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Updated: 09-21-17 03:12 AM
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NPCScan.
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Shadows of Argus (7.3.0)
Updated:09-21-17 03:12 AM
Created:09-12-09 10:45 PM
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NPCScan.Overlay  Popular! (More than 5000 hits)

Version: 7.3.0.1
by: Torhal [More]

_NPCScan.Overlay is an addition to _NPCScan that adds map overlays for rare mob patrols. When you search for a rare in _NPCScan, _NPCScan.Overlay will show where it patrols until you find it. It works similarly to keithgabryelski's Rare Spawn Overlay, but supports the minimap and has a much smaller download size, along with a few new features.

Special thanks to Rare Spawn Overlay's patrol paths and Routes' minimap drawing code for inspiration!
Note: _NPCScan.Overlay can integrate with _NPCScan if you have installed it, but make sure to keep both up to date if you do use both!

Details

World Map

In addition to drawing paths on the World Map, _NPCScan.Overlay adds a key to a corner of the window with each rare's name. It only appears in zones that have rare maps, like Netherstorm as seen in the screenshot. If you need to read something under the key, just move your mouse over top of it and the key will jump to a different corner.

Most map mods like Atlas will inherit the key and overlays from this module. Even Carbonite's map display will show them.

Battlefield Minimap

The small “Battlefield Minimap” (AKA the “Zone Map”) also shows mob paths.

Minimap

All shapes and sizes of minimaps are supported. Rotating minimaps work fine as well.

Also shown in the minimap's screenshot is the “found” range ring highlighting where Dirkee probably was when the alert went off. That is, Dirkee was seen at the middle of that ring, and he could have been anywhere within the 100 yard ring around that point.

One feature not shown in the screenshot is a thinner 100 yard range ring around your character. It helps you gauge _NPCScan's detection range, so you can sweep through zones more effectively. This option can be found in the Minimap subsection of the options panel, detailed below.


Options

_NPCScan.Overlay's options can be found under _NPCScan's main options menu, under _NPCScan > Overlay, or as its own entry of _NPCScan.Overlay if _NPCScan isn't installed. This panel can be opened with the “/npcscanoverlay” slash command, or “/overlay” for short.

The “Always show all paths” checkbox at the top of the pane overrides the instructions of NPC tracking mods like _NPCScan to hide unused paths, and always displays all known paths instead.

The rest of the configuration pane lists each map display's options. You can enable/disable each map from here, as well as configure individual settings for them.

Each map display can have its overall transparency set independently with the “Alpha” slider, so that it doesn't obscure the maps themselves.

  • 5.0.0.3: Fixed overlay display in Carbonite.
  • 5.0.0.2:
    • Added overlays for all MoP “Glorious!” mobs.
    • Added itIT and updated deDE, esES, frFR, ptBR, and ruRU localizations.
    • Updated for new version of Carbonite, courtesy of Rythal.
  • 5.0.0.1: Added ptBR localization and updated frFR and zhCN localizations.
  • 4.3.0.1:
    • Updated Karkin's overlays to include a new spawn point.
    • Fixed a visual issue with some uncommon minimap shapes.
    • Updated koKR, zhCN, and zhTW localizations.
  • 4.2.0.2: Added overlays for 4.2's new tamable rares.
  • 4.2.0.1: Updated koKR localization.
  • 4.1.0.3: Fixed an issue with other mods that read the minimap's zoom level.
  • 4.1.0.2: Added ability for minimap HUDs to reparent the minimap overlay. See Issue 44.
  • 4.1.0.1:
    • Updated path overlays.
    • Updated esES, ruRU, and zhCN localizations.
  • 4.0.3.2:
    • Improved the accuracy of many overlay paths.
    • Updated frFR, koKR, and zhTW localizations.
  • 4.0.3.1: Added paths for Cataclysm rares.
  • 4.0.0.4:
    • Updated deDE localization, and added esES/esMX localization by galen2.
    • Removed outdated overlays from Eastern Kingdoms and Kalimdor.
  • 4.0.0.3: Updated for compatibility with Carbonite 4.011.
  • 4.0.0.2:
    • Moved the WorldMap's toggle button to the inside top-left corner of the map to make room for the Archaeology checkbox.
    • Added an optional range ring to the WorldMap module, which should work with Carbonite (if it survives Cataclysm).
    • Added deDE localization by Freydis88.
  • 4.0.0.1: Updated for Cataclysm Beta.
  • 3.3.5.1:
    • The WorldMap module now hides its key dynamically if the key covers too much of the map, and also maintains a minimum key scale to keep its text from shrinking too small.
    • Removed the Cartographer3 module, since Cartographer is no longer being developed.
    • Added localized names to the WorldMap's key frame for most NPCs in all locales.
    • Added zhTW localization by s8095324.
  • 3.3.0.7:
    • Fixed integration with Mapster 1.3.8.
    • Tukemuth's path now goes around Wyrmrest Temple instead of through it.
  • 3.3.0.6:
    • Zone data is now indexed by WorldMapArea ID rather than by filename constants.
    • Minimap overlays now properly update when the map view returns to the current zone.
    • Added slash commands to open the options window: “/npcscanoverlay”, “/npcoverlay”, and “/overlay”.
    • No longer depends on _NPCScan to load, and can run standalone. If no scanning mod registers itself, _NPCScan.Overlay shows all paths by default.
    • Added an “Always show all paths” option to always show all available patrols, even if the mob isn't being looked for.
    • The options pane can now be scrolled when enough modules are registered in it.
  • 3.3.0.5: New versions of AlphaMap have been renamed to AlphaMap3, and should work again.
  • 3.3.0.4:
    • Fixed a bug where the World Map module would appear even while disabled when Carbonite was loaded.
    • The Minimap module's range ring doesn't fade out with the rest of the overlays anymore.
    • The World Map toggle checkbox now dodges more stuff from Mapster when the map shrinks.
  • 3.3.0.3:
    • Fixed an error related to having the Battlefield Minimap shown.
    • Moved the World Map toggle checkbox to an empty space when Mapster shows its dropdown there.
  • 3.3.0.2:
    • Added Arcturis' lone spawn point.
    • Bog Lurker's southern patrol adjusted slightly.
    • Added a toggle checkbox to the bottom of the World Map to quickly hide overlays.
  • 3.3.0.1: Updated to support the WorldMap changes in 3.3.
  • 3.2.0.4:
    • Added support for Cartographer3.
    • Most mob paths redrawn to accurately reflect data from WoWDB.
  • 3.2.0.3:
    • Bullets in the WorldMap's key will hopefully display in all locales.
    • Added support for AlphaMap.
    • Added optional support for LibRareSpawns to show portraits in _NPCScan's mob list.
    • The key frame now only appears in Carbonite when its map frame is in “maximized” mode.
    • Reduced the appearance of lines inside of drawn paths.
  • 3.2.0.2: Now draws a 100 yard ring on maps indicating where found mobs probably are. Putridus is excluded from this, since his detection range is as wide as Icecrown.
  • 3.2.0.1: Initial release.
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Unread 10-27-09, 01:05 PM  
Saiket
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Re: Re: Re: Npcscan Overlay installation

Originally posted by Zelgoddess
Yes I can, just can't seem to get overlay to work.
Do you have Lua errors shown, and are there any when you log in?

Also, could you run this command once you've logged in (copy/paste; it has to be exactly the same)?
Code:
/dump GetAddOnInfo"_NPCScan.Overlay"
It should print something like this in chat:
Dump: value=GetAddOnInfo"_NPCScan.Overlay"
[1]="_NPCScan.Overlay",
[2]=...
Could you tell me what it prints for values [4] and [6] please?
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Unread 10-27-09, 12:58 PM  
Zelgoddess
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Re: Re: Npcscan Overlay installation

Originally posted by Saiket
Do you have both _NPCScan and _NPCScan.Overlay installed and enabled at the same time? Can you at least see the "Search" title under "_NPCScan" in the Interface Options menu?

Yes I have both Npcscan and Npcscan Overlay installed and enabled. I can see the search option but no overlay option.
Last edited by Zelgoddess : 10-27-09 at 01:01 PM.
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Unread 10-27-09, 12:55 PM  
Saiket
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Re: Npcscan Overlay installation

Originally posted by Zelgoddess
I cannot get the option for the overlay to show up in my npcscan options. Am I doing something wrong? Someone plz help.
Do you have both _NPCScan and _NPCScan.Overlay installed and enabled at the same time? Can you at least see the "Search" title under "_NPCScan" in the Interface Options menu?
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Unread 10-27-09, 12:51 PM  
Zelgoddess
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Npcscan Overlay installation

I cannot get the option for the overlay to show up in my npcscan options. Am I doing something wrong? Someone plz help.
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Unread 10-20-09, 05:35 PM  
zaaephod
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Re: Re: Color Key in Carbonite

Originally posted by Saiket
The key only appears when Carbonite's map is "maximized" or if you open up the default UI's worldmap while Carbonite is running. Carbonite's settings are a little too flexible for me to describe exactly how to show the maximized map, but for my setup, the M key toggles between a small and large Carbonite map, and ALT+M opens the default UI's map.
Ahh, not sure why I wasn't seeing that ~ Thank you !
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Unread 10-20-09, 05:18 PM  
Saiket
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Re: Color Key in Carbonite

Originally posted by zaaephod
Hello, I've been trying to get the overlay working in Carbonite, I see the colors on the map, but no key or any way I can see to tell which color belongs to which mobs path. I have the most recent version of NPCScan, Overlay, LibRareSpawns and Carbonite installed.

Any ideas? Thanks!
The key only appears when Carbonite's map is "maximized" or if you open up the default UI's worldmap while Carbonite is running. Carbonite's settings are a little too flexible for me to describe exactly how to show the maximized map, but for my setup, the M key toggles between a small and large Carbonite map, and ALT+M opens the default UI's map.
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Unread 10-20-09, 05:12 PM  
zaaephod
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Color Key in Carbonite

Hello, I've been trying to get the overlay working in Carbonite, I see the colors on the map, but no key or any way I can see to tell which color belongs to which mobs path. I have the most recent version of NPCScan, Overlay, LibRareSpawns and Carbonite installed.

Any ideas? Thanks!
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Unread 10-03-09, 02:12 PM  
Omega01
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Nevermind, I'm an idiot (didn't have the bloody rare and frostbitten tabs checked ).
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Unread 10-03-09, 01:26 PM  
Saiket
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Originally posted by Omega01
I have both NPCScan and NPCScan.Overlay installed, but the option to display the paths on the world map isn't showing up for me. Am I missing something?
So you can see the "Overlay" options page and it has "Minimap" and "Battlefield Minimap", but no "WorldMap" section? If that's the case, do you have Lua Errors enabled? An error in the WorldMap code would keep it from showing its options.

If you catch an error, could you post it and a list of the other mods you're using here? That would indicate an incompatibility with another map mod.
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Unread 10-03-09, 08:44 AM  
Omega01
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I have both NPCScan and NPCScan.Overlay installed, but the option to display the paths on the world map isn't showing up for me. Am I missing something?
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Unread 09-28-09, 02:23 AM  
kalvin
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Thanks! problem solved
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Unread 09-27-09, 01:16 PM  
Saiket
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Originally posted by kalvin
For some reason Rare spawn paths dont show in Sholazar Basin map.. :|
with a fresh install, tried also deleteing creaturecache.wdb file.. but no luck
Make sure you have _NPCScan's "Search for tamable NPCs" option enabled, since all of the rares in Sholazar can be tamed.
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Unread 09-27-09, 07:28 AM  
kalvin
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For some reason Rare spawn paths dont show in Sholazar Basin map.. :|
with a fresh install, tried also deleteing creaturecache.wdb file.. but no luck
Last edited by kalvin : 09-27-09 at 07:33 AM.
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Unread 09-25-09, 04:49 PM  
Saiket
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Originally posted by Codex
the maps for this and rarespawnoverlay are slightly different

are they both just as accurate on the maps?

thanks
The latest maps in _NPCScan.Overlay use WoWDB.com's mob position data, and will probably be more accurate than the older Rare Spawn Overlay maps.
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Unread 09-25-09, 04:42 PM  
Codex
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the maps for this and rarespawnoverlay are slightly different

are they both just as accurate on the maps?

thanks
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