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Originally Posted by
nirsnd
Can I set the radar somehow to show wisp trail in wildwoods as well as wildwood events?
Yes, use this plugin - GitHub - DetectiveSquirrel/WhereTheWispsAt
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nirsnd (1 members gave Thanks to YellowRodent for this useful post)
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Is there a way to automate Divination Distillate? Basically I would like it to be used when (1) it is not currently active, and (2) it has charges.
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Hello, how do I add the "Simple Follower Plugin" plug-in? I want to make this plug-in work. Can you give me a tutorial
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Originally Posted by
YellowRodent
I dont know how to get this to load? I extracted to my "Pluggins" folder but I don't see it?
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Originally Posted by
enasniddg77
I dont know how to get this to load? I extracted to my "Pluggins" folder but I don't see it?
plugins>source
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Originally Posted by
YellowRodent
Same issue, it doesn't draw path to items
UPD: suddenly it started working after loading a few maps, but it doesn't work for all items for some reason. It doesn't detect Kalandra's Touch (added as a test) and sometimes it can highlight random items (like a random magic two stone ring or some new 1c unique belt)
Kalandras touch its unique base.
It stops working when theres plenty of loot anyway, so use that plugin with care, otherwise you may be skipping good stuff.
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Originally Posted by
Keldonv7
Kalandras touch its unique base.
It stops working when theres plenty of loot anyway, so use that plugin with care, otherwise you may be skipping good stuff.
Oh, right, my bad! And yeah, I'm already aware, it's more of a additional supportive tool, didn't detect a single HH/MB for me.
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How I got Ground-Items-With-Linq to work(Somewhat)
Since I was so graciously contacted and aided with the way to get the Ground-Items-With-Linq plugin to work I figure I might aswell just share my current setup of the item filter file so that it may aid others who have similar issues getting into it.
*DISCLAIMER* As is mentioned in replies above here it kind of breaks somewhat easily when there are just too many items on the ground, I'm assuming it's checking all item labels on the ground so in especially juicy maps it just gets overloaded and does not show your desired items that are on the ground and sometimes it highlights some random items that are not at all in your searchfilter.
Because of this you should not be solely relying on and expecting the tool to always notify you in case there's a Mageblood/HH on the ground and keep checking things for yourself atleast when there seems to be a lot of loot on the screen.*END OF DISCLAIMER*
GitHub - DetectiveSquirrel/Ground-Items-With-Linq at 6907a0cb8d80a49cce1264d2912f62b51d0f883e
This is the version I've had working as of the current date of posting.
I have two .ifl filter files, both checked and active in the plugin config, not sure if this reduces performance but I like it like this to keep track of different uniques so that I could flip one ruleset off when needed.
The first .ifl file just covers belts and looks like this:
Code:
ResourcePath == "Art/2DItems/Belts/Headhunter.dds" || //Headhunter
ResourcePath == "Art/2DItems/Belts/Headhunter2.dds" //Headhunter2
ResourcePath == "Art/2DItems/Belts/InjectorBelt.dds" //Mageblood
ResourcePath == "Art/2DItems/Belts/BiscosLeash.dds" //Bisco's
For the second rule file I added in a bunch of the multi-base uniques that I'd be interested in seeing in case they do drop, I actually have these filtered away ingame since normally I wouldn't find most of these worth hovering over all the crappy bases to get ahold of(such as Fiend dagger's for arakaali's fangs, Necromancer Silk's for Fleshcrafter etc.)
Since I don't manually check most of these bases during maps and the filter often breaks during juicy lootscreens, I'm sure a good few of these good items that drop in the middle of maps might still be missed due to the plugin just not functioning while said item appeared beneath everything else, but this I am fine with and so far I have still been able to get ahold of a few of these decent uniques that I normally would never even have bothered to check their shared base uniques for.
to make use of this whenever one of the items that are filtered away in my lootfilter gets picked up by the plugin I open the game options and switch to a cusom filter I made that only shows these mult-base uniques, which makes it relatively easy to pick up whilst looting the map.
Here is the .ifl file text for this second rule:
Code:
ResourcePath == "Art/2DItems/Amulets/HinekoraAmulet.dds" //Destiny
ResourcePath == "Art/2DItems/Amulets/Malachai's BrillianceAmulet.dds" //Dragonflight
ResourcePath == "Art/2DItems/Rings/DieOfDestiny.dds" //Ventor's
ResourcePath == "Art/2DItems/Rings/Brotherhood.dds" //Call of the Brotherhood
ResourcePath == "Art/2DItems/Armours/BodyArmours/Illuminatis.dds" //Incadescent Heart
ResourcePath == "Art/2DItems/Rings/BereksRespite.dds" //Berek's Respite
ResourcePath == "Art/2DItems/Rings/BereksRespiteAlt.dds" //Berek's Respite 2
ResourcePath == "Art/2DItems/Armours/BodyArmours/Illuminatis.dds" //Incadescent Heart
ResourcePath == "Art/2DItems/Armours/BodyArmours/ShockCloak.dds" //Doryani's Prototype
ResourcePath == "Art/2DItems/Armours/BodyArmours/OnShocked.dds" //Inpulsa's
ResourcePath == "Art/2DItems/Armours/Gloves/thunderclaw.dds" //Thunderfist
ResourcePath == "Art/2DItems/Armours/BodyArmours/DiallasMalefaction.dds" //Dialla's
ResourcePath == "Art/2DItems/Armours/BodyArmours/IronHeart Final.dds" //Iron Fortress
ResourcePath == "Art/2DItems/Armours/BodyArmours/Embrace.dds" //Covenant
ResourcePath == "Art/2DItems/Rings/UniqueCurseRing.dds" //Anathema
ResourcePath == "Art/2DItems/Weapons/OneHandWeapons/Daggers/Dagger7unique.dds" //Divinarius
ResourcePath == "Art/2DItems/Armours/Boots/TwoTonedBootsALT.dds" //Garukhan's
ResourcePath == "Art/2DItems/Armours/Helmets/HyrrisMark.dds" //asenath
ResourcePath == "Art/2DItems/Weapons/OneHandWeapons/Daggers/FangUnique.dds" //Arakaali's
ResourcePath == "Art/2DItems/Weapons/TwoHandWeapons/Bows/Voidshaft.dds" //Voltaxic
ResourcePath == "Art/2DItems/Weapons/OneHandWeapons/Scepters/MaataSceptre.dds" //Maata's
ResourcePath == "Art/2DItems/Armours/BodyArmours/EssenceGifter.dds" //Fleshcrafter
Hopefully with this info other people who are looking to get some occasional assistance from this tool are able to get into setting it up and configure it to their own liking based on the filter files I have provided, I also moved the "uniqueArtMapping.defaul.json" file which comes with the plugin download over to my filter folder.
So if I wanted to add a new unique item to be searched for by the plugin I would simply copy on of the lines in the filter file and paste it 2 spaces below the bottom one, then I would locate the 2D art path for the new unique I'm adding in the "uniqueArtMapping.defaul.json" file and edit my newly added line to match the chosen unique then add its name after the "//" to explain which unique it's referring to.
Example:
Code:
ResourcePath == "Art/2DItems/Belts/Belt6Unique2.dds" //Wurm's Molt
That's all I've got to share, if anyone knows of a way to make it so that the item labels don't show up in random colors(sometimes almost invisible against the map in the background) on the screen and perhaps a way to have the plugin remain functional even when there are lots of items on the ground I would very much appreciate help with that myself as I've yet to figure that out!
Thanks to the creator of this plugin! <3
Last edited by nilas1999; 01-01-2024 at 06:10 AM.
Reason: changed new unique added example cus old one was already in the filter.
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poecrafterone (1 members gave Thanks to nilas1999 for this useful post)
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Thanks for the write-up. I am getting "Error processing query" when I used that version and your code; did you encounter this?
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I did get that message in multiple ways while attempting to figure out the filtering structure by myself but once I started writing each line in the way that I wrote it processed without error.
It should work by just copying the entire block of code into a .ifl file.
Does the error message give any further info on the issue?
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What buttons toggle ui? Found =_=
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Last edited by Hosteleria; 01-02-2024 at 03:22 AM.
Reason: Solved
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Originally Posted by
poecrafterone
Thanks for the write-up. I am getting "Error processing query" when I used that version and your code; did you encounter this?
You need an OR operator after every line except last ( || ), he skipped them.
Originally Posted by
Keldonv7
It stops working when theres plenty of loot anyway, so use that plugin with care, otherwise you may be skipping good stuff.
I have a feeling the new API changes happening in the plugins are there to fix this, time will tell.
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https://imgur.com/FhcMQlA - Ground-Items-With-Linq-master
https://imgur.com/1PeLC6J - UniqueLootHelper-master
Not working, can me help please?
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can someone get this plugin updated? it had a feature where it clearly shows the abyss path trail.
GitHub - IlliumIv/Random-Features: PoeHUD Plugin: Random Features
thanks!