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

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  1. #5236
    gamerboyz's Avatar Member
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    2024 here i am tryna figure out how to save the settings i changed... every time i restart the program; it resets back to default...
    a little help would be appriciated

    EDIT: i also did the "ADD New Profile" then checked the "Existing Profiles".. the profile i made is in the Existing Profile before i exit the game and the program...
    after reconnecting, the settings went back to default.. the profle i made was gone too...
    Last edited by gamerboyz; 10-01-2024 at 12:57 PM.

    GameHelper: A light version of PoeHUD/Exile-Api
  2. #5237
    OrionsMaster's Avatar Member
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    Click the X on the top right of the main overlay window. When it asks if you would like to exit - click yes. Then reload.

    This should save the changes...

  3. #5238
    cbo's Avatar Member
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    Hey, im a everyday user of your awesome lil software ;p
    I like to make complex builds with complex automatisations of flasks/skills and conditions.
    However, i cannot find a way to check on vaal souls of vaals skills...
    The only thing the software can do (about vaalsouls i mean) is consider the skill avalaible to use when full souls. So we cannot do something inbetween. I'd like to use flasks when the skill is at 0 souls, or 30 souls, etc etc...
    In this state, is there a code, a word, to use to code this? I see in data visual, that the script can see the actual vaal soul the skill has, but i don't know how to use it.

    Anyway, Thanks for your awesome work.

  4. #5239
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by cbo View Post
    Hey, im a everyday user of your awesome lil software ;p
    I like to make complex builds with complex automatisations of flasks/skills and conditions.
    However, i cannot find a way to check on vaal souls of vaals skills...
    The only thing the software can do (about vaalsouls i mean) is consider the skill avalaible to use when full souls. So we cannot do something inbetween. I'd like to use flasks when the skill is at 0 souls, or 30 souls, etc etc...
    In this state, is there a code, a word, to use to code this? I see in data visual, that the script can see the actual vaal soul the skill has, but i don't know how to use it.

    Anyway, Thanks for your awesome work.
    That’s not possible today, I’ll update it to make it possible.
    If I did not reply to you, it mean the question you are asking is stupid.

  5. #5240
    Lemmiwinks's Avatar Member
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    Originally Posted by OrionsMaster View Post
    -----------

    Crimson Iron Ore (should just need the one)
    Metadata/Monsters/LeagueKalguur/CrimsonIron/SmallGrowthMaps

    Petrified Amber Ore (should just need the one)
    Metadata/Monsters/LeagueKalguur/PetrifiedWood/PetrifiedWoodPunchingBag

    Bismuth Ore (they all seem to spawn everytime Bismuth procs in the area so you should only need to add one)
    Metadata/Monsters/InvisibleFire/BismuthMineralTornadoLightning
    Metadata/Monsters/InvisibleFire/BismuthMineralTornadoFire_
    Metadata/Monsters/InvisibleFire/BismuthMineralTornadoCold

    Orichalcum Ore (these spawm differently in each area when it procs - so will need a rule for each - I have only found the two)
    Metadata/Monsters/LeagueKalguur/Daemon/CopperHeraldOfSkyfalllDaemon
    Metadata/Monsters/LeagueKalguur/Daemon/CopperHeraldOfThunderDaemon_

    Verisium Outcrop
    Metadata/MiscellaneousObjects/Crucible/Fissure

    -----------

    Tested with about 40 maps and all procced correctly. RNG is still RNG. if I come across any issue or something to add I will edit this post.

    Good Luck & Happy Hunting...
    This is amazing thanks! Starfall Crater area would be great too if you find it!

  6. #5241
    mycontributiontothisscam's Avatar Member
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    I'm seeing crashes using standalone PoE (keyboard/mouse) and GH v6.0.28. This occurs generally when there is a large number of mobs spawning and once when I entered my HO from a map.

    Code:
     System.AggregateException: One or more errors occurred. (Index and length must refer to a location within the string. (Parameter 'length'))
     ---> System.ArgumentOutOfRangeException: Index and length must refer to a location within the string. (Parameter 'length')
       at System.String.ThrowSubstringArgumentOutOfRange(Int32 startIndex, Int32 length)
       at System.String.Substring(Int32 startIndex, Int32 length)
       at GameHelper.Utils.SafeMemoryHandle.ReadStdWString(StdWString nativecontainer)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Item.UpdateData(Boolean hasAddressChanged)
       at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.UpdateData(Boolean hasAddressChanged)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.OnTimeTick()+MoveNext()
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.Tick(Double deltaSeconds)
       at Coroutine.CoroutineHandlerInstance.<>c__DisplayClass15_0.<Tick>b__0(ActiveCoroutine c)
       at System.Collections.Generic.List`1.RemoveAll(Predicate`1 match)
       at Coroutine.CoroutineHandlerInstance.Tick(Double deltaSeconds)
       at Coroutine.CoroutineHandler.Tick(Double deltaSeconds)
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__27_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------

  7. #5242
    VioletVibes's Avatar Active Member
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    Originally Posted by Lemmiwinks View Post
    This is amazing thanks! Starfall Crater area would be great too if you find it!
    Starfall Crater, Reflecting mist and Nameless Seer are always preloaded, even if they are not in the map (akin to how there's always more beasts preloaded than in the map) which makes it impossible to figure out.

  8. #5243
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by mycontributiontothisscam View Post
    I'm seeing crashes using standalone PoE (keyboard/mouse) and GH v6.0.28. This occurs generally when there is a large number of mobs spawning and once when I entered my HO from a map.

    Code:
     System.AggregateException: One or more errors occurred. (Index and length must refer to a location within the string. (Parameter 'length'))
     ---> System.ArgumentOutOfRangeException: Index and length must refer to a location within the string. (Parameter 'length')
       at System.String.ThrowSubstringArgumentOutOfRange(Int32 startIndex, Int32 length)
       at System.String.Substring(Int32 startIndex, Int32 length)
       at GameHelper.Utils.SafeMemoryHandle.ReadStdWString(StdWString nativecontainer)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Item.UpdateData(Boolean hasAddressChanged)
       at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.UpdateData(Boolean hasAddressChanged)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.OnTimeTick()+MoveNext()
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.Tick(Double deltaSeconds)
       at Coroutine.CoroutineHandlerInstance.<>c__DisplayClass15_0.<Tick>b__0(ActiveCoroutine c)
       at System.Collections.Generic.List`1.RemoveAll(Predicate`1 match)
       at Coroutine.CoroutineHandlerInstance.Tick(Double deltaSeconds)
       at Coroutine.CoroutineHandler.Tick(Double deltaSeconds)
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__27_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------
    i have to figure out a way to reproduce it on my side before i can fix it....what config have you enabled in GH main setting window? pm me all tabs over there....can't you just click "do not parse entities when in hideout"?
    Last edited by GameHelper; 10-14-2024 at 01:56 PM.
    If I did not reply to you, it mean the question you are asking is stupid.

  9. #5244
    Luquiorra's Avatar Member
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    spirits.png

    Hello!

    How to turn off those purple spirits from overlay? They count as Unique monsters

  10. #5245
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by Luquiorra View Post
    spirits.png

    Hello!

    How to turn off those purple spirits from overlay? They count as Unique monsters
    You have to provide me details on those purple spirits….go to DV menu window and go to that entity and against that entity u will see dump button, press it, and it will create a file in GH folder under dump_entities folder… share that file with me.
    If I did not reply to you, it mean the question you are asking is stupid.

  11. #5246
    Luquiorra's Avatar Member
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    sure, will do

  12. #5247
    Luquiorra's Avatar Member
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    Originally Posted by GameHelper View Post
    You have to provide me details on those purple spirits….go to DV menu window and go to that entity and against that entity u will see dump button, press it, and it will create a file in GH folder under dump_entities folder… share that file with me.
    Im sorry, what is DV menu window, cannot find it


    //up found it, searching for spirits
    Attached Thumbnails Attached Thumbnails GameHelper: A light version of PoeHUD/Exile-Api-dv-png  
    Last edited by Luquiorra; 10-15-2024 at 07:47 AM.

  13. #5248
    Luquiorra's Avatar Member
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    Originally Posted by GameHelper View Post
    You have to provide me details on those purple spirits….go to DV menu window and go to that entity and against that entity u will see dump button, press it, and it will create a file in GH folder under dump_entities folder… share that file with me.
    got emMetadata_Monsters_SummonedPhantasm_SummonedPhantasmIncursionExplode@84.txt

  14. #5249
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by cbo View Post
    Hey, im a everyday user of your awesome lil software ;p
    I like to make complex builds with complex automatisations of flasks/skills and conditions.
    However, i cannot find a way to check on vaal souls of vaals skills...
    The only thing the software can do (about vaalsouls i mean) is consider the skill avalaible to use when full souls. So we cannot do something inbetween. I'd like to use flasks when the skill is at 0 souls, or 30 souls, etc etc...
    In this state, is there a code, a word, to use to code this? I see in data visual, that the script can see the actual vaal soul the skill has, but i don't know how to use it.

    Anyway, Thanks for your awesome work.
    done. use CurrentVaalSouls variable added in ActiveSkill["myfavvaalskill"] struct. e.g. ActiveSkills["PlayerMelee"].CurrentVaalSouls > 0

    Originally Posted by mycontributiontothisscam View Post
    I'm seeing crashes using standalone PoE (keyboard/mouse) and GH v6.0.28. This occurs generally when there is a large number of mobs spawning and once when I entered my HO from a map.

    Code:
     System.AggregateException: One or more errors occurred. (Index and length must refer to a location within the string. (Parameter 'length'))
     ---> System.ArgumentOutOfRangeException: Index and length must refer to a location within the string. (Parameter 'length')
       at System.String.ThrowSubstringArgumentOutOfRange(Int32 startIndex, Int32 length)
       at System.String.Substring(Int32 startIndex, Int32 length)
       at GameHelper.Utils.SafeMemoryHandle.ReadStdWString(StdWString nativecontainer)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Entity.UpdateComponentData(ItemStruct idata, Boolean hasAddressChanged)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Item.UpdateData(Boolean hasAddressChanged)
       at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.<>c__DisplayClass43_0`2.<PartitionerForEachWorker>b__1(IEnumerator& partitionState, Int64 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
       at System.Threading.Tasks.TaskReplicator.Replica.Execute()
       --- End of inner exception stack trace ---
       at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
    --- End of stack trace from previous location ---
       at System.Threading.Tasks.Parallel.PartitionerForEachWorker[TSource,TLocal](Partitioner`1 source, ParallelOptions parallelOptions, Action`1 simpleBody, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.UpdateData(Boolean hasAddressChanged)
       at GameHelper.RemoteObjects.States.InGameStateObjects.Inventory.OnTimeTick()+MoveNext()
       at Coroutine.ActiveCoroutine.MoveNext()
       at Coroutine.ActiveCoroutine.Tick(Double deltaSeconds)
       at Coroutine.CoroutineHandlerInstance.<>c__DisplayClass15_0.<Tick>b__0(ActiveCoroutine c)
       at System.Collections.Generic.List`1.RemoveAll(Predicate`1 match)
       at Coroutine.CoroutineHandlerInstance.Tick(Double deltaSeconds)
       at Coroutine.CoroutineHandler.Tick(Double deltaSeconds)
       at ClickableTransparentOverlay.Overlay.RunInfiniteLoop(CancellationToken token)
       at ClickableTransparentOverlay.Overlay.<Start>b__27_0()
       at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
       at System.Threading.ThreadPoolWorkQueue.Dispatch()
       at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
    ------------------------------
    fixed.


    fixed
    Last edited by GameHelper; 10-17-2024 at 12:34 PM.
    If I did not reply to you, it mean the question you are asking is stupid.

  15. Thanks mycontributiontothisscam (1 members gave Thanks to GameHelper for this useful post)
  16. #5250
    Dieseldude89's Avatar Member
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    Sorry if missed it, but how do I turn off the yellow circle around my player?

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