Contents

The Location
The Library
The Mall
Travel

Atlas

Guides

Downloads

Links

Home

Housing

Placing -  Trading  -  Housing Menu  -  Ownership  -  Customizing  -  Housing List

Customizing and Decorating

Custom housing allow you to express your own style. This page explains how to build a house using the customize menu.
To access, click customize on the house menu at the top. Choose the customize house tab.

The Menu

The menu is divided into three areas as shown below.
Section A is used to select item categories.
Section B is used to select items within those categories with icon pictures.
Section C is used to select the floor you are working on.

Section A contains a box divided into 9 tabs. Each tab provides different options for customizing. Further selections in each category are shown with icons in the center of the gump(section b).

The top left box is for choosing walls. This is the default page the gump opens on. Clicking this box opens the gump with wall styles in the center (as shown above).
The top center box provides options for doors and gates.
The top right is for choosing floor tiles.

The left center box is for choosing stairs, both inside and front step styles.
The middle box is for choosing roofing tiles. Currently they are disabled on UOGamers:Hybrid. As a result, your last floor becomes the last 'roof' of your building.
The right center box is for a variety of misc options including: archways, curved walls, wall tops and trim, angled supports, fences - both wood and iron, water tiles, bars, and telepads.
Note that in some selections, the item is greyed out. These have not been enabled on UOGamers:Hybrid.

The bottom left icon (eraser) is for removing placed tiles/walls/doors. The tile you hover on will show red; click to remove.
The bottom center icon (eyedropper) is used to copy the next tile/wall/door clicked(targting cursor), working much like MSPaint. This will open the menu to the corresponding page on the gump as well.
The bottom right icon is for saving a customization, confirming one to build your house, reverting to an old saved style, and clearing the plot to start over. When you choose this tab the menu opens to another page.


Backup - saves the current design. You can make changes or continue designing and return to the backup design at any time with restore
Restore - restores the house to the last saved(backup)plan
Clear - clears the plot for you to start over.
Commit - used to commit a house when you are finished designing.
 - Choosing this will open to a separate gump as below.
Synch - sychronizes the house on your screen with the game server. If there are problems adding or deleting a tile, synch will sometimes correct the problem.
Revert - reverts the house back to the last committed design (how your house currently looks)


This gump shows your total bank balance, the old value on the house, the value of the new plan, and your cost (calculated as new value less old value) to commit the new plan. If you new plan costs less than the old plan, a refund will show. The refund is deposited to your bank box. If you agree and you have the gold required, click okay. To change the plan or wait until another time, click cancel.

Beneath Section A are numbers shown in the format xx:xx The first number shows the number of walls, arches, fences, etc that have been placed. The second number denotes the number of doors and/or telepads used in the house. (200:10 shows 200 items used in tiles, walls, etc:ten doors or telepads used).

Section B

When you select one of the top six boxes in section A, Section B changes to match the tab clicked. All the styles in that category will be displayed. If there is more than one page of styles, the blue arrows on the left and right of Section B will scroll through the pages.


When you have decided on a style within the category, click it for specific heights and directions.
Section B changes to show the usable items in the style you chose.


Here the beige marble was chosen. You can see above there is at least one selection for each direction. Front corners have L shaped walls. The top corners of buildings are finished with the slender corner post shown above on the right. Not all styles come in all heights and designs and each one has benefits and downfalls. Experiment to see what works best for your style preferance and design. Different wall height and patterns can be available within a style. Scroll left or right with the blue arrows to see the different options.


If there are windows they are accessed by clicking the circle with the window at the top of section b.
Clicking the red arrow beside it returns section b to the default menu (style menu) for that category.


Doors and Gates seem to give problems to players when they are not understood, however they are really quite simple. Doors and gate should open out of the doorway to lock on the outside and be usable from the inside.


The above pic shows 4 pairs of doors. Each pair has a left and right door, with a blue arrow showing the direction they open. To have doors on a south wall, locking to the outside, choose the second pair of doors. For doors on an east wall, locking to the outside, choose the third pair of doors. In both case the side viewed above is the locked side. For the first and last pairs of doors, the locked side will be the side not seen above. This is true of all styles of doors and gates. To see further styles, click the blue arrow on the left or right of the gump center

Flooring tiles are fairly simple. There are some styles with patterns to place in order, or to create your own. Floor tiles with trim, such as wood, may have specific tiles for corner pieces, usually seen on the bottom row of the gump.


Each stair style has two sections, the top for inside stairs cases, and the bottom for front steps. The front step tiles are only usable in the front row of the house. In order to place a stairway, there must be no flooring or walls overhead.


The arched icon from section A holds a vareity of misc items. This is the place to find odd pieces like curved walls, arches, wall finishing, watertiles for waterfalls and ponds, bar tiles, and fencing.
This is also the section to find telepads.


Locate them on the second screen of styles by clicking the blue arrow. Telepads work as so: pick a telepad from the styles and place on the floor. Now place an identical telepad in the location you want to teleport to. These two identical tiles will work together to teleport back and forth. Placing a third tile of the same type will result in a teleport cycle in the order they tiles were placed.

Section C is used to change levels and make building more convenient.
The far right has a slender bar and a minature tower. By sliding the bar, or clicking on the tower levels, you can move to a different level. You always build on the level you stand on. The gump used in this guide is for a two story house. A three story house would show one more level on the tower.
To the left of the tower are boxes that correspond to the house levels. By clicking these boxes you can change the transparency level of walls and floors on all levels. See the examples below. This character was standing on the same spot in all pictures, the second level of the building. The house has not been changed at all in actuality, only the transparency used.

  

  

At the bottom of section C is the total cost of the house - 500gp per item.

Your house structure must follow certain common sense rules. You cannot have a floor floating with no supports. Stairs must be open above them. If you have a tile placed illegally, it will show up as orange and you will not be able to commit the design until it is corrected.

While in customization mode, the items in your house will go to the moving crate. When you are finished they will be returned to their location.
If the design has changed to make that impossible (a wall is now in the way, for example), or if items were stacked to occupy the same level, the items will remain in the crate. To retrieve them, access the moving crate from the house sign.
If you want your design to have items on fencelines or ponds (such as plants), the items must first be placed, locked down and raised to a height taller than the watertile, fenceline or wall border (if your unsure how high to raise it, go with the maximum height). Raising the items will prevent them from staying in the moving crate after confirming your design.
Place the fence, water, etc. and confirm the design. You can now lower the deco items down to the level they should sit at.

Note: There is currently a problem with stone tables. Stone tables that must stay in the moving crate after customizing (a wall is in the way, for example), become regular stone tables. If you have colored stone tables in your home, redeed them before customizing.

Vendors and barkeeps that cannot go back to their original location can be placed from the owner's gump. Vendors will reappear with their stock in place.

The house value shown in the house menu is the total value less 10%. This is the amount used for calculating customizing and demolishing. Each time you customize your house and commit the design, the old value is subtracted from the new cost. Anything owed is subtracted from your bank, anything refunded is deposited in your bank box however 10% is effectively lost each time you customize.

Like classic homes, demolishing the plot refunds the house value to your bank box.

Decorating

Once your house is placed/built, it's time to decorate. This may be limited to functional items or maybe you want to make your house a cozy home. Either way there are some basic tools of the trade when decorating.

The house decorater tool - This handy little tool allows you to move items around. Purchased from a architect, they range in price from 7000gp to 40 000gp. To use this tool the item must be locked down. Dbl click the tool and a gump pops up to raise, lower or turn the item. Turning is useful for turning chairs to face tables or to sit properly against a wall. Pick the mode needed and use the targeting cursor to select the item. To change the mode, bring up the gump by clicking the house tool and targeting the tool itself. The maximum an item will raise is 15 clicks above the floor. Items will not lower below a floor.
The hatchet - use this to redeed house addons such as looms, spinning wheels, forges, anvils, etc. Containers can also be destroyed by using a hatchet on them
A furniture dye tub, available as a vet reward, can add some color to your house furniture.

House addons cannot be turned. Often they will come in two directions; east and south.


A south facing addon will run from east to west - perpendicular to the north/south walls. Target the eastmost tile for the item when placing.
An east facing addon will run from north to south, perpendicular to the east/west walls. Target the northernmost tile when placing.
Spinning Wheel addons are the exception to the rule; they place in opposite fashion.
If you misplace a deeded item, it can be redeeded by using an axe on the item with the house owner.