New PoE 2 filter, backed by script for a more personnalized filtering
Hello exiles!
Download and installation guide here! I've played a quite good amount of time, and used quite always neversink before doing my own filter for PoE 1. Now, for PoE 2, I decided to redo my filter but in a better way and propose it to the community. The principle is that my filter is not written by hand, but generated by a configurable script allowing to easily customize things : - Waystones display is specific for each areaLevel, hidding waytones lower than a specific amount of levels and showing equal or greater ones. - Gold display is bigger and bigger depending of a minimum amount to a ceiling amount. - I will also configure the gem drop depending of the area level, maybe later on item levels, etc. - There is three configured levels : standard, intermediate and expert. - Later on, I really hope to be able to automatise some configuration with a nightly build. ![]() Well, let me quote the README of the GitHub repository :
Objective
Long story short, the three main keypoints for those filters are : - Having a more "verbose" mini map displaying items on ground. - Having a per area level tailored filter. - Having a theme driven look'n'feel. ever miss anything on the ground—find items at a glance with these filters. Some might say it’s a bit too verbose, but I prefer being able to spot Rares, Waystones, or other items without running around everywhere. Since this filter is managed via a script, it allows for dynamic configurations based on your current map level. For example, you’ll always know if a dropped map is below or above your current tier, no matter what level you’re on. Theming is a key focus for this filter. I aim to keep a strong and visually appealing color scheme for events and alerts, while respecting the game’s established color code. There is currently two modes: Standard and Expert. I aim to add an intermediate one to allow advanced players to filter out more and more items they do not want.
Motivation
There are many great filters out there, but I always wanted something more flexible—a filter that adapts to the level I’m at in the game. I also wanted event-based color schemes and a less aggressive display, while still keeping important items easy to spot. Doing this by hand is a real hassle, so I decided to create a generator script. It lets me—and maybe the community too—manage filters using code. For example, it’s now possible to have a different map filter for every map level! These scripts might even allow for automated updates in the future, with help from some APIs. I’m not the best PoE player, but I hope this filter will resonate with others. I’ll do my best to keep it updated. And with the release of Path of Exile 2 EA, now seems like the perfect time to share it with the community! Here are the current modes comparison (will be automatically updated): ![]() More information and roadmap here! I NEED YOU! I'm not the best PoE 2 gamer. I really need your feebacks, ideas, configuration tweaking, issues, etc. Do not hesitate or contribute on the repository, comment here or anything. Also do not hesitate to star it to support me! I really hope you will love it! And will try to update it super frequently ... well, with a two day break for christmas ^^ Thank you for reading me! And have fun! Download and contribute here!
Last updates
01/01/2025 Happy new year! And fixes - Fixed map hidden on +2 or more monster level lvl 15 maps - Fixed the display of soul cores - Sound tweaking following the habbits of the players - Some minor display tweakings and fixes 30/12/2024 Major update - Clear design rule and coherence depending on the importance of the items. - All "events" items have the same color. I tried to have a different color per event but it's way too complicated without losing coherence - Important white items have their own configuration for an easy update - Important items are separated from their section for an easy update - Gold display size curve is no longer linear, but cubic - Color themes are more coherent - Waystone coloring no longer dissociate magics and rare as they're all important - Only Expert magic items are displayed - All sections should consider campaign progress - Infographic updated to give more context - Salvageable items minimum quality depends on the resulting currency - Added more important items, based on Neversink - Merged all display factories to get easier sections readability 24/12/2024 Small adjustments and improved look'n'feel, see you after Christmas! - Magics, Rares an Uniques themes color adjusted - Breach section started - Waystones sounds and displays improved - Currencies sounds and displays improved - Orb of Chance is now considered as a tier 1 currency - Uncut Spirit gem importance accentuated Last edited by Shudrum#3042 on Jan 1, 2025, 7:02:19 AM Last bumped on Jan 2, 2025, 10:28:04 PM
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Here comes Christmas, I will come back in three days.
I just updated it with few things: - Magics, Rares an Uniques themes color adjusted - Breach section started - Waystones sounds and displays improved - Currencies sounds and displays improved - Orb of Chance is now considered as a tier 1 currency - Uncut Spirit gem importance accentuated Not updated on GitHub but here is a rought roadmap: - Three lists will be created to highlight top white items for chance, top white items for craft, and top bases for uniques. - Gems filtering is going to change depending on the areaLevel - Magic items minimum iLevel will not be the same for the three modes - Improvements and fixes for the campain |
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I like how clean it looks and sounds. Thank you. Maybe consider making tiers for uniques? Also T15 maps are not showing in 81+ zones.
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Artificer's orbs got missed in coloring/highlighting
superior armors are more worth picking up than socketed for artificers orbs (multiple whole orbs to 1 ex) vs scraps (2 armour scraps to 1ex) with space at a premium perhaps highlighting gloves helms and boots with quality while making large items smaller but still visible? would have to be positioned in the filter before optional crafting rules like i want all primal quivers and steeltoe boots to pop for example. just started playing with it but i can leave more feedback if you like. or we can connect on discord or something |
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Hey! Thank you for your messages!
" I am. But I am only able to filter by item type. I will soon add two configurations on the repository, for important items types for chance & uniques. Maybe good crafting bases too. Instead of showing every belt / ring / amulet. " Oh, thank you for noticing it, I will take a look ASAP. (I just came back from my christmas' holidays). " Thanks for noticing, I will fix it. " I got your point, and it brings ideas. I try to filter hard, hidding items instead of just having them "smaller". As ALT allows to display everything (And hidden items must be well formated too). Also, I think the modes will handle sizes differently, as well as a different rule for weapons giving etchers vs whetstones. " With pleasure. Why not discord, but for more asynchronous discussions / community feedbacks we also continue here (Or on GitHub, but I think there will be less people). ---- During my holidays I worked on the roadmap's points. I am testing the heavy modifications I've made blindly as I was not able to play far from home. Stay tuned, some news very soon. Thanks again! |
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A major update is here! I'm really happy with how things are shaping up. I’ve received some valuable feedback and improved the filter while staying true to its original philosophy.
- Clear design rule and coherence depending on the importance of the items. - All "events" items have the same color. I tried to have a different color per event but it's way too complicated without losing coherence - Important white items have their own configuration for an easy update - Important items are separated from their section for an easy update - Gold display size curve is no longer linear, but cubic - Color themes are more coherent - Waystone coloring no longer dissociate magics and rare as they're all important - Only Expert magic items are displayed - All sections should consider campaign progress - Infographic updated to give more context - Salvageable items minimum quality depends on the resulting currency - Added more important items, based on Neversink - Merged all display factories to get easier sections readability Enjoy! |
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Happy new year!
Some fixes just been pushed: - Fixed map hidden on +2 or more monster level lvl 15 maps - Fixed the display of soul cores - Sound tweaking following the habbits of the players - Some minor display tweakings and fixes Have fun! |
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- Only Expert magic items are displayed
Why? Im a noob sorry. lol |
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