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Executive Guild Hall conference center concept

R_K
R_K
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Your guild's meeting space should make a statement.
Consider this state-of-the-art executive conference center as one possible option...

https://www.youtube.com/watch?v=lKm7nZUZymQ
Essential Housing Tools | Get Creative.
  • sozo108
    sozo108
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    This is amazing. Can this be done now, or only after Wolfhunter launches? Could this be used to reset all items in a house to their "default" position by turning on a light for example, in case anything is moved around unintentionally?
    Edited by sozo108 on August 7, 2018 4:11PM
  • sozo108
    sozo108
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    .
    Edited by sozo108 on August 7, 2018 4:10PM
  • R_K
    R_K
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    sozo108 wrote: »
    This is amazing. Can this be done now, or only after Wolfhunter launches? Could this be used to reset all items in a house to their "default" position by turning on a light for example, in case anything is moved around unintentionally?

    @sozo108

    No, yes and yes. :smiley:

    No, it cannot be done now; but Yes, it can be done with Essential Housing Tools v5.0 once Wolfhunter is released (I am planning to release EHT v5.0 within the next few days so people have time to update prior to the DLC).

    Yes, you can use the new EHT v5 "Triggers" tab to set up actions that run when a specific item (a light, switch or anything else that can be toggled) is set "On", "Off" or even just toggled to another state. The actions that can then be performed in response are: set all items "On", "Off" or toggled to their next state in a specific "saved selection" (meaning you select those items ahead of time and name & save that selection) and/or play an animation scene.

    For what you are asking about, you could set up a switch/light/etc. that, when turned "On," plays an animation scene that consists of just 1 frame -- that frame would be a snapshot of your entire house, let's say. So, when you flip the switch "On," everything would revert back to their original state. :smile:
    Edited by R_K on August 7, 2018 4:47PM
  • sozo108
    sozo108
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    R_K wrote: »
    sozo108 wrote: »
    This is amazing. Can this be done now, or only after Wolfhunter launches? Could this be used to reset all items in a house to their "default" position by turning on a light for example, in case anything is moved around unintentionally?

    @sozo108

    No, yes and yes. :smiley:

    No, it cannot be done now; but Yes, it can be done with Essential Housing Tools v5.0 once Wolfhunter is released (I am planning to release EHT v5.0 within the next few days so people have time to update prior to the DLC).

    Yes, you can use the new EHT v5 "Triggers" tab to set up actions that run when a specific item (a light, switch or anything else that can be toggled) is set "On", "Off" or even just toggled to another state. The actions that can then be performed in response are: set all items "On", "Off" or toggled to their next state in a specific "saved selection" (meaning you select those items ahead of time and name & save that selection) and/or play an animation scene.

    For what you are asking about, you could set up a switch/light/etc. that, when turned "On," plays an animation scene that consists of just 1 frame -- that frame would be a snapshot of your entire house, let's say. So, when you flip the switch "On," everything would revert back to their original state. :smile:

    Omg that sounds absolutely incredible. I'm working on a project that this functionality would be a PERFECT fit for. Can other visitors activate the triggers/animations?
  • R_K
    R_K
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    sozo108 wrote: »
    Omg that sounds absolutely incredible. I'm working on a project that this functionality would be a PERFECT fit for. Can other visitors activate the triggers/animations?

    @sozo108 I'm happy to hear that it will help with your project! To answer your question:

    Yes. Other visitors may activate triggers (by turning trigger items "On" and "Off"). At present, the triggers activated by location ("When entering this area" and "When leaving this area") can only be triggered by you; but I do plan to add support for Group members for location-based triggers in the near future.

    Additionally, triggers can activate other triggers -- which can be useful for chaining multiple actions together or even for creating a loop.

    Also, a quick but important caveat: Triggers function when you are in the home and you have Essential Housing Tools enabled. If the add-on is off, or if you are not home, then the triggers cannot function.
    Edited by R_K on August 7, 2018 6:13PM
  • sozo108
    sozo108
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    R_K wrote: »
    sozo108 wrote: »
    Omg that sounds absolutely incredible. I'm working on a project that this functionality would be a PERFECT fit for. Can other visitors activate the triggers/animations?

    @sozo108 I'm happy to hear that it will help with your project! To answer your question:

    Yes. Other visitors may activate triggers (by turning trigger items "On" and "Off"). At present, the triggers activated by location ("When entering this area" and "When leaving this area") can only be triggered by you; but I do plan to add support for Group members for location-based triggers in the near future.

    Additionally, triggers can activate other triggers -- which can be useful for chaining multiple actions together or even for creating a loop.

    Also, a quick but important caveat: Triggers function when you are in the home and you have Essential Housing Tools enabled. If the add-on is off, or if you are not home, then the triggers cannot function.

    This is so cool, can't wait to try it on Monday. I've already been using EHT for bulk selecting, copying/pasting, and precise moving. I've only scratched the surface of the build function, but it made building a large symmetrical structure extremely quick and simple. Thanks for such an awesome add-on and your frequent feature additions!
  • Nightfall12
    Nightfall12
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    That does make a statement....



    that statement is we can't put anything else in here cuz we used all the slots to have this massive skyscrapper.....

    ....AWESOME massive skyscrapper though!


    raise item slots to allow for these awesome creations! or let us forge items together permanently binding them to us, but becoming 1 object
    Edited by Nightfall12 on August 7, 2018 6:50PM
    Ummm stuff… about stuff…or something.
  • R_K
    R_K
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    sozo108 wrote: »
    This is so cool, can't wait to try it on Monday. I've already been using EHT for bulk selecting, copying/pasting, and precise moving. I've only scratched the surface of the build function, but it made building a large symmetrical structure extremely quick and simple. Thanks for such an awesome add-on and your frequent feature additions!

    @sozo108 I am so, so happy that you have found EHT useful! And thank you so much for the kind words.

    As always, if you ever have any questions, want to make a suggestion, run into an issue or have any other feedback at all about this add-on or any of my other add-ons, you know where to find me! You can also email me on PC NA @Cardinal05 if needed (though, sometimes here is better since my mailbox fills up pretty quickly sometimes).
  • R_K
    R_K
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    raise item slots to allow for these awesome creations! or let us forge items together permanently binding them to us, but becoming 1 object

    That's an interesting idea actually. Though, ideally they would just update the handful of House database records in their tables to change that "MaxItemLimit" column from 700 to 5000. That'd be even more awesome. :wink:
  • Aliyavana
    Aliyavana
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    This is cool
  • sozo108
    sozo108
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    R_K wrote: »
    sozo108 wrote: »
    This is so cool, can't wait to try it on Monday. I've already been using EHT for bulk selecting, copying/pasting, and precise moving. I've only scratched the surface of the build function, but it made building a large symmetrical structure extremely quick and simple. Thanks for such an awesome add-on and your frequent feature additions!

    @sozo108 I am so, so happy that you have found EHT useful! And thank you so much for the kind words.

    As always, if you ever have any questions, want to make a suggestion, run into an issue or have any other feedback at all about this add-on or any of my other add-ons, you know where to find me! You can also email me on PC NA @Cardinal05 if needed (though, sometimes here is better since my mailbox fills up pretty quickly sometimes).

    Will do. Btw I tested the animations function last night. I saved a 1 frame animation of my house, moved several objects around, then played the animation to reset everything. It was instant and worked flawlessly, and I can't wait to tie it to a trigger switch. The more I dig into the add-on the more impressed I am with it. I came from PS4 where we just had the in-game housing editor, so the possibilities with this level of control, precision and automation are endless. Thanks again!
  • R_K
    R_K
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    sozo108 wrote: »
    Will do. Btw I tested the animations function last night. I saved a 1 frame animation of my house, moved several objects around, then played the animation to reset everything. It was instant and worked flawlessly, and I can't wait to tie it to a trigger switch. The more I dig into the add-on the more impressed I am with it. I came from PS4 where we just had the in-game housing editor, so the possibilities with this level of control, precision and automation are endless. Thanks again!

    Haha, I am so, so happy that you gave the Scenes feature a try. I may have some obvious bias ( o:) ) but I really do feel as though there are a lot of features in EHT that players could get a lot of use out of; but I also understand that, with a lot of features, the add-on can seem intimidating at first. For that reason, I am so glad that you gave it a go and were able to see its utility. Kinda makes my day. :smile:
  • Sharalei
    Sharalei
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    Out of this world!

    This tech-challenged girl is going to have to get her head out of the sand and learn to use this addon of yours to full functionality. Otherwise I'm going to be missing out on the fun.

    I see a time, in the very near future, where players who don't have this will have houses that nobody cares to visit, as this will be the new standard.

    Good to see you having fun with your addon, whilst demonstrating it's awsome powers!
  • R_K
    R_K
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    Sharalei wrote: »
    Out of this world!

    This tech-challenged girl is going to have to get her head out of the sand and learn to use this addon of yours to full functionality. Otherwise I'm going to be missing out on the fun.

    I see a time, in the very near future, where players who don't have this will have houses that nobody cares to visit, as this will be the new standard.

    Good to see you having fun with your addon, whilst demonstrating it's awsome powers!

    @Sharalei Wow, well thank you so much for the kind words Shar! <3 And if you do decide to deep-dive into the new features for EHT 5.0 and have any questions -- or even any suggestions on how to improve upon it, expand it, make it more user-friendly, or anything else, you know where to find me. Any and all feedback is good feedback! ;)

    (and thank you -- I actually have been having a little fun with my own add-on, which is kind of a nice change of pace, lol)
  • sozo108
    sozo108
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    @R_K Is there a way to undo an animation? Last night I played a single frame animation that I created 2 days prior before I had rebuilt a large portion of a selected structure. I pressed the undo keybind to try to reset the structure to its state prior to playing the animation, however that didn't work so I had to rebuild again. It didn't take me too long to do so, so not a huge deal.
  • R_K
    R_K
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    sozo108 wrote: »
    @R_K Is there a way to undo an animation? Last night I played a single frame animation that I created 2 days prior before I had rebuilt a large portion of a selected structure. I pressed the undo keybind to try to reset the structure to its state prior to playing the animation, however that didn't work so I had to rebuild again. It didn't take me too long to do so, so not a huge deal.

    @sozo108 Hi there! I am sorry that your scene got out of whack, so to speak. To answer your question: Animation Scene playback is purposely omitted from the Undo history to avoid filling up the history log. However, since you raised this issue, I will circle back and add something to assist in this type of scenario -- likely, an insert into the History of the state of all items used in the Scene just once, prior to playback.

    A question for you, though: Can you Undo and Redo a number of the most recent changes to revert your items back to the state that they were in prior to the playback, or were the changes too numerous to reasonably be able to do this?
  • sozo108
    sozo108
    ✭✭✭
    R_K wrote: »
    sozo108 wrote: »
    @R_K Is there a way to undo an animation? Last night I played a single frame animation that I created 2 days prior before I had rebuilt a large portion of a selected structure. I pressed the undo keybind to try to reset the structure to its state prior to playing the animation, however that didn't work so I had to rebuild again. It didn't take me too long to do so, so not a huge deal.

    @sozo108 Hi there! I am sorry that your scene got out of whack, so to speak. To answer your question: Animation Scene playback is purposely omitted from the Undo history to avoid filling up the history log. However, since you raised this issue, I will circle back and add something to assist in this type of scenario -- likely, an insert into the History of the state of all items used in the Scene just once, prior to playback.

    A question for you, though: Can you Undo and Redo a number of the most recent changes to revert your items back to the state that they were in prior to the playback, or were the changes too numerous to reasonably be able to do this?

    There had been way too many changes to the objects in the scene to be able to undo and redo back to the desired state, plus I had changed other objects as well since then.

    Your solution of adding a History insert to rewind to the state immediately prior to playback would be perfect! Thanks
  • R_K
    R_K
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    sozo108 wrote: »
    There had been way too many changes to the objects in the scene to be able to undo and redo back to the desired state, plus I had changed other objects as well since then.

    Your solution of adding a History insert to rewind to the state immediately prior to playback would be perfect! Thanks

    I'm already on it! I'll be publishing another update for EHT with that change soon. And sorry for any inconvenience that may have caused. <3
  • sozo108
    sozo108
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    @R_K So I tried the triggers in EHT 5 yesterday and WOW is that an amazing feature! I saved a 1 frame scene with all objects in my house selected and then set the scene to trigger on a Clockwork Control Panel, Single. I moved many objects around, then simply had to activate the control panel switch to instantly reset my entire house to its default position. Just so cool. Also love the new tutorials!
  • R_K
    R_K
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    sozo108 wrote: »
    @R_K So I tried the triggers in EHT 5 yesterday and WOW is that an amazing feature! I saved a 1 frame scene with all objects in my house selected and then set the scene to trigger on a Clockwork Control Panel, Single. I moved many objects around, then simply had to activate the control panel switch to instantly reset my entire house to its default position. Just so cool. Also love the new tutorials!

    @sozo108 Again, reading this literally makes my day. You're the first person I have heard back from about EHT 5 and the new Trigger functionality -- so this is awesome to see. :smile: Also, I added code to track an Undo history item prior to playback to try to avoid the scenario of having nothing to Undo to just before Scene playback in the previous version, so hopefully that will make everything that much easier and more straightforward for everyone -- along with the new Tutorials (and expect more to come over the next few updates). I have so many features and additions planned, so I am trying to share my time between the various line items in my project plan -- but they're definitely a big one. :smile:

    And by the way -- if you don't mind, keep the feedback coming! Good, bad, questions, suggestions -- like, I said, it's all good to know and it's always helpful. <3
  • sozo108
    sozo108
    ✭✭✭
    R_K wrote: »
    sozo108 wrote: »
    @R_K So I tried the triggers in EHT 5 yesterday and WOW is that an amazing feature! I saved a 1 frame scene with all objects in my house selected and then set the scene to trigger on a Clockwork Control Panel, Single. I moved many objects around, then simply had to activate the control panel switch to instantly reset my entire house to its default position. Just so cool. Also love the new tutorials!

    @sozo108 Again, reading this literally makes my day. You're the first person I have heard back from about EHT 5 and the new Trigger functionality -- so this is awesome to see. :smile: Also, I added code to track an Undo history item prior to playback to try to avoid the scenario of having nothing to Undo to just before Scene playback in the previous version, so hopefully that will make everything that much easier and more straightforward for everyone -- along with the new Tutorials (and expect more to come over the next few updates). I have so many features and additions planned, so I am trying to share my time between the various line items in my project plan -- but they're definitely a big one. :smile:

    And by the way -- if you don't mind, keep the feedback coming! Good, bad, questions, suggestions -- like, I said, it's all good to know and it's always helpful. <3

    @R_K Thanks for the "Undo" scene addition! I just read in the change log that you added emote triggers, which is AWESOME. Is there any way that you can add memento triggers too? I want to add a secret room in my house that can only be opened by the Psijic Scrying Talisman memento triggering a scene to remove the wall hiding the room. :smiley:
  • ixie
    ixie
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    @R_K I'm having fun with the triggers :) I have a tonal resonator, I've worked out how to animate some dreamshards when I turn it on, but can't work out how to stop the animation when I turn it off, please help

    40apcWN.jpg
    PC EU

    Ixie - Breton Nightblade
    Paints-With-Frogs - Argonian Nightblade
    Swee Troll - Crafter Dragonknight
  • R_K
    R_K
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    ixie wrote: »
    @R_K I'm having fun with the triggers :) I have a tonal resonator, I've worked out how to animate some dreamshards when I turn it on, but can't work out how to stop the animation when I turn it off, please help

    40apcWN.jpg

    @ixie Oh wow, that looks so cool Ixie! This is exactly the kind of stuff I was hoping to see you gals & guys building. Epic!

    Ok, now to help you with the animation: I need to add a Tutorial Tip that explains this, but when you save a Scene, if the Loop checkbox is checked, that setting saves with the Scene.

    What this means is that the Scene would then playback in a Loop, even when played by a Trigger. What I don't have yet, though, is a way for the Trigger to interrupt a Looped Scene once it begins playing. :( I am definitely going to add this, but until then, I would suggest that you load the Scene, uncheck Loop, and save it again.

    This will only play it once when triggered, but at least you will then be able to trigger other things after that -- and again, this is just temporary until I can add the option to interrupt a looped Scene with a Trigger. =P
  • ixie
    ixie
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    R_K wrote: »
    @ixie Oh wow, that looks so cool Ixie! This is exactly the kind of stuff I was hoping to see you gals & guys building. Epic!

    Ok, now to help you with the animation: I need to add a Tutorial Tip that explains this, but when you save a Scene, if the Loop checkbox is checked, that setting saves with the Scene.

    What this means is that the Scene would then playback in a Loop, even when played by a Trigger. What I don't have yet, though, is a way for the Trigger to interrupt a Looped Scene once it begins playing. :( I am definitely going to add this, but until then, I would suggest that you load the Scene, uncheck Loop, and save it again.

    This will only play it once when triggered, but at least you will then be able to trigger other things after that -- and again, this is just temporary until I can add the option to interrupt a looped Scene with a Trigger. =P

    Awesome news, this is such fun to play with, thank you!
    PC EU

    Ixie - Breton Nightblade
    Paints-With-Frogs - Argonian Nightblade
    Swee Troll - Crafter Dragonknight
  • R_K
    R_K
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    ixie wrote: »
    Awesome news, this is such fun to play with, thank you!

    @Ixie ...and thank you so much for the feedback -- I really do appreciate it!
  • sozo108
    sozo108
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    sozo108 wrote: »
    R_K wrote: »
    sozo108 wrote: »
    @R_K So I tried the triggers in EHT 5 yesterday and WOW is that an amazing feature! I saved a 1 frame scene with all objects in my house selected and then set the scene to trigger on a Clockwork Control Panel, Single. I moved many objects around, then simply had to activate the control panel switch to instantly reset my entire house to its default position. Just so cool. Also love the new tutorials!

    @sozo108 Again, reading this literally makes my day. You're the first person I have heard back from about EHT 5 and the new Trigger functionality -- so this is awesome to see. :smile: Also, I added code to track an Undo history item prior to playback to try to avoid the scenario of having nothing to Undo to just before Scene playback in the previous version, so hopefully that will make everything that much easier and more straightforward for everyone -- along with the new Tutorials (and expect more to come over the next few updates). I have so many features and additions planned, so I am trying to share my time between the various line items in my project plan -- but they're definitely a big one. :smile:

    And by the way -- if you don't mind, keep the feedback coming! Good, bad, questions, suggestions -- like, I said, it's all good to know and it's always helpful. <3

    @R_K Thanks for the "Undo" scene addition! I just read in the change log that you added emote triggers, which is AWESOME. Is there any way that you can add memento triggers too? I want to add a secret room in my house that can only be opened by the Psijic Scrying Talisman memento triggering a scene to remove the wall hiding the room. :smiley:

    Hey @R_K , just following up about using mementos as triggers. Is that possible to add to EHT?
  • R_K
    R_K
    ✭✭✭✭✭
    sozo108 wrote: »
    sozo108 wrote: »
    R_K wrote: »
    sozo108 wrote: »
    @R_K So I tried the triggers in EHT 5 yesterday and WOW is that an amazing feature! I saved a 1 frame scene with all objects in my house selected and then set the scene to trigger on a Clockwork Control Panel, Single. I moved many objects around, then simply had to activate the control panel switch to instantly reset my entire house to its default position. Just so cool. Also love the new tutorials!

    @sozo108 Again, reading this literally makes my day. You're the first person I have heard back from about EHT 5 and the new Trigger functionality -- so this is awesome to see. :smile: Also, I added code to track an Undo history item prior to playback to try to avoid the scenario of having nothing to Undo to just before Scene playback in the previous version, so hopefully that will make everything that much easier and more straightforward for everyone -- along with the new Tutorials (and expect more to come over the next few updates). I have so many features and additions planned, so I am trying to share my time between the various line items in my project plan -- but they're definitely a big one. :smile:

    And by the way -- if you don't mind, keep the feedback coming! Good, bad, questions, suggestions -- like, I said, it's all good to know and it's always helpful. <3

    @R_K Thanks for the "Undo" scene addition! I just read in the change log that you added emote triggers, which is AWESOME. Is there any way that you can add memento triggers too? I want to add a secret room in my house that can only be opened by the Psijic Scrying Talisman memento triggering a scene to remove the wall hiding the room. :smiley:

    Hey @R_K , just following up about using mementos as triggers. Is that possible to add to EHT?

    @sozo108 Hey! I am so glad that you followed up because I missed your last message somehow. I guess I just never noticed the notification. Sorry about that.

    Yes, I can totally add support to Trigger by memento use. It would work the same as the Summon Banker / Merchant / Smuggler feature does today where you just use the memento from the Quickslot and it summons them to you in the house, except in this case it’d activate the trigger. I’ll add that to my list for the next update. ;)
  • R_K
    R_K
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    @sozo108 ...and an update: if you download EHT v5.4, you will now be able to configure Triggers that are activated by using any item that you can put into a Quickslot. Just use the new condition If "You use a specific item from a Quickslot," and then use the Quickslot item to set it for that Trigger. :)

    Let me know how it works for ya and/or if you have any other suggestions -- they are always welcome! :)
  • sozo108
    sozo108
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    R_K wrote: »
    @sozo108 ...and an update: if you download EHT v5.4, you will now be able to configure Triggers that are activated by using any item that you can put into a Quickslot. Just use the new condition If "You use a specific item from a Quickslot," and then use the Quickslot item to set it for that Trigger. :)

    Let me know how it works for ya and/or if you have any other suggestions -- they are always welcome! :)

    You're the man! :) This is so awesome, thanks! I'll be sure to show you the finished product after I complete this house. The whole project has been built from the ground up with EHT and will use both switch and memento triggers. :)
  • R_K
    R_K
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    sozo108 wrote: »
    R_K wrote: »
    @sozo108 ...and an update: if you download EHT v5.4, you will now be able to configure Triggers that are activated by using any item that you can put into a Quickslot. Just use the new condition If "You use a specific item from a Quickslot," and then use the Quickslot item to set it for that Trigger. :)

    Let me know how it works for ya and/or if you have any other suggestions -- they are always welcome! :)

    You're the man! :) This is so awesome, thanks! I'll be sure to show you the finished product after I complete this house. The whole project has been built from the ground up with EHT and will use both switch and memento triggers. :)

    @sozo108 I am definitely looking forward to seeing this...! Keep us posted -- and good luck! Let me know if you need anything else to help with the project in the meantime. :smile:
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