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  1. #271
    rurushxd's Avatar Member
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    Hello, I tried Advanced poesmoother mod and it went very well when I tested in delve/ acts, but in an influenced map it just keep crashing.
    when I check the logs, here is what I get :
    2020/05/06 17:00:25 661504296 8a [INFO Client 10540] Tile hash: 1050818336
    2020/05/06 17:00:25 661504296 8b [INFO Client 10540] Doodad hash: 0
    2020/05/06 17:00:52 661531000 202 [INFO Client 10540] Creating terrain plugin with type id 2161
    2020/05/06 17:00:54 661532906 8a [INFO Client 10540] Tile hash: 980594960
    2020/05/06 17:00:54 661532906 8b [INFO Client 10540] Doodad hash: 2738701861

    Should I check the options that I modified before then click restore ?

    Path of Exile modding tool and mods
  2. #272
    dlr5668's Avatar Contributor
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    Originally Posted by rurushxd View Post
    Hello, I tried Advanced poesmoother mod and it went very well when I tested in delve/ acts, but in an influenced map it just keep crashing.
    when I check the logs, here is what I get :
    2020/05/06 17:00:25 661504296 8a [INFO Client 10540] Tile hash: 1050818336
    2020/05/06 17:00:25 661504296 8b [INFO Client 10540] Doodad hash: 0
    2020/05/06 17:00:52 661531000 202 [INFO Client 10540] Creating terrain plugin with type id 2161
    2020/05/06 17:00:54 661532906 8a [INFO Client 10540] Tile hash: 980594960
    2020/05/06 17:00:54 661532906 8b [INFO Client 10540] Doodad hash: 2738701861

    Should I check the options that I modified before then click restore ?
    yep. works fine here for me
    github.com/vadash/EZVendor

  3. #273
    dragonboy's Avatar Member
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    I am still experiencing Delirium fog after following directions:
    -move folder from "optional" to "extracted"
    -remove "League_Affliction/fogAttachment" from "exclude" file
    -run "start"
    -select options as shown https://i.imgur.com/cOnuQgF.png
    -press "modify" and wait
    -press "insert"

    I am on Intel Iris Graphics 5100.

  4. #274
    xeroghost4's Avatar Member
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    Thats not how it works. If you wanna go that way, do this: take the Metadata folder inside optional/null delirium fog/extracted and place it into "extraced" folder directly. Then load and just INSERT, dont press modify.

  5. #275
    xvcnmd's Avatar Member
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    I've been trying to put poesmoother back onto my game ever since the update but it's taking forever to scan the Content.ggpk from my folder why is that?

  6. #276
    rurushxd's Avatar Member
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    Originally Posted by xvcnmd View Post
    I've been trying to put poesmoother back onto my game ever since the update but it's taking forever to scan the Content.ggpk from my folder why is that?
    After some updates and changing the ggpk file, you should defragment the file, this way it'll take less time. I have a shitty hdd and it works ok, scanning ggpk takes like 5 - 6 minutes on average.

  7. #277
    rurushxd's Avatar Member
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    I still couldn't figure out how to remove ice_storm.
    I tried adding "ice_storm" to the "restrict" zone, then modify + insert along with mods, but nothing.
    Should I search for ice_storm folder then extract it then add it in metadata folder ?
    if yes, and I want to replace it with nothing does it work if I put replace with "" ?

    Edit:
    So I figured that I should do the same way you did to remove the fog.
    I edited .ao files to this :
    version 2
    extends "Metadata/Parent"

    AnimationController
    {

    }


    but then the game crashes

    Edit 2 :
    My bad for not reading the whole page on the original github, restrict and exclude are only used for the search .. for anyone who thought like me it would "exclude" a skill effect or a file. (it's only excluded from the search result)

    Also clearing what between brackets in soundevent in aoc files seems ok and doing no harm (since icestorm would do a sound from whispering ice)
    Still testing through "Mods by extension".

    Edit 3:

    So it's pretty easy to remove a skill.

    I wanted to remove icestorm, but there is also a folder called ice_storm. So what I did, is type in the restriction field ice*storm.
    Then I did download mods by extension and did check aoc (invisible spells) pet epk and ao files.

    The only issue I have now is the instead of fog I have squares.
    https://i.imgur.com/MQSdXdK.png

    Last update (everything did work, thanks to this whole post and people giving feedback)

    So after doing the stuff before (look at Edit 2) to remove the skill effects and particles, seems like the texture of the fog wasn't there somehow.

    I just had to use this method

    > copied the folder as mentioned in readme / github (make sure you deleted the line too)
    > I added "League_Affliction/fogAttachment" in green part
    > search
    > check use restrict/exclude
    > insert to update just those files without touching the others.

    Now my skill is invisible and there is no fog and also most effects on monsters are not showing. I did notice that shrines effects are not showing up too, but i'm ok with that.

    Thanks for every reply on this post, that did help me a lot. I hope this will help someone too.
    Last edited by rurushxd; 05-10-2020 at 05:09 PM.

  8. #278
    rurushxd's Avatar Member
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    Originally Posted by xeroghost4 View Post
    Thats not how it works. If you wanna go that way, do this: take the Metadata folder inside optional/null delirium fog/extracted and place it into "extraced" folder directly. Then load and just INSERT, dont press modify.
    So we can "modify" which change values according to the mods or "insert" to insert the modified files from extracted folder ?
    If so, could I modify then insert only the files to remove the fog ? (by keeping only the fog folder)

  9. #279
    Ferret451's Avatar Member
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    I really need help setting up isboxer for Path of Exile
    Hello everyone. I really need help setting up isboxer for Path of Exile. I apologize in advance for my English since I am Russian. The problem is that Path of Exile does not open when I launch it through InnerSpace with isboxer. And I really need to run at least 2 windows. I am linking to how it should look ideal.
    Path of Exile (0.11.2) - More rares, and even more currency - Multiboxing 5 Templars using Isboxer - YouTube

    An important addition I have isboxer hacked version of v42 with InnerSpace emulator.

    I took the emulator and the program from here = >> https://vk.com/topic-10064079_32566918

    Thanks in advance to those who will wait or try to help.

  10. #280
    seedlesscrx's Avatar Member
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    can someone post ice nova to arctic ice nova please? thanks <3

  11. #281
    dlr5668's Avatar Contributor
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    Normalized lighting for all maps (works great with no shadows)
    Imgur: The magic of the Internet
    github.com/vadash/EZVendor

  12. Thanks Silent_Warrior, manutdrule (2 members gave Thanks to dlr5668 for this useful post)
  13. #282
    xvcnmd's Avatar Member
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    Originally Posted by koyasha View Post
    Step by step for those who are not familiar with Python and/or those who opened the modding tool and thought 'what the actual F'.

    PREPARATIONS
    1. Download and install Python 3.6+. Latest version available here: Download Python | Python.org
    2. Let's say you installed Python to D:\Apps\Python37. Navigate to that folder, shift+r-click on empty space inside it and choose the 'Open command window here' option.
    3. In the cmd window, type the following to get the pip package updated to the latest version (kind of optional, but wouldn't hurt): python -m pip install --upgrade pip
    4. In the same cmd window, install brotli library with this command: pip install brotli
    5. Download the modding tool from Github (green 'Clone or Download' button > Download ZIP): GitHub - poemods/Path-of-Exile-modding-tool: Path of Exile mods
    6. Extract the archive contents to any folder of your preference. Let's say it's D:\Apps\PoEmodding. Make a mental note about these guys inside:
    a. The __init__.py file. It's the main executable file of the program and it has a simple yet functional GUI on top of it, so you can just double-click to launch it as a usual Win program.
    b. The '/extracted' folder. The assets you are going to change will be saved to this folder for the program to work on them (insert/restore).
    c. The 'automods' folder. This is where you are going to store your scripts that will automatically change stuff. Script options can be viewed and enabled/disabled in GUI. Some sample scripts should already be in the folder.

    GUI OVERVIEW
    - Upon first launch you need to specify the path to your PoE client Content.ggpk file in the topmost textbox. Normally the file resides in the game folder root. E.g. D:\GAMES\Grinding Gear Games\Path of Exile\Content.ggpk. Just copy-&-paste the full path and the program will start scanning the file. It can take up to several minutes, so be patient.
    - Green area to the left determines what words/expressions to include into search. Red area to the right is a 'what to exclude from search' filter.
    - Central frame displays search results: game files with various extensions that can be edited to our benefit.
    - Lowermost area returns the contents of a chosen file.
    - 'Automods' button on the right pane lets you choose your script files and apply/remove different parts of their code on the fly. 'Modify' and 'Restore' buttons serve to that purpose.

    FILE EXTENSIONS OVERVIEW
    .sm - skinned mesh data. Basically a static item model/appearance.
    .ao - attached animated object. Basically a dynamic visual effect. Can be added to the .epk file to stack effects.
    .pet - particle effect. Can be added to the .epk file.
    .epk - effect package. A stack of different effects.
    .dds - textures
    .mat - materials



    REPLACING ITEM SKINS
    Let's say you own a Tabula and want to replace its skin with Gothic armour (Gothic Armour Pack - Official Path of Exile Wiki).
    1. Create a dummy .txt file in the 'automods' folder with the following text:
    Code:
    name "Armour to replace Tabula"
    
    #Gothic 
    title "Gothic"
    restriction "filename1"
    replacewith "filename2"
    First line is the mod name the way you will see it in the 'Automods' dropdown in GUI. Pound sign on the next line denotes a comment. 'Title' is a name of each section of your script that you want to see as a separate checkbox in the mod options in the GUI. 'Restriction' parameter is a path to the file(item, effect) that you want replaced, while 'replacewith' parameter is a path to the file(item, effect) that you want to see on your character eventually.

    2. Now that we have a dummy file, we need to find the actual filenames in the Content.ggpk file. In most cases, names and locations of the items are clear and fairly easy to find, in other cases it's guesswork.
    In the GUI's green area, try searching for 'gothic'. Wow, that's a whole lot of hits. For now we only need the MTX armour's .sm skin mesh file. So let's use a bit of Regex to narrow down the search. Try this:
    Code:
    armour.*gothic.*sm$
    FYI .* means zero or more characters between the words, whatever they may be. $ indicates end of line.
    Note how the armour is called in the files: Gothic Horror Armour.

    OK, so that restriction leaves us with much less noise in the list. Let's narrow it down even more.
    Code:
    gothichorrorarmourbody.*sm$
    That leaves us with only seven hits. As you may have guessed, stat type combination at the end of each file (StrInt, Dex, Int) refers to each PoE class, Witch being pure Int, Ranger - pure Dex, Templar - StrInt, and so on.
    Let's say you play as a Witch. In that case, you are going to need the .sm file specifically for her character model. So out of the seven files you need this: /Art/Models/Items/Armours/BodyArmours/Microtransactions/GothicHorrorArmour/GothicHorrorArmourBodyInt.sm.

    Searching for the right Tabula file may be tricky as there were several versions of this armour throughout the years. I'll save you the trouble, the file you need is: /Art/Models/Items/Armours/BodyArmours/Unique/TabulaRasa/TabulaRasa2Int.sm

    3. Now you need to save both files locally so that the program can work with them independently. Just copy each armour's file path to the restriction filter to get a single hit and hit 'Extract'. A corresponding status will appear.

    4. Files saved, next you need to edit the dummy automod file. Just replace the filename placeholders with corresponding file paths, like this:
    Code:
    name "Armour to replace Tabula"
    
    #Gothic 
    title "Gothic"
    restriction "/Art/Models/Items/Armours/BodyArmours/Unique/TabulaRasa/TabulaRasa2Int.sm$"
    replacewith "/Art/Models/Items/Armours/BodyArmours/Microtransactions/GothicHorrorArmour/GothicHorrorArmourBodyInt.sm$"
    Note the $ at the end of each line. You need it there to eliminate possible multiple hits. We need a single instance replaced with a single instance.
    Don't forget to save the updated file.

    4. Magic time!
    Note: for any changes to take effect you need to close the game client prior to modding.
    In the GUI, click on the 'Automods' dropdown on the right pane and select your mod called 'Armour to replace Tabula'. You will see a checkbox underneath titled 'Gothic'. Check it and then hit 'Modify'. Ta-da!
    If you search for the Tabula file again in the GUI and click on it, the lowermost area will show the original file vs the changed file. This is how you know that the changes were applied.
    Open the game and don your Tabula. You should now be sporting a Gothic armour piece instead.

    Same process applies to .ao files. For instance, the following code replaces the original Herald of Ice effect with a wicked-looking Celestial one (Celestial Herald Effect - Official Path of Exile Wiki)
    Code:
    name "Celestial Herald of Ice"
    
    title "Celestial  Herald of Ice"
    restriction "/Metadata/Effects/Spells/herald/ice/iceherald_explode.ao$"
    replacewith "/Metadata/Effects/Microtransactions/Spells/heralds/celestial/ice_explode.ao$"
    
    restriction "/Metadata/Effects/Spells/herald/ice/iceherald_explode.aoc$"
    replacewith "/Metadata/Effects/Microtransactions/Spells/heralds/celestial/ice_explode.aoc$"
    Note that both .ao and .aoc files need to be replaced in order for the effect to work correctly.



    ADDING NEW EFFECTS TO YOUR CHARACTER
    Let's say you want to add the Celestial aura effect to your character (Celestial Aura Effect - Official Path of Exile Wiki). How do you go about it?

    First, you need to take a look at your equipped gear. If you own an item that has any kind of animated effect on it, chances are it has an .epk (effect package) file stored as a resource that you can edit.
    An .epk file serves as a container for several animations created specifically for a certain item or spell. Thing is, you can stack a bunch of various animations to a single item in the same file regardless of whether they are interrelated. For instance, you can attach an aura, wings and a halo to the Herald of Ice spell activation effect, which is stored as an .epk file. And every time you trigger the herald, all those goodies will appear along with its effect.

    Not all wearable items, however, have .epk files for their animations. If you own an item that has any kind of animated effect, try looking for an associated .epk file in the modding tool GUI. If you found it - just use it going forward. If not - well, then we have to stick with the Herald animation .epk.

    Let's say you didn't find any relevant .epk's.
    1. Look for Metadata/Effects/Spells/herald/ice/ice_herald_epk.epk instead. Export it. It will be saved into the '/exported' folder under the same path.
    2. Navigate to the folder and open the file in Notepad. You will see the following text:
    Code:
    ParticleEffect "Larmfx" "Metadata/Particles/herald/ice/arm_effect.pet"
    ParticleEffect "Rarmfx" "Metadata/Particles/herald/ice/arm_effect.pet"
    AttachedObject "finger1_r" "Metadata/Effects/Spells/herald/ice/ice_herald.ao"
    AttachedObject "finger1_l" "Metadata/Effects/Spells/herald/ice/ice_herald.ao"
    These are animations that are currently attached to a standard Herald of Ice.

    3. Find the Celestial aura animation in the GUI. You are looking for an .ao file, not .epk, as we need just a single animation effect.
    Full path to the aura: /Metadata/Effects/Microtransactions/Spells/auras/celestial/CelestialAura.ao
    Export the file.

    4. Now copy the file path and add a line to the Ice Herald .epk file: AttachedObject "*" "Metadata/Effects/Microtransactions/Spells/auras/celestial/CelestialAura.ao"
    Code:
    ParticleEffect "Larmfx" "Metadata/Particles/herald/ice/arm_effect.pet"
    ParticleEffect "Rarmfx" "Metadata/Particles/herald/ice/arm_effect.pet"
    AttachedObject "finger1_r" "Metadata/Effects/Spells/herald/ice/ice_herald.ao"
    AttachedObject "finger1_l" "Metadata/Effects/Spells/herald/ice/ice_herald.ao"
    AttachedObject "*" "Metadata/Effects/Microtransactions/Spells/auras/celestial/CelestialAura.ao"
    Other examples of attached effects:
    Code:
    AttachedObject "Head" "Metadata/Effects/Microtransactions/head/arcanehalo.ao"
    AttachedObject "Back" "Metadata/Items/Armours/Capes/GothicCapeHeld.ao"
    Note that auras are not attached to any specific part of the body, hence the "*".

    5. When you're satisfied with your changes, save the file. Then locate it in the GUI by its full path and hit 'Insert' to make the program replace the original file with your copy.
    Btw, you can always restore any modified file by clicking 'Restore'.

    Thats's it. Open the game and behold the absolute splendor of MTX skins and animations that some of us good folks have laid out hundreds of bucks for : )

    P.S. I think somebody's mentioned before that MTX 'obtained' this way are visible only to you on your PC. Other players will still see you in your old rags, so don't expect any fame boost, haha : )
    Hey do you have discord? I have a few questions about this

  14. Thanks Nagax9 (1 members gave Thanks to xvcnmd for this useful post)
  15. #283
    xvcnmd's Avatar Member
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    Or does this community have a discord server in general? I really need help. Would appreciate it, thank you.

  16. #284
    manutdrule's Avatar Member
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    Originally Posted by dlr5668 View Post
    Normalized lighting for all maps (works great with no shadows)
    Imgur: The magic of the Internet

    thank you for the update kind sir!

  17. #285
    Silent_Warrior's Avatar Active Member
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    Will leave it here.
    Changed default player/map portal to Malachai effect.
    seems all working (3 days go on, without mapping-not enough level for them) but nothing guaranteed, always make copy of your ggpk or files your're changing.Malachai portal_fixed.rar

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