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Updated: 02-27-14 01:33 PM
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File Info
Compatibility:
Siege of Orgrimmar (5.4)
Escalation (5.3)
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:02-27-14 01:33 PM
Created:07-03-09 12:57 AM
Downloads:32,775
Favorites:198
MD5:
Neav UI  Popular! (More than 5000 hits)
Version: 5.4.1
by: Neal, ballagarba
Neav UI
This UI complication will work on all resolution.
But be warned.

I will not help with questions
Most of the addons in this compilation is only configurable through Lua, so some basic programming knowledge is highly recommended but not required. A lot of the options are basically setting the value to either true or false depending on if you want to enable or disable the feature.

AddOns include
!Beautycase
!Colorz
ActionButtonText (by kerrang) *
nBuff
nChat
nCore
nMainbar
nMinimap
nPlates
nPower
nTooltip
OmniCC (by Tuller)
oUF (by Haste)
oUF_Neav
oUF_NeavRaid

* some changes by me

Tanks to Haste, kerrang, zork, Tuller, and many more for their great AddOns.

Information
A lot of the addons have a config.lua file where you can change some settings. So look first into this file before you ask something!

How can I move the Pet-, Stance- or Possessbar?
It's very simple!
ShiftKey + AltKey + Leftclick on the first button of the Pet-, Stance- or Possessbar to move the them.

Commands
/neavrt to move the raid frames.
/wm, /worldmarkers, /rm or /raidmarkers to show world raid markers.
/rolecheck or /rcheck to do a role check.

Great extensions
For a improved totem frame check out ImprovedTotemFrame
If you want a small, not overload threat addon. Check out zorks rThreat
Some other decent and good ui improvements are tekability, oGlow and Combuctor

The latest updates and changes can be found on Github.
v. 5.4.1

- Added Siege of Orgrimmar raid debuffs to the raid frames
- Added option to hide unit tooltips during combat
- Added option to show the chat input box above the chat window (default: true)
- Option to hide the coalesced/interactive realm text from the tooltip
- Fix the error when clicking the Player vs. Player option in the picomenu
- Add absorb bar to player, target, focus and pet frame
- Fix tooltip concatenation error in scenarios

v. 5.4.0

- TOC updates (50400)
- Added an absorb bar to the raid frames (like incoming heals, except yellow)
- Option to show a border around the chat frame (#28)
- Show a tooltip on the watchframe describing how to move it (#34)

v. 5.3.0

- Abbreviate Instance chat type in nChat.
- Lower frame strata for the warlock power frame, so it doesn't obscure the map.
- Add skiplist to autogreed in nCore. See nCore/modules/autogreed.lua.
- Added Throne of Tunder debuffs to oUF_NeavRaid.
- Other minor fixes and tweaks.

v. 5.1.0

- Nameplate updates.
- Chi fixes for nPower.
- Mostly TOC updates.

v. 5.0.6

- Open mail module now shows amount of money collected.
- Nameplate threat highlight should now be correctly hidden out of combat.
- Abbreviate some more num pad keys for example: Num Pad / => Nu/ and Num Pad * => Nu*
- Correctly display the dungeon/raid difficulty on the minimap.
- Unit frames should now hide during pet battle.
- NEW: Added a threat indicator on the target frame, identical to the one Blizzard uses. You can turn it off in the config.

v. 5.0.5

- Fixes for the arena frames (hopefully shouldn't throw anymore errors at least).
- There's now a whitelist filter for buffs on the arena frames.
- Demonic Gateway timers for warlock (Blizzard style).
- Fix the "ghost buff" buff on targets.
- MoP raid debuffs.
- Fix the battletag bug on friendslist.
- Added symbiosis info and spec to tooltip.
- Now correctly display item level on tooltip.
- Correctly skin editbox on all chat windows.
- Minor tweaks...

v. 5.0.4b

- Battle.Net fixes for friends tab on nMinimap.
- oUF_SpellRange now reports out of range correctly.
- Fixes for the colorPlayerDebuffsOnly option.

v. 5.0.4

- Updated for patch 5.0.4.
- nMainbar now supports a minimum alpha on bars using mouseover.
- Minor tweaks here and there.

v. 4.3.0_1

- updated nMainbar
- updated oUF_Neav and oUF_NeavRaid
- updated nChat
- updated nMinimap
- updated nCore
- updated nBuff
- some small changes and additions

v. 4.3.0

- 4.3 compatible version
- changed version numbering scheme

v. 1.6.4

- updated for patch 4.2
Optional Files (2)
File Name
Version
Size
Author
Date
Type
6.0.2
230kB
10-23-14 08:28 PM
Addon
5.4.1
82kB
11-17-13 07:21 AM
Addon


Archived Files (2)
File Name
Version
Size
Author
Date
5.4.0
934kB
Neal
09-11-13 09:47 AM
5.3.0
1MB
Neal
05-22-13 05:10 AM


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Unread 10-21-10, 12:42 PM  
Lastbreath
A Defias Bandit

Forum posts: 3
File comments: 81
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Any1 know a fix for nRune ?
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Unread 10-21-10, 12:24 PM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 49
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Didnt notice that neal's "bar:SetWidth" code doenst work correct for the ExpBar - didnt test it :/
some copy and paste and the ExpBar looks well again and doestn have all 19 Dividers <- looks ugly

Code:
local ExpBarFix = CreateFrame('Frame')
ExpBarFix:RegisterEvent('PLAYER_ENTERING_WORLD')
ExpBarFix:SetScript('OnEvent', function(self, event)
	MainMenuExpBar:SetWidth(512)
	for i = 10, 19 do
		for _, frame in pairs({
			_G['MainMenuXPBarDiv'..i],
		}) do
		frame:SetAlpha(0)
		end
	end
end)
seems to work but i didnt level any char so no warranty
thx ballagarba!

Edit: with blizz function the loop has to look like
Code:
for i = 1, 19, 2 do...
Last edited by Julchen : 10-21-10 at 01:04 PM.
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Unread 10-21-10, 08:32 AM  
Tanque
A Kobold Labourer

Forum posts: 1
File comments: 170
Uploads: 0
Nice! Actually, using the latter variation will keep the dividers at the proper length so I went with that instead of the blizzard function. Now everything fits well.

Code:
local ExpBarFix = CreateFrame('Frame')
ExpBarFix:RegisterEvent('PLAYER_ENTERING_WORLD')
ExpBarFix:SetScript('OnEvent', function(self, event)
	MainMenuXPBarTextureMid:SetWidth(512 - 28)
	MainMenuExpBar:SetWidth(512)
end)
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Unread 10-21-10, 06:04 AM  
ballagarba
A Fallenroot Satyr
 
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Forum posts: 22
File comments: 356
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Originally posted by Tanque
There's one more bug to work out. Apparently when zoning in and out of an instance with a leveling toon, the XP bar returns to its original size. Jayhoq posted a screenshot of it on the nMainbar page:

http://img227.imageshack.us/img227/6804/18593179.jpg
This is what I did, probably not the nicest solution though, using the same function as Blizzard for setting the width. Anyway, seems to be working. Added somewhere around line 239.

Code:
local ExpBarFix = CreateFrame('Frame')
ExpBarFix:RegisterEvent('PLAYER_ENTERING_WORLD')
ExpBarFix:SetScript('OnEvent', function(self, event)
	MainMenuExpBar_SetWidth(512)
end)
This might work as well instead of MainMenuExpBar_SetWidth(512)

Code:
MainMenuXPBarTextureMid:SetWidth(512 - 28)
MainMenuExpBar:SetWidth(512)
Might need some tweaks to the loop that removes the the separator, i.e. change it so that it removes every other separator instead of the last 10.

Try it out, at school now so that's all for now...
Last edited by ballagarba : 10-21-10 at 06:35 AM.
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Unread 10-20-10, 10:43 AM  
Tanque
A Kobold Labourer

Forum posts: 1
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There's one more bug to work out. Apparently when zoning in and out of an instance with a leveling toon, the XP bar returns to its original size. Jayhoq posted a screenshot of it on the nMainbar page:

http://img227.imageshack.us/img227/6804/18593179.jpg
Last edited by Tanque : 10-20-10 at 05:07 PM.
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Unread 10-20-10, 05:21 AM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 49
Uploads: 0
Originally posted by Seanmyster
Has anyone found the code to change for the XP bar dividers for toons that aren't level capped?
actually - yes

you have to insert following shiny code in the nMainbar_ShortBar.lua:

Code:
for i = 10, 19 do
    for _, frame in pairs({
        _G['MainMenuXPBarDiv'..i],
    }) do
        frame:SetAlpha(0)
    end
end
now it looks well again while leveling!

edit: code reduced

you are welcome to post code improvements
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Unread 10-16-10, 04:38 PM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 49
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nCore error...
Code:
Message: Interface\AddOns\nCore\nCore.lua:9: Couldn't find CVar named 'timingmethod'
Time: Sun Oct 17 00:28:32 2010
Count: 1
Stack: [C]: in function `SetCVar'
Interface\AddOns\nCore\nCore.lua:9: in function <Interface\AddOns\nCore\nCore.lua:5>

Locals: (*temporary) = "timingmethod"
(*temporary) = "1"
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Unread 10-16-10, 12:40 PM  
treelet
A Deviate Faerie Dragon
AddOn Compiler - Click to view compilations

Forum posts: 15
File comments: 37
Uploads: 1
Has anyone run into this particular error yet? It's one of the last few I have to weed out, aside from still not being able to get the party/raid frames to appear:

Code:
[13:28:02] ...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:50: attempt to index field 'MouseOver' (a nil value)
[C]: ?
...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:50: in function <...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:5>
...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:64: in function <...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:63>
and

Code:
[14:07:02] ...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:39: attempt to index field 'texture1' (a nil value)
[C]: ?
...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:39: in function <...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:5>
...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:64: in function <...face\AddOns\nMinimap\nMinimap_InstanceDifficulty.lua:63>
I can live with the error, but not being able to get the raid frames to show up despite updating all the SpellIDs and not even getting a lua error is frustrating.

And if anyone wanted the fixed nMainbar but hit the download limit, here, I hope this is all right:

http://www.box.net/shared/iskxz9eulg

Originally posted by Mock
edit: Found a strange bug, when trying to apply a glyph, i get a message that says it's unavailable because ouf_Neav blocking in. Anyone found a way around this?
I get this same error too, not sure of a way around it.
Last edited by treelet : 10-16-10 at 02:29 PM.
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Unread 10-16-10, 08:18 AM  
Julchen
A Deviate Faerie Dragon

Forum posts: 17
File comments: 49
Uploads: 0
Originally posted by boingy
anybody know how to fix skinning third weapon enchant?
line 152
Code:
for i = 1, 3 do
easy =)
edit should fix positioning of all TempEnchant combinations inclusive TempEnchant3 skinning...
Code:
--[[

    nBuff
    Copyright (c) 2008-2010, Anton 'Neav' Ickert
    All rights reserved.

--]]

DAY_ONELETTER_ABBR    = '|cffffffff%dd|r'
HOUR_ONELETTER_ABBR   = '|cffffffff%dh|r'
MINUTE_ONELETTER_ABBR = '|cffffffff%dm|r'
SECOND_ONELETTER_ABBR = '|cffffffff%d|r'

TemporaryEnchantFrame:ClearAllPoints()
TemporaryEnchantFrame:SetPoint('TOPRIGHT', Minimap, 'TOPLEFT', -15, 0)
TemporaryEnchantFrame.SetPoint = function() end

TempEnchant2:ClearAllPoints()
TempEnchant2:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0)

ConsolidatedBuffs:SetHeight(20)
ConsolidatedBuffs:SetWidth(20)

ConsolidatedBuffs:ClearAllPoints()
ConsolidatedBuffs:SetPoint('BOTTOM', TempEnchant1, 'TOP', 0, 5)
ConsolidatedBuffs.SetPoint = function() end

ConsolidatedBuffsIcon:SetAlpha(0)
    
ConsolidatedBuffsCount:ClearAllPoints()
ConsolidatedBuffsCount:SetPoint('CENTER', ConsolidatedBuffsIcon)
ConsolidatedBuffsCount:SetFont('Fonts\\ARIALN.ttf', 16, 'OUTLINE')
ConsolidatedBuffsCount:SetShadowOffset(0, 0)

ConsolidatedBuffsContainer:SetScale(0.57)
ConsolidatedBuffsTooltip:SetScale(1.2)

local BUFF_NEW_INDEX = 1

local function BuffFrame_SetPoint(self)
    local hasMainHandEnchant, _, _, hasOffHandEnchant, _, _, hasThrowEnchant = GetWeaponEnchantInfo()
    if (self and self:IsShown()) then
        self:ClearAllPoints()
        if (UnitHasVehicleUI('player')) then
            self:SetPoint('TOPRIGHT', TempEnchant1)
            return
        else
            if (hasMainHandEnchant and hasOffHandEnchant and hasThrowEnchant) then
                self:SetPoint('TOPRIGHT', TempEnchant3, 'TOPLEFT', -nBuff.padding.x, 0)
                return
            elseif ((hasMainHandEnchant and hasOffHandEnchant or hasThrowEnchant) or (hasOffhandEnchant and hasThrowEnchant)) then
                self:SetPoint('TOPRIGHT', TempEnchant2, 'TOPLEFT', -nBuff.padding.x, 0)
                return
            elseif (hasMainHandEnchant or hasOffHandEnchant or hasThrowEnchant) then            
                self:SetPoint('TOPRIGHT', TempEnchant1, 'TOPLEFT', -nBuff.padding.x, 0)
                return
            elseif (not hasMainHandEnchant and not hasOffHandEnchant and not hasThrowEnchant) then
                self:SetPoint('TOPRIGHT', TempEnchant1)
                return
            end
        end
    end
end

hooksecurefunc('BuffFrame_UpdatePositions', function()
    if (CONSOLIDATED_BUFF_ROW_HEIGHT ~= 28) then
        CONSOLIDATED_BUFF_ROW_HEIGHT = 28
    end
end)

BuffFrame:SetScript('OnUpdate', function(self, elapsed)
    self.BuffFrameUpdateTime = self.BuffFrameUpdateTime + elapsed
    if (self.BuffFrameUpdateTime > TOOLTIP_UPDATE_TIME) then
        self.BuffFrameUpdateTime = 0
        if (BuffButton1) then
            if (not BuffButton1:GetParent() == ConsolidatedBuffsContainer) then
                BuffFrame_SetPoint(BuffButton1)
            end
        end
    end
end)

hooksecurefunc('BuffFrame_UpdateAllBuffAnchors', function()  
    local BUFF_PREVIOUS, BUFF_ABOVE
    local numBuffs = 0

    for i = 1, BUFF_ACTUAL_DISPLAY do
        local buff = _G['BuffButton'..i]
        local hasMainHandEnchant, _, _, hasOffHandEnchant, _, _, hasThrowEnchant = GetWeaponEnchantInfo()

        if (buff.consolidated) then
            if (buff.parent == BuffFrame) then
                buff:SetParent(ConsolidatedBuffsContainer)
                buff.parent = ConsolidatedBuffsContainer
            end
        else
            numBuffs = numBuffs + 1
            index    = numBuffs
            
            if (hasMainHandEnchant and hasOffHandEnchant and hasThrowEnchant) then
                index = index + 3
            elseif (hasMainHandEnchant and hasOffHandEnchant) then
                index = index + 2
            elseif (hasMainHandEnchant or hasOffHandEnchant) then            
                index = index + 1
            end
            
            if (buff.parent ~= BuffFrame) then
                buff:SetParent(BuffFrame)
                buff.parent = BuffFrame
            end
                
            buff:ClearAllPoints()
            if (index > 1 and mod(index, nBuff.button.buffPerRow) == 1) then
                if (index == nBuff.button.buffPerRow + 1) then
                    buff:SetPoint('TOP', TempEnchant1, 'BOTTOM', 0, -nBuff.padding.y)
                else
                    buff:SetPoint('TOP', BUFF_ABOVE, 'BOTTOM', 0, -nBuff.padding.y)
                end
                BUFF_ABOVE = buff
            elseif (numBuffs == 1) then
                BuffFrame_SetPoint(buff)
            else
                buff:SetPoint('RIGHT', BUFF_PREVIOUS, 'LEFT', -nBuff.padding.x, 0)
            end
            
            BUFF_PREVIOUS = buff
            BUFF_NEW_INDEX = index
        end
    end
end)

hooksecurefunc('DebuffButton_UpdateAnchors', function(self, index)
    local BUFF_NEW_SPACE, BUFF_NEW_ROW, BUFF_NUM_ROWS, BUFF_NUM_BUFFS

    BUFF_NEW_SPACE = 31 + nBuff.padding.y
    BUFF_NUM_BUFFS = (BUFF_NEW_INDEX > 0 and BUFF_NEW_INDEX) or 1
    BUFF_NUM_ROWS  = ceil(BUFF_NUM_BUFFS/nBuff.button.buffPerRow)
    
    if (BUFF_NUM_ROWS and BUFF_NUM_ROWS > 1) then
        BUFF_NEW_ROW = -BUFF_NUM_ROWS * BUFF_NEW_SPACE
    else
        BUFF_NEW_ROW = -BUFF_NEW_SPACE
    end
    
    local buff = _G[self..index]
    buff:ClearAllPoints()
    if (index == 1) then
        buff:SetPoint('TOP', TempEnchant1, 'BOTTOM', 0, BUFF_NEW_ROW)
    elseif (index >= 2 and mod(index, nBuff.button.buffPerRow) == 1) then
        buff:SetPoint('TOP', _G[self..(index-nBuff.button.buffPerRow)], 'BOTTOM', 0, -nBuff.padding.y)
    else
        buff:SetPoint('RIGHT', _G[self..(index-1)], 'LEFT', -nBuff.padding.x, 0)
    end
end)

for i = 1, 3 do
    local button = _G['TempEnchant'..i]
    button:SetScale(nBuff.button.scale)
    button:SetWidth(nBuff.button.size)
    button:SetHeight(nBuff.button.size)

    local icon = _G['TempEnchant'..i..'Icon']
    icon:SetTexCoord(0.03, 0.97, 0.03, 0.97)

    local duration = _G['TempEnchant'..i..'Duration']
    duration:ClearAllPoints()
    duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2)
    duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE')
    duration:SetShadowOffset(0, 0)
    duration:SetDrawLayer('OVERLAY')

    local border = _G['TempEnchant'..i..'Border']
    border:ClearAllPoints()
    border:SetPoint('TOPRIGHT', button, 1, 1)
    border:SetPoint('BOTTOMLEFT', button, -1, -1)    
    border:SetTexture(nBuff.button.borderDebuff)
    border:SetTexCoord(0, 1, 0, 1)
    border:SetVertexColor(0.9, 0.25, 0.9)

    button.Shadow = button:CreateTexture('$parentBackground', 'BACKGROUND')
    button.Shadow:SetPoint('TOPRIGHT', border, 3.35, 3.35)
    button.Shadow:SetPoint('BOTTOMLEFT', border, -3.35, -3.35)
    button.Shadow:SetTexture('Interface\\AddOns\\nBuff\\media\\textureShadow')
    button.Shadow:SetVertexColor(0, 0, 0, 1)
end

hooksecurefunc('AuraButton_Update', function(self, index)
    local button = _G[self..index]
    if (button) then
        button:SetWidth(nBuff.button.size)
        button:SetHeight(nBuff.button.size)
        button:SetScale(nBuff.button.scale)
    end
        
    local icon = _G[self..index..'Icon']
    if (icon) then
        icon:SetTexCoord(0.03, 0.97, 0.03, 0.97)
    end
        
    local duration = _G[self..index..'Duration']
    if (duration) then
        duration:ClearAllPoints()
        duration:SetPoint('BOTTOM', button, 'BOTTOM', 0, -2)
        duration:SetFont(nBuff.button.durationFont, nBuff.button.durationFontsize,'OUTLINE')
        duration:SetShadowOffset(0, 0)
        duration:SetDrawLayer('OVERLAY')
    end

    local count = _G[self..index..'Count']
    if (count) then
        count:ClearAllPoints()
        count:SetPoint('TOPRIGHT', button)
        count:SetFont(nBuff.button.countFont, nBuff.button.countFontsize, 'OUTLINE')
        count:SetShadowOffset(0, 0)
        count:SetDrawLayer('OVERLAY')
    end
        
    local border = _G[self..index..'Border']
    if (border) then
        border:SetTexture(nBuff.button.borderDebuff)
        border:SetPoint('TOPRIGHT', button, 1, 1)
        border:SetPoint('BOTTOMLEFT', button, -1, -1)
        border:SetTexCoord(0, 1, 0, 1)
    end
    
    if (button and not border) then
        if (not button.texture) then
            button.texture = button:CreateTexture('$parentOverlay', 'ARTWORK')
            button.texture:SetParent(button)
            button.texture:SetTexture(nBuff.button.borderBuff)
            button.texture:SetPoint('TOPRIGHT', button, 1, 1)
            button.texture:SetPoint('BOTTOMLEFT', button, -1, -1)
            button.texture:SetVertexColor(unpack(nBuff.button.buffBorderColor))
        end
    end
    
    if (button) then
        if (not button.Shadow) then
            button.Shadow = button:CreateTexture('$parentShadow', 'BACKGROUND')
            button.Shadow:SetTexture('Interface\\AddOns\\nBuff\\media\\textureShadow')
            button.Shadow:SetPoint('TOPRIGHT', button.texture or border, 3.35, 3.35)
            button.Shadow:SetPoint('BOTTOMLEFT', button.texture or border, -3.35, -3.35)
            button.Shadow:SetVertexColor(0, 0, 0, 1)
        end
    end
end)
Last edited by Julchen : 10-16-10 at 08:42 AM.
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Unread 10-16-10, 07:08 AM  
Tanque
A Kobold Labourer

Forum posts: 1
File comments: 170
Uploads: 0
Has anyone fixed the issue with the experience bar divider texture extending past the menubar to the right on non-level capped toons?

On another note, I'm thinking we're going to have to wait for an official fix because despite these fixes I'm still running into odd errors eventually and stuff stops working. I'm not sure what's going on but other barmodders are buzzing about persistent taint issues.
Last edited by Tanque : 10-16-10 at 07:17 AM.
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Unread 10-16-10, 02:10 AM  
boingy
A Kobold Labourer

Forum posts: 1
File comments: 27
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Originally posted by kentoooh
hi guys!

can anyone of you upload the nMainbar folder?

thx !
http://rapidshare.com/files/425371743/nMainbar.rar
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Unread 10-16-10, 01:34 AM  
kentoooh
A Kobold Labourer

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hi guys!

can anyone of you upload the nMainbar folder?

thx !
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Unread 10-15-10, 11:46 PM  
boingy
A Kobold Labourer

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File comments: 27
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anybody know how to fix skinning third weapon enchant?
Last edited by boingy : 10-15-10 at 11:49 PM.
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Unread 10-15-10, 04:58 PM  
Mock
A Black Drake
AddOn Author - Click to view AddOns

Forum posts: 83
File comments: 40
Uploads: 3
If you have a problem showing the player, target etc.. then search for:

self:SetAttribute('initial-width', Scale(xx))
self:SetAttribute('initial-height', Scale(yy))

and change it to

self:SetSize(xx, yy)

edit: Found a strange bug, when trying to apply a glyph, i get a message that says it's unavailable because ouf_Neav blocking in. Anyone found a way around this?
Last edited by Mock : 10-15-10 at 05:01 PM.
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Unread 10-14-10, 07:58 AM  
Tanque
A Kobold Labourer

Forum posts: 1
File comments: 170
Uploads: 0
Thank you!

Oh and I also found a fix for the micromenu popping up. I posted it on the nMainbar page where the Exp Bar fix was linked to a few posts below.

There's still one bug left I haven't been able to fix. When using a non-level capped toon, the XP bar divider texture extends out to the right even though the bar itself is working properly.
Last edited by Tanque : 10-15-10 at 02:46 PM.
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