Hey! Since Season 2 is coming soon Im updating this mod and planing to update it when new league comes out.
1.3.7 changes:
1) Bugfixes: Fixed ground label resizing to fit all unique names and so on. Fixed Settings tab options to apply correctly
(text of item label on ground is wrapped fully) 2) More optimizations (added Icons caching) 3) Items with Rarity 9 (uniques combined with exalted items) now always shown on map 4) Added new feature: Custom Drop Sounds
To use it add our .mp3 (preferably), .wav or .ogg files into Last Epoch\UserData\CustomDropSounds folder.
Then in-game each filter rule will have a custom sound choice:
Choose your custom sound and press Update rule to apply it. Everytime filtered item drops and shows on map it will also play custom sound for it (still in beta, needs testings)
Hi, I'd like to ask if the custom drop sound works. I've been trying to change it but it keeps reverting back to "None", sometimes the game crashes instead (already lost 2 uniques this way lol). Am I doing something wrong? Also tried it on both Melonloader 0.6.6 and 0.7.0. Here's my filter rule and error code from Melonloader.
Hey, just tried and it still doesn't work for me unfortunately It still goes back to default upon selecting the music file. The good thing is that the error code doesn't appear anymore. Here are the mp3 files I've been trying to make it work with.
So the problem is your item filter. For some reason the returned "matched" filter rule is bigger than the total amount of rules in your filter overall, which makes no sense to me.
OH AND REALLY BIG NOTE HERE.
Custom sounds working ONLY if filter rule has NAME override. (It attaches rule name to sound name in .json file). If rule has no name then sound won't work
Yay! Finally got it! Yeah it was definitely on my end. Just tweaked some stuff in my filter as you said and it works like a charm! Thank you very much!
Hi! Thanks for your mod, I love it! I just have a feature request that would be a huge quality-of-life improvement: It would be great to see some kind of frame or highlight around items in the inventory that match my filter. That way, I’d immediately know which items I can sell or need to stash. Right now, I have to drop all my items after every 1–2 runs just to figure out what I can destroy or keep, which is pretty time-consuming. Hope that would be possible! - will spend some money aswell after i got my salary next few days lol
would love to see this too, Fararagi's mod does a pretty good job at doing what you are suggesting. It labels items associated with your loot filter, item at the bottom of the tool tip when you mouse over it. She even manages to tell you if you have the same item or if it has more LP https://www.nexusmods.com/lastepoch/mods/10 hands the down the most important quality of life feature i wouldnt be able to live without when playing this game. asked for this on a few occuations from the devs and they mentioned that they didnt have the ablity to do it. It would be super cool to see outlines of gear in your stash to quickly decifer if its going to be a shatter item or some nice t7 piece based on the color you set from your loot filter.
Yeah! I saw that mod, but I don’t use it — like you said, I need to hover over each item to see which filter applies. So I still ended up dropping the items just to see at a glance what color they had from my filter. :/ I think a colored frame around the items in the inventory would be much nicer and quicker.
Hey, you've probably already thought about this but any chance for the price check feature to also include searching for the exalted mods on an item if it has any? Thanks for the great tool!
I've added some trade guild quality of life features in special version on github. But unfortunately Last Epoch checks on serverside if character is inside Bazaar area and only then sends corresponding bazaar data. So basically you can't check item price while staying outside of Bazaar itself
oh no sorry, i only meant for checking the price of exalted mods while actually in the bazaar :) basically same feature as with uniques but it instead searches for the specific exalted mod not just the base exalted item as it currently does.
Was looking into this this morning. @KillingGodVH if you do go down this route, I got stuck on updating it because it throws this exception anytime you mouse over an affix while crafting: [16:30:23.538] [DEBUG] Original class was inflated, falling back to reflection [16:30:23.539] [DEBUG] Original class was inflated, falling back to reflection [16:30:34.281] [Il2CppInterop] During invoking native->managed trampoline System.NullReferenceException: Object reference not set to an instance of an object. at DMD<Il2Cpp.TooltipItemManager::GetDisplayMode>(TooltipItemManager this, SlotType slotType, ItemDataUnpacked item) at (il2cpp -> managed) GetDisplayMode(IntPtr , SlotType , IntPtr , Il2CppMethodInfo* ) [16:30:34.282] [Il2CppInterop] During invoking native->managed trampoline System.NullReferenceException: Object reference not set to an instance of an object. at DMD<Il2Cpp.TooltipItemManager::GetDisplayMode>(TooltipItemManager this, SlotType slotType, ItemDataUnpacked item) at (il2cpp -> managed) GetDisplayMode(IntPtr , SlotType , IntPtr , Il2CppMethodInfo* )
Additionally while trying to migrate it to the newer version of MelonLoader Harmony was bugging out during a method override, looks like they changed the number of parameters it expects which isn't compatible with the other mods hook. You probably know more about this stuff than I do though, have never modded unity games before, just a cursory what I was able to find in 20-30 minutes.
That's fair, the true cool thing about his mod was that it would tell you which loot filter rule was applying to the piece of gear, made knowing which to shatter/extract or stash etc much easier (currently even with yours I have to drop the items on ground in town every time I'm doing my inventory management so I can see what color they are flagged from my filter) - would that be something you would consider coding from scratch with your mod? I can try to fork and figure it out if not, but love your work! Thanks for it!
the orginal modder hasnt been active for some time, they used to respond to me and update the github reguarly in the past, now the author has acutally removed released versions from the github. only a forked version seems to be active from the creator of LastEpochMods mod and maintains it. it currently works in the current state of the game but can be clunky, would love to see a polished or this mod continued in some form as well.
I made that fork a few months back when I forked the LastEpochMods too to make them work together in ML6+. In the past month Ash, the original creator of LEMods returned so now its back in his more capable hands in term of Unity modding, and I noticed that both this and Improved Tooltips got updated also (improved just got updated a few hour ago), so now everything is rainbows and sunshine! :D (I can't imagine playing without his and Improved...)
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.
hey @EvilDoll 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.
179 comments
1.3.7 changes:
1) Bugfixes: Fixed ground label resizing to fit all unique names and so on. Fixed Settings tab options to apply correctly
(text of item label on ground is wrapped fully)
2) More optimizations (added Icons caching)
3) Items with Rarity 9 (uniques combined with exalted items) now always shown on map
4) Added new feature: Custom Drop Sounds
To use it add our .mp3 (preferably), .wav or .ogg files into Last Epoch\UserData\CustomDropSounds folder.
Then in-game each filter rule will have a custom sound choice:
Choose your custom sound and press Update rule to apply it. Everytime filtered item drops and shows on map it will also play custom sound for it (still in beta, needs testings)
Tested on MelonLoader v6.6 and v7.0 beta
Edit: Try again in v1.4.5
https://limewire.com/d/ZTPta#OIIBGI5TDB
OH AND REALLY BIG NOTE HERE.
Custom sounds working ONLY if filter rule has NAME override. (It attaches rule name to sound name in .json file). If rule has no name then sound won't work
Can someone explain them to me?
I just have a feature request that would be a huge quality-of-life improvement:
It would be great to see some kind of frame or highlight around items in the inventory that match my filter. That way, I’d immediately know which items I can sell or need to stash.
Right now, I have to drop all my items after every 1–2 runs just to figure out what I can destroy or keep, which is pretty time-consuming.
Hope that would be possible! - will spend some money aswell after i got my salary next few days lol
So I still ended up dropping the items just to see at a glance what color they had from my filter. :/
I think a colored frame around the items in the inventory would be much nicer and quicker.
Any chance you can include the logic from https://www.nexusmods.com/lastepoch/mods/10 in your mod ?
[16:30:23.539] [DEBUG] Original class was inflated, falling back to reflection
[16:30:34.281] [Il2CppInterop] During invoking native->managed trampoline
System.NullReferenceException: Object reference not set to an instance of an object.
at DMD<Il2Cpp.TooltipItemManager::GetDisplayMode>(TooltipItemManager this, SlotType slotType, ItemDataUnpacked item)
at (il2cpp -> managed) GetDisplayMode(IntPtr , SlotType , IntPtr , Il2CppMethodInfo* )
[16:30:34.282] [Il2CppInterop] During invoking native->managed trampoline
System.NullReferenceException: Object reference not set to an instance of an object.
at DMD<Il2Cpp.TooltipItemManager::GetDisplayMode>(TooltipItemManager this, SlotType slotType, ItemDataUnpacked item)
at (il2cpp -> managed) GetDisplayMode(IntPtr , SlotType , IntPtr , Il2CppMethodInfo* )
Additionally while trying to migrate it to the newer version of MelonLoader Harmony was bugging out during a method override, looks like they changed the number of parameters it expects which isn't compatible with the other mods hook. You probably know more about this stuff than I do though, have never modded unity games before, just a cursory what I was able to find in 20-30 minutes.
Put .mp3 sounds there and restart game. Ideally rename mp3 sounds without spaces or any special symbols