NeverSink's LOOTFILTER v8.13.x♦ in-depth ♦ endgame+leveling 2in1 ♦ user-friendly ♦ SC/HC versions

"
Hellcat5 wrote:
"

Well probably it can, but I have no idea what you talking about with "block maps setup" xD

I usually edit my filter editing the maps names, you're right.

My map section on filter is somethign like this: [...sinp...]


and keep going til tier 16...

So, is that wrong now or what? It used to work perfect before 2.4, but now with shaped maps I'm kinda lost on filtering maps.

Would u mind to copy/past your map section here? I mean, your shaped maps looks like they matching Tier? :)

thank you.


Each "Show" section is a block. You have the wrong precedence setup for shaped maps. You must order the map tiers backwards to avoid this. I'll try to explain:

"

Show # Maps:T2
Class Maps
BaseType "Beach" "Factory" "Ghetto" "Oasis"
SetFontSize 35
PlayAlertSound 4 300
SetTextColor 255 255 255
SetBackgroundColor 0 0 0

Show # Maps:T7
Class Maps
BaseType "Shaped Beach" "Arachnid Tomb" "Castle Ruins" "Catacombs" "Cells" "Armory" "Ashen Wood" "Mud Geyser"
SetFontSize 40
PlayAlertSound 4 300
SetTextColor 0 255 0
SetBorderColor 192 192 192
SetBackgroundColor 0 0 0


in the above, we can see that "Beach" exists for t2, and "Shaped Beach" exists for t7. The problem is that since Tier 7 exists below Tier 2 in the code, "Beach" will always be detected over Shaped Beach" and thus qualify it as a tier 2 first because "Shaped Beach" contains "Beach". To resolve these issues, order the maps backwards from t16 to t1.

I have 4 tiers setup to match the number in game, and I include a 5th for map fragments and other map types like Offering to the Goddess. Here's the paste from my map tiering section:

Spoiler
#************************
# map device items
#************************
# map drops - magenta background black text - ultra tier
Show
Class Maps
DropLevel >= 83
SetFontSize 45
SetTextColor 0 0 0
SetBorderColor 230 0 180
SetBackgroundColor 230 0 180
PlayAlertSound 7 200

# map drops - magenta background black text - top tier
Show
Class Maps
DropLevel >= 78
DropLevel <= 82
SetFontSize 45
SetTextColor 0 0 0
SetBorderColor 200 0 150
SetBackgroundColor 200 0 150
PlayAlertSound 7 200

# map drops - magenta background black text - middle tier
Show
Class Maps
DropLevel >= 73
DropLevel <= 77
SetFontSize 40
SetTextColor 0 0 0
SetBorderColor 200 0 150
SetBackgroundColor 200 0 150
PlayAlertSound 7 150

# map drops - magenta background black text - low tier
Show
Class Maps
DropLevel >= 58
DropLevel <= 72
SetFontSize 40
SetTextColor 0 0 0
SetBorderColor 170 0 120
SetBackgroundColor 170 0 120

# map fragments and other map types - magenta black text
Show
Class Map
SetFontSize 45
SetTextColor 0 0 0
SetBorderColor 230 0 180
SetBackgroundColor 230 0 180
PlayAlertSound 7 150


I hope this helps. Feel free to use it, modify it, whatever. :)

LOL. What a great idea filter maps by the droplevel, after all, the names doesn't matter just the Tiers!!! xD

My filter was whole writed with map names and tiers.... after see yours I was like "wtf" xD

Problem fixed. I'm using now something similar to yours but with my own colors xD

Filter maps using droplevels is A LOTTTT better than the way i was doing.... xD

Thank you a lot. Cheers.
My end, it justifies my means,
All I ever do is delay,
My every attempt to evade,
The end of the road
And my end....
Last edited by imLuCaSsS on Sep 22, 2016, 7:18:17 AM
I love the loot filter, the only problem I see is that it doesn't give crystal belt a sound or better font when it drops. In EHC this item is around 20c right now and i feel like it deserves a more noticeable sound. Other than that, great filter, love the semi-strict version a lot
Is there a version of this filter, but tailored for animate weapon?
"
Is there a version of this filter, but tailored for animate weapon?

Neversink's filter has a section you can turn on for animate weapon. Search for the following inside Neversink's filter script:

"
#------------------------------------------------------------------------
# 0712 # ANIMATE WEAPON SCRIPT (DISABLED)
#------------------------------------------------------------------------
# UNCOMMENT THIS SCRIPT TO MAKE IT WORK (remove the # in front of the next 7 lines)

#Show
# Class "One Hand" "Two Hand" "Staves" "Daggers" "Thrusting" "Sceptres" "Claws"
# Rarity Normal
# SetBackgroundColor 0 0 0
# SetTextColor 150 0 0
# SetBorderColor 150 0 0
# SetFontSize 36


Remove the # in front of the code lines:

"
#------------------------------------------------------------------------
# 0712 # ANIMATE WEAPON SCRIPT (DISABLED)
#------------------------------------------------------------------------
# UNCOMMENT THIS SCRIPT TO MAKE IT WORK (remove the # in front of the next 7 lines)

Show
Class "One Hand" "Two Hand" "Staves" "Daggers" "Thrusting" "Sceptres" "Claws"
Rarity Normal
SetBackgroundColor 0 0 0
SetTextColor 150 0 0
SetBorderColor 150 0 0
SetFontSize 36


Bam there you go! Animate weapon now turned on for Neversink's filter. :)
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
Last edited by Hellcat5 on Sep 22, 2016, 8:11:28 PM
Was wondering if anyone else filter doing this ? I haven't changed a single thing in the file itself...just started doing this after the last two patches. So I checked for an updated version and put in the newest 4.1 filter(regular) still doesn't fix it.

Spoiler








Spoiler





Last edited by Simplexity99 on Sep 22, 2016, 10:03:41 PM
"
Simplexity99 wrote:
Was wondering if anyone else filter doing this ? I haven't changed a single thing in the file itself...just started doing this after the last two patches. So I checked for an updated version and put in the newest 4.1 filter(regular) still doesn't fix it.
Spoiler







Spoiler







This is a known bug. We've discussed it both with GGG and on many pages here and other places on the forums. The best "fix" for it that I know of to date is to restart your game client. As far as I know, "they" are working on it.
YOUTUBE - http://www.youtube.com/richardbmiller2
TWITCH - http://www.twitch.tv/hellcat5gaming
"
Hellcat5 wrote:
"
Is there a version of this filter, but tailored for animate weapon?

Neversink's filter has a section you can turn on for animate weapon. Search for the following inside Neversink's filter script:

"
#------------------------------------------------------------------------
# 0712 # ANIMATE WEAPON SCRIPT (DISABLED)
#------------------------------------------------------------------------
# UNCOMMENT THIS SCRIPT TO MAKE IT WORK (remove the # in front of the next 7 lines)

#Show
# Class "One Hand" "Two Hand" "Staves" "Daggers" "Thrusting" "Sceptres" "Claws"
# Rarity Normal
# SetBackgroundColor 0 0 0
# SetTextColor 150 0 0
# SetBorderColor 150 0 0
# SetFontSize 36


Remove the # in front of the code lines:

"
#------------------------------------------------------------------------
# 0712 # ANIMATE WEAPON SCRIPT (DISABLED)
#------------------------------------------------------------------------
# UNCOMMENT THIS SCRIPT TO MAKE IT WORK (remove the # in front of the next 7 lines)

Show
Class "One Hand" "Two Hand" "Staves" "Daggers" "Thrusting" "Sceptres" "Claws"
Rarity Normal
SetBackgroundColor 0 0 0
SetTextColor 150 0 0
SetBorderColor 150 0 0
SetFontSize 36


Bam there you go! Animate weapon now turned on for Neversink's filter. :)


Mine, in the 4.1 filter looks like this:

# 0712 # ANIMATE WEAPON SCRIPT (DISABLED)
#------------------------------------------------------------------------
# UNCOMMENT THIS SCRIPT TO MAKE IT WORK (remove the # in front of the next 7 lines)

#Show #$animate
# Class "One Hand" "Two Hand" "Staves" "Daggers" "Thrusting" "Sceptres" "Claws"
# Rarity Normal
# SetBackgroundColor 0 0 0
# SetTextColor 150 0 0
# SetBorderColor 150 0 0
# SetFontSize 36

#Show #$animate, ranged


Like, do I delete the # with the "#$animate" at the start and at the end as well?

Im only asking because it says to remove them before the next 7 lines, but it's not in lines and I deleted like 9 or 10 of them, not 7
Last edited by MaximumJake on Sep 22, 2016, 11:25:37 PM
"
Hellcat5 wrote:
"
Simplexity99 wrote:
Was wondering if anyone else filter doing this ? I haven't changed a single thing in the file itself...just started doing this after the last two patches. So I checked for an updated version and put in the newest 4.1 filter(regular) still doesn't fix it.
Spoiler







Spoiler







This is a known bug. We've discussed it both with GGG and on many pages here and other places on the forums. The best "fix" for it that I know of to date is to restart your game client. As far as I know, "they" are working on it.



ah yeah, I was showing my friend and he said the same thing like right after I made this post haha, he said apparently it's been around since June? and it's random to who it happens to guess I got pretty lucky this time around :p I'm using ziz's filter for now since it is working properly.
the cards i believe that should have the same filter as the 'carrion crow'
Spoiler


also warband lootfilter pls


https://www.youtube.com/watch?v=gVdnO1ivlZk
Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
Last edited by xrook on Sep 23, 2016, 2:46:01 AM
Just started using this filter a few days ago. Great filter. I did notice one curious oddity though. Magic Eternal Mana flasks seem to not be showing like the normal ones are. I had discovered a magic one that was item level 69 that was not showing at all. A item level 68 normal did show, but when turned magic seemed to show just as smaller blue magic items do (like it was caught by a different filter that I can't seem to locate). Looking at the filter Eternal Flasks (Magic and Normal) seems to be set to show just between item level 65 and 66. Is this narrow band intentional?

Edit: I have found my answer: They stop showing at item level 69 for Mapping if they are zero quality. Still, maybe cover the band up to 68 instead of 66 perhaps?

Also, randomly discovered a typo, if it helps:


# 0301 # TOP TIER: DIVINE, EXALTED (alos eternal, but meh)
Last edited by Lightpaw on Sep 23, 2016, 9:52:20 PM

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