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Shadowlands pre-patch (9.0.1)
Updated:11-10-20 08:38 AM
Created:06-21-16 04:28 AM
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Categories:Graphic UI Mods, Miscellaneous

MoveTalkingHead  Popular! (More than 5000 hits)

Version: v1.3.3
by: Ketho [More]

Makes that message dialog movable with Shift-Left-Click

You can move it by shift-clicking and dragging
It can also be scaled with the mouse wheel (while pressing shift)

Note that the frame will be made click-through when not holding shift so it doesn't block quest givers or mobs underneath it, but if you want to right-click the frame away you need to hold shift as well.

This does not work with ElvUI, which already supports moving it with /moveui

Slash Commands

/th 0.8 ----- sets the scale to 0.80 (can be between 0.50 to 2.00)
/th reset -- resets the position and scale


MoveTalkingHead
v1.3.3 (2020-11-10)
Full Changelog Previous Releases
  • Shadowlands pre-patch update
  • Try to fix nil THF value
  • Disable self when ElvUI is loaded
  • Add sanity check for UICamera model
  • Bump TOC
  • Bump TOC
  • Bump TOC, added koKR locale
  • Bump TOC for 7.1
    Update deDE locale
  • Fixed the frame sometimes still being movable when not holding shift
  • Fixed the frame getting stuck on the mouse cursor
  • Made it click-through when not pressing a modifier key
  • Add Blizzard_TalkingHeadUI dependency for when loaded manually
  • Added '/th lock' for click-through functionality
  • Also remove anchor when moving for the first time and there is no saved point set
  • Properly remove alert frame anchor again
  • Make it LoadOnDemand, loads with Blizzard_TalkingHeadUI
  • Scroll in steps of 0.05 instead of 0.1; Maybe I should wait before tagging stuff =.=
  • oops, rounded to 1 instead of 2 decimals'
  • Added ctrl/shift/alt mouse wheel scaling (Thanks nebula)
    Added zhTW locale
  • Fixed alert frames being anchored to the TalkingHeadFrame (thanks RealUI); Added deDE locale
  • fixed an error with the slash command; removed the model camera distance fix
  • Initial release
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Unread 09-03-16, 03:42 AM  
zork
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Yes layout-local.txt is character specific. Hmm maybe sth in the .toc file, I don't know.
Btw I just wanted to let you know, your version was totally fine before.
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Unread 09-02-16, 09:47 PM  
Ketho
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Originally Posted by zork
I keep ignoreFramePositionManager in just to be sure. Most important part is to not use ADDON_LOADED. That is to late. SetUserPlaced has to be active on a frame on init. You can test my version if you want.

I tested rTalkingHead now and it's indeed working fine



But I can't get following code to work, and have no clue why
It gets saved to layout-local.txt, but the frame position is not being set the next time it loads
https://github.com/Ketho/MoveTalking...alkingHead.lua
Lua Code:
  1. local THF = TalkingHeadFrame
  2. THF:SetMovable(true)
  3. THF:SetUserPlaced(true)
  4.  
  5. THF.ignoreFramePositionManager = true
  6.        
  7. THF:RegisterForDrag("LeftButton")
  8. THF:SetScript("OnDragStart", THF.StartMoving)
  9. THF:SetScript("OnDragStop", THF.StopMovingOrSizing)

Honestly speaking, I'd still prefer using the SavedVariables though if SetUserPlaced is character-specific(?)
Last edited by Ketho : 09-02-16 at 09:52 PM.
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Unread 09-02-16, 11:47 AM  
zork
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I keep ignoreFramePositionManager in just to be sure. Most important part is to not use ADDON_LOADED. That is to late. SetUserPlaced has to be active on a frame on init. You can test my version if you want.
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Unread 09-01-16, 05:03 PM  
Ketho
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Originally Posted by zork
Ketho I think you can get around that ADDON_LOADED part by just making your addon LoadWith Blizzard_TalkingHeadUI.

https://github.com/zorker/rothui/blo...alkingHead.toc
Thanks, that works. I still had to check ADDON_LOADED for when the (Edit) SavedVars is loaded though, but it's LoadOnDemand now in the latest alpha

Previously I couldn't get the slash command working when loaded on demand, but now it seems to work...

Originally Posted by zork
On top of that I have no problem with wow saving my position data in the layout-local.txt correctly.

That is only a problem if you apply your setpoint/setsize after the layout-local.txt has been read.
I'm not sure how to do this, can I just call TalkingHeadFrame:SetUserPlaced(true) and omit the TalkingHeadFrame:SetUserPlaced.ignoreFramePositionManager part?
I shouldn't have to call SetPoint and SetPosition then, right? If that would then be handled by the Blizzard frame position manager

It's saving in layout-local.txt correctly for me, but it doesn't seem to set the position once the LoadOnDemand frame is loaded and it being character-specific is kind of a let down
Last edited by Ketho : 09-02-16 at 09:48 PM.
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Unread 09-01-16, 02:37 PM  
zork
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Ketho I think you can get around that ADDON_LOADED part by just making your addon LoadWith Blizzard_TalkingHeadUI.

https://github.com/zorker/rothui/blo...alkingHead.toc

On top of that I have no problem with wow saving my position data in the layout-local.txt correctly.

That is only a problem if you apply your setpoint/setsize after the layout-local.txt has been read.
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Unread 07-20-16, 07:42 AM  
Ketho
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Re: Getthing this error message after pre-patch

Originally Posted by seathasky
Message: Interface\AddOns\MoveTalkingHead\MoveTalkingHead.lua:92: bad argument #3 to 'format' (number expected, got nil)

Oops. Thanks, this will be fixed in the next update (v1.1.1)
Last edited by Ketho : 07-20-16 at 09:19 PM.
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Unread 07-20-16, 07:24 AM  
seathasky
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Getthing this error message after pre-patch

Message: Interface\AddOns\MoveTalkingHead\MoveTalkingHead.lua:92: bad argument #3 to 'format' (number expected, got nil)
Time: 07/20/16 09:23:26
Count: 1
Stack: [C]: ?
[C]: in function `format'
Interface\AddOns\MoveTalkingHead\MoveTalkingHead.lua:92: in function `?'
Interface\FrameXML\ChatFrame.lua:4332: in function `ChatEdit_ParseText'
Interface\FrameXML\ChatFrame.lua:4000: in function `ChatEdit_SendText'
Interface\FrameXML\ChatFrame.lua:4036: in function `ChatEdit_OnEnterPressed'
[string "*:OnEnterPressed"]:1: in function <[string "*:OnEnterPressed"]:1>
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Unread 07-17-16, 11:50 AM  
Ketho
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Originally Posted by ceylina
The scaling played a part in it. I think it might have been scaling smaller than 0.9% that did it as I have mine set to 0.75. I still see issues form time time time, especially on Taurens and Varian in the alliance broken shores scenario.

The UI scale didn't take into consideration the camera distance. I have this or had this issue with my unit frames until it was updated for legion. If you want, take a look at pitbull unit frames and their background module to see how they changed 3D portraits

I looked into PitBull 4.0 for Legion Beta, and noticed they used SetPortraitZoom, SetPosition, SetModelScale which possibly could fix it

But I did some quick testing just now (with default/lowest/highest UI scale), and couldn't reproduce it anymore with scale 0.5 - 0.7
(I did make sure to remove anything to do with the camera in MoveTalkingHead, before trying to reproduce)

Did Blizzard maybe fix something or is it just me? If so, I could remove the extra code again
Only tested with Lord Jorach Ravenholdt though, instead of any tauren

It will be hassle to find out ... It could be tested with v1.0 at a tauren, or remove any SetCameraDistance calls

But is there any documentation about models clipping against their camera during animations? Surely someone must have investigated it
rIngameModelViewer doesn't have this problem when I zoom in on the model, but then against it doesn't do animations

#Build 22248, July 15
Last edited by Ketho : 07-17-16 at 12:08 PM.
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Unread 07-16-16, 09:42 AM  
ceylina
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Originally Posted by Ketho
Originally Posted by ceylina
Ok 1000x better. It still clips just barely on Tauren NPCs but those snouts are so huge it would require some major tinkering to fix that. I think people can live with the occasional looking into a Tauren's nose.
Okay, thanks for testing

So it wasn't the UI Scale setting after all? Still a bit confused since I couldn't reproduce with scale 0.9

I might update it sometime with a bit more refined camera distances, but it indeed looks like it requires a lot of work just to adjust the model's camera for all the bigger models when scaled down. Like tauren and instance/raid bosses
The scaling played a part in it. I think it might have been scaling smaller than 0.9% that did it as I have mine set to 0.75. I still see issues form time time time, especially on Taurens and Varian in the alliance broken shores scenario.

The UI scale didn't take into consideration the camera distance. I have this or had this issue with my unit frames until it was updated for legion. If you want, take a look at pitbull unit frames and their background module to see how they changed 3D portraits
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Unread 07-12-16, 09:06 PM  
Ketho
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Originally Posted by ceylina
Ok 1000x better. It still clips just barely on Tauren NPCs but those snouts are so huge it would require some major tinkering to fix that. I think people can live with the occasional looking into a Tauren's nose.
Okay, thanks for testing

So it wasn't the UI Scale setting after all? Still a bit confused since I couldn't reproduce with scale 0.9

I might update it sometime with a bit more refined camera distances, but it indeed looks like it requires a lot of work just to adjust the model's camera for all the bigger models when scaled down. Like tauren and instance/raid bosses
Last edited by Ketho : 07-13-16 at 01:45 AM.
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Unread 07-11-16, 09:05 PM  
ceylina
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I'll test this in a bit and will let you know if I find anything.

Edit:

Ok 1000x better. It still clips just barely on Tauren NPCs but those snouts are so huge it would require some major tinkering to fix that. I think people can live with the occasional looking into a Tauren's nose.
Last edited by ceylina : 07-12-16 at 08:40 AM.
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Unread 07-11-16, 03:32 PM  
Ketho
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(Edit) I could reproduce it with scale 0.7; Maybe you had a different UI Scale if it happened with 0.9 for you?



(Edit) In v1.1 both the scaling and face clipping issues should be fixed now

--
Last edited by Ketho : 07-11-16 at 08:23 PM.
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Unread 07-11-16, 12:28 AM  
Ketho
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Originally Posted by ceylina
Those world quests get kind of funky when you scale or just roll a rogue and start the artifact quest line after skipping the broken shore (that's where I got this screen shot from, copied my rogue and this was the dialogue)
Sorry for the delay. I haven't rolled a rogue yet, since I wanted to enjoy the pre-quest on my priest first

I sure did notice a LOT of strange things happening with the model when it's resized. But did it also happen after you did a /reload or relog? Would be nice to know

Last edited by Ketho : 07-11-16 at 09:23 PM.
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Unread 07-03-16, 12:54 PM  
ceylina
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Originally Posted by Ketho
Originally Posted by ceylina
So when scaling down the frame, the 3D portrait doesn't get scaled back in a way to prevent the model from getting "sliced" when it moves forward. It's like the z axis needs to be scaled back when scaling down the frame

Thanks for reporting and the image, I don't have a lot of experience with the model frame, but I will try to look into it

Is there a place where I can reproduce the problem easily, like any quest with that 3D portrait that I can abandon and accept?

All my characters are still level 100, so it will take some time before I can get there
Those world quests get kind of funky when you scale or just roll a rogue and start the artifact quest line after skipping the broken shore (that's where I got this screen shot from, copied my rogue and this was the dialogue)
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Unread 07-03-16, 12:17 PM  
Ketho
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Originally Posted by ceylina
So when scaling down the frame, the 3D portrait doesn't get scaled back in a way to prevent the model from getting "sliced" when it moves forward. It's like the z axis needs to be scaled back when scaling down the frame

Thanks for reporting and the image, I don't have a lot of experience with the model frame, but I will try to look into it

Is there a place where I can reproduce the problem easily, like any quest with that 3D portrait that I can abandon and accept?

All my characters are still level 100, so it will take some time before I can get there
Last edited by Ketho : 07-11-16 at 03:37 PM.
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