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Updated: 02/04/17 07:56 AM
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Homestead (2.7)
Updated:02/04/17 07:56 AM
Created:01/14/17 03:08 PM
Monthly downloads:33
Total downloads:2,086
Favorites:11
MD5:
SaveHouse
Version: 0.4
by: sirinsidiator [More]
WARNING: There are some major caveats that you should be aware of:
  • You have to reload the UI or log out before the data can be saved to disk. If you crash before that, your template will be gone!
  • Placing or removing items happens one item at a time, which means it takes a while until everything is done. You can stop or resume at any time though (see below).
  • When showing item requirements or restoring a template, you have to make sure that the text filter in the housing editor is empty, otherwise it won't see items that you have in your inventory.
  • Do not move, remove or place items while the addon is doing its work. This can only lead to disaster.
  • v0.4 is the final release for PTS. It adds a new command to upgrade your templates to a more stable data format. Future versions of the addon won't be able to read the old format anymore, so make sure you upgrade them!


This addon allows you to save your housing creations locally and restore them at a later time.
Right now it is controlled via slash commands (either /savehouse or /sh for short).
The following commands are available:
  • /sh help - shows a list of all available commands in chat
  • /sh list - shows a list of all saved furniture templates, the house they are from and how many items have been placed
  • /sh save <name> - creates a template for the current furniture setup in the current house. Use /reloadui afterwards to store it to disk.
  • /sh load <name> - tries to restore the saved template. It will skip already placed furniture and items missing from your inventory, meaning you can resume at any point and it will just continue placing the remaining items.
  • /sh delete <name> - removes the template from the savedata. the change is only written to disk when you reload the UI, so you can still save your template by force quitting (alt+f4)
  • /sh req <name> - will print a list of all required items to chat. it will show how many items you have and how many you need and color code accordingly. While you are inside your house, it will also consider already placed furniture
  • /sh clear - will remove every furniture in your house (back into your inventory)! Make absolutely sure that you have saved your template and don't blame me if you destroyed your nice interior.
  • /sh stop - will stop removing or placing furniture while either command is still running
  • /sh upgrade <name> - will convert a template to the most current save data format
v0.4
- switched to newly added api method to get item ids of placed furniture
- added command to upgrade old templates

v0.3
- updated furniture database
- fixed an infinite loop when resolving ambiguous item ids

v0.2
- added a database in order to match placed furniture to an item id by name
- updated save data format to be language independent
- fixed error introduced due to a renamed api method
Archived Files (3)
File Name
Version
Size
Author
Date
0.3
122kB
sirinsidiator
01/23/17 02:11 PM
0.2
146kB
sirinsidiator
01/19/17 11:25 AM
0.1
21kB
sirinsidiator
01/14/17 03:08 PM


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Unread 06/19/18, 05:38 AM  
sirinsidiator
 
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Originally Posted by wolfstar
Would this still work in Summerset, and specifically with crown homes? I have one crown home as a guild hall, but I am thinking of getting another when it comes out and moving everything over to that one. I would like the option of being able to put it all back in the original home if I decided to move again.
It should continue to work as long as ZOS keeps the current housing API. Crown houses shouldn't make any difference - they are all just houses in the end. If you are not sure about it, you could test it on the PTS first and see if it works for your case.
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Unread 06/18/18, 05:57 PM  
wolfstar

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Would this still work in Summerset, and specifically with crown homes? I have one crown home as a guild hall, but I am thinking of getting another when it comes out and moving everything over to that one. I would like the option of being able to put it all back in the original home if I decided to move again.
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Unread 11/15/17, 03:07 PM  
Helediron

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Originally Posted by Dolgubon
Originally Posted by Helediron
Just an idea, but could this addon act also as master lamp turn-on switch? I glanced the API but didn't see any item state manipulation call. But if i remove a lamp and place it back, it will have it's light-on.

With a house open to guilds my lamps are having interesting new light patterns every day .
You could load an empty house, and then your full house. It would be nice for an actual lighting function though.
Hmm, yes, that would work. And a day in-between should make the lights stay on a bit better. Let them recharge a bit, eh?
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Unread 11/15/17, 12:22 PM  
sirinsidiator
 
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That's actually an idea I have on my mind since a while ago. "/sh relight" or something which would remove and immediately place all light sources. But I don't really find the time to do it. xD
For now you'd have to clear and load all furniture.
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Unread 11/15/17, 12:03 PM  
Dolgubon
 
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Originally Posted by Helediron
Just an idea, but could this addon act also as master lamp turn-on switch? I glanced the API but didn't see any item state manipulation call. But if i remove a lamp and place it back, it will have it's light-on.

With a house open to guilds my lamps are having interesting new light patterns every day .
You could load an empty house, and then your full house. It would be nice for an actual lighting function though.
Last edited by Dolgubon : 11/15/17 at 12:09 PM.
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Unread 11/15/17, 11:45 AM  
Helediron

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Just an idea, but could this addon act also as master lamp turn-on switch? I glanced the API but didn't see any item state manipulation call. But if i remove a lamp and place it back, it will have it's light-on.

With a house open to guilds my lamps are having interesting new light patterns every day .
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Unread 11/02/17, 04:07 AM  
bottleofsyrup
 
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I recently tried to replace everything from a save file, and it placed everything but crashed in the process of putting collectibles and now crashes every time I try to load from that save file. This is in Hakkvild's High Hall. It did place some of the collectibles though so it's odd. It appears to only be the final 3 items that didn't load. They are:

Bust: Blood Spawn
Bust: Troll King
Karthwolf Charger Mount

It'll be no problem putting just those three back manually, of course, but thought I'd report the issue as I'll be loading in my Halloween decor next year and then back to my main furnishing setup again after that.
Last edited by bottleofsyrup : 11/02/17 at 04:09 AM.
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Unread 10/23/17, 03:48 AM  
sirinsidiator
 
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Re: Re: Re: Export Saved Furniture Coordinates Feature?

Originally Posted by omnido
Originally Posted by sirinsidiator
If it's only a one-time thing you could edit RequestPlaceFurniture in LibSaveHouse.lua to add these 10,000 units.
Just add a line z = z + 10000 after local x, y, z = furniture:GetCoordinates().
I attempted that, but upon attempting to load the furniture it threw the very correct error: "Need to be inside Barbed Hook Private Room to load furniture."
Error-checking for the win eh?
Other than altering the saved variable file to the same name, I'd be hard pressed how to circumvent that error.
Ah yes, forgot about that.
Just delete lines 153-155 in StartUp.lua:
Lua Code:
  1. elseif(house.houseId ~= GetCurrentZoneHouseId()) then
  2.     local houseName = GetHouseName(house.houseId)
  3.     df("Need to be inside %s to load furniture", houseName)
Then it should load it anyways.
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Unread 10/22/17, 06:56 PM  
omnido
 
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Re: Re: Export Saved Furniture Coordinates Feature?

Originally Posted by sirinsidiator
If it's only a one-time thing you could edit RequestPlaceFurniture in LibSaveHouse.lua to add these 10,000 units.
Just add a line z = z + 10000 after local x, y, z = furniture:GetCoordinates().
I attempted that, but upon attempting to load the furniture it threw the very correct error: "Need to be inside Barbed Hook Private Room to load furniture."
Error-checking for the win eh?
Other than altering the saved variable file to the same name, I'd be hard pressed how to circumvent that error.
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Unread 10/22/17, 01:35 AM  
sirinsidiator
 
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Re: Export Saved Furniture Coordinates Feature?

Originally Posted by omnido
Sirinsidiator,

Thank you for your work with this addon.

I am looking to transfer a saved furniture layout from one home to the next.
For example:
Save the furniture layout of Barbed Hook Private Room, and then load it into Cliffshade.
Since Cliffshade has a section that is identical in floor plan layout to Barbed Hook, this would seem plausible. The problem however is that Cliffshade's "Floor" is 10,000 units "higher" than Barbed hook's, so even if the furniture were to load there, it would all be under the "floor" and inaccessible.

Normally I would simply edit the Saved Variable file and adjust all the furniture Height values, however this is proving difficult as the Saved Variable file for your addon doesnt display coordinates in numerical values.

Any ideas on how this could be edited without decoding your addons functions?
If it's only a one-time thing you could edit RequestPlaceFurniture in LibSaveHouse.lua to add these 10,000 units.
Just add a line z = z + 10000 after local x, y, z = furniture:GetCoordinates().
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Unread 10/21/17, 04:56 PM  
omnido
 
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Export Saved Furniture Coordinates Feature?

Sirinsidiator,

Thank you for your work with this addon.

I am looking to transfer a saved furniture layout from one home to the next.
For example:
Save the furniture layout of Barbed Hook Private Room, and then load it into Cliffshade.
Since Cliffshade has a section that is identical in floor plan layout to Barbed Hook, this would seem plausible. The problem however is that Cliffshade's "Floor" is 10,000 units "higher" than Barbed hook's, so even if the furniture were to load there, it would all be under the "floor" and inaccessible.

Normally I would simply edit the Saved Variable file and adjust all the furniture Height values, however this is proving difficult as the Saved Variable file for your addon doesnt display coordinates in numerical values.

Any ideas on how this could be edited without decoding your addons functions?
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Unread 07/06/17, 03:19 PM  
Granpafishy

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So far it's only been the Daggerfall Overlook. I'll see if I can get it to do it to others as well.
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Unread 06/19/17, 04:04 AM  
sirinsidiator
 
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Re: Crashing

Originally Posted by Granpafishy
Since the update of the game on the 12th, I've been getting crashes, when even I load a set right as it finishes.
Does it only happen for a specific house, or all houses?
It would be interesting if you could reproduce the problem in an inn room and send me the savedata.
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Unread 06/18/17, 02:02 AM  
Granpafishy

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Crashing

Since the update of the game on the 12th, I've been getting crashes, when even I load a set right as it finishes.
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Unread 03/19/17, 05:54 AM  
sirinsidiator
 
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Originally Posted by Dolgubon
Would it be possible to have pieces of furniture saved with their name? Either as a table with the first value being what it currently is, and the second the name, or maybe with the key being name.."unique identifier" (so you can save them all)

The reason for this is that it would then be much easier to edit the save files. If there's some structure I have in my house that I want to give to someone else, I can delete all the other stuff in the save file that is not in the structure.
I don't plan to bring the names back into the save data and the save data is not intended to be edited.
My plan is to make an ingame template editor that let's you change templates after they have been created in many ways. Deleting certain furniture will be the first thing I add as it is easiest to implement.
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