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Murkmire (4.2)
Updated:11/17/18 08:11 AM
Created:03/31/18 04:17 PM
Monthly downloads:18,993
Total downloads:82,542
Favorites:87
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Categories:Homestead, RolePlay, Miscellaneous, Utility Mods, ESO Tools & Utilities
4.2
Essential Housing Tools  Updated Today!  Popular! (More than 5000 hits)
Version: 8.1.0
by: Cardinal05 [More]
News for Wolfhunter DLC

IF THIS, THEN THAT...

Home Automation has arrived with the launch of the Wolfhunter DLC.
Build a Smart Home...
Build a Haunted House...
Build a Scripted Roleplaying Event...
Build a Retro 70s Dance Floor...
Build a Guild Conference Room that opens up at the flip of a switch...
But whatever you build, please post photos or video of your machinations on the ESO Forums for the community to enjoy!
All Home Automation is powered from the new "Triggers" tab - check it out!

Automatic, entire house backups are here...

Periodic snapshots of all of your furniture will be taken automatically, allowing you to rewind time in the event of a major "Oops, I did it again!" moment.
Just click "Automatic Backups" on the Undo tab to view a list of automatically saved backups or to manually save a new backup.

A new visual indicator appears directly on top of each item that you select, making it easier than ever to manage your item selections and editing tasks.

Clipboards can be pasted using the items already in your home! Plus, Clipboard Exports include instructions for the recipient as well as an itemized list of furnishings needed to paste the clipboard as of version 6.x!


What's Essential Housing Tools...?

- Snap furniture items together quickly
- Move and rotate groups of items together and with precision
- Align, center, level and orient groups of items
- Save and later restore entire groups of items
- Copy groups of items to clone them or even paste them into a different house
- Share groups of items with friends by importing/exporting Clipboards
- Automatically backup your entire house
- Undo and redo multiple changes
- Toggle groups of Lights ON/OFF with 1-click
- Trigger home automation routines using a variety of conditions
- Animate items or automatically rearrange items with Scenes
- Build immaculate construction projects using shape templates including Circles, Domes, Spheres, Spirals, Cubes and others.

...and much more - with new features being added constantly. (No, really - check the Change Log tab)


Check out the Essential Housing Tools Tutorial playlist on YouTube for a walk through of how to get started, as well as the basics of each module:



...as well as the Essential Housing Tools Demos playlist for dozens of videos demonstrating what this addon is capable of...




Getting Started...

After downloading and installing Essential Housing Tools, you will first need to set up two key binds under:

Controls | Housing Editor | Essential Housing Tools

for the following items:

* Show Selection Window
* Select / Deselect

(You can key bind the other items later if you choose to, but these two are fairly essential - pun intended.)

Then, just press your key bind for "Show Selection Window".


If its your first time using the add-on, the Tutorial Tips will be shown as you move through each Tab.

You can always click the "Show tutorial tips" button (circled "I" icon) in the top-left of the add-on's window to see these Tips again at any time.


Favorite Houses and Custom Primary Homes

Set a favorite house and list your favorites using:

/setfavhouse 2 Topal
Sets Favorite number 2 as your Grand Topal Hideaway.

* Note that you may abbreviate any house name
** For your own homes, you may also use your custom house name that you can change via the Collectibles menu


/setfavhouse 11 @Cardinal05 earthtear
Sets Favorite number 11 as @Cardinal05's Earthtear Cavern.

* Note that you may use Favorites number 1 through 20


/listfavhouses
Lists your Favorites.

Travel to any of your houses, including favorites, or anyone else's house using:

/house 2
Travels to Favorite number 2.

/house topal
Travels to your Grand Topal Hideaway.

/house @Cardinal05
Travels to @Cardinal05's primary house.

/house @Cardinal05 linchal
Travels to @Cardinal05's Linchal Grand Manor.

You may also travel to your primary home, as well as establish a specific custom primary home for each character that you have using:

/home
Travels to your primary home or, if assigned, your custom primary home for the current character.

/sethome
Sets your current character's custom primary home to the home you are currently in.

/sethome Snugpod
Sets your current character's custom primary home to the Snugpod.

/resethome
Clears your current character's custom primary home, restoring it to your account-wide primary home.

All Feedback is Welcome...

I appreciate any and all feedback including Questions, Suggestions, Bugs (aka Features) and Comments either here or on the ESO forums (@R_K) - and, as always, photos of your creations are always welcome if you'd like to share! Just mention me (@R_K) on the ESO forums and I'll be sure to see them!

...and Happy Housing
@Cardinal05, PC NA
2018-11-17 - Version 8.1.0


[ New Features and Changes ]

3D Grid

- You can now automatically snap items to any 3D Grid intersection (on any axis and even the item's rotation).
Use the "EHT" button's new Quick Access Grid Settings (explained below) to toggle Snap to Grid on.
* With Snap to Grid Horizontal and/or Vertical, items that you place or edit
will automatically snap to the nearest intersection on the Grid.
* You can snap any of these parts of an item to any Grid intersection:
- Center of the Item
- Top or Bottom of the Item
- Left, Right, Front or Back Face of the Item (including Top-Left, Bottom-Right, etc.)
* Items snap automatically using the Item Face (or Item Center) that is nearest to a Grid intersection.
* When Snap to Grid Rotation is toggled on, any item that you pick up and move will automatically orient
itself relative to the Grid's rotation.
* If you are working in a house that is not oriented in a perfectly North/South or
East/West direction, be sure to use the Adjust Grid option to rotate your 3D Grid
to match the home's orientation. After doing so, you can Snap items to automatically turn to face
correctly relative to that Grid set up.

- After snapping an item to the Grid, you can adjust the item's position and rotation using the 3D arrows.
* You must use Cursor Mode to click these adjustment arrows.
* You may hold SHIFT+Click or CTRL+Click to make position adjustments in larger increments.

- You can now quickly access Grid-related and Selection-related settings right from the "EHT" button.
Just place your cursor over the button to toggle:
Grid Lines
* Grid Lines (Horizontal and Vertical)
* Grid Lock (to hold the grid in its current position)
* Grid Adjustments (to pan, scale and rotate the grid)
Snap to Grid
* Horizontal Snap-to-Grid
* Vertical Snap-to-Grid
* Rotation Snap-to-Grid (to automatically face according to your grid's rotation angle)
Selection
* Selection Box (outline)
* Selected Item Check marks


2018-11-12 - Version 8.0.4


[ New Features and Changes ]

3D Grid
- Added a separate "LaserAlign(tm) opacity" setting to control how bright/transparent the beams are independently from the transparency of the Grid itself.


2018-11-11 - Version 8.0.3


[ Fixes ]

Triggers
- Fixed an issue that could result in unexpected trigger activation in response to phrase-activated trigger conditions.


2018-11-11 - Version 8.0.2


[ New Features and Changes ]

Triggers
- Added two new Trigger Conditions:
* Guest arrives
* Guest departs
- Increased the maximum number of Queued Trigger Actions from 20 to 100.
- Adjusted the minimum and maximum number of Grid Lines (the Grid Radius setting) allowed to 4 to 20 Grid Lines.
* The furthest Grid Lines will no longer fade to compensate for this change.


[ Fixes ]

Selection
- Fixed an error that could occur when working with Linked furniture groups that included a Collectible furnishing.
- Fixed an issue that could cause part of the Selection Box to remain visible when clicking the Select tab's "New" button.


2018-11-07 - Version 8.0.0 - 8.0.1


[ New Features and Changes ]

Triggers
- Triggers can now have an "AND" condition: If ... And ... Then ...
* You may set up an optional "AND" condition for a Trigger using the new "And ..." section.
* The optional, secondary condition may be any of the following:
- A light or switch is in a specific state
- Someone is in a specific location
- No one is in a specific location
- You are in combat
- You are not in combat
- Added a new Trigger "If ..." condition that anyone can activate:
"A specific phrase is used in /say, /tell, /group, /zone or /yell"
- Grouped the various Trigger Conditions as follows:
* Activated by anyone...
* Activated only by you and your group...
* Activated only by you...
- Changed the name of several Trigger Conditions to be more appropriate for the new, optional dual condition Trigger setup.

3D Editing Assistance
- Changed the texture blending mode of all of the 3D visual indicators (Selected Items, Selection Box, Trigger Radius, etc.).
* This was done to further improve the visibility of these indicators against a variety of items and colors.


[ Fixes ]

Triggers
- Removed the invalid "Restored" option from the "A light or switch is in a specific state" Condition's item state ("is") drop down list.


2018-11-05 - Version 7.9.9b


[ Fixes ]

Scenes
- Fixed an issue that could cause the playback of Scenes that included state changes (items toggling On or Off) to sometimes skip the toggling of those items.


2018-11-04 - Version 7.9.9a


[ New Features and Changes ]

Builds
- Updated the "Crafting Stations (Pods)" build template to allow you to place each set's stations back-to-back for a tighter layout:
* To do so, adjust the Item Orientation > Item Yaw parameter to precisely 180 degrees, effectively rotating them to face outward.
* Note that you may still use the Item Spacing parameters to adjust the space between each pod of 4 stations.

Inventory
- Added a new "Place & Select All Furniture" button to the Inventory window.
* Use this button to quickly place and select every furniture item in your inventory.


2018-11-03 - Version 7.9.9


[ New Features and Changes ]

Builds
- Added a new build template: Bridge

Guidelines
- The vertical Grid will now be set back half the radius of the horizontal Grid to avoid being all up in your grill.
* While moving an item, the vertical Grid will continue to center on the item itself.
- The vertical Grid will no longer rotate with your camera while the Grid is locked.


2018-11-02 - Version 7.9.8


[ New Features and Changes ]

Guidelines
- Changed the smallest Rotation increments to 0.10 degrees.
* Note that you may still Click & Hold to adjust the Guidelines settings more rapidly,
and that you may still Ctrl+ or Shift+Click to adjust the Guidelines settings in larger increments.

Selections & Scenes
- When using the "Fix Now" button to find Selection or Scene items that were removed from the House or whose ID numbers have changed:
* Collectible furnishings will now be repaired automatically whenever possible.
* You will be presented with the option to search for the missing items either:
- In the House (the nearest items will be used first); or
- In your Inventory, Bank and Storage Coffers

Settings
- Added a new Setting: Essential Housing Tools > 3D Editing Assistance > Show Vertical Grid
* Toggle this ON/OFF to show/hide the vertical 3D grid.
* Note that this option is dependent upon having the horizontal 3D grid enabled.
- Renamed the Setting:
Essential Housing Tools > 3D Editing Assistance > Show Grid
to
Essential Housing Tools > 3D Editing Assistance > Show Horizontal Grid


2018-11-01 - Version 7.9.7


[ New Features and Changes ]

Settings
- Added a new setting: Settings > Addons > Essential Housing Tools > Quality of Life > Hide Housing Editor undo history
* Toggle this ON to hide the Housing Editor's new History panel located on the right side of the screen.
* Note that you may continue to use the Housing Editor's Undo/Redo functions even when the History panel is hidden.


2018-11-01 - Version 7.9.3 - 7.9.6


[ New Features and Changes ]

Assistants
- Adjusted the placement of summoned assistants to make them accessible on more types of terrain, such as the very shallow water on the Grand Topal Hideaway.

Builds
- Added a new "Stairs" build template.
* Stairs will be constructed using the measured dimensions of the item type used.
* Adjust these key values:
- "Width" is the number of items wide that each row of stairs is
- "Item Length" is the additional horizontal spacing between items on each stair
- "Item Width" is the additional horizontal spacing back to the next row of stairs
- "Item Height" is the additional vertical spacing between the top each row of stairs

Copy & Paste
- Changed all Paste functions to paste the items to the exact same position from which the items were copied.
* Don't forget: You can use the "Change these items..." > "Bring to Me" arrangement function to bring the pasted items to you.

Guidelines
- Added a new Vertical Grid.
* Extends from the center of the Horizontal Grid, both above and below it.
* Extends along the X- or Z-Axis, depending on your Camera's orientation.
* Centers on an already placed item when moving that item.
- Added a new "Lock/Unlock Grid" toggle to the bottom of the main window.
* Locking the Grid will temporarily make it stationary, locked into its current position.
* If left locked, the Grid will automatically unlock upon leaving the house or logging out.
- Changed the Scale and Offset units to allow for double the precision.
* You can now adjust the Scale in units of 0.05 meters.
* You can now adjust the Offsets in units of 0.02 meters.
- Split the Grid toggles at the bottom of the main window into separate toggles and buttons, as follows:
* Show/Hide Grid
* Lock/Unlock Grid
* Adjust Grid
- The Grid will dynamically adjust, based on your distance from it, to assist in maintaining its visibility.
- The Grid Adjustment controls will automatically hide upon exiting Housing Editor mode.
- Relabeled all references to "Guidelines," in the context of the overall grid, to "Grid."

Tools
- Added a new tool category to the Tools tab: Reports
- Added a new tool to the Tools tab's Reports category: Items by House
* This report will produce an exportable, paged list of all furniture items in any house that you select.
* The list of furniture items includes:
- Automatic / Manual Backup Items
- Saved Selection Items
- Recently Placed Items (sourced from the Undo history)
* USE THIS REPORT if you find that you have any issues pertaining to the recent reports of lost items or if you return to your home to find the items in disarray.
You can Copy & Paste each individual page of the report into a separate file to submit as an attachment to any Support Case you send to ZeniMax.
The report purposely includes the unique Database ID number of every item on record in Essential Housing Tools to give Support a very detailed view of the items you had at that point-in-time.


[ Fixes ]

Builds
- Fixed an issue that caused the Item Yaw to be disregarded. You can now use Item Yaw to rotate the items themselves.

Guidelines
- Fixed an issue that caused the Adjust Guidelines window to show the previous home's Guidelines Settings after jumping to a different house.
- Fixed an issue that caused the Adjust Guidelines window to appear when adjusting the Guidelines' settings from the Essential Housing Tools Settings panel.


2018-10-27 - Version 7.9.2


[ New Features and Changes ]

Guidelines and LaserLevel(tm) system
- Now you can *Rotate* the Guidelines Grid!
* Just click the target icon in the bottom-left of the EHT window to Scale, Pan and Rotate the Grid as needed.
- Added LaserLevel(tm) beams that indicate an item's rotation while moving it.
* Line up an item's LaserLevel(tm) beams with the X- and Z-axis beams of the Grid will ensure that the item is oriented perfectly.
- Added support for CTRL+Click or SHIFT+Click to make faster changes to any of the Guideline Adjustment options.
- Greatly improved the visibility of the Guideline Grid lines from any angle.


2018-10-21 - Version 7.9.1


[ New Features and Changes ]

Guidelines and LaserLevel(tm) system
- Reduced the LaserLevel(tm) guides to 3 beams corresponding to the X-, Y- and Z-axes.
* This was done to improve visibility.
- Reduced the refresh rate of the Guidelines system visuals.


[ Fixes ]

Selection Indicators
- Fixed an issue that caused the Selection Box to cycle through fewer colors than intended.


2018-10-19 - Version 7.9.0


[ New Features and Changes ]

Guidelines and LaserLevel(tm) system
- Added two brand new systems to aid in manual furniture editing and alignment:
* Guidelines
* LaserLevel(tm)

Guidelines System
- This system provides a 3D grid while in Housing Editor mode that can be used to align items manually with better precision.
- The grid will automatically follow your character while in selection mode.
- Whenever you are in placement mode while editing an *already placed* item, the grid will shift underneath the item being edited.
- You may toggle Guidelines and the associated LaserLevel(tm) system off at any time using the new "Guidelines" toggle button at the bottom of the main window.
- Click the "crosshair" button next to the "Guidelines" toggle to access the Guidelines Adjustment On-Screen Display.
* Using the Guidelines Adjustment OSD, you may realign the grid as well as increase or decrease the size.

LaserLevel(tm) System
- This new system provides a series of laser guides that extend well beyond the bounding box of an item while you are editing it.
* These laser guides extend in all four cardinal directions from the item's top and bottom corners and mid-sections.
* Using these guides, alignment of an item relative to other items can be achieved with a greater degree of precision.
* The laser guides follow basic physics, disappearing against hard surfaces, allowing you to better judge from a distance where the item aligns to other items, walls, floors and more.
- This system may be disabled independently of the Guidelines system under Settings.

Selection Indicators
- Added new "Indicators" and "Group Box" toggle buttons at the bottom of the main Essential Housing Tools window that offer quick access to enable/disable these 3D visual indicators.
- Changed the rotating checkmark that indicates a selected item to rotate slightly faster and to cycle through a wider variety of colors.
* This was done to improve visibility against more furnishing types and materials.
- Changed the rotating checkmark to scale relative to size of the item that is selected.
* This was done to improve visibility on large furniture items; small items should demonstrate no change.
- Changed the individual line segments of the group selection box to roll over continuously.
* This was done to improve visibility from any angle.
- Changed the group selection box to scale relative to the volume of the group selection.
* This was done to improve visibility when selecting many items, large items, or items that are dispersed over a large area.


[ Fixes ]

User Interface
- Fixed an issue that caused a number of drop down boxes to remain visible using the main window's top, right "Minimize" toggle button.


2018-10-16 - Version 7.8.2


[ New Features and Changes ]

Selection & Editing
- Further tweaked the Gimbal Lock avoidance algorithm. (You're welcome, @Eclaveth)
- Masked the Gimbal Lock avoidance adjustment value in the Edit Item Position dialog for those who cannot bear to see their otherwise flawlessly round, integer degrees marred by a 0.02 degree offset (including myself). :)

Builds
- Added a new Build Template: "Wave"
* This template can be used to construct a Sinewave.
* Use the "Elliptical" option to independently adjust the X-Radius (Frequency) and Z-Radius (Amplitude) of the wave.
- Positioned the "Circumference" build option just under the "Space items automatically based on Item Count" checkbox option for Build Templates that use these options.
* This was done for clarity as you can now immediately see the single option that is enabled (Circumference) for those Build Templates when you check the auto-spacing option.
- Renamed the "Build an Ellipse" build option to "Elliptical" as this option is now shared by both the "Circle" and "Wave" Build Templates.


2018-10-15 - Version 7.8.0


[ New Features and Changes ]

Selection & Editing
- Added several new compatibility features in preparation for the upcoming Murkmire DLC Housing API changes.
- Added support for editing parent-child linked items.
- Added support for building with parent-child linked items.
- Added a new selection mode, "Linked Relatives," that selects ALL items that are linked, in any way, to the item that you target.
- Added a new selection mode, "Linked Children Only," that selects ALL child items linked to the parent item that you target.
- Added new "Link Group" and "Unlink Group" options to the "Change these items..." drop down on the Select tab.
* These options will automatically link or unlink all of the items in your current selection using the upcoming parent-child linking feature.
* The "Link Group" function will link a maximum of 49 children to a single parent item;
Groups that exceed 50 items will be linked in a list, with the parent of each group of 49 (or fewer) children linked as a child of the previous parent.
** This will allow you to very quickly link hundreds of items together so that they can be edited or animated as if they were a single item. Amaze.
* At the launch of Murkmire, the new Link Items feature will provide extremely efficient editing and animation options.
** Explanatory and demonstration videos to come... More Amaze.

Builds
- Added "Auto Spacing" option to the "Cylinder" build template.
- Added "Circumference (# items)" option to the "Cylinder" build template, available when you select "Auto Spacing".


[ Fixes ]

Triggers
- Fixed location-based trigger conditions for group members - your group can trigger them once more (sorry!). :-)


2018-10-13 - Version 7.7.0


[ New Features and Changes ]

Scenes
- Now you can add a new dimension to your scenes: Sound!
* A sound effect can be added to any Frame in your Scene.
* Use the "Add a sound effect to this frame..." drop down to select a sound effect for the current Frame.
* The selected sound effect will play during the Scene's playback at that Frame.
* You may choose to have no sound effect or one sound effect for any given Frame; multiple sounds for a single Frame are not supported at this time.
* Sound effects are only played on your computer at this time.
** ...and yes, I am asking ZeniMax for the API changes that would be necessary to support initiating sound playback for other players in your home.
:-)

EHT Button
- Rebadged the EHT Button to better coordinate with the new Magic Carpet Button.
* it's pretty imho
- Wrapped the EHT Button in double-sided tape to make it [literally] 10x easier to drag-and-drop.
* If you still don't like where the button was, you really, really should be able to drag it wherever you'd like now. Pinky swear.


[ Fixes ]

Builds
- Removed an unnecessary item that was used for building the bottom line of the letter "D".

Edit Item Position Window
- Fixed the Anti-Gimbal Lock logic.
* Any Pitch that is a multiple of 90 degrees will automatically be offset by a fraction of a degree.
* This feature aims to avoid the dreaded "item flipping" issue that occurs when using a Pitch of 90 degrees.


2018-10-10 - Version 7.6.1


[ New Features and Changes ]

Scenes
- Added a new "Loop frames if necessary to match Scene lengths" option for the "Change this Scene..." drop down's "Merge with another Scene" feature.
* When enabled while merging two Scenes of different run times, the Frames from the Scene with the shorter run time will be repeated to match the full run time of the longer Scene.


2018-10-07 - Version 7.6.0


[ New Features and Changes ]

Scenes
- Added a new "Restored" option under the Then... result "The items in the Saved Selection [...] will be".
* This new option will automatically restore the items in the chosen Saved Selection to their last saved positions.
* Use this option when you want to move items to a specific layout without having to create a 1-frame Scene.
* Thank you, Tobbe!
- Relabeled the default option for the Then... result "The items in the Saved Selection" selection drop down to:
"- Do not use a saved selection -"

[ Fixes ]

Scenes
- Fixed an issue that prevented you from saving a Trigger that only had an Activate Trigger action.
* You can now create triggers that, upon meeting their condition, will only activate another Trigger.


2018-10-03 - Version 7.5.1


[ Fixes ]

User Interface
- Fixed the "Hide Housing Editor Button" setting - You can now *actually* hide the "Housing Editor" and "Go to Entrance" buttons with this setting. Woot!


2018-10-02 - Version 7.5.0


[ New Features and Changes ]

Builds
- Added a new "Text" Build template that allows you to construct written text using virtually any type of item.
* Just be sure to use the *same* item type in your selection - mixing and matching is not recommended.
* You may build text that spans multiple lines - hit enter in the Message box to start a 2nd, 3rd, etc. line.
* Text is left-aligned for multi-line messages.
* Support for lowercase will be added in a future update.
- Added tooltips to the Build tab's category headings.

Copy & Paste
- Exported clipboards no longer include each items' link in the itemized list at the top; the item name and quantity is still included.
* This was done to resolve an issue that prevented the export of Clipboards that contained many different types of items.

Editing
- Updated group arrangement and per item arrangement functions to use the new TrueCenter(tm) calculations for more accurate positioning even when working with off-center items.
- Updated the "Bring to Me" arrangement function to center the item(s) directly on the player's character.
* Be prepared to "Travel to Entrance" if you bring large items on top of yourself. :-P
(But at least it will be accurate for placement!)
- Renamed the "Match Target's Orientation" arrangement function to "Orient Each Item with Target's Orientation" for clarity.
- Updated the "Stack in a ..." arrangement functions so that separate piles of items are spaced far enough apart such that it is easy to then Select "Connected" to grab individual groups for convenience.

User Interface
- Moved the main window's Standard Item Count and Population Count above the window, at the top-left corner.
* Added a setting under the "Quality of Life" section, "Show Item Count and Population," that can show or hide these statistics from the main window.
- Restored the Version number to the UI - it is now located above the main window, at the top-right corner.
* You're welcome, @Eclaveth. :P


[ Fixes ]

Builds
- Fixed an issue that prevented the "Align Group with Target X-, Y- or Z-Axis" functions from working properly for Builds.

Copy & Paste
- Resolved an issue that prevented the export of Clipboards containing many different types of items.

Editing
- Fixed an issue that caused the "Missing!" warning to display whenever you manually removed an item from the house that was part of the current selection.


2018-09-30 - Version 7.4.3


[ New Features and Changes ]

Builds
- To emphasize the "scrollable" nature of the Build tab's options:
* Made the scroll slider for the scrollable options panel much more prominent.
* Added a border around the scrollable options panel.
* Added alternating background colors for the options.
- Each build option's tool tip should now appear when you mouse over the entire slider bar to make the tips more prominent.


2018-09-30 - Version 7.4.2


[ New Features and Changes ]

User Interface - General
- Changed the main Window Title to display the current home's Nickname (for your own home) or Published or Standard Name (for others' homes).
- Added the current count of placed Standard Items placed to the main Window Title.
- Added the current population count to the main Window Title.

User Interface - EHT Button
- Added the current count of placed Standard Items placed above the EHT Button.
- Added the current population count above the EHT Button.

User Interface - Selection
- Added a Padlock icon next to each Locked item in the Selection list on the "Select" tab.

User Interface - Housing Editor
- Added a new setting, "Right-click to place from Editor's 'Place' Tab".
* When enabled, the Item Preview screen can be skipped by right-clicking a furniture item in the Housing Editor's "Place" tab, allowing you to place items more quickly.
- Added a new setting, "Right-click to put away from Editor's 'Retrieve' Tab".
* When enabled, the Item Preview screen can be skipped by right-clicking a furniture item in the Housing Editor's "Retrieve" tab, allowing you to put away items more quickly.


2018-09-28 - Version 7.4.1


[ New Features and Changes ]

Selection
- Adjusted the maximum opacity of the Selection Box to be roughly 33% less.


[ Fixes ]

Selection
- Fixed an issue that caused the Selection Box indicator to appear even when the corresponding Setting was turned Off.
- Fixed an issue that caused the Selection Box indicator to sometimes appear even when no items were selected.

Editing
- Fixed an issue that prevented the Group Editing of a selection that contained both Locked and Unlocked items.
- Fixed an issue that prevented the Cutting & Copying of a selection that contained both Locked and Unlocked items.


2018-09-28 - Version 7.4.0


[ New Features and Changes ]

Editing
- Now you can Lock Items!
* Select one or more items with Essential Housing Tools and then click the "Lock/Unlock" button on the "Select" tab.
* A Padlock icon is shown on each locked item while in Housing Editor mode for visual confirmation.
* Locked items cannot be modified or removed until Unlocked.
* You may unlock all items in the current house from the Settings panel.


[ Fixes ]

Triggers
- Fixed an issue that prevented saving Triggers using certain Condition configurations.


2018-09-27 - Version 7.3.1


[ Fixes ]

Debug Message
- Oops. All gone. Nothing ever happened.


2018-09-27 - Version 7.3.0


[ New Features and Changes ]

Editing
- Added new "Change these items..." options:
* Stack in 2 Groups
* Stack in 4 Groups

Triggers
- Added a new Trigger condition, "If you interact with a specific target..."
* Use this condition when you want to trigger on your own interaction with [nearly] any specific Item, Station, Storage Coffer or Chest, or Assistant NPC.
** Note: The API currently does not seem to support any type of seating items in my testing.


2018-09-26 - Version 7.2.1


[ New Features and Changes ]

User Interface
- Added a new "Hide Housing Editor button" setting that allows you to hide the default "Housing Editor" and "Go to Entrance" buttons in the bottom right corner of the screen.


[ Fixes ]

User Interface
- Adjusted the default position of the Essential button to make it easier to access.
- Adjusted the Essential button to be easier to drag-and-drop from the Essential caption.


2018-09-25 - Version 7.2.0


[ New Features and Changes ]

Scenes
- Moved all of the Scene tools into the new "Change this scene..." drop down at the bottom of the Scenes tabs.
- Added a new "Reverse this scene" option to automatically reverse the order of your Scene's Frames.
- Added a new "Remove selected items" option to remove the items you currently have selected from your Scene.
- Added a new Tutorial Tip for the new "Change this scene..." drop down.


2018-09-25 - Version 7.1.1


[ New Features and Changes ]

User Interface
- Added a new "Essential" button that offers one-click access to the Essential Housing Tools app whenever you are in a player house.
* This feature may be disabled under Settings > Addons > Essential Housing Tools > Quality of Life > "Show the Essential button".


2018-09-25 - Version 7.1.0


[ New Features and Changes ]

Group Selection
- Added a new "Show selection box indicator" setting (Enabled by default).
* When enabled, the 3D box that contains your group of selected items is visualized for you while in Housing Editor mode.
* By being able to see the dimensions of your selection:
- The various editing and alignment functions should feel more intuitive.
- Copying, Building and Animating should feel more intuitive.


2018-09-24 - Version 7.0.0


[ New Features and Changes ]

Backup and Restore
- Added a new Corrupt Save Data Repair system.
* As with any add-on, your Essential Housing Tools saved data can become corrupt as a result of:
- Game Crashes
- Very Large Amounts of Saved Data (sometimes)
* This feature will provide some measure of protection against such sources of data corruption.
* Any time a corrupt Essential Housing Tools data file is detected, this new system will immediately:
- Prompt you to make you aware of the situation
- Offer to restore your Essential Housing Tools saved data to the most recent, automatically captured backup.
* This system will be operational as long as you enable the "EssentialHousingToolsSaver" sub add-on located under "EssentialHousingTools".
- Added a new cooperative Add-On, "EssentialHousingToolsSaver," to support the system described above.

Editing and Arrangement
- Removed the "Select and Place" feature as it proved more confusing than helpful based on feedback.


2018-09-22 - Version 6.9.2


[ Fixes ]

Editing and Arrangement
- Fixed an issue that prevented the use of certain Arrangement functions, such as "Center on Target."


2018-09-22 - Version 6.9.1


[ New Features and Changes ]

Just in time for @Eclaveth's Halloween Challenge...
- Now your location-based triggers can be activated by both you and anyone in your group. :)
* Happy Halloweening! (now go scare some players - lots of players!!!)

Scenes
- Added a new "Change this scene..." drop down that offers several functions for moving your current Scene around.
* Expect to see more tools and functions added to this drop down in upcoming releases.


2018-09-21 - Version 6.9.0


[ New Features and Changes ]

World Map
- Added the option to right-click to fast travel to any house from the World Map's "Houses" tab.
* Added a new setting that enables this feature (ON by default).

Publish Your House Nickname
- Now you can publish one of your house's nicknames for all of your guild members to see with the Tool tab's "Publish house name" button.
Please note the following:
* You may change the nickname for your house using the "Rename" button on the "Housing" tab of the "Collections" menu.
* You may only publish one house's nickname at a time.
* You must publish again if you change your house's nickname for others to see the change.
* Publishing for a different house will unpublish any previously published nickname.
* Publishing will only work for guilds that grant you access to edit your Guild Member Note.


2018-09-21 - Version 6.8.2


[ New Features and Changes ]

Builds
- Added a new shape template: Pyramid


2018-09-20 - Version 6.8.1


[ New Features and Changes ]

Copy & Paste
- Added a new "Paste from Selection" button.
* Use this button to paste the Clipboard's layout to your currently selected item(s).
* This should afford a greater degree of control over which item(s) are used in the Paste operation than the "Paste from House Items" button.
- Relabeled the "Paste to House Items" to "Paste from House Items" for consistency/Eclaveth.


[ Fixes ]

Copy & Paste
- Fixed an issue that could prevent pasting Crown-purchased Clipboard items from non-Crown items and vice versa.


2018-09-20 - Version 6.8.0


[ New Features and Changes ]

Editing
- Added a new "Reset Each Item's Orientation" option to the "Change these items..." drop down.
* This will reset all of your selected items' orientations to 0 degrees Pitch, Yaw and Roll.
- TrueCenter(tm) single item rotation correction is no longer in Beta and is now enabled by default.
* You may still disable this [life saving] feature [if you really, really want to?] under Settings > Editing Items.

Builds
- Added a new shape template: Cone
- Added support for entering negative degrees for Build parameters that require an angle.
- Added a new "Stack Excess Build Materials" Setting under the Editing Items section.
* When enabled, selected items that are unused by your Build will be stacked off to the side to reduce clutter.


2018-09-19 - Version 6.7.0


[ New Features and Changes ]

Arrangement, Layout, Sorting and Interactions
- Renamed the "Arrange these items..." drop down to "Change these items...".
- Moved the Turn Lights "On" and "Off" options into the new "Change these items..." drop down.
- Added new options for Grouping and Alternating the selected items by Name (in ascending or descending order).
* You can use these Grouping and Alternating options to Build floors, walls and more with varying patterns of items of similar sizes, such as a roof with alternating dark and light blocks.

Group Editing
- Adjusted the smallest setting for the "Changes" slider to use increments of 0.1 degrees for rotations, up from 0.02 degrees.
- Moved the Turn Lights "On" and "Off" options into the new "Change these items..." drop down.

Scenes
- Added a notification at the top of the window that briefly confirms when a Frame is saved.

Triggers
- Removed the restriction that prohibited you from creating Triggers in other players' homes.
* You must have Decorator permissions in order to create Triggers in other players' homes.


2018-09-17 - Version 6.6.2


[ New Features and Changes ]

Copy & Paste
- Now you can copy both Collectible Furnishings to the Clipboard.
* Please note that, due to a game crashing bug in the game's API, Collectible Furnishings will not be Pasted from inventory;
However, you will be able to paste Collectible Furnishings using the "Paste to House Items" button provided that you place the Collectibles in the house first.


2018-09-16 - Version 6.6.1


[ Fixes ]

Selections
- Fixed an issue that prevented Selections from being saved.


2018-09-16 - Version 6.6.0


[ New Features and Changes ]

Builds
- Migrated the "Wall" template from Immaculate Construction into Essential Housing Tools.
- Migrated the "Floor" template from Immaculate Construction into Essential Housing Tools.
- Reworked the "Cube" template to produce a hollow, top- and bottom-less (4-faced) Cube shape.
* This was done to bring the template more in line with what many players reported having expected from a template named "Cube." (And I agree) :)
- Renamed the "Rectangle" template to "Rectangle (Outline)".
- Renamed the "Rectangle (Filled)" template to "Rectangle".
* These two rename changes were made to clarify the purposes of the two different templates as well as to
make [the new] "Rectangle" template the "go to" choice given that it is often times the most likely
template that players new to Essential Housing Tools will want to use.


2018-09-15 - Version 6.5.0


[ New Features and Changes ]

Triggers
- Added a new option for Trigger's "Then..." actions, "Activate the Trigger".
* Using this drop down, you can designate a Trigger to activate when this Trigger's action(s) finish running.

Automatic Backups
- Added an explanation of the Backups feature to the Backup Created confirmation message.
* It now explains that backups may not be retained indefinitely as a result of the 3 Backups per House cap.
* It also explains how to create a more permanent backup using a Saved Selection.


[ Fixes ]

Group Editing
- Fixed an issue that prevented the new Keybinds for Rotate Clockwise and Rotate Counterclockwise from working when using the Edit Item Position window.

Automatic Backups
- Fixed an issue that could cause the list of saved backups to sometimes not refresh.


2018-09-13 - Version 6.4.0


[ New Features and Changes ]

Group Editing
- Added a new Beta feature, TrueCenter(tm), that is disabled by default but which you can enable from Settings under:
Settings > Addons > Essential Housing Tools > Editing Items > Enable TrueCenter(tm) Beta
* When enabled, any single item selection can be rotated with the Directional Pads (Pitch, Yaw and Roll)
about the item's true center point rather than the often times arbitrary 'center' point designated by the system.

Selections
- Selecting an item now immediately runs the Measure Item Dimensions process to calculate the item's dimensions (to assess the TrueCenter(tm) of the item).
* Item dimensions are cached automatically to reduce the frequency that this process must run.
* By calculating the TrueCenter(tm) of items, Essential Housing Tools can now automatically rotate items around their actual center point in more functions, resulting a in happier Housing Experience. :)
- Added a new "/resetdim" command that will clear your Item Dimensions cache in the event that invalid dimensions become saved to the cache.


2018-09-13 - Version 6.3.0


[ New Features and Changes ]

Item Editing HUD
- The X, Y and Z dimensions of the Bounding Box for the item you are moving now shows in the Item Editing HUD.

Group Editing
- Split the "Align with Target X-, Y- or Z-Axis" functions in the "Arrange these items..." drop down into two separate sets of functions:
* "Align Group with Target X-, Y- or Z-Axis"
** This will align the entire group, from the group's center, to the target's axis.
* "Align Each Item with Target X-, Y- or Z-Axis"
** This will align each individual item, from its center, to the target's axis.
- Dramatically improved the accuracy of many of the "Arrange these items..." and "Arrange this build..." functions for items that have an off-center center.
* You know, those pain in the butt items that never rotate around their actual center.

Scenes
- Scene Recording now shows a persistent notification at the top of the EHT window.
- The current Scene Frame # now shows as a brief notification at the top of the EHT window whenever moving between Frames.

Triggers
- Activated triggers now show their name as a temporary notification at the top of the EHT window.
* This should help with troubleshooting complex orchestrations of triggers.
- Queued trigger actions will now only interrupt the currently running Trigger's Scene playback if that Scene is Looped (you saved the Scene with "Loop" checked).


2018-09-12 - Version 6.2.0


[ New Features and Changes ]

Scenes
- Scenes now record and playback the On/Off state of scene items that can be toggled.
* New Scenes created with Essential Housing Tools v6.2.0 and later will record and playback item state automatically.
* Old Scenes created before Essential Housing Tools v6.2.0 can be updated to record and playback item state by previewing the individual Scene Frames and clicking "Save Frame" for each one.
** Note, if you do this process, this would be the ideal time to also change the state of items in the Scene at key frames - but you may also go back and change item states in individual frames and re-save those frames at a later time if you wish.
- Added a new Popup Tip to explain the new capabilities of Scene recording and playback.

Triggers
- Reduced the opacity of the visual "hot spot" indicator shown while editing Location-based triggers to allow players to still see through the circular area.


2018-09-11 - Version 6.1.1


[ Fixes ]

User Interface
- Redesigned the Tab buttons to be more defined and to scale appropriately when using higher resolutions or the Microsoft Windows text enlargement display options.


2018-09-10 - Version 6.1.0


[ New Features and Changes ]

Edit Selection
- Added an even more precise setting to the "Changes" slider at the bottom of the window.
* Now, the Smallest change setting will move your selected items in increments of 1 centimeter and rotate in units of 0.02 degrees.
* This Smallest change setting should make it easier to make near imperceptible changes to items' pitch, yaw or roll in order to correct the dreaded flickering that can occur between overlapping items.
- Added new Keybinds (configurable under Controls) to explicitly Increase or Decrease the move speed (precision).
* This compliments the existing Toggle Move Speed that cycles between all 6 speeds, allowing you to instead explicitly increase or decrease the speed as needed.
- Added a new "Directional Controls focus on Position Editor's Item" setting.
* When toggled ON, the Directional Controls (move selected items Forward, North, Up, Down, etc.) will only move the item being edited with the Position Editor pop-up window whenever it is open.
* When toggled OFF, the Directional Controls will continue to move all selected items, regardless of whether the Edit Item Position pop-up window is being used or not.

Builds
- Dramatically reduced the cooldown for each "Auto-Build" to begin so that making adjustments and moving the build's position feels more responsize.

Settings
- Revised the Custom Rotation Precision to accept more decimal places to allow for greater... precision?


[ Fixes ]

Edit Selection
- Fixed an issue that could cause the selected items to be moved a significant distance from your character when using the "Bring To Me" arrangement option.

Builds
- Fixed an issue that could cause a Build's "Measure Items" batch process to be skipped when clicking "Reset" or "Measure", resulting in unevenly spaced items.
* Now, when you click Reset or Measure, it will reset the build or measure the items' dimensions after any currently running batch process completes.
- Fixed an issue that could cause the build to be moved a significant distance from your character when clicking "Reset Build" or using the "Bring To Me" arrangement option.


2018-09-10 - Version 6.0.2


[ Fixes ]

Copy & Paste
- Fixed an issue that prevented Pasting a clipboard from your Inventory.


2018-09-10 - Version 6.0.1


[ New Features and Changes ]

Builds
- Added a new "Sort in reverse alphabetical order" option for the Crafting Station build templates.


[ Fixes ]

House Transporation
- Removed formatting tags that would appear incorrectly on some clients.


2018-09-09 - Version 6.0.0


[ New Features and Changes ]

Copy & Paste
- Clipboards can be pasted using items already placed in the home now!
* To do so, it is best to stack the necessary items neatly in the home, preferably away from any decorated portions of the house.
* Then, stand directly on or next to the pile of items.
* Finally, use the Copy & Paste > Paste to House Items button to "paste" the clipboards' item layout using the matching items that are closest to you.
- Clipboard Exports now include instructions that explain how to import and paste the clipboard data.
- Clipboard Exports now include an itemized list of furnishings that are necessary to fully paste the clipboard into a home.
- When copying a group of items and then pasting the group, the new items will be pasted directly adjacent to the original group if you are within 20m of the original group.
* The new group will be adjacent in the dominant cardinal direction in which you are standing in relation to the original group.
* This is to make it easier to clone a group of items and then position it perfectly in relation to the originals.

Item Arrangement
- Added the "Mirror" function back in for a certain EHT Power User whose name is definitely not Eclaveth.
BUT... just a heads up - the function is in the "Arrange these items" drop down and is now called:
* Flip Group on X-Axis
* Flip Group on Y-Axis
* Flip Group on Z-Axis
* :-)
- Split the "Level with Target" Arrangement option into two new options:
* "Level Each Item with Target" which levels each individual item in the selection with the target item.
* "Level Group with Target" which levels the entire group of items with the target item.


2018-09-08 - Version 5.9.92


[ New Features and Changes ]

Triggers
- Item State-based Triggers that do not allow reactivation while running will now reset an item that was toggled more than once during the Triggers execution.
The item's state will be reset to the state that the item was in when the trigger activated.


2018-09-07 - Version 5.9.91


[ Fixes ]

Triggers
- Fixed an issue that caused Location-based triggers to display an incorrect radius visualization.
- Fixed an issue that caused some Triggers to fire continuously while meeting their conditional criteria.


2018-09-07 - Version 5.9.9


[ Fixes ]

Chat Messages
- Removed incomplete Chat Message-related code. Sorry for any weird echoing of messages!


2018-09-07 - Version 5.9.8


[ New Features and Changes ]

Group Editing
- Added a new "Essential Housing Tools - Move Selected Items" section under Controls that allows you to set up Keybinds for moving your selected items.
* These optional Keybinds provide fast access to the following Directional Pad edit buttons:
- Move Forward / North
- Move Backward / South
- Move Left / West
- Move Right / East
- Move Up
- Move Down
- Rotate Clockwise
- Rotate Counterclockwise
- Toggle Edit Speed (Cycles from Small through Large changes, one increment at a time)

Triggers
- Added a persistent notification at the top of the window whenever Triggers are disabled (via the "Disable Triggers" checkbox on the Triggers tab) as a reminder.


[ Fixes ]

Selections
- Fixed the tool tip for the "Changes" slider at the bottom of the window.
* The units of measure now read "centimeter increments" or "meter increments" when appropriate instead of always showing "meter increments".


2018-09-07 - Version 5.9.7


[ New Features and Changes ]

Selections
- Added a new selection mode drop down option, "All Stations".
- Added a new selection mode drop down option, "All Stations (Same Set As Target)".
* These two new selection modes should expedite any project that involves designing layouts for attuned crafting stations.

Builds
- Added a new build template "Crafting Stations (Rows)".
* This build template arranges craftion stations by set, in rows that are sorted alphabetically, with all stations facing the same direction.
* As with the "Crafting Stations (Pods)" build template, you may change the Item Yaw to 180 degrees to flip all of the stations to face the opposite direction.
* As with the "Crafting Stations (Pods)" build template, you may use the Directional Pads to rotate the entire layout in whatever direction suits your house.
- Renamed the previous build template "Crafting Stations" to "Crafting Stations (Pods)".


[ Fixes ]

Builds
- Fixed an issue that caused the build template "Crafting Stations (Pods)" to lay crafting stations out in a bizarre pattern, rather than a NxN square of sets' stations in pods.


2018-09-06 - Version 5.9.6


[ New Features and Changes ]

Teleporting
- Added a new slash command, "/sethome".
* Configure a specific Home, for the character you are currently logged in with, to jump to when using the "/home" command.
* You may use "/sethome" to reset the current character's Home to your Primary House.
* You may use "/sethome house" to set the current character's Home to the House that you specify.
- Added a new slash command, "/setfavhouse".
* Configure up to 20 Favorite Houses that can then be jumped to using "/house #" (for favorites 1 - 20).
* You may use "/setfavhouse # house" to set Favorite House #1-20 to the House that you specify.
* You may use "/setfavhouse # @player" to set Favorite House #1-20 to @Player's Primary House.
* You may use "/setfavhouse # @player house" to set Favorite House #1-20 to @Player's House that you specify.
- Added a new slash command, "/listfavhouses".
* You may use "/listfavhouses" to list the Favorite Houses that you can set up.
- Added a new Keybind section under Controls > General > Essential Housing Tools - Favorite Houses
* You may configure a Keybind to quickly jump to your character's Home.
* You may configure up to 10 Keybinds to quickly jump to your first 10 Favorite Houses.


[ Fixes ]

Edit Item Position
- Fixed an issue where Collectible Furnishings' icons would display improperly.
- Cleaned up the user interface and made the Icon more prominent.


2018-09-05 - Version 5.9.5


[ New Features and Changes ]

Copy & Paste
- You can now Paste a Clipboard even if you do not have all of the required furniture items on hand.
* In cases where only some items are available to be pasted, a warning message and prompt will request your approval to continue with a partial Paste operation.
- Removed several back-to-back confirmation dialog windows to expedite certain application functions, such as Copy Selection and Cut Selection.
(You're welcome, Daileth. :P)

Scenes
- Added a new slash command, "/playscene".
* You may use "/playscene" to play the current Scene.
* You may use "/playscene scene" to play a specific Scene by name. For example:
/playscene Tornado
- Added a new slash command, "/stopscene".
- Added a new slash command, "/rewindscene".
* Note that this will rewind the currently loaded Scene.
If you are playing a Scene by name that is not the currently loaded Scene -
"/playscene SomeOtherScene" for example - then playback of that Scene will stop;
the currently loaded Scene will then rewind and begin to play.

Selections
- Added the item type (Traditional Furnishing, Special Furnishing, Collectible Furnishing or Special Collectible)
to the Item Placement HUD, along with the number of that type of item already placed and the maximum allowed for the house.


[ Fixes ]

Selections
- Fixed an issue that prevented the "New" button from clearing the Large Selection Area warning.
- Fixed an issue that prevented Large Selection Area warning from resolving itself when moving selected items closer together manually.


2018-09-03 - Version 5.9.4


[ New Features and Changes ]

Housing Editor Mode
- Added the relative distance of the item from you (in meters) to the Item Placement HUD display.

Scenes
- Triggers that play Looped Scenes (those that repeat endlessly by checking the Loop checkbox before saving the Scene) will now automatically stop the Scene's playback when another Trigger activates.


2018-09-03 - Version 5.9.3


[ New Features and Changes ]

General
- Added a new Trigger Condition option If "You enter combat" ...
- Added a new Trigger Condition option If "You leave combat" ...
- Added a new /resetdummy command that will reset all of the Target Dummies in your house to full health.
- Added a new /home command that will simply jump you to your primary house.

Select Tab
- Added a new warning message that appears when you have selected items that are far away from each other.
* This is to help prevent scenarios where:
- You may forget to click "New" to clear your selection before selecting a new group of items to then move/copy/etc.
- You may forget or not realize that you have clicked select "All Items" before moving the whole group (which would shift your whole house around obviously).

Tools Tab
- Added a new "Reset All Dummies" button that will reset all of the Target Dummies in your house to full health.


2018-09-01 - Version 5.9.2


[ Fixes ]

General
- Fixes an error that would occur when initiating combat.


2018-09-01 - Version 5.9.1


[ New Features and Changes ]

Triggers
- Added a new Trigger option "Allow reactivation while running."
* Turn this option ON to allow the Trigger to activate multiple times while it is already running.
For example, when a guest toggles a Switch multiple times in a row before allowing the Trigger to finish running.

General
- Updated the /house command to also support jumping to another player's house.
* To jump to a player's primary house, just use:
/house @name
* To jump to a player's specific house, use:
/house @name house
* Examples:
/house @cardinal05
/house @cardinal05 grand topal hideaway
or even just
/house @cardinal05 topal


[ Fixes ]

Triggers
- Fixed an issue that would cause the "Then..." > "The items in the Saved Selection" drop down list to desync, showing an out-of-date list of Saved Selections under certain conditions.


2018-08-30 - Version 5.9.0


[ New Features and Changes ]

Housing Editor Mode
- Added a new Item Placement HUD display for all sorts of information that any perfectionist would appreciate while moving items:
* Position (X, Y, Z)
* Orientation (Pitch, Yaw, Roll)
- Added support for DecoTrack integration into the new Item Placement HUD display in order to include inventory counts of the item being placed, such as:
* # in current house
* # in other house(s)
* # on other character(s)
* # in storage coffer(s) and chest(s)
* # in bank
- The new HUD and optional DecoTrack integration are both enabled by default; these can be disabled from the Settings panel by turning off:
* Selecting Items > Show Item Placement HUD
* Selecting Items > Include DecoTrack Data in Item Placement HUD
- Please note that you will want to update DecoTrack to its latest version, if installed, to ensure interoperability between both addons now and going forward.


[ Fixes ]

Housing Editor Mode
- Removed the non-functional Item Tools keybind. The one that was never there and which we will not speak of. Yet. Allegedly.


2018-08-30 - Version 5.8.3


[ New Features and Changes ]

Select Tab
- Finally found a way to prevent the camera from jumping when you:
* Group select/deselect an item
* Open the Edit Item Position window

Build Tab
- Added a new "Randomize" button that randomly changes various build parameters.
* The Randomize button acts as a toggle, serving to create a "slideshow" effect of successive builds until clicked a second time to toggle the generator back off.

Scenes Tab
- Added audible cues for the "Save Frame" and "Save & Insert New Frame" keybinds.


2018-08-28 - Version 5.8.2


[ New Features and Changes ]

Scenes Tab
- Added a new "Preview" checkbox.
* (Default) When ON, scrubbing through the Scene's Frames will "show" the Frame (the items will move to their saved positions for that Frame).
* When OFF, scrubbing through the Scene's Frames will NOT "show" the Frame (the items will not be moved to their saved positions for that Frame).
** This feature allows you to copy a Frame from several Frames back into the current Frame.


2018-08-28 - Version 5.8.0


[ New Features and Changes ]

Scenes Tab
- Added a new "Center On Me" button that repositions the Scene, centering it on your character.
- Added a new "Clone" button that allows you to clone a Scene from the same house or a different house.
* Once cloned, you must use the built-in "Fix Now" button that appears to automatically place all of the necessary items into the house from either your Inventory, Bank and/or Storage Chests and Coffers.
* The cloned Scene will be placed with your character at the center, so it's helpful to stand where you want the Scene to be prior to clicking Clone.
- Cleaned up the User Interface with minor labeling and spacing changes.


2018-08-27 - Version 5.7.6


[ New Features and Changes ]

- Added optional keybinds under Controls > Essential Housing Tools for faster Scene creation:
* Save Frame
* Save & Insert New Frame


2018-08-27 - Version 5.7.5


[ New Features and Changes ]

- Added a new /house command.
* Just type /house followed by the full or partial name (or your own nickname) for the house and you will automatically teleport there.
- Modified Scene Playback to move up to 10 items instantly in a single frame, deferring the 100 millisecond delay per item until after the 10 item moves or until the end of the frame.
* This should make for smoother playback for Scenes that move 2 to 10 items per frame, while still remaining within the server-imposed limit of 10 item moves per second.
- Modified Group Editing of Items to move up to 10 items instantly in a single frame, deferring the 100 millisecond delay per item until after the 10 item moves or until the end of the frame.
* This should make for less choppy group editing, while still remaining within the server-imposed limit of 10 item moves per second.
- This new batched item editing functionality can be disabled under Settings > Enable SmoothMotion(tm).


2018-08-25 - Version 5.7.4


[ New Features and Changes ]

- Added a button to the top of the add-on's window that opens the Essential Housing Tools Guide video playlist in a browser.


[ Fixes ]

- Fixed a scenario related to the Undo history data that could result in corruption of the SavedVariables file (and loss of Essential Housing Tools' data and settings).


2018-08-23 - Version 5.7.3


[ Fixes ]

- Fixed an issue that prevented Collectible furnishings from being removed or highlighted from the Select tab by using right- or left-click.


2018-08-22 - Version 5.7.2


[ New Features and Changes ]

- Crafting Stations will be automatically repaired upon entering any house that you own.
* Note that this feature will be enabled by default but can be disabled under Settings > Essential Housing Tools > Quality of Life > Automatically Repair Crafting Stations.


2018-08-21 - Version 5.7.1


[ Fixes ]

- Silenced that incredibly annoying "clicking" sound that resulted from any 3D visual indicators being shown or refreshed. Sorry!


2018-08-21 - Version 5.7.0


[ New Features and Changes ]

- Added "Up" / "Dn" buttons to each selected item in the "Select" tab, allowing you to reorder your selection: particularly handy for special Builds using alternating items, etc.
- Added an "Arrangement" drop down list to the bottom of the Builds tab, allowing you to align, center or level a Build project relative to other items.


[ Fixes ]

- Removed unnecessary debug output.


2018-08-20 - Version 5.6.0


[ New Features and Changes ]

- Added the option to construct an Ellipse using the Build tab's "Circle" template.
* To do so, make sure that you check the "Build an Ellipse" checkbox.


2018-08-18 - Version 5.5.0


[ New Features and Changes ]

- Added a new visual "check" or "tick" indicator that appears on each item in the current Selection while in Housing Editor mode.
* This feature can be disabled in Settings > Addons > Essential Housing Tools > Selecting > Show a visual indicator for selected items
- Added a new "Merge Scene" button, on the "Scenes" tab, that creates a new Scene by merging the current Scene with a second Scene that you select.
- Added a Frame Maximum of 3600 for Scenes.
- Scene Recording will now stop automatically if the Frame Maximum is reached.


2018-08-17 - Version 5.4.1


[ Fixes ]

- Fixed an issue that caused the Build Tab to display an error in some circumstances.


2018-08-17 - Version 5.4.0


[ New Features and Changes ]

- Added a new Trigger condition, If "You use a specific item from a Quickslot," which allows you to activate a Trigger by using any item from any Quickslot.
* Note that the item must be used from the Quickslot - add-ons that expand your Quickslots beyond the standard 8 radial wheel slots are not supported.
- Added a new Arrange option, "Bring to Me," which does just that -- it brings the selected items right in front of you.


[ Fixes ]

- Fixed an issue that caused all Tutorial Tips to be shown when clicking the "Show tutorial tips for this tab" button, instead of just those tips that are relevant to the current tab.


2018-08-16 - Version 5.3.0


[ New Features and Changes ]

- Automatic Backups! Now, each of the homes that you own will be automatically backed up whenever you enter the house (if anything has changed since the last backup).
- Open the Undo tab and click "Automatic Backups" to:
* View the list of dates/times that each automatic backup was saved (for whichever house you are currently in).
* Restore a backup, including placing any items removed since the backup into the house as well as moving all items to where they were at the time of the backup.
* Create a new backup manually, if you wish to do so.
- Note that the backup system is currently capped at the 3 most recent backups per house; older backups are automatically discarded. - I may increase this limit in a future release.
- While on the "Build" tab, a 3D visual indicator will now show where the center or base of your build is within the house. Changes to the build's X, Y and Z axis will also shift this indicator in an effort to clearly show where your build is at all times.
- While Snapping furniture items together, a 3D visual indicator will now show which adjacent item you are currently snapping to.
- Tutorial tips have been added for the "Undo" tab.


[ Fixes ]

- Fixed an issue where some UI elements would not refresh when porting to a different house.


2018-08-14 - Version 5.2.0


[ New Features and Changes ]

- Triggers can now be triggered by Emotes!
* Build "The Clapper": /clap to toggle your lights on / off.
* Set the Mood: /wand to turn your ceremonial candles and incense on.
* ...and anything else that you can think of.


[ Fixes ]

- Fixed an issue where exiting Housing Editor mode could cause a move/rotate furniture batch job that is in progress to fail to complete.
- Fixed an issue where the Triggers tab would not reset when porting to a different house.
- Fixed an issue where you could be logged out for too many messages when toggling all lights on/off in a house with approximately 400+ interactive items.


2018-08-13 - Version 5.1.0


[ New Features and Changes ]

- Tutorial pop-up tips are finally arriving. These tips are enabled by default and will appear the first time you visit each tab that has tips associated with it.
- Future updates will include additional Tutorial tips that will cover the Tabs that did not get any love this update, as well as explain any relevant changes.
- Scene frames now require you to click the "Save Frame" button in order to commit any changes made to the frame's furnishings. This was done in order to support the following change.
- Changes made to furnishings during Scene playback will not be logged in the Undo history - meaning that you still will not be able to "Undo" changes made during playback;
However, one Undo history entry will be saved for any furnishings that are used in a Scene prior to Scene playback (whether that playback is one frame at a time, or playing the entire Scene from start to finish).
- The Minimize Window button (top-right of the window) will now cycle between the following window sizes:
* Tabs and directional controls (Full window)
* Directional controls only
* Tabs only
* Minimized (Title bar only)
This new functionality makes it easier to focus on the task at hand, whether that be positioning a group of items (Directional controls), editing an animation Scene's frames (Tabs only, "Scenes" tab), etc.
- Renamed the "Contiguous" selection mode to "Connected".
- Renamed the "Contiguous (Same As Target)" selection mode to "Connected (Same As Target)".


[ Fixes ]

- Undo History will be updated prior to Scene playback to allow you to Undo changes made to the Scene's items during playback.
(Undo History line items are still NOT generated for each Frame played back as this would overload the Undo History unnecessarily)


2018-08-10 - Version 5.0.1


[ New Features and Changes ]

- Added a "Delete Scene" button the "Scene" tab's "Load Scene" dialog.


[ Fixes ]

- Fixed an issue that caused the current waypoint to be repeatedly reset while editing a Trigger that used a location-based condition.


2018-08-10 - Version 5.0.0


[ If This, Then That ]

Home Automation is here!

Build a Smart Home...
Build a Haunted House...
Build a Scripted Roleplaying Event...
Build a Retro 70s Dance Floor...
Build a Guild Conference Room that opens up at the flip of a switch...
Whatever you do, just please post photos or video of your machinations for us to enjoy! :)

All Home Automation is powered from the new "Triggers" tab. Give it a try with these steps for creating your first trigger:

1. On the "Select" tab, click "Select All", type "All Lights" for the Selection Name and click "Save".
(You can also now click "Clear" to unselect all of your items so you don't forget later)

2. On the "Triggers" tab, click "New".

3. Type "My first trigger" for the Trigger Description.
(or something meaningful, like "Turn All Lights ON")

4. For the Condition ("If ..."):
- Choose the Condition type, "An interactive furniture item is changed".
- Click "Select An Item..." and Target and Left Click on one of your Lights, Switches, Incense or other interactive, toggled items.
-- A 3D pointer will indicate the selected item.
- Choose the "On" option.

5. For the Actions ("Then ..."):
- Under "The items in the Saved Selection", choose your "All Lights" Saved Selection (that you created in Step 1).
- Choose the "On" option.

6. Click "Save".
Test your new Trigger to make sure that, when you turn "On" the item that you selected in Step 4, all of your other lights also turn "On".
Note how you could also make a second Trigger that would allow the same item, when turned "Off", to turn all of your lights "Off".

7. Rinse & Repeat to create combinations of various Triggers that automate your house in fun, weird or utterly unique ways.
(...and please explore the other options that Triggers have to offer -- you really can do a lot with a little, I promise!)

8. Invite your friends over to impress, shock, ...scare?, and amaze them with your new interactive home. :)


[ Additional New Features and Changes ]

** NEW **
< Tools Tab >

- Added a new "Tools" tab that contains a number of useful, one-click functions:
-- Click "Repair Stations" to repair any *correctly placed* crafting stations that become inaccessible when zoning in/out of the house.
-- Click "Turn all items On" to turn "ON" all interactive items that can be toggled.
-- Click "Turn all items Off" to turn "OFF" all interactive items that can be toggled.
-- Click "Toggle all items" to toggle all interactive items that can be toggled to their next state.

< Select Tab >

- Overhauled the "Select" tab to use a new, streamlined layout that offers:
-- One-click to load a saved selection using the saved selection dropdown list at the top of the window.
-- One-click of an item in the selected items list will show a 3D pointer to that item.
-- One-click to turn all interactive items in your selection ON or OFF. Just select one or more lights, switches, incense, etc. and click the Turn all lights "ON" or "OFF" button.
-- Easily revert all items in a saved selection to their last saved positions.
- Moved Copy & Paste functions, as well as the Clipboard tab, into the new Clipboard window.
-- You can copy, paste and view the clipboard's items by clicking the "Copy & Paste" button on the "Select" tab.
- Moved the "Select All" button into the selection mode dropdown list. Just select "All Items" from the dropdown to select literally every item in the house.
- Renamed the "Clear" button to "New" to fit the new "no pop-up" Select tab layout.
- Saved selections' names can now use mixed case, rather than being forced to lower case.

< Build Tab >

- Added a new "Disc" Build Template for building flat, circular disc shapes.
- Adjusted the arrangement of armors sets' stations for the "Crafting Stations" Build Template. Stations are now organized into aisles with each armor set having 2 stations facing the other 2 stations.
- Removed the pop-up notification dialog that prompted you to relocate your Build to your current position. The "Bring to Me" button will now highlight in red with an accompanying tool tip in these circumstances.

< General >

- The Minimize button (top-left of the window) now toggles the window between minimized, full view and a new "edit controls only" view that shows only the directional pads and related functions.
- Cleaned up many of the user interface elements.
* Button labels are no longer enclosed in angle brackets [ ]. Instead, buttons now appear as light blue links.
* Layout is consistent across multiple tabs - more changes are coming in a future update to bring even more uniformity.


[ Fixes ]

- Fixed an issue that caused the name of the current Selection to reset to "New Selection" when switching between tabs or closing and reopening the EHT window.


2018-07-24 - Version 4.2.0


[ New Features and Changes ]

- Added a "Crafting Stations" shape template to the Build tab.
* This template will build pods of (up to) 4 stations per armor set.
Use the Item Spacing section to control the distance between pods or to make it easier to group select individual pods for manual placement.

- Added a "Layout items in checker pattern" option to the Build tab's "Dome" and "Sphere" shape templates.


[ Fixes ]

- Revised the Gimbal Lock correction to leave 0 degree angles untouched.


2018-07-20 - Version 4.1.0


[ New Features and Changes ]

- Added Margin adjustment controls to the Snap Furniture palette. Now, you can nudge the snapped item a little to the left or a little up or down to get a perfect snap.

- Redesigned the Snap Furniture palette's interface.

- Added caching to the Measure Furniture Dimensions process to help speed up the Furniture Snapping process.


2018-07-19 - Version 4.0.0


[ New Features and Changes ]

- Adjusted the placement of new Builds as well as the placement of a current Build when "Bring to Me" or "Reset Build" is clicked. Your shape will be reconstructed in front of your character.

- SNAPPING! Yes, Snap an item to adjacent items easily with the new Snap Furniture feature.

Before getting started, first assign a keybind for:
Controls > Essential Housing Tools > Snap Furniture Items

=== How Furniture Snapping Works ===

* While in House Editor mode, simply target an item and press the Snap Furniture Items keybind (configured under Controls > Essential Housing Tools > Snap Furniture Items).
If there are touching (or nearly touching) items, the Snap Furniture palette will appear.

* Using the palette, you can cycle through the various edges that the two items can be snapped together along.

* If there are multiple adjacent items, you can also cycle through those items using the palette to ensure that the correct two items are snapped together.

Note that you may adjust how far away adjacent items can be by changing Settings > Addons > Essential Housing Tools > Furniture Snapping Radius.


2018-07-07 - Version 3.9.3


[ Fixes ]

- Fixed a long-standing UI Error that could occur when resizing the game's window or when swapping between the game and the Window's or Mac desktop.


2018-07-06 - Version 3.9.2


[ Fixes ]

- Added the "Circumference" parameter back to the Spiral build template -- it was slightly useful.


2018-07-06 - Version 3.9.1


[ Fixes ]

- Fixed an issue that could cause some of the add-on's windows to hide when they should not hide. These windows are no longer quite so shy.


2018-07-06 - Version 3.9.0


[ New Features and Changes ]

- Added a "Space items automatically based on Item Count" checkbox to the Build tab for many shape templates.
Example: Check this option to automatically size a Circle to fit all of the items in your selection, spaced evenly.
Example: Uncheck this option to fit items side-to-side in a shape; and then adjust manually, if needed, using the Item Spacing parameters to achieve seamless edges.

- The add-on's windows will now hide any time you use any game menu, such as Settings, your Inventory or the Bank.


2018-07-03 - Version 3.8.5


[ New Features and Changes ]

- Added a new Setting, "Select and Place" which, when enabled, causes the Group Select keybind to add the targeted item to your selection *as well as* leave the item selected so that you may place the item. When enabled, this allows for even finer control over the mouse cursor *following* a Group Select.

- Added a new Setting, "Hide While Placing" which, when enabled, hides all of the add-on's windows while you are placing an item in the home. Enabling this reduces user interface clutter whenever you need the most screen real estate.


[ Fixes ]

- Removed the "Drag Items" checkbox to prevent accidental dragging of the currently selected items. Note: You can still "drag and drop" any selected item and have the remaining selected items move along with it by checking the "Link Items" checkbox.


2018-07-01 - Version 3.8.4


[ New Features and Changes ]

- Added a Minimize button to the top of the window that will reduce the entire dialog to the title bar only, helping to minimize clutter when the add-on isn't your focus.

- Added the selected item's Icon to the Position window (accessed via the Edit Item Position keybind).


2018-06-30 - Version 3.8.3


[ Fixes ]

- Addressed an issue that could cause some Clipboard export data to generate incorrectly, resulting in shifted or offset items when pasted.


2018-06-28 - Version 3.8.2


[ New Features and Changes ]

- Added a new option to the "Arrangment" drop down list at the bottom of the main window.

* "Center between 2 Targets" centers your selected items between two different target items.


2018-06-28 - Version 3.8.1


[ Fixes ]

- Adjusted the "Level with Target" arrange option to level your selected items using their Base Y position rather than their "center" Y position. This should yield more accurate results when leveling multiple items.


2018-06-28 - Version 3.8.0


[ New Features and Changes ]

- Added a new drop down list to the bottom of the main window that offers multiple "Arrangement" options:

* "Center on Target" centers your selected items on a target item.

* "Level with Target" levels your selected items' bases with the target item's base.

* "Align with Target's X-Axis" aligns your selected items with the target item's X-Axis.

* "Align with Target's Y-Axis" aligns your selected items with the target item's Y-Axis.

* "Align with Target's Z-Axis" aligns your selected items with the target item's Z-Axis.

* "Match Target Orientation" orients all of your selected items using the same pitch, yaw and roll as the target item.

- Renamed the "History" tab to "Undo" to clarify where to go to use the Undo / Redo functions.


[ Fixes ]

- Corrected the tab order of the parameters on the Build tab.


2018-06-26 - Version 3.7.0


[ New Features and Changes ]

- Added an option to enable/disable automatic rebuilding whenever you change a parameter on the Build tab; added a Build button to the Build tab to manually initiate a build.

- In House Editor mode, you can now select an item that you are in the process of moving or rotating.

- In House Editor mode, you can now automatically place and select a new item that you are in the process of placing.

- The Change Type for each line item shown in the History tab is now color coded.

- There is now a more prominent visual indicator displayed on the History line item that is currently active.


[ Fixes ]

- The Housing Editor should no longer randomly become locked after Essential Housing Tools displays a confirmation dialog window.

- The Selected Items on the Select tab will no longer lose the current scroll position whenever items are Selected or Unselected.

- The Clipboard Items on the Clipboard tab will no longer lose the current scroll position whenever the clipboard is refreshed.

- The History tab will no longer lose the current scroll position whenever the history is refreshed.

- Improved the playback speed of Animations.


2018-06-22 - Version 3.6.0


- Problematic, off-center furnishings that wobble or move when pitched, rotated or rolled are now automatically offset to compensate for their awkward configuration. The result should be dramatically easier positioning and rotation when using the Build tab.

- Overhauled the Build tab's template parameters to reduce the number of mandatory fields while offering very fine control over the finished product for those who dabble with the additional sliders.

- Reworked a number of the calculations used by the Build tab's various templates to be more accurate.

- Improved the speed of item move/rotate operations under certain conditions.

- Added new Shape Template "Dome" to the Build tab.

- Addressed an issue that caused the Build tab's [ Reset ] button to set an incorrect origin position for the selected template.

- All dialog windows now automatically hide when you open the Browse dialog in the Housing Editor, while you manually move / place furniture and when you enter a non-Player Housing zone (leave a player house).

- Moved the batch job Progress Bar to the bottom of the main window and updated its aesthetics to be more prominent.

- Moved the batch job Process Name into the Progress Bar.


2018-06-20 - Version 3.5.0


- Added the ability to Load and Save Builds on the Build tab using the [ Load / Save ] button.

- Corrected the warning message shown when Recording in an Animation Scene that had existing Frames. The message now accurately indicates that new frames will be -inserted- after the current frame, rather than deleting existing frames.


2018-06-19 - Version 3.4.1


- Fixed a UI error that would occur when using the [ Reset ] button on the Build tab.


2018-06-19 - Version 3.4.0


- Added X, Y and Z Position parameters to the Build tab to allow fine control over the exact position of a given build.

- Revised the calculations used for the "Sphere" Shape Template:

* Curvature should now be approximated more accurately (within reason relative to the shape of item(s) that you construct with).

* Item Length, Width and Height are now rotated by the Item Pitch, Yaw and Roll (under the hood) automatically to better fill out the spherical shape with less overlap or empty space between individual items.

- Added a Help icon to the main add-on window that opens your browser to the YouTube Essential Housing Tools tutorial playlist.
(updates to the videos will follow soon as most of them were recorded during v1 and v2 of the add-on...)


2018-06-17 - Version 3.3.0


- The Build tab will now be shared across all houses. Set up a project in one home, rebuild it in another without having to re-enter all of the parameters.

- Added new Shape Template "Sphere" to the Build tab.

- Added a warning that appears when switching to the Build tab if the build's position is far from your character's current position -- there is a new Setting that controls the threshold for this warning.

- Added a handy "/clockme" command that starts/stops a timer that clocks your character's movement speed. Run "/clockme" once, preferably while already moving, and run it again to get a report of how far and how fast you moved.


2018-06-16 - Version 3.2.0


- Added new Shape Template "Rectangle (Filled)" to the Build tab. This template constructs a Solid Rectangle, of "Length" items by "Width" items, such that a Length of 5 and a Width of 5 would require 30 total items.

- Changed the existing Shape Template "Rectangle" on the Build tab. This template constructs a Rectangle Outline, of "Length" items by "Width" items, such that a Length of 5 and a Width of 5 would require 25 total items.

- Added Pitch and Roll directional pad to the main window's bottom edit panel.

- Separated Custom Precision into its own checkbox for clarity in the main window's bottom edit panel.

- Added a Settings button to the top-right of the main window for easy access to the add-on's Settings panel.


2018-06-14 - Version 3.1.2


- Added the ability to "tab" to the next/previous slider's text box in the Build tab using TAB and SHIFT+TAB respectively.

- Added scroll up/down arrows to the Build tab's scroll slider.

- Adjusted Build tab's scroll slider and mouse wheel scrolling to scroll in a manner that moves from one parameter field to the next.


2018-06-13 - Version 3.1.1


- Added Previous Frame ( << ) and Next Frame ( >> ) buttons to the Animate tab.

- Cleaned up the Animate tab's layout.

- Added explanatory tool tips for the Build tab's different fields.


2018-06-13 - Version 3.1.0


- Added a new mode for the Directional Pad on the edit panel. The default is now "Relative," which offers you the option to move your selected items Forward, Backward, Left and Right relative to the direction your character is facing.

* Note: You may still use the old "Absolute" positioning Directional Pad for North, South, East and West by changing:
Settings > Essential Housing Tools > Editing Items > Directional Editing to Absolute mode.

- Added a new "Drag Items" checkbox on the edit panel. When enabled, all of your selected items move with you. Move north, they move north with you. Climb up, they move up with you.

- Renamed the previous "drag-and-drop" checkbox on the edit panel to "Link Items." It continues to do the same thing: when enabled, any changes that you manually make to any selected items are also made to the rest of your selected items. Move one, the rest move with it. Rotate one, the rest rotate around it.


2018-06-12 - Version 3.0.1


- Addressed a deadlock scenario that could occur during the Item Measurement process that takes place during a Build Reset.


2018-06-11 - Version 3.0.0


- Added three new Build Templates:

* Cylinder
* Rectangle
* Spiral

- Added three new Add-on Settings to allow you to choose an optional "override" for the Select Mode using the ALT, CTRL and SHIFT keys. For example, you could set up the CTRL key so that, when pressed while using the Group Select function, the Select Mode will always be "Contiguous (Same As Target)".

- Reorganized the Add-on Settings panel.

- Addressed several bugs related to Animation Scene data storage.


2018-06-10 - Version 2.9.9


- Added setting panel option to automatically clear all houses' current item selections at the time of login.


2018-06-10 - Version 2.9.8


- Addressed several recently introduced bugs regarding angle calculation and the Build tab's user interface.


2018-06-09 - Version 2.9.7


- Added new Clipboard tab to view the contents of the "virtual" Clipboard (filled using the "Copy" and "Copy From..." buttons).

- Added new Import / Export Clipboard feature to the Clipboard tab, allowing you to share your creations with other players!


2018-06-06 - Version 2.9.6


- Enhanced the Gimbal Lock Protection system to avoid 90- and 270-degree angles for certain rotational axes more aggressively and consistently.

* This feature may be disabled from the add-on's Settings panel; however, this is strongly advised against.


2018-06-05 - Version 2.9.5


- Organized Shape Template Parameter listing for clarity.

- Added explanatory tool tips to the Tabs and Select Tab controls.

- Added ability to right-click selected items to unselect items.

- Addressed some scenarios related to gimbal locks at 90-degree angles (more to come).


2018-06-01 - Version 2.9.4


- Added "Cube" Shape Template to the "Build" tab.

- Added item measurement process to allow for auto-sizing of Cube builds based on the selected items' height, width and length. **Auto-sizing only works for homogeneous item selections that use the items at their default orientation (pitch, yaw, roll = 0)


2018-05-31 - Version 2.9.3


- Copy from any House's Saved Selections and then Paste to any other House (or the same House).


2018-05-30 - Version 2.9.2


- Added support for the Bank and Home Storage Containers -- in addition to the player's own Inventory -- when Pasting a group of items from the virtual "Clipboard," or when "fixing" a loaded Saved Scene or Saved Selection that has one or more missing items.

- Added visual cues for batch updates that are currently in progress, including a progress bar that runs down the side of the main tool window and the name of the batch job in the Title bar.

- Added a Confirmation dialog that allows the player to choose whether to move the entire group of selected items any time that one of those items is moved/rotated _while the main tool window is closed_. The goal here is to remind a player that may be returning to the home hours, days or weeks later that, if they move one of the grouped items, the entire group will be dragged-and-dropped along with it. (This confirmation dialog allows the user to choose NOT to move the rest of the group with it in the event that they did in fact forget.)


2018-05-28 - Version 2.9.1


- Added "Select All" button to the "Select" tab to facilitate easier backups of entire homes.


2018-05-24 - Version 2.9.0


- It has begun. Immaculate Construction is being devoured by Essential Housing Tools. Slowly. Try out the new "Build" tab to construct shapes out of your selected items -- just like Immaculate Construction. More shape templates to come in future updates!

- Also: Summon your Banker, Merchant or Smuggler right to your side in any of your homes. Just use your Quickslot key bind for any of your assistants and they will be teleported directly to you. Use the Quickslot item again to dismiss them back from whence they came! (Credit to @Aliyavana and @Dolgubon <3)

- A number of fixes for rotation calculations and other assorted buggies.


2018-05-19 - Version 2.2.2


Animation Tab:

- Added "Add Selection to Scene" button that adds all new, selected items to the current Scene.

- Fixed a bug that caused the Essential Housing Tools window to open upon login.

- Drag-and-Drop and the Edit Position (X,Y,Z,Pitch,Yaw,Roll) window allow you to move, tilt, rotate and pitch your entire selected group of items by adjusting a single item within the group. Give it a try!

- Fully integrated the "Oops, I Did It Again!" add-on's multi-level Undo and Redo functionality into Essential Housing Tools. Feel free to uninstall "Oops, I Did It Again" if you had previously installed it -- this add-on will be automatically disabled for you until you do so to prevent any potential conflicts.

- The entire Essential Housing Tools suite has been reworked to allow for future mergers of my other add-ons (including Immaculate Construction, Oops I Did It Again and Furniture Snap).


2018-05-12 - Version 2.1.5


Bug fixes for:

- Non-API related rounding errors for a precision of up to 2 decimal places for Pitch, Yaw and Roll.

- Synchronization issues between Group Editing functions and the Edit Position dialog window.


2018-04-11 - Version 1.3.0


- Added limited support for Collectible furnishings to allow users to Select, Position/Orient and Load/Save selections containing Collectibles.

- Added warning and confirmation dialog to Cut and Copy operations to explain that the Clipboard will be updated to contain the selection's items excluding any Collectibles.


2018-04-09 - Version 1.2.3


- Enhanced the Edit Item Position dialog to allow resizing into either Vertical or Horizontal orientations.

- Added item quality color to Edit Item Position dialog's Item Name label.


2018-04-08 - Version 1.2.2


- Greatly improved the collision/proximity detection algorithm used for radius and contiguous selection modes using the Axis-Aligned Bounding Box approach.

- Reduced the maximum configurable Selection Radius and Tab Target Radius to be in line with the new collision/proximity detection system (0m - 5m).


2018-04-07 - Version 1.2.0, 1.2.1


- Added a new key bind that, when targeting a furniture item, opens the new Edit Item Position window.

- Users may adjust the X, Y, Z, Pitch, Yaw and Roll of a single, targeted item using the Edit Item Position window.

- Added several confirmation dialogs for actions to mitigate unwanted user edits.


2018-04-06 - Version 1.1.0, 1.1.1


- Added Load/Save Selection feature.

- Users may now save their current item selection into the home's Saved Selections.

- Users may then load saved selections as the current, active selection and resume editing those items as a group.

- Addressed an issue that prevented the refreshing of saved items' positions and orientations after loading the selection.


2018-04-04 - Version 1.0.6


- Improved the user experience for both drag-and-drop group editing and directional pad group editing.

- Group editing now occurs more smoothly and can be interrupted by subsequent edits, allowing for users to quickly test changes (or even undo changes) in real-time.

- Added "Cut" button to copy group to Clipboard and then remove selected items to inventory.


2018-04-03 - Version 1.0.2, 1.0.3, 1.0.4, 1.0.5


- Users may now drag-and-drop a selected item to adjust the entire group accordingly.

- Added Precision slider to facilitate adjustment the increment size of changes made via the Selection window.

- Added Selection Mode drop down to facilitate changing the item selection mode between Single, Multi-Select and Multi-Select Homogeneous.

- Added Undo Changes button to revert all selected items to the more recent of either: their original state when selected or the last time the "Copy" button was pressed.

- Added icons to all of the new and existing buttons.

- Completely reworked the data structure used for storing the item selections to allow for these and future enhancements.

- Fixed an issue that caused drag-and-drop group editing to sometimes place the dragged item out of place relative to the selected group.


2018-04-02 - Version 1.0.1


- Users may use the add-on in other players' homes provided that they have Edit Permissions.

- User interface will now automatically update upon porting to a different house.

- User interface will now automatically close upon entering a non-house zone.

- Added maintenance routine that culls invalid furniture entries automatically.

- Streamlined the user interface:

* Added Copy and Paste buttons.
* Added Precision slider.
* Removed Copy and Paste key binds.
* Added new precision increment levels.
* Adjusted precision increments accordingly.


2018-04-01 - Version 1.0.0


- Initial release.
Archived Files (145)
File Name
Version
Size
Author
Date
8.0.4
382kB
Cardinal05
11/12/18 08:35 PM
8.0.3
391kB
Cardinal05
11/11/18 07:06 PM
8.0.2
391kB
Cardinal05
11/11/18 12:51 PM
8.0.1
379kB
Cardinal05
11/07/18 04:50 AM
7.9.9b
376kB
Cardinal05
11/04/18 11:25 PM
7.9.9a
376kB
Cardinal05
11/04/18 09:53 PM
7.9.9
375kB
Cardinal05
11/03/18 04:51 AM
7.9.8
375kB
Cardinal05
11/02/18 06:22 PM
7.9.7
374kB
Cardinal05
11/01/18 07:35 PM
7.9.6
374kB
Cardinal05
11/01/18 04:22 PM
7.9.5
371kB
Cardinal05
11/01/18 08:53 AM
7.9.4
370kB
Cardinal05
11/01/18 03:38 AM
7.9.2
368kB
Cardinal05
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Post A Reply Comment Options
Unread Yesterday, 06:41 AM  
Cardinal05
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Forum posts: 31
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Originally Posted by EvilDave
Originally Posted by EvilDave
For the life of me, I cannot figure out how to clear my selection. Whenever I choose an item it gets added to the items I already have selected. So if I save my house I have to right click on every item in the selection window to remove them. In the tutorials I see a "Clear" option, but for some reason I do not have this option


Gah, figured it out. New is the new Clear.

Sorry about that! I had changed "Clear" to "New" a while back in order to make the Select and Trigger tabs more consistent with one another. Let me know if you have any other questions though! :-)
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Unread 11/15/18, 01:32 AM  
EvilDave

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Originally Posted by EvilDave
For the life of me, I cannot figure out how to clear my selection. Whenever I choose an item it gets added to the items I already have selected. So if I save my house I have to right click on every item in the selection window to remove them. In the tutorials I see a "Clear" option, but for some reason I do not have this option


Gah, figured it out. New is the new Clear.
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Unread 11/15/18, 01:28 AM  
EvilDave

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For the life of me, I cannot figure out how to clear my selection. Whenever I choose an item it gets added to the items I already have selected. So if I save my house I have to right click on every item in the selection window to remove them. In the tutorials I see a "Clear" option, but for some reason I do not have this option

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Unread 11/13/18, 08:44 AM  
Cardinal05
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Re: Re: Re: Location based triggers & multiple floors

Originally Posted by Tobbe
Originally Posted by Cardinal05
Originally Posted by Tobbe
Hi.

I just noticed something.
If you have a location based trigger and happen to have a second floor above it you can trigger it from the wrong floor compared to where it was intended.
(psijic house near entrance and flat area directly above)

I suspect that location triggers don't take the players position in height into account when checking the trigger.
I fount this out by accident and didn't expect this behavior.

Hey Tobbe -- that's a good question. And you suspected correctly -- a location-based trigger's radius is calculated in all directions for yourself, the homeowner.

Now, there is a limitation to that though. For anyone else, the API only gives us access to their current X and Z coordinates; their Y coordinate (up/down) is not accessible, so in the case of visitors, they can actually trigger a Trigger from anywhere above, at, or below the trigger's radius. Of course, this can actually work against you, depending on your set up, so it's good to be careful of how you design your set up, particularly in multi-floor scenarios.
This was for myself and not a visitor.
So i suspect the up/down axis also don't work for myself or the area it checks is much higher than the height between entrance and "floor" directly above in the psijic villa

Interesting -- it should be only as far up [or down] as it is far out from the center point of the circle. Can you send me a screen shot showing the red/green circle, as well as your Trigger's details? I'd like to see if I can recreate this [I just tried to in my own house and it works as expected so I want to try your exact settings]. Also, were you in a Group when you tested this?
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Unread 11/13/18, 01:20 AM  
Tobbe

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Re: Re: Location based triggers & multiple floors

Originally Posted by Cardinal05
Originally Posted by Tobbe
Hi.

I just noticed something.
If you have a location based trigger and happen to have a second floor above it you can trigger it from the wrong floor compared to where it was intended.
(psijic house near entrance and flat area directly above)

I suspect that location triggers don't take the players position in height into account when checking the trigger.
I fount this out by accident and didn't expect this behavior.

Hey Tobbe -- that's a good question. And you suspected correctly -- a location-based trigger's radius is calculated in all directions for yourself, the homeowner.

Now, there is a limitation to that though. For anyone else, the API only gives us access to their current X and Z coordinates; their Y coordinate (up/down) is not accessible, so in the case of visitors, they can actually trigger a Trigger from anywhere above, at, or below the trigger's radius. Of course, this can actually work against you, depending on your set up, so it's good to be careful of how you design your set up, particularly in multi-floor scenarios.
This was for myself and not a visitor.
So i suspect the up/down axis also don't work for myself or the area it checks is much higher than the height between entrance and "floor" directly above in the psijic villa
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Unread 11/12/18, 09:35 PM  
Cardinal05
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Re: Location based triggers & multiple floors

Originally Posted by Tobbe
Hi.

I just noticed something.
If you have a location based trigger and happen to have a second floor above it you can trigger it from the wrong floor compared to where it was intended.
(psijic house near entrance and flat area directly above)

I suspect that location triggers don't take the players position in height into account when checking the trigger.
I fount this out by accident and didn't expect this behavior.

Hey Tobbe -- that's a good question. And you suspected correctly -- a location-based trigger's radius is calculated in all directions for yourself, the homeowner.

Now, there is a limitation to that though. For anyone else, the API only gives us access to their current X and Z coordinates; their Y coordinate (up/down) is not accessible, so in the case of visitors, they can actually trigger a Trigger from anywhere above, at, or below the trigger's radius. Of course, this can actually work against you, depending on your set up, so it's good to be careful of how you design your set up, particularly in multi-floor scenarios.
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Creator of Essential Housing Tools | Furniture Snap | Guild Alert | Immaculate Construction | Magic Carpet
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Unread 11/12/18, 09:28 PM  
Cardinal05
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Re: Re: Re: Re: Re: Re: Re: Re: /say triggers

Originally Posted by DigitalFusion
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Originally Posted by Cardinal05
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Hi, I'm finding that in creating triggers involving the game chat they are activating animations that are not connected to them before activating what they are supposed to. Other types of triggers do not share this problem.
Hi there! First, thank you for letting me know. Just to clarify, is the issue that after defining a Trigger based on a chat Phrase, saying that Phrase in chat will trigger the wrong Trigger?

Any additional information that you could provide would be helpful. Thank you so much!
Also, would you be able to provide screen captures of the details of each of your Triggers? I just tried to recreate the issue with a few different Trigger combinations that included a Phrase-based condition and I am not able to reproduce this issue. Again, thanks for any info that you can provide.
Hi Cardinal, thanks for replying so fast. Yes it's the triggers based on a chat phrase. It does (eventually activate the right animation, but only after another that is not tied to the trigger runs first. I've had the same results every time I've tried to create a chat phrase trigger.

The scene that plays unnecessarily, usually twice, back to back, then the proper scene plays afterward, is the following: activated by the "on" state of either of two braziers allowing a person to stand in an alinor fireplace and have it rotate around providing access to a hidden room behind it. Can you recommend somewhere to share the pictures I see i can't share them directly here.

The phrase triggers I tried included closing a gate (a series of clockwork poles), an another turning on/off a large number of lights (did NOT include the two braziers) but for some reason, triggers "Fireplace Brazier 1" and "Fireplace Brazier 2" are activated no matter what I do with phrase triggers. Again, simply changing the trigger from a phrase to another type of trigger alleviates this problem.
You are awesome -- thank you so much for the detailed information. It helped me pinpoint the issue -- a fix is being uploaded right now, so keep an eye out for 8.0.3. Thank you again for the help, it's appreciated! <3
I'm not the awesome one here. You fixed an issue on day one that it was reported. Can't wait to try out the update.
Well, thank you... <3 Now, if you run into any issues, please don't hesitate to reach out though. I should be around for a while yet, so if you do, I may be able to address anything that comes up right away. Thank you again!
Works great now, thank you so much!
You are quite welcome!
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Unread 11/12/18, 04:43 PM  
Tobbe

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Location based triggers & multiple floors

Hi.

I just noticed something.
If you have a location based trigger and happen to have a second floor above it you can trigger it from the wrong floor compared to where it was intended.
(psijic house near entrance and flat area directly above)

I suspect that location triggers don't take the players position in height into account when checking the trigger.
I fount this out by accident and didn't expect this behavior.
Last edited by Tobbe : 11/12/18 at 04:43 PM.
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Unread 11/11/18, 09:47 PM  
DigitalFusion

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Re: Re: Re: Re: Re: Re: Re: /say triggers

Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Originally Posted by Cardinal05
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Hi, I'm finding that in creating triggers involving the game chat they are activating animations that are not connected to them before activating what they are supposed to. Other types of triggers do not share this problem.
Hi there! First, thank you for letting me know. Just to clarify, is the issue that after defining a Trigger based on a chat Phrase, saying that Phrase in chat will trigger the wrong Trigger?

Any additional information that you could provide would be helpful. Thank you so much!
Also, would you be able to provide screen captures of the details of each of your Triggers? I just tried to recreate the issue with a few different Trigger combinations that included a Phrase-based condition and I am not able to reproduce this issue. Again, thanks for any info that you can provide.
Hi Cardinal, thanks for replying so fast. Yes it's the triggers based on a chat phrase. It does (eventually activate the right animation, but only after another that is not tied to the trigger runs first. I've had the same results every time I've tried to create a chat phrase trigger.

The scene that plays unnecessarily, usually twice, back to back, then the proper scene plays afterward, is the following: activated by the "on" state of either of two braziers allowing a person to stand in an alinor fireplace and have it rotate around providing access to a hidden room behind it. Can you recommend somewhere to share the pictures I see i can't share them directly here.

The phrase triggers I tried included closing a gate (a series of clockwork poles), an another turning on/off a large number of lights (did NOT include the two braziers) but for some reason, triggers "Fireplace Brazier 1" and "Fireplace Brazier 2" are activated no matter what I do with phrase triggers. Again, simply changing the trigger from a phrase to another type of trigger alleviates this problem.
You are awesome -- thank you so much for the detailed information. It helped me pinpoint the issue -- a fix is being uploaded right now, so keep an eye out for 8.0.3. Thank you again for the help, it's appreciated! <3
I'm not the awesome one here. You fixed an issue on day one that it was reported. Can't wait to try out the update.
Well, thank you... <3 Now, if you run into any issues, please don't hesitate to reach out though. I should be around for a while yet, so if you do, I may be able to address anything that comes up right away. Thank you again!
Works great now, thank you so much!
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Unread 11/11/18, 07:42 PM  
Cardinal05
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Re: Re: Re: Re: Re: Re: /say triggers

Originally Posted by DigitalFusion
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Originally Posted by Cardinal05
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Hi, I'm finding that in creating triggers involving the game chat they are activating animations that are not connected to them before activating what they are supposed to. Other types of triggers do not share this problem.
Hi there! First, thank you for letting me know. Just to clarify, is the issue that after defining a Trigger based on a chat Phrase, saying that Phrase in chat will trigger the wrong Trigger?

Any additional information that you could provide would be helpful. Thank you so much!
Also, would you be able to provide screen captures of the details of each of your Triggers? I just tried to recreate the issue with a few different Trigger combinations that included a Phrase-based condition and I am not able to reproduce this issue. Again, thanks for any info that you can provide.
Hi Cardinal, thanks for replying so fast. Yes it's the triggers based on a chat phrase. It does (eventually activate the right animation, but only after another that is not tied to the trigger runs first. I've had the same results every time I've tried to create a chat phrase trigger.

The scene that plays unnecessarily, usually twice, back to back, then the proper scene plays afterward, is the following: activated by the "on" state of either of two braziers allowing a person to stand in an alinor fireplace and have it rotate around providing access to a hidden room behind it. Can you recommend somewhere to share the pictures I see i can't share them directly here.

The phrase triggers I tried included closing a gate (a series of clockwork poles), an another turning on/off a large number of lights (did NOT include the two braziers) but for some reason, triggers "Fireplace Brazier 1" and "Fireplace Brazier 2" are activated no matter what I do with phrase triggers. Again, simply changing the trigger from a phrase to another type of trigger alleviates this problem.
You are awesome -- thank you so much for the detailed information. It helped me pinpoint the issue -- a fix is being uploaded right now, so keep an eye out for 8.0.3. Thank you again for the help, it's appreciated! <3
I'm not the awesome one here. You fixed an issue on day one that it was reported. Can't wait to try out the update.
Well, thank you... <3 Now, if you run into any issues, please don't hesitate to reach out though. I should be around for a while yet, so if you do, I may be able to address anything that comes up right away. Thank you again!
__________________
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Creator of Essential Housing Tools | Furniture Snap | Guild Alert | Immaculate Construction | Magic Carpet
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Unread 11/11/18, 07:21 PM  
DigitalFusion

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Re: Re: Re: Re: Re: /say triggers

Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Originally Posted by Cardinal05
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Hi, I'm finding that in creating triggers involving the game chat they are activating animations that are not connected to them before activating what they are supposed to. Other types of triggers do not share this problem.
Hi there! First, thank you for letting me know. Just to clarify, is the issue that after defining a Trigger based on a chat Phrase, saying that Phrase in chat will trigger the wrong Trigger?

Any additional information that you could provide would be helpful. Thank you so much!
Also, would you be able to provide screen captures of the details of each of your Triggers? I just tried to recreate the issue with a few different Trigger combinations that included a Phrase-based condition and I am not able to reproduce this issue. Again, thanks for any info that you can provide.
Hi Cardinal, thanks for replying so fast. Yes it's the triggers based on a chat phrase. It does (eventually activate the right animation, but only after another that is not tied to the trigger runs first. I've had the same results every time I've tried to create a chat phrase trigger.

The scene that plays unnecessarily, usually twice, back to back, then the proper scene plays afterward, is the following: activated by the "on" state of either of two braziers allowing a person to stand in an alinor fireplace and have it rotate around providing access to a hidden room behind it. Can you recommend somewhere to share the pictures I see i can't share them directly here.

The phrase triggers I tried included closing a gate (a series of clockwork poles), an another turning on/off a large number of lights (did NOT include the two braziers) but for some reason, triggers "Fireplace Brazier 1" and "Fireplace Brazier 2" are activated no matter what I do with phrase triggers. Again, simply changing the trigger from a phrase to another type of trigger alleviates this problem.
You are awesome -- thank you so much for the detailed information. It helped me pinpoint the issue -- a fix is being uploaded right now, so keep an eye out for 8.0.3. Thank you again for the help, it's appreciated! <3
I'm not the awesome one here. You fixed an issue on day one that it was reported. Can't wait to try out the update.
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Unread 11/11/18, 07:04 PM  
Cardinal05
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Re: Re: Re: Re: /say triggers

Originally Posted by DigitalFusion
Originally Posted by Cardinal05
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Hi, I'm finding that in creating triggers involving the game chat they are activating animations that are not connected to them before activating what they are supposed to. Other types of triggers do not share this problem.
Hi there! First, thank you for letting me know. Just to clarify, is the issue that after defining a Trigger based on a chat Phrase, saying that Phrase in chat will trigger the wrong Trigger?

Any additional information that you could provide would be helpful. Thank you so much!
Also, would you be able to provide screen captures of the details of each of your Triggers? I just tried to recreate the issue with a few different Trigger combinations that included a Phrase-based condition and I am not able to reproduce this issue. Again, thanks for any info that you can provide.
Hi Cardinal, thanks for replying so fast. Yes it's the triggers based on a chat phrase. It does (eventually activate the right animation, but only after another that is not tied to the trigger runs first. I've had the same results every time I've tried to create a chat phrase trigger.

The scene that plays unnecessarily, usually twice, back to back, then the proper scene plays afterward, is the following: activated by the "on" state of either of two braziers allowing a person to stand in an alinor fireplace and have it rotate around providing access to a hidden room behind it. Can you recommend somewhere to share the pictures I see i can't share them directly here.

The phrase triggers I tried included closing a gate (a series of clockwork poles), an another turning on/off a large number of lights (did NOT include the two braziers) but for some reason, triggers "Fireplace Brazier 1" and "Fireplace Brazier 2" are activated no matter what I do with phrase triggers. Again, simply changing the trigger from a phrase to another type of trigger alleviates this problem.
You are awesome -- thank you so much for the detailed information. It helped me pinpoint the issue -- a fix is being uploaded right now, so keep an eye out for 8.0.3. Thank you again for the help, it's appreciated! <3
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Unread 11/11/18, 03:27 PM  
DigitalFusion

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Re: Re: Re: /say triggers

Originally Posted by Cardinal05
Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Hi, I'm finding that in creating triggers involving the game chat they are activating animations that are not connected to them before activating what they are supposed to. Other types of triggers do not share this problem.
Hi there! First, thank you for letting me know. Just to clarify, is the issue that after defining a Trigger based on a chat Phrase, saying that Phrase in chat will trigger the wrong Trigger?

Any additional information that you could provide would be helpful. Thank you so much!
Also, would you be able to provide screen captures of the details of each of your Triggers? I just tried to recreate the issue with a few different Trigger combinations that included a Phrase-based condition and I am not able to reproduce this issue. Again, thanks for any info that you can provide.
Hi Cardinal, thanks for replying so fast. Yes it's the triggers based on a chat phrase. It does (eventually activate the right animation, but only after another that is not tied to the trigger runs first. I've had the same results every time I've tried to create a chat phrase trigger.

The scene that plays unnecessarily, usually twice, back to back, then the proper scene plays afterward, is the following: activated by the "on" state of either of two braziers allowing a person to stand in an alinor fireplace and have it rotate around providing access to a hidden room behind it. Can you recommend somewhere to share the pictures I see i can't share them directly here.

The phrase triggers I tried included closing a gate (a series of clockwork poles), an another turning on/off a large number of lights (did NOT include the two braziers) but for some reason, triggers "Fireplace Brazier 1" and "Fireplace Brazier 2" are activated no matter what I do with phrase triggers. Again, simply changing the trigger from a phrase to another type of trigger alleviates this problem.
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Unread 11/11/18, 02:41 PM  
Cardinal05
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Re: Re: /say triggers

Originally Posted by Cardinal05
Originally Posted by DigitalFusion
Hi, I'm finding that in creating triggers involving the game chat they are activating animations that are not connected to them before activating what they are supposed to. Other types of triggers do not share this problem.
Hi there! First, thank you for letting me know. Just to clarify, is the issue that after defining a Trigger based on a chat Phrase, saying that Phrase in chat will trigger the wrong Trigger?

Any additional information that you could provide would be helpful. Thank you so much!
Also, would you be able to provide screen captures of the details of each of your Triggers? I just tried to recreate the issue with a few different Trigger combinations that included a Phrase-based condition and I am not able to reproduce this issue. Again, thanks for any info that you can provide.
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Geezus Take The Heal (@Cardinal05)
Creator of Essential Housing Tools | Furniture Snap | Guild Alert | Immaculate Construction | Magic Carpet
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Unread 11/11/18, 02:37 PM  
Cardinal05
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Re: /say triggers

Originally Posted by DigitalFusion
Hi, I'm finding that in creating triggers involving the game chat they are activating animations that are not connected to them before activating what they are supposed to. Other types of triggers do not share this problem.
Hi there! First, thank you for letting me know. Just to clarify, is the issue that after defining a Trigger based on a chat Phrase, saying that Phrase in chat will trigger the wrong Trigger?

Any additional information that you could provide would be helpful. Thank you so much!
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Creator of Essential Housing Tools | Furniture Snap | Guild Alert | Immaculate Construction | Magic Carpet
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