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This file is a Addon for _NPCScan by Saiket. You must have that installed before this Addon will work.

Author:
Version:
3.3.5.1
Date:
06-22-2010 06:22 PM
Size:
53.69 Kb
Downloads:
42,124
Favorites:
511
MD5:
Pictures
Dirkee's path in blue on the Minimap, with a circle showing where he probably is.
Click to enlarge
Three mob paths drawn onto the World Map of Netherstorm.
Click to enlarge
Paths drawn onto a zoomed-in Carbonite window of Sholazar Basin.
Click to enlarge
Zul'drak's patrols on the Battlefield Minimap.
Click to enlarge
The options sub-panel, under _NPCScan's main options panel.
NPCScan.Overlay   Popular! (More than 5000 hits)
_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.
  Change Log - NPCScan.Overlay
  • 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.
  Archived Versions - NPCScan.Overlay
File Name
Version
Size
Author
Date
3.3.0.7
48kB
Saiket
03-25-2010 05:32 PM
3.3.0.6
47kB
Saiket
03-23-2010 03:10 PM
3.3.0.5
39kB
Saiket
03-13-2010 12:20 AM
3.3.0.4
39kB
Saiket
02-23-2010 10:47 PM
3.3.0.3
39kB
Saiket
02-22-2010 12:57 AM
3.3.0.2
39kB
Saiket
02-21-2010 09:47 PM
3.3.0.1
38kB
Saiket
12-08-2009 02:46 PM
3.2.0.4
38kB
Saiket
09-25-2009 02:03 AM
3.2.0.3
47kB
Saiket
09-15-2009 12:46 AM
3.2.0.2
34kB
Saiket
09-12-2009 11:45 PM
  Comments - NPCScan.Overlay
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Old 07-22-2010, 12:43 PM  
TechnoHunter
A Kobold Labourer

Forum posts: 0
File comments: 4
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Quote:
Originally posted by Saiket
There isn't an option to remove it, but you can hide it temporarily with this command:
Code:
/run _NPCScan.Overlay.Modules.List.WorldMap.Toggle:Hide()
Which coordinate mod is the checkbox interfering with?
I use Atlas, and one of the things this allows, is showing the player/cursor co-ordinates on the bottom middle of the map... which just happens to be where the npcscan.overlay toggle draws itself

thanks for taking the time to answer

TechnoHunter
Last edited by TechnoHunter : 07-22-2010 at 12:44 PM.
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Old 07-19-2010, 12:27 AM  
Sec
An Aku'mai Servant
 
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Quote:
Originally posted by Saiket
There isn't an option to remove it, but you can hide it temporarily with this command:
Code:
/run _NPCScan.Overlay.Modules.List.WorldMap.Toggle:Hide()
Which coordinate mod is the checkbox interfering with?
Quote:
Originally posted by TechnoHunter
is there a way to remove the option toggle from the map? the check mark in the interface-> addons is fine, but the toggle on the map is interfering with my map coords..

thanks in advance
I was just about to make a post about the same request!

m Map (WoWInterface) is one map addon that has co-ordinates that come close/somewhat overlap _NPCScan.Overlay's checkbox. I can't think of any others at the moment, but there certainly may be other addons out there.

Thanks for your consideration.
__________________
I post as Avanina on wowace.com.
Last edited by Sec : 07-19-2010 at 12:28 AM.
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Old 07-18-2010, 05:12 PM  
Saiket
A Theradrim Guardian
 
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Quote:
Originally posted by TechnoHunter
is there a way to remove the option toggle from the map? the check mark in the interface-> addons is fine, but the toggle on the map is interfering with my map coords..

thanks in advance
There isn't an option to remove it, but you can hide it temporarily with this command:
Code:
/run _NPCScan.Overlay.Modules.List.WorldMap.Toggle:Hide()
Which coordinate mod is the checkbox interfering with?
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Old 07-17-2010, 10:34 PM  
TechnoHunter
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is there a way to remove the option toggle from the map? the check mark in the interface-> addons is fine, but the toggle on the map is interfering with my map coords..

thanks in advance
Last edited by TechnoHunter : 07-17-2010 at 10:35 PM.
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Old 07-13-2010, 10:05 PM  
Robicus
A Kobold Labourer

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Re: Re: Re: Re: Re: How do I stop it from showing FOUND npcs on maps?

Quote:
Originally posted by Saiket
I'm not sure what could cause this. If they're not added to your custom mobs list, then maybe the "Always show all paths" option is stuck. Could you try turning it off and then back on again? Also, are you seeing any Lua errors?
I tried turning that off, restarting the game, checking it, restarting, unchecking...nothing changed. I also removed the creaturecache.wdb file. I was finally able to fix it today when I removed the addon, removed my characters' lua files, then installed the newest version, and deleted the creaturecache.wdb file again. I had to go to northrend and outland, and then it finally showed only the ones I needed.
Last edited by Robicus : 07-13-2010 at 10:07 PM.
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Old 06-29-2010, 08:55 PM  
Saiket
A Theradrim Guardian
 
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Re: Re: Re: Re: How do I stop it from showing FOUND npcs on maps?

Quote:
Originally posted by Robicus
It should, but it doesn't. In my first post, I said "I do NOT have a checkmark in 'Always show all paths', but it's still showing those 4 NPCs on the maps."
I'm not sure what could cause this. If they're not added to your custom mobs list, then maybe the "Always show all paths" option is stuck. Could you try turning it off and then back on again? Also, are you seeing any Lua errors?
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Old 06-29-2010, 05:32 PM  
Robicus
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Re: Re: Re: How do I stop it from showing FOUND npcs on maps?

Quote:
Originally posted by Saiket
Sorry for the delay, these comments got lost in my email. There's actually an option in _NPCScan.Overlay's config page ("/overlay") to always show all paths. Just turn that off and it should go back to showing only active scans.
It should, but it doesn't. In my first post, I said "I do NOT have a checkmark in 'Always show all paths', but it's still showing those 4 NPCs on the maps."
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Old 06-17-2010, 01:23 PM  
Saiket
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Re: Re: How do I stop it from showing FOUND npcs on maps?

Quote:
Originally posted by Robicus
Actually, that's what I just did. I backed up the file _NPCScan.Overlay.PathData.lua (in the Interface/Addons/_NPCScan.Overlay folder), found the ID numbers of the NPCs I don't want to scan for, and removed those lines. Every time I find another one, I write down the ID number, and once in a while I close the game and edit the file again. Once I've found all of the NPCs, I"ll restore the backup file for my other characters (especially the hunter). Too bad the addon doesn't allow us to just uncheck unwanted overlays inside the game, instead of having to edit the file each time.
Sorry for the delay, these comments got lost in my email. There's actually an option in _NPCScan.Overlay's config page ("/overlay") to always show all paths. Just turn that off and it should go back to showing only active scans.
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Old 06-16-2010, 11:42 AM  
Robicus
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Re: How do I stop it from showing FOUND npcs on maps?

Quote:
Originally posted by Robicus
Do I have to edit one of the addon files to remove the npcs that I already killed?
Actually, that's what I just did. I backed up the file _NPCScan.Overlay.PathData.lua (in the Interface/Addons/_NPCScan.Overlay folder), found the ID numbers of the NPCs I don't want to scan for, and removed those lines. Every time I find another one, I write down the ID number, and once in a while I close the game and edit the file again. Once I've found all of the NPCs, I"ll restore the backup file for my other characters (especially the hunter). Too bad the addon doesn't allow us to just uncheck unwanted overlays inside the game, instead of having to edit the file each time.
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Old 06-15-2010, 11:50 PM  
Robicus
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How do I remove FOUND NPCs from the overlay?

I've read all the addon info, and every question and reply in the comments section here, and did everything that was said. No matter what I do, I can't get it to STOP showing already-killed NPCs on the world map or minimap. When I look at the NPCScan settings, under "Search", Frostbitten is checked, and there are green checkmarks beside the 4 NPCs that I know I've already killed. I do NOT have a checkmark in "Search for completed Achievement NPCs", and I do NOT hav a checkmark in "Always show all paths", but it's still showing those 4 NPCs on the maps. I cleared my cache, and that changed nothing. I installed Librarespawns, and that changed nothing. Do I have to edit the addon files every time I kill a rare??
Last edited by Robicus : 06-15-2010 at 11:53 PM.
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Old 03-25-2010, 11:34 AM  
clam729
A Murloc Raider

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Re: Re: Re: Possible separate from NPCScan ?

Quote:
Originally posted by Saiket
I just finished a new version tonight that can work standalone or in concert with _NPCScan. I'll publish it next Tuesday for patch 3.3.3.
It took a few days to get all my addon errors worked out, but your update works PERFECTLY. Thank you so much for adding this functionality.
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Old 03-24-2010, 11:24 PM  
Saiket
A Theradrim Guardian
 
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Quote:
Originally posted by kalemeow
Could this be integrated with AVR?
I'll try it out.
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Old 03-24-2010, 10:28 PM  
Saiket
A Theradrim Guardian
 
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Quote:
Originally posted by Sepioth
Got this error
Code:
[2010/03/24 20:41:12-2486-x1]: ...NPCScan.Overlay\Modules\_NPCScan.Overlay.Mapster.lua:29: hooksecurefunc(): SizeUp is not a function:
...NPCScan.Overlay\Modules\_NPCScan.Overlay.Mapster.lua:29: in function <...NPCScan.Overlay\Modules\_NPCScan.Overlay.Mapster.lua:27>:
<in C code>: ?
<string>:"safecall Dispatcher[1]":3: in function <[string "safecall Dispatcher[1]"]:3>
<in C code>: ?
<string>:"safecall Dispatcher[1]":9: in function <[string "safecall Dispatcher[1]"]:5>
(tail call): ?:
AceAddon-3.0-5:539: in function `EnableAddon'
AceAddon-3.0-5:629: in function <...s\AckisRecipeList\libs\AceAddon-3.0\AceAddon-3.0.lua:615>
<in C code>: in function `LoadAddOn'
Interface\FrameXML\UIParent.lua:235: in function `UIParentLoadAddOn':
Interface\FrameXML\UIParent.lua:258: in function `CombatLog_LoadUI':
Interface\FrameXML\UIParent.lua:482: in function <Interface\FrameXML\UIParent.lua:454>:
any ideas how to fix it?
The latest version of Mapster changed things a little. I'll have a compatible version ready soon.
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Old 03-24-2010, 07:45 PM  
Sepioth
A Molten Giant
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Got this error
Code:
[2010/03/24 20:41:12-2486-x1]: ...NPCScan.Overlay\Modules\_NPCScan.Overlay.Mapster.lua:29: hooksecurefunc(): SizeUp is not a function:
...NPCScan.Overlay\Modules\_NPCScan.Overlay.Mapster.lua:29: in function <...NPCScan.Overlay\Modules\_NPCScan.Overlay.Mapster.lua:27>:
<in C code>: ?
<string>:"safecall Dispatcher[1]":3: in function <[string "safecall Dispatcher[1]"]:3>
<in C code>: ?
<string>:"safecall Dispatcher[1]":9: in function <[string "safecall Dispatcher[1]"]:5>
(tail call): ?:
AceAddon-3.0-5:539: in function `EnableAddon'
AceAddon-3.0-5:629: in function <...s\AckisRecipeList\libs\AceAddon-3.0\AceAddon-3.0.lua:615>
<in C code>: in function `LoadAddOn'
Interface\FrameXML\UIParent.lua:235: in function `UIParentLoadAddOn':
Interface\FrameXML\UIParent.lua:258: in function `CombatLog_LoadUI':
Interface\FrameXML\UIParent.lua:482: in function <Interface\FrameXML\UIParent.lua:454>:
any ideas how to fix it?
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Old 03-24-2010, 06:12 PM  
kalemeow
A Kobold Labourer

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Could this be integrated with AVR?
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