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Originally Posted by
followed97
Is it possible to preload heist rewards in blueprints?
No. If I remember correctly (from Heist plugin for other poe-tools) it is not possible. You will get jibberish.
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Originally Posted by
Dant121
Hi, thanks for the cool software. Is there any way to make the healtbars smaller? Make much smaller sliders that are built into the program? I tried to do it through the file setings.txt, the values in the program change, but the bars remain large.
When hovering on those healthbar size settings, do CTRL+click
If I did not reply to you, it mean the question you are asking is stupid.
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Post Thanks / Like - 1 Thanks
Dant121 (1 members gave Thanks to GameHelper for this useful post)
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Member
Originally Posted by
GameHelper
When hovering on those healthbar size settings, do CTRL+click
it even says that, sorry for the dumb questions and thanks.
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Member
hi hello, been using for a few time and it works great, but is there a way i can automatically use skills? i have af ew that is sort of hard to keep in mind to use whenever in im combat but its veryh important for my build, is it possible?
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Member
Originally Posted by
ametterrasu
hi hello, been using for a few time and it works great, but is there a way i can automatically use skills? i have af ew that is sort of hard to keep in mind to use whenever in im combat but its veryh important for my build, is it possible?
Use the AutoHotKeyTrigger tab for that.
Customize the conditions as you want it to be.
For example, this will use the SteelSkin skill whenever you can cast it
!PlayerBuffs.Has("quick_guard") && PlayerSkillIsUseable.Contains("QuickGuard")
Use Core > DV to get all the necessary data, as pointed by the tooltips
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Member
8/29/2023 4:42 PM Program exited with message:
System.AggregateException: One or more errors occurred. (Exception of type 'System.OutOfMemoryException' was thrown.)
---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at GameHelper.Utils.SafeMemoryHandle.ReadMemoryArray[T](IntPtr address, Int32 nsize) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 144
at GameHelper.Utils.SafeMemoryHandle.ReadStdBucket[TValue](StdBucket nativeContainer) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 371
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(It emStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 263
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 314
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClas s53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 291
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(S tdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 315
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boole an hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 213
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+Mov eNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 605
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 91
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Maybe it is because I am running a juice map and there are too many entities.
But when this error report, the GH will be closed.
Is it possible to add some protection to avoid the GH crash or close?
Maybe just read limited entities.
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Someone else also reported a similar error, I will add more logging against it in the next update. Once I get more logs I will be able to fully fix it.
Last edited by GameHelper; 08-29-2023 at 11:40 AM.
If I did not reply to you, it mean the question you are asking is stupid.
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Post Thanks / Like - 1 Thanks
Hidi (1 members gave Thanks to GameHelper for this useful post)
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after enabling hp bars, the program started to close every 20-40 minutes. What could be the problem?
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Member
Originally Posted by
GameHelper
Someone else also reported a similar error, I will add more logging against it in the next update. Once I get more logs I will be able to fully fix it.
Thank you, will give you my logs in the next update if i start to encounter the same problem again.
I remember a few months ago you mention an expedition plugin for GH, is it still in dev ? Thanks.
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Member
Originally Posted by
Hidi
Thank you, will give you my logs in the next update if i start to encounter the same problem again.
I remember a few months ago you mention an expedition plugin for GH, is it still in dev ? Thanks.
This problem almost happened every 2~3 maps. Waiting for your new update then I can catch the log.
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Originally Posted by
setim
This problem almost happened every 2~3 maps. Waiting for your new update then I can catch the log.
Added āDebug Version: GameHelper-Debug-v2.0.110.zipā in the first post.
If I did not reply to you, it mean the question you are asking is stupid.
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Member
hey the preload function doesnt seem to work correctly with beasts. It shows a lot of beasts that are not in the map. anyone else having the same issue? for example it should i have craicic chimera but after i fully clear the map it does not show up in my beastiary.
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Member
Originally Posted by
GameHelper
Added āDebug Version: GameHelper-Debug-v2.0.110.zipā in the first post.
8/30/2023 2:24 PM Program exited with message:
System.AggregateException: One or more errors occurred. (Address: 0x2244FB9EDC0 - Capacity: 0x22468929440)
---> System.Exception: Address: 0x2244FB9EDC0 - Capacity: 0x22468929440
---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at GameHelper.Utils.SafeMemoryHandle.ReadMemoryArray[T](IntPtr address, Int32 nsize) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 120
at GameHelper.Utils.SafeMemoryHandle.ReadStdBucket[TValue](StdBucket nativeContainer) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 326
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(It emStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 238
--- End of inner exception stack trace ---
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(It emStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 257
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 301
at GameHelper.RemoteObjects.RemoteObjectBase.set_Address(IntPtr value) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\RemoteObjectBase.cs:line 63
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity..ctor(IntPtr address) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 37
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClas s54_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 301
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
at System.Threading.Tasks.Parallel.For(Int32 fromInclusive, Int32 toExclusive, Action`1 body)
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(S tdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 292
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boole an hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 225
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+Mov eNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 609
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 86
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
Is this log useful for your analyze?
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Member
Help please
System.AggregateException: One or more errors occurred. (Exception of type 'System.OutOfMemoryException' was thrown.)
---> System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
at GameHelper.Utils.SafeMemoryHandle.ReadMemoryArray[T](IntPtr address, Int32 nsize) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 144
at GameHelper.Utils.SafeMemoryHandle.ReadStdBucket[TValue](StdBucket nativeContainer) in D:\a\GameOverlay\GameOverlay\GameHelper\Utils\SafeMemoryHandle.cs:line 371
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(It emStruct idata, Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 263
at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateData(Boolean hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ Entity.cs:line 314
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.<>c__DisplayClas s53_0.<UpdateEntities>b__0(Int32 index) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 291
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWor ker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
at System.Threading.Tasks.TaskReplicator.Replica.Execute()
--- End of inner exception stack trace ---
at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
--- End of stack trace from previous location ---
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateEntities(S tdMap ePtr, ConcurrentDictionary`2 data, Boolean addToCache) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 315
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.UpdateData(Boole an hasAddressChanged) in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 213
at GameHelper.RemoteObjects.States.InGameStateObjects.AreaInstance.OnPerFrame()+Mov eNext() in D:\a\GameOverlay\GameOverlay\GameHelper\RemoteObjects\States\InGameStateObjects\ AreaInstance.cs:line 605
at Coroutine.ActiveCoroutine.MoveNext()
at Coroutine.ActiveCoroutine.OnEvent(Event evt)
at Coroutine.CoroutineHandlerInstance.RaiseEvent(Event evt)
at Coroutine.CoroutineHandler.RaiseEvent(Event evt)
at GameHelper.GameOverlay.Render() in D:\a\GameOverlay\GameOverlay\GameHelper\GameOverlay.cs:line 91
at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
at ClickableTransparentOverlay.Overlay.<Start>b__26_0()
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
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Member
Originally Posted by
GameHelper
At this point in time is there any use of preload plug-in?
harvest, essence , master missions , legion, ritual... still all fine to farm fast . I cool feature would be to check something done or to see if all essence are open, but it's more wish dream