ;)

  • R_K
    R_K
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    Brigda wrote: »
    R_K wrote: »
    So...

    So then I wasn't entirely offbase to think that you would have totally included that if it had been an option ^.^

    Noted ;)

    @Brigda No -- we definitely were on the same page when it came to that. :-P With that said...

    ...you may want to know that, in speaking with one of the ZOS developers yesterday, I found out that he too shared a strong interest in housing and making it more dynamic and interactive. So, I would wager that -- in the medium to long term -- we can expect to see a lot of cool, new features and capabilities added to housing as a whole. Fingers crossed.
  • Brigda
    Brigda
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    R_K wrote: »
    Fingers crossed.

    ef3302eb7c2b3f844f0f1008f2395501.gif

    Feel free to direct them to that godsawful Furnishing Wish List I started. It's grown to be more than simple furnishing desires, heh.

    Edited by Brigda on June 12, 2018 5:18PM
  • R_K
    R_K
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    Brigda wrote: »
    Feel free to direct them to that godsawful Furnishing Wish List I started. It's grown to be more than simple furnishing desires, heh.

    Hah! I will! I don't think he's responsible for that part of the housing system; but I'll mention it the next time I talk to them. <3
  • Brigda
    Brigda
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    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 >:)
  • R_K
    R_K
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    Brigda wrote: »
    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 >:)

    That maaaay be partiallllly true... :wink:
  • Madhattr64
    Madhattr64
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    Do I have to have Immaculate Construction installed to use this also? If not how do I bring up the menu without it? 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.
  • R_K
    R_K
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    @Madhattr64 All good questions!
    Madhattr64 wrote: »
    Do I have to have Immaculate Construction installed to use this also?
    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: »
    If not how do I bring up the menu without it?
    The easiest way is to bind a key to:
    Controls > Housing Editor > Essential Housing Tools > Show Selection Window
    ( but you can also type /eht if you prefer command-line ;) )
    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 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
    Madhattr64
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    I used immaculate and essential housing tools to make the round table for guild meetings and the Oroborus in our home. Check them out in this thread.

    https://forums.elderscrollsonline.com/en/discussion/425142/my-grotto-decorated-for-my-guild#latest
  • Brigda
    Brigda
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    o:)

    Since I know your goal is to roll the IC functionality into EHT, would it be possible to add that option for a X and Z axis for the circles? Making a nifty oval portal was kinda cool.
  • R_K
    R_K
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    @brigda Totes, I’ll add that to the feature request list right now!
  • Brigda
    Brigda
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    GLEEEEE there is clickclicking and glowy arrows!
    /runs around flailing
  • R_K
    R_K
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    Brigda wrote: »
    GLEEEEE there is clickclicking and glowy arrows!
    /runs around flailing

    @Brigda LOL, I'll take that as good excitement! And if so... yay! :smiley::smiley::smiley:
  • Delphinia
    Delphinia
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    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! <3
  • ghastley
    ghastley
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    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.
  • R_K
    R_K
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    Delphinia wrote: »
    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! <3

    @Delphinia Thank you so, so much Delphinia! It really means a lot, especially coming from you! I am just happy that these tools are helping people have more fun with housing -- that's literally the only reason why I write them, so thank you for letting me know -- it's appreciated. <3
  • R_K
    R_K
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    ghastley wrote: »
    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.

    @ghastley That's a really good question. So this add-on can drastically simplify the process of placing books inside of a bookshelf, particularly if you are very ... particular ... about placement (like I am). :wink:

    I made a video a while back showing how to group select some books, and then using the Build tab, line them up so that they are ready to be moved (either manually, as shown at the end of the video, or using the directional pads at the bottom of the window) into where a bookshelf or bookcase might be. Take a look and let me know if you have any questions... :-)

    https://www.youtube.com/watch?v=yYk6rp3i3Gs
  • Brigda
    Brigda
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    ghastley wrote: »
    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.
  • R_K
    R_K
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    Brigda wrote: »
    ghastley wrote: »
    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.

    @Brigda Sadly, that is the case as far as I know. The collision / bounding box is set for the item's model and is immutable. In fact, this seems to be the case even for dynamic items like the Orc mechanism that moves up and down. It may look hollow when it's in the up position, but it still is not. :(
  • ghastley
    ghastley
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    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
    LadyNalcarya
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    Seriously, ZOS should hire you. :) You improvements make the housing system so much more convenient. Thank you for making (and updating) this addon!
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • Brigda
    Brigda
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    ghastley wrote: »
    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.

  • Daileth
    Daileth
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    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
  • R_K
    R_K
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    Daileth wrote: »
    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

    @Daileth Yay! I'm so glad you were able to try it out! But, ew! No, no... we can't have constant clicking. I'll test that out and step on that buggy for ya in just a bit. Also, that 2nd pop-up keybind issue I think is related to the game's automatic switching back to game mode (instead of staying in UI mode) after dismissing the first pop-up. I am not sure if I can work around that, so I may just merge the two into one for when you hit Record. It'd be easier for the end-user anyways. Thank you for letting me know!!! :smile:
  • R_K
    R_K
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    Brigda wrote: »
    ghastley wrote: »
    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.

    @Brigda Oh, yes! Thank you! I am not sure that I did a video specifically on that part, but yes -- you can totally set up a bookcase with books, select the whole thing (books and all) and save that selection. You can then use the Copy From Saved Selection option, on the Copy & Paste pop-up window, to copy that selection and paste it into another house, or even just to clone it. I am actually making a video tutorial for the whole Select tab and Copy & Paste right now, ironically... so that'll be coming out tonight. <3
  • R_K
    R_K
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    ghastley wrote: »
    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.

    @ghastley Hi Ghastley. I think I understand what you are asking for, in terms of identifying and saving a "usable space" region inside of the models of items, such as bookcases and shelves. That's actually a very interesting suggestion. I am not sure if you have seen the recent additions I've made to the add-on for displaying in-game, "3D" visual elements, such as the Selected Item "checkmark," or the Build position indicator, but I would imagine that elements such as those could be used to allow the end-user to mark off usable space or snapping regions relative to/within the models of specific furniture items.

    I like this concept... I'll have to think about how it would be implemented in a way that's [reasonably] user-friendly and how the definition of such a region would then be used to affect actual placement. I'm going to add this to my list -- it will be an interesting problem to tackle. Thank you!
  • R_K
    R_K
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    Seriously, ZOS should hire you. :) You improvements make the housing system so much more convenient. Thank you for making (and updating) this addon!

    @LadyNalcarya Haha, I just read this. Thank you so much, Lady! <3 I am super happy to hear that these add-ons have been helpful for you. It makes my night!

    ...oh, and by the way, for what it's worth - I would love to work for ZeniMax, particularly on the Housing System. With access to the internals of the game's code, I would imagine that epic things could be done. (and I am confident that the current team can do these things - I'd just love to contribute my ideas to the mix) :wink:
    Edited by R_K on August 24, 2018 11:36PM
  • Daileth
    Daileth
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    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.
  • R_K
    R_K
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    Daileth wrote: »
    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.

    @Daileth I think you're on the right path for sure. I was envisioning something similar with a flat plane (as opposed to, say, a cube) that could be moved within an item's model. For example, aligning a plane within the model of a bookcase to identify the top of a single shelf. From that metadata, I could then use that during placement of items "in" that bookcase. As for how it would impact placement, I was thinking to do it through my existing "Snap" function, where snapping books to said bookcase would automatically snap them to the plane used to outline the tops of its shelves.

    Could be cool. Definitely feels like a power-user feature, but awesome for those who would actually use it.
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