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POE2 CE Maphack
Steps for the noobs
1 download and install cheat engine software ( Google it )
2 download this file
3 double click it to open this file
4 Start your game ( do not login to your account )
5 Select POE game process from a button at top left hand side of the cheat engine software
6 click the checkbox in the Cheat Engine software to activate the cheat
7 CLOSE THE CHEAT ENGINE SOFTWARE
8 login to your account in POE game
NOTE/PRO TIP: if you are using steam or EPIC ( really??? Wtf wrong with you? anyway.. ) client, you can open the downloaded file in notepad and change the text pathofexile.exe to whatever the process name for those clients are. Feel free to Google how to get process name of a running software. The way you know that your process name is incorrect in the file below is that you wonāt be able to execute step 6.
poe2mh.zip (new update, minor optimization)
Last edited by GameHelper; 12-08-2024 at 11:57 PM.
If I did not reply to you, it mean the question you are asking is stupid.
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reilyk (19 members gave Thanks to GameHelper for this useful post)
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Thank you very much! I believe itās only fair to inform everyone that using this tool could result in an instant ban or a ban at any time. This is especially important for new users joining us.
We donāt know how POE2ās anti-cheat system will work or if it will be as lenient as it has been in POE1. Since access to the current version is not free, I strongly recommend exercising caution.
If you want me to remove this post. Feel free to tell me.
Last edited by Kintaro-Oe; 12-06-2024 at 10:32 AM.
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Legendary
Originally Posted by
Kintaro-Oe
Thank you very much! I believe itās only fair to inform everyone that using this tool could result in an instant ban or a ban at any time. This is especially important for new users joining us.
We donāt know how POE2ās anti-cheat system will work or if it will be as lenient as it has been in POE1. Since access to the current version is not free, I strongly recommend exercising caution.
If you want me to remove this post. Feel free to tell me.
You can apply this to the whole forum. I believe this is redundant (not wrong though)
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Member
Thank you for your contribuition.
Maybe a stupid question, but how can I use this?
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Active Member
we back!
altho im prob go legit for awhile just incase + im poor and cant afford multiple keys lol
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Originally Posted by
misterkappa
Thank you for your contribuition.
Maybe a stupid question, but how can I use this?
CE means Cheat Engine
You can google it and download it. There is nothing harmful about it. You can download the file and load it and activate it simply said.
This will execute the code he wrote and most likely enable the maphack. At this very moment you are gambling that there is no anti-cheat.
You are very new here - take the risk in consideration.
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Member
Won't risk it for now, but thanks for your contribution!
Originally Posted by
Kintaro-Oe
We donāt know how POE2ās anti-cheat system will work or if it will be as lenient as it has been in POE1. Since access to the current version is not free, I strongly recommend exercising caution.
This is reasonable, although I think the limited user method should be applicable to PoE 2, I doubt anything truly changes with PoE 2, but we'll have to see.
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Active Member
hmm. pixel shader is still there. i think just a simple a way its a patch a shader
Code:
float2 uv = input.pixel_coord.xy / visibility_map_size.xy;
float2 planar_pos = uv * tile_map_size.xy;
float dist = length(planar_pos - explored_tile.xy);
if (use_revealed_bound)
dist = min(dist, RectDist(revealed_bound, planar_pos));
float ratio = saturate((1.0f - dist / visibility_radius) * 2.0f);
float2 viewport_size = visibility_map_size.xy;
float2 normalized_pos = input.pixel_coord.xy / viewport_size.xy;
float prev_ratio = SAMPLE_TEX2D( curr_visibility_sampler, SamplerLinearClamp, normalized_pos ).r;
float4 res_color = float4(max(ratio, prev_ratio), 0.0f, 0.0f, 1.0f);
if(visibility_reset > 0.5f)
res_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
if(visibility_fully_revealed > 0.5f)
res_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
if(visibility_walkable_revealed > 0.5f)
{
float4 walkability_sample = SAMPLE_TEX2D(walkability_sampler, SamplerLinearClamp, uv);
float res_ratio = (1.0f - saturate(walkability_sample.r));
//this reveals only walkable area inside a revealed_bound rectangle when it's specified
if(abs(revealed_bound.x - revealed_bound.z) + abs(revealed_bound.y - revealed_bound.w) > 1e-2f)
{
res_ratio = max(prev_ratio, min(res_ratio, ratio));
}
res_color = float4(max(prev_ratio, res_ratio), 0.0f, 0.0f, 1.0f);
}
return res_color;
but i not tested it
if somebody want its shaders/minimap_visibility_pixel.hlsl
from root bundle
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Post Thanks / Like - 1 Thanks
GameHelper (1 members gave Thanks to cout00 for this useful post)
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Originally Posted by
cout00
hmm. pixel shader is still there. i think just a simple a way its a patch a shader
Code:
float2 uv = input.pixel_coord.xy / visibility_map_size.xy;
float2 planar_pos = uv * tile_map_size.xy;
float dist = length(planar_pos - explored_tile.xy);
if (use_revealed_bound)
dist = min(dist, RectDist(revealed_bound, planar_pos));
float ratio = saturate((1.0f - dist / visibility_radius) * 2.0f);
float2 viewport_size = visibility_map_size.xy;
float2 normalized_pos = input.pixel_coord.xy / viewport_size.xy;
float prev_ratio = SAMPLE_TEX2D( curr_visibility_sampler, SamplerLinearClamp, normalized_pos ).r;
float4 res_color = float4(max(ratio, prev_ratio), 0.0f, 0.0f, 1.0f);
if(visibility_reset > 0.5f)
res_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
if(visibility_fully_revealed > 0.5f)
res_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
if(visibility_walkable_revealed > 0.5f)
{
float4 walkability_sample = SAMPLE_TEX2D(walkability_sampler, SamplerLinearClamp, uv);
float res_ratio = (1.0f - saturate(walkability_sample.r));
//this reveals only walkable area inside a revealed_bound rectangle when it's specified
if(abs(revealed_bound.x - revealed_bound.z) + abs(revealed_bound.y - revealed_bound.w) > 1e-2f)
{
res_ratio = max(prev_ratio, min(res_ratio, ratio));
}
res_color = float4(max(prev_ratio, res_ratio), 0.0f, 0.0f, 1.0f);
}
return res_color;
but i not tested it
if somebody want its shaders/minimap_visibility_pixel.hlsl
from root bundle
yep, that's a pretty good approach as well.
If I did not reply to you, it mean the question you are asking is stupid.
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Contributor
You can always count on gamehelper to be on it!
Curious if you will keep it through CE or if you will release similar to PoE1 gamehelper in the future?
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If I did not reply to you, it mean the question you are asking is stupid.
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Post Thanks / Like - 6 Thanks
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Member
Originally Posted by
GameHelper
The pattern is working fine, however,
I haven't tested it by going into the game. Hopefully it will work.
Attachment 87846
I checked it, it works!
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Post Thanks / Like - 1 Thanks
thuyyyyy (1 members gave Thanks to AROR64 for this useful post)
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Member
Originally Posted by
GameHelper
The pattern is working fine, however,
I haven't tested it by going into the game. Hopefully it will work.
Attachment 87846
cheers appreciate you!!!
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Member
Originally Posted by
cout00
hmm. pixel shader is still there. i think just a simple a way its a patch a shader
Code:
float2 uv = input.pixel_coord.xy / visibility_map_size.xy;
float2 planar_pos = uv * tile_map_size.xy;
float dist = length(planar_pos - explored_tile.xy);
if (use_revealed_bound)
dist = min(dist, RectDist(revealed_bound, planar_pos));
float ratio = saturate((1.0f - dist / visibility_radius) * 2.0f);
float2 viewport_size = visibility_map_size.xy;
float2 normalized_pos = input.pixel_coord.xy / viewport_size.xy;
float prev_ratio = SAMPLE_TEX2D( curr_visibility_sampler, SamplerLinearClamp, normalized_pos ).r;
float4 res_color = float4(max(ratio, prev_ratio), 0.0f, 0.0f, 1.0f);
if(visibility_reset > 0.5f)
res_color = float4(0.0f, 0.0f, 0.0f, 1.0f);
if(visibility_fully_revealed > 0.5f)
res_color = float4(1.0f, 0.0f, 0.0f, 1.0f);
if(visibility_walkable_revealed > 0.5f)
{
float4 walkability_sample = SAMPLE_TEX2D(walkability_sampler, SamplerLinearClamp, uv);
float res_ratio = (1.0f - saturate(walkability_sample.r));
//this reveals only walkable area inside a revealed_bound rectangle when it's specified
if(abs(revealed_bound.x - revealed_bound.z) + abs(revealed_bound.y - revealed_bound.w) > 1e-2f)
{
res_ratio = max(prev_ratio, min(res_ratio, ratio));
}
res_color = float4(max(prev_ratio, res_ratio), 0.0f, 0.0f, 1.0f);
}
return res_color;
but i not tested it
if somebody want its shaders/minimap_visibility_pixel.hlsl
from root bundle
is this AHK script?
sorry noob here. thanks much
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no . it is the GGPK content. and we NOT know if any alteration gets you banned yet. so act with caution.