-
Member
Anyone crashing randomly lately?
2024/08/15 16:10:38 12197609 ff073be2 [CRIT Client 8800] Failed to decompress (corrupted data)
-
Is there anyway to produce text or some sort of flashing warning on the screen where it alerts me when Nameless Seer or Reflecting Mist have popped up?
Just so I don't miss it while mapping.
-
Member
he not work VillageHelper, error with string \VillageHelper-master\VillageHelper.cs(369, 11
] CS0246
-
Member
Is it possible to remove this banner? And keep fast mod tears. Without turning off the plugin.
-
Member
I did it by going to the config/global and opening advancedtooltip_ settings
Changed to this
{
"ItemLevel": {
"Enable": true,
"TextSize": {
"Value": 16
},
"TextColor": "ffff00ff",
"BackgroundColor": "000000e6"
},
"ItemMods": {
"Enable": false,
"EnableFastMods": true,
"EnableFastModsTags": true,
"ShowModNames": false,
"StartStatsOnSameLine": false,
"BackgroundColor": "000000dc",
"PrefixColor": "8888ffff",
"SuffixColor": "00ced1ff",
"T1Color": "ff00ffff",
"T2Color": "ffff00ff",
"T3Color": "00ff00ff"
},
"WeaponDps": {
"Enable": true,
"TextColor": "fec076ff",
"DpsTextSize": {
"Value": 16
},
"DpsNameTextSize": {
"Value": 13
},
"BackgroundColor": "ffff00ff",
"DmgFireColor": "960000ff",
"DmgColdColor": "366492ff",
"DmgLightningColor": "ffd700ff",
"DmgChaosColor": "d01f90ff",
"PhysicalDamageColor": "ffffffff",
"ElementalDamageColor": "00ff0eff"
},
"Enable": true
}
Then saved and set file to read only. If not it constantly changes it self back. This will also get weapon dps showing up again in top right corner.
-
Post Thanks / Like - 1 Thanks
Naf7 (1 members gave Thanks to thedudesrug for this useful post)
-
Member
Originally Posted by
Sophistical
Metadata/Monsters/Mystic
Metadata/NPC/Mystic/Seer
Metadata/Monsters/Daemon/NamelessDaemon
Metadata/Monsters/Daemon
Metadata/Monsters/Mystic/NamelessMystic
Found these, not sure if they are helpful.
Had a Nameless Seer - None of these worked, however the Eramir one did. Going to keep them all in my preloads and see what I can find about them... I wonder if on the backend they've got several different Seers that can spawn.
Edit:
Like the user above, Eramir showed in another prealert, but no seer.
Last edited by Raumli; 08-16-2024 at 02:05 PM.
-
Member
Hello friends, what are some useful plugins for Heist?
-
Member
Originally Posted by
2klulu
he not work VillageHelper, error with string \VillageHelper-master\VillageHelper.cs(369, 11

] CS0246
It is broken because they have an updated `ExileCore` API with completed village data. If you look at the source it is blank right now. The only way this would be usable on their end is if they have a new version that we don't. I would expect this to be the case during development.
-
Member
Are we gonna get update soon ?
-
Member
may i have qeustion, what this skill buff code Unbound Avatar
-
Member
Does anyone have a working blight helper? so for example i see what oils i will get from the talisman?
-
Active Member
Originally Posted by
arkapara
Does anyone have a working blight helper? so for example i see what oils i will get from the talisman?
Oil extractor is not in the game anymore... what do you mean what oil you can get?
-
Member
ah lmao! im living behind the moon 
i though there was still a oil extractor
-
Member
dfgfhjkhjk.png Tell me please how to solve this problem?
-
Contributor
Not sure if this is the right place to to do this but in the ExileCore.PoEMemory.Components ObjectMagicProperties the getter for the Mods property is accumulating the mods instead of clearing them first on rebuilding them after a modhash change, in my code I reimplemented it and it works as intended now, all i added was _ModNamesList.Clear();
Code:
public List<string> Mods {
get {
if (base.Address == 0L) {
return null;
}
if (_ModsHash == ModsHash) {
return _ModNamesList;
}
long first = ObjectMagicPropertiesOffsets.Mods.First;
long last = ObjectMagicPropertiesOffsets.Mods.Last;
long num = ObjectMagicPropertiesOffsets.Mods.First + 14336;
if (first == 0L || last == 0L || last < first) {
return new List<string>();
}
last = Math.Min(last, num);
_ModNamesList.Clear(); // added as the implementation was missing this causing mods to just accumalate when the modhash changes
for (long num2 = first + 24; num2 < last; num2 += 56) {
long read = base.M.Read<long>(num2 + 16, new int[1]);
string item = RemoteMemoryObject.Cache.StringCache.Read($"{"ObjectMagicProperties"}{read}", () => base.M.ReadStringU(read));
_ModNamesList.Add(item);
}
if (first == num) {
DebugWindow.LogMsg("ObjectMagicProperties read mods error address", 2f, Color.OrangeRed);
}
_ModsHash = ModsHash;
return _ModNamesList;
}
}