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  1. #1
    vmv's Avatar Legendary CoreCoins User
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    PoeSmoother - effects remover

    * After every new GGG patch, recheck your options!

    - AdvancedPoeSmoother - v3.8.1d (for bots) : Released.!
    - PrivatePoeSmoother - v3.8.1d (for normal game play) : Released.!

    - Discord channel: AdvancedPoeSmoother
    - Skype: [email protected] - (vmvPoeSmoother)


    - Resized textures ( x4 ) for patch v3.8.1 : Released.!
    GOOGLE DRIVE: - Download
    DROPBOX: - Download
    PCLOUD: - Download

    - Resized textures ( x8 ) for patch v3.8.1 : Released.!
    GOOGLE DRIVE: - Download
    DROPBOX: - Download
    PCLOUD: - Download


    - Also the free simple version with some good options:

    - FreePoeSmoother - v3.8.0e : Released.!
    PCLOUD: - Download
    MEGA: - Download
    DROPBOX: - Download




    - Advanced version for pure farming (for bots), best choice to double/triple your profits.
    No textures.
    No visible skill effects.
    No visible players and mobs.
    Clean environment of all effects (items included).
    Stable, fluid game play with less than 10% cpu usage even within breaches.




    - Private PoeSmoother (for normal game play):



    Tutorial - How to use custom folders:

    - First step is to extract your "directory, skill/effect/audio" into the new created -" restore/Custom/"...and here is the backup folder for all the files we want to change (do not touch these files..keep them safe).
    You need a directory, even if it's for one single file, it always needs to be a directory (Metadata/Particles/file.pet), and for that "file.pet", you need to create the exact directory like in the tool tree.

    - After extraction go to - "restore/Custom/"your new extracted directory""...and delete unnecessary directory/files.

    Then copy what's left inside the *restore folder (directories: Metadata/Particles/...) and put them into the - new/Custom... folder...to work with them.

    It should look something like this:
    1. - restore / Custom/Metadata / Particles / dancing_daggers / ...files. (we don't modify these files)!
    2. - new /Custom/ Metadata / Particles / dancing_daggers / ...files. (we work on these files).

    - Paths used by custom options:
    > custom effects: Metadata/...
    > custom sounds: FMOD/...
    > custom skills: Metadata/...
    > custom art: Art/...

    Edit whatever files are inside "new" and save them. Check the checkbox for changes to take effect..

    How to use the tool to disable skill effects:


    To do this , we need to look on the left side of the tool for 3 paths :

    1. - Metadata/Particles ...and there are all the particle effects from the game.
    2. - Metadata/Effects/Spells...and here is the second one with all the spells we know.
    3. - Metadata/Particles/enviro_effects...for those who want to play with environment particles (rain,smoke,fire,waterfalls..etc).

    Now that we know where to search for what we need...let's move to the next step...finding your skill! This is because even if they are alphabetically arranged, not all skill names from the tree are identical with the skill names from in game.

    After finding the skill we want to modify...right click on the directory of the skill name and choose extract...somewhere where we work on it.

    First thing to do, is to open the folder where we extracted them and make a copy to this type of files :
    - Metadata/Particles -> ( .pet ) &
    - Metadata/Effects/Spells ->( .aoc ).
    This are the type of files we need to modify and we copy them to work on the copy and not on the original, in case we do something wrong...we need to have them as a backup.

    Now that we have what we need,..let's look inside of a (.pet) file :

    Code:
    2
    {
    	PointEmitter
    	"Art/particles/distortion/distortion.mat"
    	blend_type AlphaBlend
    	rotation_locked 0
    	stretch 1 1 1 1 1 1 1
    	stretch_variance 0
    	face_type XYLock
    	is_locked_to_parent 1
    	scatter_cone_size 0
    	particle_duration 0.27
    	is_infinite 1
    	particles_per_second 142.609 142.609 142.609 142.609 142.609 142.609 142.609
    	opacity 0 0.453686 0.453686 0.453686 0.266541 0.10775 0
    	velocity_along 0.43478 0.43478 0.43478 0.43478 0.43478 0.43478 0.43478
    	velocity_along_variance 0
    	velocity_up 0 0 0 0 0 0 0
    	velocity_up_variance 0
    	scale 663.98 690.527 722.036 753.545 785.054 819.714 848.072
    	scale_variance 0
    	rotation_speed 0 0 0 0 0 0 0
    	rotation_speed_variance 0
    	emitter_duration 1
    	colour ffffffff ffffffff ffffffff ffffffff ffffffff ffffffff ffffffff
    }
    What we see here first on the top left corner (here we have 2), is the number of the functions inside that file...they must always correspond....or the game will give an error. Also, an entire function can be removed and at the end, the number of functions left inside the .pet file must correspond with this number.

    Next important value we need to work with are only 3 of them...lucky for us

    1. - particle_duration 0 (how long the particle will be visible).
    2. - is_infinite 0 (this is more for rain,smoke,flame, and effects like that, to be infinite : 1 -- or not : 0)
    3. - emitter_duration 0 (this is like the first one i think, didn't bother to test, i just live it with the default value for unchanged effects, or i put there a 0 to disable it).

    That's it, save it now and...let me explain fast what we did here ...:
    - We changed the behavior of an effect from a skill, in this case we have some sort of "distortion" with this path ("Art/particles/distortion/distortion.mat"), and we disable it by changing the original values to 0.

    What we have after we finish the job is this :

    Code:
     2
    {
    	PointEmitter
    	"Art/particles/distortion/distortion.mat"
    	blend_type AlphaBlend
    	rotation_locked 0
    	stretch 1 1 1 1 1 1 1
    	stretch_variance 0
    	face_type XYLock
    	is_locked_to_parent 1
    	scatter_cone_size 0
    	particle_duration 0
    	is_infinite 0[/COLOR]
    	particles_per_second 142.609 142.609 142.609 142.609 142.609 142.609 142.609
    	opacity 0 0.453686 0.453686 0.453686 0.266541 0.10775 0
    	velocity_along 0.43478 0.43478 0.43478 0.43478 0.43478 0.43478 0.43478
    	velocity_along_variance 0
    	velocity_up 0 0 0 0 0 0 0
    	velocity_up_variance 0
    	scale 663.98 690.527 722.036 753.545 785.054 819.714 848.072
    	scale_variance 0
    	rotation_speed 0 0 0 0 0 0 0
    	rotation_speed_variance 0
    	emitter_duration 0
    	colour ffffffff ffffffff ffffffff ffffffff ffffffff ffffffff ffffffff
    }
    Now we are done with modifying the values from an effect.

    Next thing to do is to right click on the effect we have worked on (from the left side of the tool) and choose "Replace", and then go to your working folder and click on the file we just changed. The tool will say that changes some addresses, and if everything is ok..we are done.

    Start the game and see how the skill looks like with the removed effect.



    End of part 1



    The second part of this tutorial is for more advanced people, and here we found the Sound effects of a skill/mob/etc....and some directions for where the images used in game are.

    Here we only look at disabling sounds, completely disable a skill effect, or remove some big chunks from it.
    It's kind of complicated to mess with this , at least i didn't got to understand them in full.

    Let's see how the code looks like (this is an ( .aoc) file) :

    Code:
    version 2
    extends "Metadata/Parent"
    
    ClientAnimationController
    {
    	skeleton = "Art/Models/Effects/discharge/fire_discharge/rig.ast"
    }
    
    SkinMesh
    {
    	skin = "Art/Models/Effects/discharge/fire_discharge/firedischarge.sm"
    }
    
    SoundEvents
    {
    	animation = "discharge"
    		0 = "Audio/Sound Effects/Skills/Discharge/DischargeFire$(#)[email protected] 120 0 0.1 0.1 0 -1 0 1 1"
    		0 = "Audio/Sound Effects/Skills/Discharge/E_Layer_$(#)[email protected] 119 0 0.1 0.1 0 jnt_soundfx1 0 1 1"
    		0 = "Audio/Sound Effects/Skills/Discharge/Cannon_$(#)[email protected] 114 0 0.1 0.1 0 -1 0 1 1"
    		0 = "Audio/Sound Effects/Skills/Discharge/E_Layer_$(#)[email protected] 119 0 0.1 0.1 0 jnt_soundfx2 0 1 1"
    		0.270662 = "Audio/Sound Effects/Skills/Discharge/Stereo_$(#).ogg%[email protected] 110 0 0.1 0.1 0 -1 0 1 1"
    }
    
    BoneGroups
    {
    	bone_group = "line false midjoint joint9 "
    	bone_group = "actline false joint4 joint5 "
    	bone_group = "botexplode false joint4 joint6 "
    	bone_group = "fire false midjoint joint3 "
    }
    
    ParticleEffects
    {
    	animation = "discharge"
    		0 = "line Metadata/Particles/discharge/fire/line.pet"
    		0 = "actline Metadata/Particles/discharge/fire/actual_line.pet"
    		0 = "botexplode Metadata/Particles/discharge/fire/botexplode.pet"
    		0 = "fire Metadata/Particles/discharge/fire/cyl.pet"
    }
    
    DecalEvents
    {
    	animation = "discharge"
    		0 = "Metadata/Decals/scorchmarks.atlas circlescorch root 180 0.092"
    }
    
    Lights
    {
    }
    
    ScreenShake
    {
    	animation = "discharge"
    		0 = "30 5 0.5 0 1 0"
    }
    Now, to completely remove BIG parts of a skill we need to look at this function :

    Code:
    SkinMesh
    {
    	skin = "Art/Models/Effects/discharge/fire_discharge/firedischarge.sm"
    }
    If we remove what's inside those accolades, the skill will be disabled :

    Code:
    SkinMesh
    {
    }
    Here we have the sounds :

    Code:
    SoundEvents
    {
    	animation = "discharge"
    		0 = "Audio/Sound Effects/Skills/Discharge/DischargeFire$(#)[email protected] 120 0 0.1 0.1 0 -1 0 1 1"
    		0 = "Audio/Sound Effects/Skills/Discharge/E_Layer_$(#)[email protected] 119 0 0.1 0.1 0 jnt_soundfx1 0 1 1"
    		0 = "Audio/Sound Effects/Skills/Discharge/Cannon_$(#)[email protected] 114 0 0.1 0.1 0 -1 0 1 1"
    		0 = "Audio/Sound Effects/Skills/Discharge/E_Layer_$(#)[email protected] 119 0 0.1 0.1 0 jnt_soundfx2 0 1 1"
    		0.270662 = "Audio/Sound Effects/Skills/Discharge/Stereo_$(#).ogg%[email protected] 110 0 0.1 0.1 0 -1 0 1 1"
    }
    We can remove lines from there to limit the skill/mob...from using it.

    Code:
    SoundEvents
    {
    	animation = "discharge"
    
    		0 = "Audio/Sound Effects/Skills/Discharge/E_Layer_$(#)[email protected] 119 0 0.1 0.1 0 jnt_soundfx2 0 1 1"
    		0.270662 = "Audio/Sound Effects/Skills/Discharge/Stereo_$(#).ogg%[email protected] 110 0 0.1 0.1 0 -1 0 1 1"
    }
    This is for ground effects or other major effects from game :

    Code:
    DecalEvents
    {
    	animation = "discharge"
    		0 = "Metadata/Decals/scorchmarks.atlas circlescorch root 180 0.092"
    }
    If we remove this, the Discharge skill doesn't leave a burned/scorched ground behind.

    Code:
    DecalEvents
    {
    }


    That's all....

    Have fun,
    Last edited by vmv; 1 Week Ago at 06:49 PM. Reason: Don't advertise paid products in exploit section.

  2. #2
    Doomnezau's Avatar Member
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    error ggpk opened in read mode only.... strange ...i've checked and it's not on that thing


    Edit -> close your damn game idiot before changing it's files (sometimes i amaze myself)

  3. Thanks Parog (1 members gave Thanks to Doomnezau for this useful post)
  4. #3
    coller1432's Avatar Member
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    it work!!!

    discharge is still, please remove all effect, fire, cold, lightning.

    btw, good joob. i tried sometime, and I did not do anything...

  5. #4
    vmv's Avatar Legendary CoreCoins User
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    Originally Posted by Doomnezau View Post
    error ggpk opened in read mode only.... strange ...i've checked and it's not on that thing


    Edit -> close your damn game idiot before changing it's files (sometimes i amaze myself)
    Yep, i should change that default message in "the game is running"...next release
    Made a small update, forgot some files, just for compilers.

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  7. #5
    vmv's Avatar Legendary CoreCoins User
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    Originally Posted by coller1432 View Post
    it work!!!

    discharge is still, please remove all effect, fire, cold, lightning.

    btw, good joob. i tried sometime, and I did not do anything...
    I can't remove them completely...i mean, i can, but then the skill would look like nothing.
    It has too many files to test, and is tedious.

    Maybe in the future, there will be other methods to make this skills pretty

  8. Thanks Genocyber (1 members gave Thanks to vmv for this useful post)
  9. #6
    Doomnezau's Avatar Member
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    great work man any chance to disable extra gore from belly? it's a pain and unwanted but the chest is too good.

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    Genocyber's Avatar Member CoreCoins User
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    Hi, noob question here, the programm must remains open while playing to keep the particles down?

    Ty

  11. #8
    vmv's Avatar Legendary CoreCoins User
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    Originally Posted by Doomnezau View Post
    great work man any chance to disable extra gore from belly? it's a pain and unwanted but the chest is too good.
    I think so...never thought about that, but you are right...those extra effects are terrible for my taste to ..


    Originally Posted by Genocyber View Post
    Hi, noob question here, the programm must remains open while playing to keep the particles down?

    Ty
    Nope, just make sure you have the game closed before opening the tool, otherwise the tool is opening in "read-only" mode. After changing what you need, you can close the tool and play the game.

  12. Thanks Genocyber, Doomnezau (2 members gave Thanks to vmv for this useful post)
  13. #9
    s1ssel's Avatar Member
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    This has really great potential for the low-end pcs and even for the high-ends as the cream topping ( sry for my english but I thought this matches haha ). I speak for the low-end ones and would love to have even a flame totem skill which I wouldn't even see. I also wanted to make LA build since the last week and the removable shatter effect from herald of ice effect ( when it's the one you removed ) would be just godly I guess. So 2 thumbs up and 2 big toes up for your work <3

    edit: noob question: I don't think it's possible to change the effects on your own right? like AHK script into a .exe.. . Lot more work I guess, but if you have any easy work for multiple "effects" let us know.
    Last edited by s1ssel; 01-09-2016 at 06:57 PM.

  14. #10
    vmv's Avatar Legendary CoreCoins User
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    Originally Posted by s1ssel View Post
    This has really great potential for the low-end pcs and even for the high-ends as the cream topping ( sry for my english but I thought this matches haha ). I speak for the low-end ones and would love to have even a flame totem skill which I wouldn't even see. I also wanted to make LA build since the last week and the removable shatter effect from herald of ice effect ( when it's the one you removed ) would be just godly I guess. So 2 thumbs up and 2 big toes up for your work <3

    edit: noob question: I don't think it's possible to change the effects on your own right? like AHK script into a .exe.. . Lot more work I guess, but if you have any easy work for multiple "effects" let us know.
    Yes you can change anything you want,...the tools have inside an export function, and you can always search for your skill to extract the content, and from there, you just need to modify them or even remove completely. Test, change back...modify...test change back ...takes time.
    Herald of ice has some long and overlapping effects, one over another which cause lag ofc for some computers...just remove/disable some smoke/dust/lights...etc ..made it much simple and still looks great.

    I don't get this with GGG, they are really exaggerating with hundreds of effects for a simple "fart"...in the end, there is just a big mess, nothing pleasant for the eye.

    edit : In the left side of the tool, is the structure of the game content. In the middle is the content of what you clicked from the structure, and in the right side are options created by me for simple users, just to check them up and play. In the php code from post, you can see the path of the files i have changed.
    Last edited by vmv; 01-09-2016 at 07:27 PM.

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  16. #11
    datz's Avatar Active Member CoreCoins User
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    not working for me :\

  17. #12
    vmv's Avatar Legendary CoreCoins User
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    Originally Posted by datz View Post
    not working for me :\
    Why not ? ,,,Give some details...

  18. #13
    datz's Avatar Active Member CoreCoins User
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    run the visualggpk file provided and check the boxes with poe not opened 2-3 times each and start up poe nothing changes, char sounds, rain etc

  19. #14
    vmv's Avatar Legendary CoreCoins User
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    Originally Posted by datz View Post
    run the visualggpk file provided and check the boxes with poe not opened 2-3 times each and start up poe nothing changes, char sounds, rain etc
    Open the tool, choose your Content.ggpk file from where you have the game installed,...wait for the parse to finish ...then check/uncheck what you need.

    A checkbox must be left "checked" if you want any effect to work. The you can close the tool and start the game. Even if you don't close the tool, you can play..but you cannot change anything after the game is started.
    Last edited by vmv; 01-09-2016 at 08:01 PM.

  20. #15
    s1ssel's Avatar Member
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    Originally Posted by vmv View Post
    Yes you can change anything you want,...the tools have inside an export function, and you can always search for your skill to extract the content, and from there, you just need to modify them or even remove completely. Test, change back...modify...test change back ...takes time.
    Herald of ice has some long and overlapping effects, one over another which cause lag ofc for some computers...just remove/disable some smoke/dust/lights...etc ..made it much simple and still looks great.

    I don't get this with GGG, they are really exaggerating with hundreds of effects for a simple "fart"...in the end, there is just a big mess, nothing pleasant for the eye.

    edit : In the left side of the tool, is the structure of the game content. In the middle is the content of what you clicked from the structure, and in the right side are options created by me for simple users, just to check them up and play. In the php code from post, you can see the path of the files i have changed.
    I feel pretty guilty :S. I didn't even start the program, cause I thought there is nothing to change manually, only your precoded functions etc. This sounds really amazing... Can't wait to try and hopefully manage it tomorrow.

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