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  1. #106
    loafer's Avatar Member
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    VBCSCompiler.exe doesn't seem to want to quit on its own when I close the program. Is this a known problem?

    ExileAPI 3.12 Release
  2. #107
    TT89's Avatar Active Member
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    Originally Posted by loafer View Post
    VBCSCompiler.exe doesn't seem to want to quit on its own when I close the program. Is this a known problem?
    Happens to me sometimes. I've not yet understood the logic when this happens. I kill VBCSCompiler.exe in Task Manager.

  3. #108
    Queuete's Avatar Elite User
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    Originally Posted by anonymous-mink View Post
    Fix sent. @Queuete, a couple fields are read using `M.Read<byte>` instead of from `ModStruct`. Is that intentional, or just not updated? I think it should use the struct version, myself.
    Yes, all offsets should move to the "GameOffsets" project into e.g. "ModsComponentOffsets". Any "manual" Memory reading inside the core project should be removed.

    Originally Posted by qweley1 View Post
    No plugins folder The program cannot load plugins
    Is there a way?
    Thank you.
    Please use the latest release. There was a problem yesterday evening with the build pipeline, which resulted in no PluginUpdater default file.

    Originally Posted by loafer View Post
    VBCSCompiler.exe doesn't seem to want to quit on its own when I close the program. Is this a known problem?
    Sadly thats not classified as a bug by Microsoft. As far as I am informed its "working as intended" the Compiler is running ~5-10 minutes after the last compile process.
    VBCSCompiler.exe process stays runing after exiting Visual Studio 2017 - Developer Community

    Thats quite annoying, especially during developement. If somebody finds a way to stop this behavior please reach out to me.



    After the failed update yesterday I will take a closer look at the build pipeline this evening.

  4. Thanks levelmax, loafer (2 members gave Thanks to Queuete for this useful post)
  5. #109
    omgsosorry's Avatar Member
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    I dont see minedetonator nor am i able to add plugins? followed guide on OP

  6. #110
    Tonkan's Avatar Member
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    Originally Posted by Queuete View Post
    Please use the latest release. There was a problem yesterday evening with the build pipeline, which resulted in no PluginUpdater default file.
    Is the Plugin Auto Update working now or still no?
    It seems to copy the source code into the Plugins/source but not compiling it so it doesn't show up in the program.
    I'm unsure how to manually compile it aswell

  7. #111
    Forumuser1000's Avatar Active Member
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    I downloaded the new version of the program, but all the plugins seem to be missing and there's no instruction how to add them yourself. Did I miss something?

  8. #112
    anonymous-mink's Avatar Member
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    Originally Posted by Forumuser1000 View Post
    I downloaded the new version of the program, but all the plugins seem to be missing and there's no instruction how to add them yourself. Did I miss something?
    Did you run ExileAPI yet? It'll download a default set automatically.

  9. #113
    motomoto's Avatar Member
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    Originally Posted by Baki667 View Post
    The arrow to walls does not work for me.
    Confirm it not show arrows as it was b4

  10. #114
    RatMonkey's Avatar Contributor
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    Originally Posted by Baki667 View Post
    The arrow to walls does not work for me.
    The fork I made does not work in the same way as the basic DelveWalls that only shows the wall. My fork works by showing directions to different things like currency, fossils, flares, dynamite, azurite, unique, etc.

  11. #115
    RatMonkey's Avatar Contributor
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    If people are having problem with DelveWalls please try and download the updated compiled version here.. Release Delve Walls . SquirrelRat/DelveWalls . GitHub

    If your resolution is above or below 1080p or 4K you may have to adjust the Position X and Y to tweak the location. I have tested it with the latest version of ExileAPI and it works.

  12. #116
    Baki667's Avatar Member
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    Originally Posted by RatMonkey View Post
    The fork I made does not work in the same way as the basic DelveWalls that only shows the wall. My fork works by showing directions to different things like currency, fossils, flares, dynamite, azurite, unique, etc.
    I don't think I have ever seen an arrow to anything. Maybe I am just blind.

  13. #117
    RatMonkey's Avatar Contributor
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    Originally Posted by Baki667 View Post
    I don't think I have ever seen an arrow to anything. Maybe I am just blind.
    It should be visible like this.
    sdgdsg.jpg

    What resolution are you using, out of curiosity?

  14. #118
    Baki667's Avatar Member
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    Originally Posted by RatMonkey View Post
    It should be visible like this.
    sdgdsg.jpg

    What resolution are you using, out of curiosity?
    1920x1080

    Just updated to HUD 3.12.15 and the new Plugin you recommended (Release Delve Walls . SquirrelRat/DelveWalls . GitHub) won't load at all.

    Edit: Nevermind, the update function of the hud does not seem to work properly. Installed in manually and it loads.

    Edit2: But still no Arrow delve no arrow.jpg
    Last edited by Baki667; 09-28-2020 at 10:07 AM.

  15. #119
    RatMonkey's Avatar Contributor
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    Originally Posted by Baki667 View Post
    1920x1080

    Just updated to HUD 3.12.15 and the new Plugin you recommended (Release Delve Walls . SquirrelRat/DelveWalls . GitHub) won't load at all.

    Edit: Nevermind, the update function of the hud does not seem to work properly. Installed in manually and it loads.

    Edit2: But still no Arrow delve no arrow.jpg
    Ok I think I know what the problem is I will post in a bit with an update.

  16. Thanks Baki667 (1 members gave Thanks to RatMonkey for this useful post)
  17. #120
    dataforager's Avatar Member
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    I cannot seem to get this to work. I am using version from Epic Launcher. (PathOfExile_x64EGS.exe)
    Or is there a specific hotkey to open it when its running?

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