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    posted a message on Buffalo2
    Nimbal, good job on reviving this. I preferred using this over the Blizz buffs. Thanks.
    Posted in: General AddOns
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    posted a message on VisualThemes
    Kameril, the issue with regard to OpenBag seems to be fixed. However, I found another small issue. This time it is with Hemlock, another Ace addon that helps create rogue poisons when at a shady dealer/poison vendor. If the default theme is used with Hemlock on craft frames, it prevent Hemlock from creating multiple poisons on the fly. It creates one and then stops. Supposedly, Hemlock quickly opens and closes the poisons craft frame to allow itself to create batches of poisons. It seems like VisualThemes is interfering with this. The obvious workaround is to turn off any theme for craft frames. When this is done, Hemlock functions as normal.
    Posted in: General AddOns
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    posted a message on Hemlock (super-minimalistic poison maker)
    The issue I was having with Hemlock stopping after one or two poisons during creation was due to VisualThemes, another Ace addon. I had to disable the default theme on Craft windows to allow Hemlock to function again. I hope this helps anyone who is using both Hemlock and VisualThemes.
    Posted in: General AddOns
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    posted a message on WeaponRebuff not staying on screen after game restart?
    *bow* I try...
    Posted in: General AddOns
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    posted a message on VisualThemes
    I am getting a small issue with the OneBag support. When OneBag pops up due to a vendor or AH, the OneBag frame pops up just fine. However, when I manually open OneBag using my hotkey to Open All Bags, the bag fails to open. If I disable VisualThemes for OneBag, I am able to open the bag normally.

    I found that moving the hotkey to Open Backpack does allow VisualThemes to work with OneBag. I use that as a workaround for now. Thank you for your time and an otherwise excellent mod.
    Posted in: General AddOns
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    posted a message on Lib: Rock Error
    I am getting the same error with the latest LibRockConfig as well.
    Posted in: Unit Frames
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    posted a message on WeaponRebuff not staying on screen after game restart?
    I believe is that the issue is similar to what it is described here: http://forums.worldofwarcraft.com/thread.html?topicId=2038122482&sid=1 . The thread does not talk about WR directly, but it looks to be a very similar issue.
    Posted in: General AddOns
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    posted a message on WeaponRebuff not staying on screen after game restart?
    I was able to workaround the problem by removing the reference to WeaponRebuffFrame in layout-cache.txt. I had to do the following:

    • Close the game.
    • Navigate to the layout-cache.txt in my character's folder, normally found in .\WTF\Account\<accountname>\<servername>\<charactername>\ .
    • Open the file in a text editor.
    • Find the WeaponRebuffFrame reference using a find function (Ctrl+F in Notepad for example).
    • Delete the reference and its corresponding data and save the file.

    I had to do this for every character using WeaponRebuff and then reconfigure it. However, once I did that, the bug stopped occurring. It's kind of a PITA, but I hope this helps.

    [EDIT]

    I just realized that I left something out. I had changed the settings, but I had used MoveAnything! to actually move the rebuff window. The poster below me is correct. If you move it and have WR save the settings, it will end up offscreen on restart/relog.
    Posted in: General AddOns
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    posted a message on WeaponRebuff not staying on screen after game restart?
    I'm having an issue with WeaponRebuff and the 2.2.0 patch. The WeaponRebuff icons no longer stay onscreen if I restart the game. I normally have them at the bottom of my screen. When I come back from a restart, they are no longer onscreen. I normally have to reset the window to get them back. I tried removing the WeaponRebuff.lua in SavedVariables to no avail. I am at a loss as to why this keep getting moved off screen when I restart. Any ideas?
    Posted in: General AddOns
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    posted a message on PitBull 2.0
    One thing I missed from the original Pitbull was the All Frames option set. It made making "universal" changes easier. I did not see it in the Rock Configurator. Did this get readded or will this never see the light of day again?
    Posted in: Unit Frames
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    posted a message on AG Unit Frames & Pet Target
    I believe that there was an "rogue" addon aguf_unitcreator ("rogue" as in not on the SVN or WAU) built a while back that allowed you to create a pet target and other target frames as needed. I believe the link/zip for it was in the official ag_unitframes thread.
    Posted in: Unit Frames
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    posted a message on IceHUD
    There is another small request: would be it possible to disable the (de)buffs shown with the target info? I just want to see the regular target information (name, level/class, guild). I had to shrink the (de)buffs, but they still are in the way.
    Posted in: Unit Frames
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    posted a message on Aloft - Customized Nameplates - Official Thread
    I tried searching for the answer to this question through the forum search, but I did not find anything. What is the effective distance at which Aloft functions? From what I can tell, it seems to be 15-20 yards ingame. I was wondering if this can be modified or if it was a game limitation, i.e., it is the same range as the Blizz nameplates. Thank you for your time.
    Posted in: General AddOns
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    posted a message on RangeCheck
    Wow that was quick. The strata option is now available with RangeDisplay. So far, it works as intended. Thanks for making the change so quickly.
    Posted in: General AddOns
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    posted a message on RangeCheck
    Quote from mitch0 »

    Hi,

    Quote from smuvmoney »

    One small enhancement: would it be possible to select the background layer at which the RangeDisplay sits when it is locked? It seems to be at the highest level even when it is locked. This is not a problem when in combat, but it can be when you are looking at the AH or bank. I have a giant "0-9" in the middle of the AH window as a result of this. I have to move the window so it doesn't interfere with the AH. It would probably be better to include a configurable layer attribute when it is locked so that it doesn't interfere with other windows, frames, or objects.


    How exactly would you like this to work? Always on top while unlocked, but on a configurable layer while locked? Or is it OK to stay always on the same configured layer?

    Quote from Ellipsis »

    I have one quick feature request for RangeDisplay - an option to show range on enemy targets only (and probably a friendlies only option as well, for healers).


    Should be easy to do, I'll do it sometime soon, although I think enemy range is useful for healers too in many situations (checking prince range for enfeeble, for example), so, would a "Hide for friendly units" feature be enough? (I'll also disable it for target=player as that's kinda pointless :)

    thanks for the feedback,
    cheers,
    mitch


    I'd say leave it on the same configurable level for both locked and unlocked states. In ohter words, have it be one setting accessible from the context menu or DeuceCommander/Niagara. I appreciate the consideration and quick reply in the feature request. :)
    Posted in: General AddOns
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