GameHelper: A light version of PoeHUD/Exile-Api menu

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  1. #3631
    EthEth's Avatar Contributor Authenticator enabled
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    Originally Posted by followed97 View Post
    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.

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #3632
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by Dant121 View Post
    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.

  3. Thanks Dant121 (1 members gave Thanks to GameHelper for this useful post)
  4. #3633
    Dant121's Avatar Member
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    Originally Posted by GameHelper View Post
    When hovering on those healthbar size settings, do CTRL+click
    it even says that, sorry for the dumb questions and thanks.

  5. #3634
    ametterrasu's Avatar Member
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    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?

  6. #3635
    marvelfrozen's Avatar Member
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    Originally Posted by ametterrasu View Post
    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

  7. #3636
    setim's Avatar Member
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    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.

  8. #3637
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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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.

  9. Thanks Hidi (1 members gave Thanks to GameHelper for this useful post)
  10. #3638
    Galaxy83's Avatar Member
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    after enabling hp bars, the program started to close every 20-40 minutes. What could be the problem?

  11. #3639
    Hidi's Avatar Member
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    Originally Posted by GameHelper View Post
    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.

  12. #3640
    setim's Avatar Member
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    Originally Posted by Hidi View Post
    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.

  13. #3641
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by setim View Post
    This problem almost happened every 2~3 maps. Waiting for your new update then I can catch the log.
    Added ā€œDebug 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.

  14. #3642
    constantine_aurinko's Avatar Member
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    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.

  15. #3643
    setim's Avatar Member
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    Originally Posted by GameHelper View Post
    Added ā€œDebug 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?

  16. #3644
    Galaxy83's Avatar Member
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    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()
    ------------------------------

  17. #3645
    hkjhkh's Avatar Member
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    Originally Posted by GameHelper View Post
    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

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