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  1. #1
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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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 wonā€™t 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.

    POE2 CE Maphack
  2. #2
    Kintaro-Oe's Avatar Contributor CoreCoins Purchaser
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    Thank you very much! I believe itā€™s 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 donā€™t know how POE2ā€™s 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.

  3. #3
    cheatingeagle's Avatar Legendary
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    Originally Posted by Kintaro-Oe View Post
    Thank you very much! I believe itā€™s 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 donā€™t know how POE2ā€™s 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)

  4. #4
    misterkappa's Avatar Member
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    Thank you for your contribuition.
    Maybe a stupid question, but how can I use this?

  5. #5
    datz's Avatar Active Member
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    we back!
    altho im prob go legit for awhile just incase + im poor and cant afford multiple keys lol

  6. #6
    Kintaro-Oe's Avatar Contributor CoreCoins Purchaser
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    Originally Posted by misterkappa View Post
    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.

  7. #7
    YellowRodent's Avatar Member Authenticator enabled
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    Won't risk it for now, but thanks for your contribution!
    Originally Posted by Kintaro-Oe View Post
    We donā€™t know how POE2ā€™s 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.

  8. #8
    cout00's Avatar Active Member
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    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

  9. Thanks GameHelper (1 members gave Thanks to cout00 for this useful post)
  10. #9
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    Originally Posted by cout00 View Post
    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.

  11. #10
    nerfmeplease's Avatar Contributor
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    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?

  12. #11
    GameHelper's Avatar ★ Elder ★ CoreCoins Purchaser
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    GameHelper will come.
    If I did not reply to you, it mean the question you are asking is stupid.

  13. Thanks Zuena, AROR64, WSSANON, moeptier, augustamalusta, sh00ter999 (6 members gave Thanks to GameHelper for this useful post)
  14. #12
    AROR64's Avatar Member
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    Originally Posted by GameHelper View Post
    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!

  15. Thanks thuyyyyy (1 members gave Thanks to AROR64 for this useful post)
  16. #13
    sushix's Avatar Member
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    Originally Posted by GameHelper View Post
    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!!!

  17. #14
    sushix's Avatar Member
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    Originally Posted by cout00 View Post
    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

  18. #15
    Kintaro-Oe's Avatar Contributor CoreCoins Purchaser
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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.

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