hey man i thought maybe ud have an answer but the improved tooltips seems to show the lowest rule that applies to the item rather than the highest rule ( like the in game filter) am i misunderstanding something. because this makes the mod just show the wrong rule all the time.
Hi @Fararagi or anyone who has an answer sorry if i'm missing something obvious but the tooltips seems to show the lowest rule that applies to the item rather than the highest. Example : Tooltip shows orange recolor. item on the ground is red. because a higher rule makes it red love the mods thanks for the help in advance. je t'aime <3
Hey @Fararagi , thanks for updating this, when crafting if I mouse over the affix shards I get an error, and eventually it causes my game to crash to desktop without any dialog box error showing up, here is the stack trace:
[15:42:02.662] [Il2CppInterop] During invoking native->managed trampoline System.NullReferenceException: Object reference not set to an instance of an object. at Fallen_LE_Mods.Features.TooltipManager.TooltipItemManagerPatch.Prefix(TooltipItemManager __instance, ItemDataUnpacked data, SlotType type, Vector2 _offset, Vector3 position, GameObject opener, Vector2 openerSize) at DMD<Il2Cpp.TooltipItemManager::OpenItemTooltip>(TooltipItemManager this, ItemDataUnpacked data, SlotType type, Vector2 _offset, Vector3 position, GameObject opener, Vector2 openerSize) at (il2cpp -> managed) OpenItemTooltip(IntPtr , IntPtr , SlotType , Vector2 , Vector3 , IntPtr , Vector2 , Il2CppMethodInfo* )
You are a legend, tried to figure out how to update your mod for myself while you were gone, and realized I've never modded for unity. Looks interesting though, just tough to find up to date resources (at least it was for me) - got as far as trying to get the new methods with il2cpp, but got distracted with other stuff.
> I think the new version broke the ability to shift + right click to move things into your stash somehow.
I'm not able to reproduce the issue, shift + right click works fine on my end, I'll rebuild just in case.
> tried to figure out how to update your mod for myself while you were gone, and realized I've never modded for unity. Looks interesting though, just tough to find up to date resources (at least it was for me) - got as far as trying to get the new methods with il2cpp, but got distracted with other stuff.
Tbh I'm just winging it and have no idea what I'm doing 50% the time.
Patch 1.1.5 this mod not working with the new patch
[FallenStar's_Improved_Tooltips] HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static void Fallen_LE_Mods.Features.TooltipManager+TooltipItemManagerPatch::Prefix(Il2Cpp.TooltipItemManager __instance, Il2Cpp.ItemDataUnpacked data, Il2Cpp.TooltipItemManager+SlotType type, UnityEngine.Vector2 tooltipOffset, UnityEngine.Vector3 position, UnityEngine.GameObject opener) at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal) at HarmonyLib.PatchClassProcessor.Patch() --- End of inner exception stack trace --- at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original) at HarmonyLib.PatchClassProcessor.Patch() at HarmonyLib.Harmony.<PatchAll>b__11_0(Type type) at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action) at HarmonyLib.Harmony.PatchAll(Assembly assembly) at MelonLoader.MelonMod.HarmonyInit() in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonMod.cs:line 40 at MelonLoader.MelonEvent.<>c.<Invoke>b__1_0(LemonAction x) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 174 at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143
maybe we should ask EHG to implement these feature into the base game, this is my favorite tool in all of last epoch, so useful when mousing over your gear in your stash and it tells you what loot filter the item is associated with to remind you why you picked up the darn item in the first place.
10/10 best mod of the year award goes to IMPROVED TOOLTIPS LAST EPOCH!!!!
just a heads up the dev's plan to push out a mid season update 19th September. Likely will break the mod again. I will be sure to send more coffee. thank you
76 comments
[15:42:02.662] [Il2CppInterop] During invoking native->managed trampoline
System.NullReferenceException: Object reference not set to an instance of an object.
at Fallen_LE_Mods.Features.TooltipManager.TooltipItemManagerPatch.Prefix(TooltipItemManager __instance, ItemDataUnpacked data, SlotType type, Vector2 _offset, Vector3 position, GameObject opener, Vector2 openerSize)
at DMD<Il2Cpp.TooltipItemManager::OpenItemTooltip>(TooltipItemManager this, ItemDataUnpacked data, SlotType type, Vector2 _offset, Vector3 position, GameObject opener, Vector2 openerSize)
at (il2cpp -> managed) OpenItemTooltip(IntPtr , IntPtr , SlotType , Vector2 , Vector3 , IntPtr , Vector2 , Il2CppMethodInfo* )
I'm not able to reproduce the issue, shift + right click works fine on my end, I'll rebuild just in case.
> tried to figure out how to update your mod for myself while you were gone, and realized I've never modded for unity. Looks interesting
though, just tough to find up to date resources (at least it was for me)
- got as far as trying to get the new methods with il2cpp, but got
distracted with other stuff.
Tbh I'm just winging it and have no idea what I'm doing 50% the time.
[FallenStar's_Improved_Tooltips] HarmonyLib.HarmonyException: Patching exception in method null
---> System.ArgumentException: Undefined target method for patch method static void Fallen_LE_Mods.Features.TooltipManager+TooltipItemManagerPatch::Prefix(Il2Cpp.TooltipItemManager __instance, Il2Cpp.ItemDataUnpacked data, Il2Cpp.TooltipItemManager+SlotType type, UnityEngine.Vector2 tooltipOffset, UnityEngine.Vector3 position, UnityEngine.GameObject opener)
at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal)
at HarmonyLib.PatchClassProcessor.Patch()
--- End of inner exception stack trace ---
at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original)
at HarmonyLib.PatchClassProcessor.Patch()
at HarmonyLib.Harmony.<PatchAll>b__11_0(Type type)
at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action)
at HarmonyLib.Harmony.PatchAll(Assembly assembly)
at MelonLoader.MelonMod.HarmonyInit() in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonMod.cs:line 40
at MelonLoader.MelonEvent.<>c.<Invoke>b__1_0(LemonAction x) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 174
at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143
10/10 best mod of the year award goes to IMPROVED TOOLTIPS LAST EPOCH!!!!
just a heads up the dev's plan to push out a mid season update 19th September. Likely will break the mod again. I will be sure to send more coffee. thank you
Doesn't show own legendary in chest
Is there any way to disable the enemy red outline through mods?
I really don't like playing with it, and it seems many others feel the same way.
I'll get on it this weekend.