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    posted a message on Baggins - Official Thread
    No, not for me. There is a setting however under Bag/Category Config > Bank All in One > Open With All. Mine is checked but I still don't get bank bags when I hit B. Only my inventory. I tried unchecking it, no difference in behavior. Rechecking it. Same thing. I'm not sure if that option just doesn't work in my version or I'm not understanding its usage. You could try it yourself and see what happens. There may be more settings there that help you as well.
    Posted in: General AddOns
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    posted a message on Baggins - Official Thread
    You access AnywhereBags from the Fubar Menu. There are separate menus for the different areas you can look at.
    Posted in: General AddOns
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    posted a message on FuBar_PointMan and FuBar_BagBar
    Quote from Vrul »

    BagBar - http://files.filefront.com/FuBar+BagBarzip/;8952317;/fileinfo.html

    The bag bar and keyring shrunk down for FuBar (think MicroMenuFu but for your bags). You can click to open/close individual bags, drag and drop items into the bags, or pick up and move the bags just like the normal bag bar. Has a few options for how you want sizing to be handled.

    Thanks for this. I needed an interim solution until Bartender 4 implements a bag bar, or until Baggins adds individual bag management capabilities. This works great. :)
    Posted in: AddOn HELP!
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    posted a message on Baggins - Official Thread
    Okay, I'm using 64982.12 (I tend not to update unless there's a problem or a significant enhancement I want). I don't really know about the Copy function as I've never used it. Perhaps it really isn't working. I'm not ingame atm so I can't test it for you. I'll try to check it next time I'm on and post back. Meanwhile, hopefully someone will have an answer for you.
    Posted in: General AddOns
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    posted a message on Baggins - Official Thread
    Bank All in One works for me. What version of Baggins are you running? For looking at your items while you're away from the bank, install Baggins_AnywhereBags. That allows you to see your alts inventory as well so if you have a crafting mule, it's pretty handy.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Toadkiller »

    Well it really depends on how many characters you have and if you want to share the bar or not.

    If you dont share it you can shove them all into one bar...

    What do you mean by that? I set up the basic bar by sharing the buttons by class, per your instructions. Are you saying that it won't be possible to do it this way in the future? If I don't share the buttons, how does that affect my characters and how the bar functions? I really *don't* want separate bars. I'm used to Autobar being one bar and I like it that way.
    Posted in: General AddOns
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    posted a message on CyCircled
    Quote from tsabs »

    Also not functioning as a skin for the newest version of auto bar.

    Autobar no longer supports cyCircled. Use ButtonFacade instead.
    Posted in: AddOn HELP!
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Toadkiller »

    The Class Bars need to stay though. There will eventually be too many class buttons to have them all blended into the basic bar.

    I hope that doesn't mean they can't be put on the basic bar anyway. I really have no use for more than one bar. As long as I have the option to move the class buttons to the basic bar, I have no problem with Autobar defaulting to a multi-bar setup. I just don't want to be forced into using more than one bar.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Toadkiller »

    Well the idea behind Cooldown: Drums is the same as the other cooldown buttons: group things on the same cooldown together. Explosives happens to be a subset of these.

    So the question is, is it acceptable to disable explosives? Or is there too much other stuff in the combined cooldown button? Right now the cooldown one is a single PT3.1 set "Consumable.Cooldown.Drums", but that set is made up of Bombs, Drums, Nets, Other. I could load them separately and have individual checkboxes for each on the button.

    Okay, I'm trying to figure out how best to use the buttons as is but maybe check boxes would be a good idea. I don't personally want bombs to show up twice but there are other things that also fill up two buttons (like elixirs also in buffs) and I've sort of decided that those are okay (although maybe checkboxes there would be nice too; I dislike redundancy). If I remove the Drums button then my leatherworker will miss it. If I remove the explosives button, I guess no one will miss it because they show up in Drums anyway and I see there is a keybind option for that, too. Okay, I'm just rambling now. :P

    On one hand, I see the value for having both buttons. On the other, I think the explosives button may be redundant. More options (checkboxes) are always good but I leave that to you to decide since you have to code it.

    Thanks for the help and the can't-live-without addOn. :)

    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Toadkiller »

    Weird. BT4 is not using LibStickyFrames so there should be no connection. Now when a bar is red in Move Bar mode it means it is active but hidden. If it is disabled it does not even show up in Move the Bar mode.

    I am adding the hide setting to the bar settings so you can see what is going on from the GUI.

    These steps should make a bar visible;
    Get out of Move the Bar or Buttons mode.
    Make sure the Bar is enabled.
    Go into Move the Bar mode. The Bar should show up as either red or green. If red, click it once to turn it green.

    Thanks, that worked. It never occurred to me to click once on the bar. I kept trying to drag it around, drag buttons, etc. I associated red with... well, not hidden! I guess I should have thought of that from my BT3 days. That's how the bars get colored when they're hidden, too. I did skim through your Usage document but admit I was frazzled so may have simply missed the bit about the colors. I remember there were 3 colors but not what red was for. Anyway, all better now. Phew! Thanks for the quick help. :)
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Here's a weird one: r73059

    Today I wiped my saved variables due to a button going missing on my Warlock (Food, enabled but not on bar even in Move Buttons mode). I still had the SV from previous versions of Autobar and there were references to cyCircled in it so I thought it fair that I just start again with a fresh one. So after I got everything set up, moved buttons around, locked the buttons, while positioning the single basic bar in Move Bar mode, I opened BT4 to unlock my action bars to check positioning. When I unchecked Lock on BT4, Autobar Basic bar went from green to red and now I can't get it to come back. The basic bar is enabled in the config menu. I've tried disabling the bar and re-enabling it. I've relogged and reloaded my UI. I've disabled all addOns except Autobar and the problem persists. The basic bar (consisting of all buttons, Shared Buttons = Class) remains disabled on all my characters.

    I suppose I can wipe my SV again but man! I had just wiped it and was 99.9% done with setting it up when this happened. Any help that would keep me from having to start all over again would be MUCH appreciated.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Question re: Cooldown: Drums: What's the correlation between drums and explosives? I have an engineer that uses explosives all the time but they always end up on the bar twice, once again under Cooldown: Drums. Assuming it's working as intended, what's the best way to remove explosives from Cooldown: Drums without removing/disabling the button altogether. I have another toon who's a leatherworker and I can imagine I'll want this eventually.
    Posted in: General AddOns
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    posted a message on Bartender4 - Official Topic
    Quote from Nevcairiel »

    BagBar:
    I'll try to do the bag bar next, i am currently kinda busy during week days, i hope to get it done as soon as possible!

    Hide/Show based on combat
    Thats pretty trivial to implement, will think about a nice way to do so!
    Maybe change my "Hide" Checkbox to a dropdown allowing to select "Always Hide" - "Hide in Combat" - "Hide out of Combat" - "Always Show"
    Thoughts?

    Sounds great! Might want to add key modifier options for folks who use them: check Autobar's implementation for fadeout options to see what I mean (alt, ctrl, shift to cancel).
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    I've noticed the square too although I am using a square skin (Vol II: Silver).
    Posted in: General AddOns
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    posted a message on Cartographer_nnTrainers Not Showing Notes Automatically
    I'm running r71696 of _nnTrainers and r70829.9 of Cartographer. Every time I login with a character the trainers notes are off. The module is enabled. I have to go in each time I login a character and manually hit the Auto-Select button (professions) and then nnTrainers will select the appropriate profs and the map will display the trainer location notes. Is this a known bug? I couldn't find a specific thread to this module so I'm starting a new one.

    Is there an edit I can make to the lua to get these to stay toggled on? If not, how about a macro I can use to just toggle them on without having to go into the map every time?

    Any help is much appreciated. :)
    Posted in: AddOn HELP!
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