Less generic DLL name for distribution.
9.3 KiB
WeirdUtils
This package provides many pre-built DLLs for enhancing the vanilla 1.12 client WoW gameplay experience, aimed in particular at ease of use and accessibility but also bug fixes.
You may get all features by installing weirdutils.dll, or choose any selection of features via individual DLLs.
On Turtle WoW, place your chosen DLLs next to your WoW.exe and add them to your dlls.txt. For other versions you will need some sort of DLL loader.
Features
World Markers
Place up to 5 animated colored markers at any position in the world, useful for raid positioning, pull planning, or route marking. Requires party/raid leader or raid assist.
/worldmarker 1through/worldmarker 5(or/wm 1) -- place a marker where your cursor is pointing/worldmarker 1 target-- place a marker on a unit (player, target, mouseover, etc.)/clearworldmarker(or/cwm) -- remove all markers/clearworldmarker 2-- remove a specific marker
Keybindings for placing each marker and clearing all markers are available in the Key Bindings menu.
Markers automatically sync with group members who also have WeirdUtils installed. When a leader/assist places or clears a marker, all group members see it. Markers persist across zone transitions and respawn when you return to the area.
Lua API for addon developers:
WorldMarker(index)-- place marker at cursor (returns x,y,z,areaId on success, nil if no permission, -1 on failure)WorldMarker(index, "unit")-- place marker at a unit's positionWorldMarker(index, x, y, z)-- place marker at world coordinatesClearWorldMarker(index)/ClearWorldMarker()-- remove one or all markers (returns 1 on success, nil if no permission)GetWorldMarker(index)-- returns x,y,z,areaId for an active marker, nil if emptyCanSetWorldMarker()-- returns 1 if the local player is party/raid leader or raid assist, nil otherwise
DLL: worldmarkers.dll
Outlines
Renders glowing colored outlines around units, improving visibility in crowded encounters.
/outlinesor/ol-- toggle outlines on or off
A keybinding is available in the Key Bindings menu.
DLL: outline.dll
Interact
Smart interaction helpers for faster farming and dungeon runs:
- Interact Nearest -- right-clicks the closest interactable NPC or object within 5 yards
- Loot All Corpses -- bulk loots all nearby corpses in sequence
Best used via keybindings (available in the Key Bindings menu) or macros:
/run InteractNearest(1)
/run LootAllCorpses()
DLL: interact.dll
PNG Screenshots
Saves screenshots as compressed PNG files instead of the default uncompressed TGA format. Runs on a background thread with no frame drops.
Controlled via the screenshotQuality CVar (saved to config.wtf):
/script SetCVar("screenshotQuality", "6")-- set compression level (1 = fast, 9 = smallest, default 6)/script SetCVar("screenshotQuality", "0")-- disable PNG, use original TGA format
DLL: pngscreenshot.dll
Crash Fix
Prevents a class of crashes caused by stale UI frame anchor pointers. No configuration needed, install and forget.
DLL: framecrash.dll
Transmog Fix
Eliminates FPS drops caused by rapid equipment visual updates when transmogged items lose durability. No configuration needed, install and forget.
DLL: transmogfix.dll
Custom Data/ Assets
Enables loading loose game asset files (models, textures, etc.) from the Data/ directory without repacking MPQ archives. Place files in Data/ mirroring the game's internal paths (e.g. Data/Character/Troll/Female/TrollFemale.m2) and they will be used instead of the MPQ version.
Also allows multi-character patch archive names (e.g. patch-12.mpq, patch-jimbo.mpq).
Patch archives are sorted case-insensitively by filename - last in the sort gets highest priority, and all patches override the base archives.
No configuration needed, install and forget.
DLL: customassets.dll
Utility Minimap Trackings
Adds custom minimap icons for NPC types (vendors, trainers, innkeepers, etc.) and game objects (mailboxes).
Replaces the native tracking dropdown with a combined menu showing both spell tracking and NPC category tracking.
Can be disabled easily from normal AddOn menu.
- Click the minimap tracking icon to open the dropdown
- Check/uncheck NPC categories to toggle their minimap icons
- Spell tracking (Hunter tracking, Find Herbs, etc.) remains available alongside NPC tracking
Supports many NPC types such as Auctioneer, Banker, Flightmaster, Repair, Reagents, Poisons, and more
Supported game objects: Mailbox, Brainwasher
DLL: minimapicons.dll
Log Sessions
Organizes the combat, raw combat, and chat logs into per-character directories with timestamped filenames:
Logs\<Realm>\<Character>\WoWChatLog_YYYYMMDD_HHMMSS.txt
Logs\<Realm>\<Character>\WoWCombatLog_YYYYMMDD_HHMMSS.txt
Logs\<Realm>\<Character>\WoWRawCombatLog_YYYYMMDD_HHMMSS.txt (superwow only)
Every character login begins with a marker line (COMBATLOG_SESSION or CHAT_SESSION) identifying the character and realm.
If a log file for the same character was written to within the last 60 minutes, the same logfile will be used instead of creating a new one.
Lua API for addon developers:
GetCombatLogPath()-- returns the current combat log file pathGetChatLogPath()-- returns the current chat log file path
No other configuration needed, install and forget.
DLL: logsessions.dll
SuperWoW Heal Text Fix
Fixes duplicate floating heal numbers caused by SuperWoW 1.5. Only relevant if you use SuperWoW. No configuration needed, install and forget.
DLL: healtextfix.dll
Big Cursor
Upscales the hardware cursor for improved visibility without losing sharpness. Supports fractional scales from 1.0 (off) to 4.0.
/script SetCursorScale(1.2)-- set cursor scale (default 1.2x)/script SetCursorScale(1)-- disable (use original 32x32 cursor)
This value is saved to the cursorScale CVar in tenths: /script SetCVar("cursorScale", "15") for 1.5x.
Lua API for addon developers:
SetCursorScale(n)-- set scale factor (1.0–4.0), takes effect on next cursor changeGetCursorScale()-- returns current scale factor
DLL: bigcursor.dll
Why No Source Code?
This project is distributed as pre-built DLLs only. The source code is not and will not be made publicly available.
These DLLs work by hooking deeply into the game client's internals: memory layout, function addresses, rendering pipeline, input handling, and more.
While every feature here is built for legitimate quality-of-life use, the underlying techniques touch on too many core mechanisms that are trivially abusable.
Publishing the source would be handing a candy store to bad actors: the same hooks and patterns used to render a raid marker or fix a crash can be repurposed for cheats, exploits, and in particular automation with minimal effort.
Developer Notes
Runtime Module Control API
WeirdUtils exports three functions for querying and disabling modules at runtime in case other devs find their dll's in conflict.
Exported Functions
| Function | Signature | Description |
|---|---|---|
WeirdUtils_IsModuleActive |
int __cdecl (const char *name) |
Returns 1 if the module is compiled in and currently hooked, 0 otherwise |
WeirdUtils_DisableModule |
int __cdecl (const char *name) |
Unhooks the named module. Returns 1 if found, 0 otherwise |
WeirdUtils_DisableAll |
int __cdecl (void) |
Unhooks all modules and core hooks. Returns count of modules disabled |
Module names are case-insensitive and match the build option names:
customassets, framecrash, logsessions, transmogfix, minimapicons, healtextfix, bigcursor, worldmarkers, interact, outline, pngscreenshot
There is no re-enable API - re-hooking after unhook is unsafe.
C/C++ Header
A header-only include/weirdutils_api.h is provided that handles DLL discovery and runtime resolution automatically. No .lib file needed:
#include "weirdutils_api.h"
// Returns 0 if WeirdUtils isn't loaded - safe to call unconditionally
if (WeirdUtils_IsModuleActive("transmogfix"))
WeirdUtils_DisableModule("transmogfix");
The header tries all known DLL names (weirdutils.dll, worldmarkers.dll, etc.) via GetModuleHandleA, so it works regardless of which DLL variant is loaded.
Raw GetProcAddress
If you prefer not to use the header:
HMODULE hMod = GetModuleHandleA("weirdutils.dll");
if (hMod) {
typedef int (__cdecl *IsActiveFn)(const char *);
IsActiveFn isActive = (IsActiveFn)GetProcAddress(hMod, "WeirdUtils_IsModuleActive");
if (isActive && isActive("transmogfix")) {
typedef int (__cdecl *DisableFn)(const char *);
DisableFn disable = (DisableFn)GetProcAddress(hMod, "WeirdUtils_DisableModule");
if (disable) disable("transmogfix");
}
}
Module Mutexes
Each module also holds a named mutex while active: Local\WeirdUtils_<name>_<PID> (e.g. Local\WeirdUtils_framecrash_12345). The exception is transmogfix, which uses Local\TransmogCoalesceHook_<PID> for legacy reasons.
If you see the mutex, the module is loaded - and can use the Runtime Module Control API to disable it. If you don't see it, the module isn't active and you're free to hook those functions yourself.