CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on Dominos - A main actionbar replacement
    Quote from Jesamyn »
    Anyway, long story short... If it's not what you want or you feel it's too much work, don't use it. :)


    See the post below yours? :)
    Posted in: General AddOns
  • 0

    posted a message on Dominos - A main actionbar replacement
    Quote from Moon Witch »
    Well, I have many characters, about 8 I play often. I have a holy pally, shadow priest, druid, shaman, hunter and even a lock. All of them had Bongos3 set up, with target based AB switches, or paging. Things like that. To be honest, I found other then redragging some spells (due to the default 12 button bar on Mangos and the ability to do more on Bongos3 per bar) I didn't have to change much. All in all it took me about 3 minutes per character (tops) and everything ran smoothly.


    I appreciate the time and effort mod writers put in to make all our lives easier, but your three minute estimation is a bit simple; anyone who has to redo their entire bars from scratch and then their keybinds as well is going to be looking at more time than that.

    Not saying it's the end of the world or anything close to it, mind you, but I did feel your estimate on time spent redoing your bars to be a bit understated.
    Posted in: General AddOns
  • 0

    posted a message on Dominos - A main actionbar replacement
    Quote from erica647 »

    I don't get it... is that a reference to something I should know?


    /sigh

    Billy Dee Williams frowns at the above quote.

    Oh, and here's why.
    Posted in: General AddOns
  • 0

    posted a message on JWowUpdater - A new java addons updater for ace2
    I just switched to JWoWUpdater from the WAU, and I must say, I was very impressed; a very sleek-looking application that works as advertised.

    Rolfba, kudos to you, sir.
    Posted in: Updaters
  • 0

    posted a message on FuBar TopScore
    Quote from Arrowmaster »

    I'm working on a complete rewrite of TopScoreFu and going to make it not even require FuBar. Its going to take a little while but I've got a feature idea that should make it worth it.


    Will you keep it compatible with FuBar? I prefer it where it is currently, and how it shows my max values right on the bar.
    Posted in: FuBar AddOns
  • 0

    posted a message on nQuestLog
    Quote from Chmee »
    I once thought nQL did it, but I never found it in the nQL menus.


    My issue exactly.

    Again, it's funny, too. I never specifically had an addon which served this purpose, but I always assumed it was nQuest when it was part of the routine.
    Posted in: General AddOns
  • 0

    posted a message on nQuestLog
    Quote from Twidget »

    Is there a way in nQuestLog to have it annouce quests or should I just use the QuestAnnouncer mod for that function?

    <snip>

    Great Mod! Thanks!


    I'm wondering this as well. Basically, some time ago (I'd quit for a few months recently) when I'd be in a party and questing with a friend, whenever I'd pick up a quest item a notification would be sent in party chat so everyone was aware of my status; ie, "[party]Frankie: [random quest item] received 1/10", or something along those lines if not quite verbatim.

    Was this nQuest doing this, or perhaps another addon? Quite honestly, I don't ever recall having an additional addon which sent my quest status through party chat, but at the same time, I rather liked the feature.

    Anyway, if this was nQuest, how does one go about enabling / disabling the feature? And, if it wasn't nQuest, well then I'm at a loss for which addon I had doing it, because I have no idea otherwise. :P

    Regardless, once again, great addon Quagmire.

    Posted in: General AddOns
  • 0

    posted a message on nQuestLog
    You know, I switched to nQuest some time ago when Quest_Fu was having some issues where its minion would resize itself randomly, and then lose all its resizable functionality thereafter.

    Since then, I've really come to love this addon. Honestly, aside from the daily suggestion a post or two above this one, I wouldn't change a thing about it as I find it to work flawlessly in its current state.

    So, I'm just dropping a post in this thread to show my appreciation to a fine addon; kudos to you, Quagmire.
    Posted in: General AddOns
  • 0

    posted a message on Post cool PitBull layouts here!
    Quote from teknojiz »

    For the love of god Belldandy, where did you get that code from?


    Unless I'm mistaken, Cabal's Frames are largely identical to Belldandy's, so maybe you could give those a go and perhaps tweak them to your liking.

    On the other hand, in order to get the target's talent spec to show in the frame like she has, you'd have to make a custom text and apply the appropriate DogTag, which would be [TalentTree] - [TalentSpec].
    Posted in: Unit Frames
  • 0

    posted a message on Post cool PitBull layouts here!
    Quote from Belldandy »
    Update.. I just hacked the LibDogTag-2.0.lua instead.

    -- spell trees
    	["Hybrid"] = "Hybrid", -- for all 3 trees
    	["Druid_Tree_1"] = "Bal",
    	["Druid_Tree_2"] = "Feral",
    	["Druid_Tree_3"] = "Resto",
    	["Hunter_Tree_1"] = "Beast",
    	["Hunter_Tree_2"] = "Marks",
    	["Hunter_Tree_3"] = "Survi",
    	["Mage_Tree_1"] = "Arcane",
    	["Mage_Tree_2"] = "Fire",
    	["Mage_Tree_3"] = "Frost",
    	["Paladin_Tree_1"] = "Holy",
    	["Paladin_Tree_2"] = "Prot",
    	["Paladin_Tree_3"] = "Ret",
    	["Priest_Tree_1"] = "Disc",
    	["Priest_Tree_2"] = "Holy",
    	["Priest_Tree_3"] = "Shadow",
    	["Rogue_Tree_1"] = "Assan",
    	["Rogue_Tree_2"] = "Combat",
    	["Rogue_Tree_3"] = "Sub",
    	["Shaman_Tree_1"] = "Elem",
    	["Shaman_Tree_2"] = "Enhanc",
    	["Shaman_Tree_3"] = "Resto",
    	["Warrior_Tree_1"] = "Arms",
    	["Warrior_Tree_2"] = "Fury",
    	["Warrior_Tree_3"] = "Prot",
    	["Warlock_Tree_1"] = "Affli",
    	["Warlock_Tree_2"] = "Demon",
    	["Warlock_Tree_3"] = "Dest",



    I know this is a little late, but I'm just seeing it now.

    Anyway, I was liking how you had the talent spec showing in the target frame, but I'd have to agree; some of the hybrid specs need to be truncated so they're not taking up as much room in the frame.

    In any case, my question is: how did you add the above lines to LibDogTag-2.0.lua? Or, maybe a better question would be, where did you add them? I didn't see any text when I opened the file up in Wordpad that would have made it obvious.
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 2.0
    Quote from Seerah »

    Fel Orcs in HFP?


    Yes, ma'am.

    It's happened on some other mobs as well, but they're without a doubt the main culprit.
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 2.0
    Quote from HunterZ »

    Frankie's issue sounds a bit different. The issue that I was seeing was that player/party portraits would revert frequently from the portrait mode to the full-body mode visually, even though the setting would still show portrait.


    Yeah, as per Seerah's post, I suppose I can't be sure where the problem stems from as I don't code. It's just an issue that's been manifesting itself more and more often now that I've hit the X-pac content; I don't really ever recall seeing it quite so frequently on Azeroth.

    As per the quote above, that's what's happening with me. Basically, I have my target frame set to show the facial portrait, but it will (on some mobs, anyway) seem to apply the opposite setting of full-body even with my PitBull setting clearly set to display the head instead.

    If I were to check and then uncheck the option for face / full-body, it's essentially applying the settings in reverse; Full body will display the mob's head in the target frame, whereas setting it to display the head only will result in the full-body shot.

    So, yeah... again, this is nothing that makes the game unplayable by any means; it's just one of those annoying aesthetic issues.
    Posted in: Unit Frames
  • 0

    posted a message on PitBull 2.0
    Quote from afguy0127 »

    A couple of things I'm noticing as of late are these:

    1. My portraits keep changing from face to full-body, even though I never I never go in to change them to full body.


    I've been noticing this more and more often now that my druid has hit Outland. And while it certainly isn't game-breaking, it's incredibly annoying to be constantly looking at an enemy's crotch in my target frame whilst in combat.

    Please, from a humble PitBull user, move this bug up on the priority list.
    Posted in: Unit Frames
  • 0

    posted a message on [PitBull] IMPORTANT - Aura module rewrite.
    1) No, so far it's only been the player frame's buffs that have been relocating themselves.

    2) Doesn't seem to matter. I've seen it with both settings.

    3) Once it happens, which is pretty quickly once I'd enter combat, it's a constant and doesn't really seem to go away. If I /reload, it'll fix itself temporarily, but then after again entering combat it will randomly attach itself to a side (most frequently the bottom) of the target frame where it will essentially stay.


    EDIT:
    Quote from HunterZ »

    Sounds like it's getting confused about which frame to anchor the aura to.


    That would seem to be the case because I've noticed that if the target frame has a debuff in the first slot, the misplaced buff will appear at times in the second slot as if it's meant to be there. Other times, though, that same buff might not be visible because it would be physically behind the first debuff of the target frame, whereas at other times still it would be the exact opposite; the player frame's misplaced buff would fall over top the target frame's debuff making the latter not visible.
    Posted in: Unit Frames
  • 0

    posted a message on [PitBull] IMPORTANT - Aura module rewrite.
    Hey guys, let me just say first that I love both Pitbull and the Aura addon, and thanks for all the hard work you've put into them both.

    However, I'm also having an issue with the latest update to "Aura". In this screenshot I've taken below, you can notice my warrior's Battle Shout buff as being way off the mark as opposed to where it should be. Basically, if I were to target something, the Battle Shout is exactly where the target frame's debuffs would begin (in its lower-left corner), while it should be snapped to my player frame's lower-left corner instead.

    Also, just a note: it hasn't seemed to matter on mine whether buff filtering is on or off; it happens with both settings.

    In any case, here's my screenshot. Hope it helps.

    Posted in: Unit Frames
  • To post a comment, please or register a new account.