SimpleBenikUI

This is a simple replica of BenikUI until we get a full ElvUI and BenikUI
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CustomUI_1.12.0.zip

File nameCustomUI_1.12.0.zip
Uploader
walord3walord3
Uploaded
Sep 28, 2026
Downloads
292
Size
395.3 KB
Flavors
Forever
File ID
9001461
Type
R
Release
Supported game versions
  • 1.60.1

What's new

1.12.0

Meet ForeverForge UI. SimpleBenikUI now has a successor: ForeverForge UI, a fully customisable interface where every unit frame, action bar, party and raid frame, chat window and more can be moved, sized and styled your way. Search for it on CurseForge.

SimpleBenikUI isn't going away. It stays available for anyone who likes this look without the setup, and it will be kept working with the game - but it is now in limited support: no new features, those all go into ForeverForge UI.

  • A notice appears after you log in, explaining the above. Remind me later closes it until your next login; Don't show again stops it for good. Type /ffnotice any time to see it again. It also gives the Discord link for questions and bug reports.
  • If you run ForeverForge UI too, the notice warns that two interfaces fight over the same frames - keep the one you prefer.
  • The interface version now includes the current WoW: Forever client, so it loads without "out of date".

1.11.2

Fixed

  • "Interface action failed because of an AddOn" spam in every fight: the party frames' container was re-anchored on a timer during combat, which the game forbids for a frame holding secure unit buttons. It now waits and repositions as soon as combat ends.

1.11.1

Fixed

  • Opening or closing Edit Mode threw "StatusTrackingManager.lua:228: attempt to call a nil value" (three errors each time) with Blizzard's XP bar hidden. Its two bar containers were moved into CustomUI's hidden frame, and Blizzard's code asks their parent to redo the layout; they now stay where they are and are simply made invisible.

1.11.0

Added — kills to level

A row below the XP bar, one column per mob level, centred on your own:

    4:88   5:79   6:70   7:62  [8:54]  9:47  10:41  11:36  12:32

Read a column as "a level 6 mob, 70 more of them". The bracketed middle column is your own level, and the others are coloured by the usual difficulty convention — green through yellow, orange, red.

Only current XP counts. Quest XP already sitting in the log is left out on purpose: the bar projects that as its own segment, and folding it in here would answer a different question than "how much grinding is left". Rested XP is counted, since it pays double while it lasts, and can be switched off with C.xpKillsUseRested = false.

Vanilla XP per kill is fully determined by the two levels involved, so nothing here needs data from the server:

  • base is mobLevel * 5 + 45
  • a mob above you multiplies that by 1 + 0.05 * (mob - player), with the multiplier stopping at +4 — a red mob is worth exactly what an orange one is, which is why the row never extends past +4
  • a mob below you multiplies by 1 - (player - mob) / ZD, where ZD is the gap at which a lower mob reaches zero and widens as you level
  • anything at or below the grey cutoff is worth nothing, which is where the row stops on the left

Elites pay double. That is not folded in — the row would need twice the columns to say so, and halving a number in your head is easier than reading a row that is half redundant. The hover tooltip says so too.

How many columns

As many as fit. Columns are added outward from the centre and stop at the first one that would cross the edge of the XP bar, so the row tracks the bar width and the font size rather than being a fixed count. At level 8 the whole useful range fits; by level 40 the grey cutoff has moved far enough down that it gets trimmed. The hover tooltip lists what is on screen, and /cui kills prints the full table including the columns that did not fit.

Moving it

It is a movable in its own right — /cui unlock gives it an overlay and it drags and saves like anything else, under the key xpkills.

Its default anchor is the XP bar rather than UIParent, which is what makes it travel with the bar during a group move: AnchorRoot walks the anchor chain, sees this frame land on another group member, and leaves it to follow instead of dragging it separately. Move the XP bar and the row comes along; drag the row on its own and it stays where you put it.

Like the XP bar, it deliberately does not set cuiPlainFrame — that flag has /cui lock take the mouse away from the frame, which would take the breakdown tooltip with it.

Added — /cui kills

The full table for your level: XP per kill and kills needed for every mob level from the grey cutoff to +5, with and without rested counted. If a target is selected it also prints what the formula predicts that mob is worth, elite value included.

That last line is the one to check on a realm with boosted XP rates. Kill the mob, compare, and if it does not match, set C.xpKillsRateMultiplier — 2 for a 2x realm, and so on. The formula itself is vanilla's and assumes 1.0.

Config

All new, in Config.lua under the XP bar section:

Setting Default Meaning
C.xpKillsEnabled true build the row at all
C.xpKillsHeight 12 frame height
C.xpKillsFontSize nil nil means C.fontSize - 1
C.xpKillsGap 8 pixels between columns
C.xpKillsHideAtMax true hide at max level, like the bar
C.xpKillsUseRested true count rested XP, which pays double
C.xpKillsRateMultiplier 1.0 server XP rate

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