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Updated: 02-27-14 01:35 PM
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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 01:35 PM
Created:12-18-08 02:33 PM
Downloads:18,022
Favorites:97
MD5:
5.4
oUF Neav  Popular! (More than 5000 hits)
Version: 5.4.1
by: Neal, ballagarba
This is a rebuild of the blizzard unitframes.
I made this oUF layout because i like the default wow unitframe design but not its functionalities.

Supported Units
Player
Pet
Target
Target Target
Focus
Focus Target
Party
Boss
Raid
Arena (untested)

Supported Plugins
oUF_AuraWatch (embedded)
oUF_CombatFeedback (embedded)
oUF_Smooth (embedded)
oUF_SpellRange (embedded)

Features
Aggro highlighting
PvP Timer on the Playerframe
Combat & Resting Icons
Leader-, MasterLooter- and Raidicons
Role Icons (DD, Tank or Healer)
Debuff highlight
Raidframes target hightlight
Mouseover text
Castbars support
Castbar interrupt highlight
Castbar safezone and latency text
Slashcommand for world markers (/raidmarkers)
... and many more


Info
You will require a editor (Notepad, Scite ...)
to configure or change some settings in this layout.

Open the oUF_NeavConfig.lua file.
There you can change some settings like
positon, scale, colors and some more for the
most frames

Check out https://github.com/renstrom/NeavUI for the latest changes
v. 5.4.1

- Added Siege of Orgrimmar raid debuffs to the raid frames
- Add absorb bar to player, target, focus and pet frame
- Fix tooltip concatenation error in scenarios
- TOC update

v. 5.3.0

- Lower frame strata for the warlock power frame, so it doesn't obscure the map.
- Added Throne of Tunder debuffs to oUF_NeavRaid.
- Other minor fixes and tweaks.

v. 5.1.0

- TOC updates.

v. 5.0.6a

- Unit frames should now hide during pet battle.
- Some tweaks to the way Blizzard's party/raid frames are hidden.
- 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.
- Minor tweaks...

v. 5.0.4b

- oUF_SpellRange now reports out of range correctly.
- Fixes for the colorPlayerDebuffsOnly option.

v. 4.3.1b

- fixed vehicle bug
- some small changes and additions
- fixed the code the target auras
- clean up the code

v. 4.3.1a BETA

- added new combo point textures and animation
- added totem support
- added druid shrooms support
- fixed some px issues
- new "set focus" and "clear focus" system
- some small changes and additions
- you can now drag the frames by rightklicking on the unitframe > make moveable (work with target, player and focus)

found bugs? Then post a comment (:

v. 4.3.1

- updated for patch 4.3 (do a clean install)

v. 1.9.1

- fixed pet castbar filter

v. 1.9.0

- added oUF_Vengeance support
- added oUF_SwingTimmer support
- added castbar icons
- added pet castbar filter
- some fixes and changes

v. 1.8.1

- quest mob icon
- target lfd role icon
- new custom player texture
Optional Files (0)


Archived Files (3)
File Name
Version
Size
Author
Date
5.3.0b
521kB
Neal
05-22-13 07:12 AM
4.3.1a BETA
344kB
Neal
12-01-11 02:59 AM
1.9.1
201kB
Neal
05-24-11 02:41 PM


Post A Reply Comment Options
Unread 01-27-09, 01:56 PM  
JackOnTheMap
A Murloc Raider

Forum posts: 8
File comments: 129
Uploads: 0
Error:

Interface/addons/oUF_Neavx/oUF_Neavx.Lua:84:attempt to index field 'Level' (a nil value)

Another vehicle issue possibly

I was doing the Dr. Terrible quest and when I finished it, according to the frames, I was still on the beast.
This was a real bummer because I had to exit the game and go back in to get rid of it.

Otherwise, I'm liking the updated version.
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Unread 01-27-09, 06:08 PM  
Aschker
A Murloc Raider
AddOn Compiler - Click to view compilations

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Originally posted by JackOnTheMap
Error:

Interface/addons/oUF_Neavx/oUF_Neavx.Lua:84:attempt to index field 'Level' (a nil value)

Another vehicle issue possibly

I was doing the Dr. Terrible quest and when I finished it, according to the frames, I was still on the beast.
This was a real bummer because I had to exit the game and go back in to get rid of it.

Otherwise, I'm liking the updated version.
Normally you dont need to exit. You just need to do /rl in my case (otherwise known as: reloading your UI.. Normal command is somthing like /console reload..

And the problem is the same as with the last version i think.. so the solution is posted a couple of comments down. It just says line73 instead of 84 cause neal edited the addon obv
Last edited by Aschker : 01-27-09 at 06:10 PM.
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Unread 01-27-09, 11:55 PM  
JackOnTheMap
A Murloc Raider

Forum posts: 8
File comments: 129
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Originally posted by Aschker
Normally you dont need to exit. You just need to do /rl in my case (otherwise known as: reloading your UI.. Normal command is somthing like /console reload..

And the problem is the same as with the last version i think.. so the solution is posted a couple of comments down. It just says line73 instead of 84 cause neal edited the addon obv
Ok understood about the lines.

The issue with the error is unrelated to the moving of the frames position. I only get it when a vehicle is involved. It spams that error message during the Occulus fights and whenever a vehicle is involved.

Afterwards, I just reload and it resets. Most likely has something to do with when you exit the vehicle, your frame stays small as if you are still on the vehicle. Just my guess though.
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Unread 01-28-09, 01:11 AM  
Neal
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oh shit, wrong .zip file sorry :| I upload the right file when i'm at home
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Unread 01-30-09, 02:50 PM  
Aschker
A Murloc Raider
AddOn Compiler - Click to view compilations

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Great work! no problems so far.. well, theres 1 :P

In your previous versions I was able to set buffs and debuffs on different locations. I like to have the buffs on top and the debuffs on the bottom of the target and focus frame.. In this version I cant figure out how to get them separated again. Anyway I can separate them again?

thx in advance
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Unread 01-30-09, 10:10 PM  
nin
A Cobalt Mageweaver
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portraits

Hey, just curious is there anyway to make the uf portraits animated?

I know there are addons like adapt. but it doesnt work with this. anyway to make it happen through some lua coding?

thanks .
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Unread 02-01-09, 11:57 AM  
ragnarok00
A Kobold Labourer

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Focus' Target

Would you add focus' target frame? Or how can I add it on my own?

Good job!
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Unread 02-11-09, 01:26 PM  
wowowee
A Kobold Labourer

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oUF_Swing support

Love the layout, other than its simplicity my favorite aspect of it is the cast bars. Currently I am using AzCastBar to display my autoshot castbar but I am unable to replicate the look of your cast bar. Would it be too much to ask for you to add support for oUF_Swing in a way that doesn't make it look out of place?
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Unread 02-12-09, 09:11 AM  
nidraj
A Deviate Faerie Dragon

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Re: oUF_Swing support

hi ,

I have a answer :

Have you he means there to change the portrai by a portrai 3D as did it Adat per exampel ?

I have try ... And I am not there to arrive =(

( sry My bad english )
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Unread 02-12-09, 03:24 PM  
shud123
A Defias Bandit

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can u tell me full list of addons ))
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Unread 02-15-09, 02:33 PM  
nidraj
A Deviate Faerie Dragon

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3d

Originally posted by nidraj
hi ,

I have a answer :

Have you he means there to change the portrai by a portrai 3D as did it Adat per exampel ?

I have try ... And I am not there to arrive =(

( sry My bad english )
just remplace

self.Portrait = self:CreateTexture(nil, "BACKGROUND")

-->> self.Portrait = CreateFrame("PlayerModel", nil, self)

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Unread 02-17-09, 03:22 PM  
lanacan
Random, Crazy, Mental...
 
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Re: 3d

Originally posted by nidraj
just remplace

self.Portrait = self:CreateTexture(nil, "BACKGROUND")

-->> self.Portrait = CreateFrame("PlayerModel", nil, self)


that only partially works, the models float on top of the frames just doing that.

You have to change lines 240-243 here:
Code:
   -- portraits
    self.Portrait = self:CreateTexture(nil, "BACKGROUND")
    self.Portrait:SetWidth((unit == "player" or unit == "target" or unit == "focus") and 64 or 37)
    self.Portrait:SetHeight((self.Portrait:GetWidth()))
to this:
Code:
-- portraits    
    self.Portrait = CreateFrame("PlayerModel", nil, self)
    self.Portrait:SetFrameStrata("BACKGROUND")    
    --~     self.Portrait = self:CreateTexture(nil, "BACKGROUND")
    self.Portrait:SetWidth((unit == "player" or unit == "target" or unit == "focus") and 58 or 30)
    self.Portrait:SetHeight((self.Portrait:GetWidth()))
However, the small unit frames like target of target and pet have a "studder" effect on them... not going to really bother with it though to fix it.
__________________
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Last edited by lanacan : 02-17-09 at 03:41 PM.
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Unread 02-18-09, 03:53 AM  
nidraj
A Deviate Faerie Dragon

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File comments: 8
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Re: Re: 3d

Originally posted by lanacan
that only partially works, the models float on top of the frames just doing that.

You have to change lines 240-243 here:
Code:
   -- portraits
    self.Portrait = self:CreateTexture(nil, "BACKGROUND")
    self.Portrait:SetWidth((unit == "player" or unit == "target" or unit == "focus") and 64 or 37)
    self.Portrait:SetHeight((self.Portrait:GetWidth()))
to this:
Code:
-- portraits    
    self.Portrait = CreateFrame("PlayerModel", nil, self)
    self.Portrait:SetFrameStrata("BACKGROUND")    
    --~     self.Portrait = self:CreateTexture(nil, "BACKGROUND")
    self.Portrait:SetWidth((unit == "player" or unit == "target" or unit == "focus") and 58 or 30)
    self.Portrait:SetHeight((self.Portrait:GetWidth()))
However, the small unit frames like target of target and pet have a "studder" effect on them... not going to really bother with it though to fix it.

thx

I had make the same effect ( fix in 2D ToT and focus) , but much more rough drafts in code, I try this this evening.
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Unread 02-19-09, 12:49 AM  
pekaziz
A Kobold Labourer
 
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Hey Neav, first of all thanks for making such a great unit frame addon

I'd like to know if it's possible to change the visualization of power bar (mana, energy etc.) to "smooth filling way" instead of the old "ticking" one? As a rogue, this is really hard to get used to after the new system.

And my second question is about making health and power texts show a bit different. I've tried changing .lua files a bit but couldn't set it to "show current health and power", when I mouseover "show current health and power/show maximum health and power".

Btw when I try to enable focus frame, I get a warning which says "oUF Neav has blocked this action etc". Any way to fix this?

Thanks.
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Unread 02-20-09, 05:12 AM  
nin
A Cobalt Mageweaver
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Forum posts: 210
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Originally posted by pekaziz

Btw when I try to enable focus frame, I get a warning which says "oUF Neav has blocked this action etc". Any way to fix this?
Hey, did you right click frame to set focus?

Try just type /focus when targeting the player/npc you want to focus..
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