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

"
I_NO wrote:
Trying to use custom uber strict and keeps giving



halp

Hello there, lost walrus.
The game parser doesn't digest accentuated characters in files that are ANSI-encoded, which is probably your case.
1) Open the filter with notepad or similar.
2) In the file menu, select "save as".
3) In the "save as" box, change the filter name to something else, in case things go south.
4) Still in the "save as" box, near the bottom, there should be a field called "encoding", select either UTF-8 or Unicode, then click "save".
5) Confirm any potential confirmation message.
6) Test the new filter in POE and let us know how it went.
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Last edited by xhul#1978 on Jul 3, 2019, 4:22:44 AM
Hello. Today I've downloaded item filter from filterblade site and I found something in it that may be not intended - some rules added by filterblade site are in sections that do different things:

rule about '1h axe' weapons is in section '[2902] Hybrid flasks (normal)'
#------------------------------------
# [2902] Hybrid flasks (normal)
#------------------------------------

# FilterBlade: Conditional Entry
Show
SetBorderColor 244 255 0 255
SetFontSize 45
Rarity = Rare
SetBackgroundColor 0 75 30 255
Class "One Hand Axes"


Show # %D2
ItemLevel <= 15
Class "Hybrid Flask"
BaseType "Small"
SetFontSize 40
SetBorderColor 100 0 100 # BORDERCOLOR: Hybrid
SetBackgroundColor 0 0 0 255 # BACKGROUND: Neutral T2

Show # %D2
ItemLevel <= 25
Class "Hybrid Flask"
BaseType "Medium"
SetFontSize 40
SetBorderColor 100 0 100 # BORDERCOLOR: Hybrid
SetBackgroundColor 0 0 0 255 # BACKGROUND: Neutral T2

Show # %D2
ItemLevel <= 35
Class "Hybrid Flask"
BaseType "Large"
SetFontSize 40
SetBorderColor 100 0 100 # BORDERCOLOR: Hybrid
SetBackgroundColor 0 0 0 255 # BACKGROUND: Neutral T2

Show # %D2
ItemLevel <= 45
Class "Hybrid Flask"
BaseType "Colossal"
SetFontSize 40
SetBorderColor 100 0 100 # BORDERCOLOR: Hybrid
SetBackgroundColor 0 0 0 255 # BACKGROUND: Neutral T2

Show # %D2
ItemLevel <= 55
Class "Hybrid Flask"
BaseType "Sacred"
SetFontSize 40
SetBorderColor 100 0 100 # BORDERCOLOR: Hybrid
SetBackgroundColor 0 0 0 255 # BACKGROUND: Neutral T2

Show # %D2
ItemLevel <= 67
Class "Hybrid Flask"
BaseType "Hallowed"
SetFontSize 40
SetBorderColor 100 0 100 # BORDERCOLOR: Hybrid
SetBackgroundColor 0 0 0 255 # BACKGROUND: Neutral T2

a lof of '1h axe' rules are in section '[[3100]] Leveling - RGB Recipes'
#===============================================================================================================
# [[3100]] Leveling - RGB Recipes
#===============================================================================================================

Show # %D3
Width <= 2
Height <= 2
SocketGroup RGB
SetFontSize 45
SetBorderColor 150 150 150 # BORDERCOLOR: Neutral T1
SetBackgroundColor 75 75 75 255 # BACKGROUND: Recipe T2

# FilterBlade: Conditional Entry
Show
BaseType "Rusted Hatchet"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 5

# FilterBlade: Conditional Entry
Show
BaseType "Jade Hatchet"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 10

# FilterBlade: Conditional Entry
Show
BaseType "Boarding Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 15

# FilterBlade: Conditional Entry
Show
BaseType "Cleaver"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 20

# FilterBlade: Conditional Entry
Show
BaseType "Broad Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 24

# FilterBlade: Conditional Entry
Show
BaseType "Arming Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 28

# FilterBlade: Conditional Entry
Show
BaseType "Decorative Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 32

# FilterBlade: Conditional Entry
Show
BaseType "Spectral Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 34

# FilterBlade: Conditional Entry
Show
BaseType "Etched Hatchet"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 35

# FilterBlade: Conditional Entry
Show
BaseType "Jasper Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 38

# FilterBlade: Conditional Entry
Show
BaseType "Tomahawk"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 41

# FilterBlade: Conditional Entry
Show
BaseType "Wrist Chopper"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 44

# FilterBlade: Conditional Entry
Show
BaseType "War Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 47

# FilterBlade: Conditional Entry
Show
BaseType "Chest Splitter"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 50

# FilterBlade: Conditional Entry
Show
BaseType "Ceremonial Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 53

# FilterBlade: Conditional Entry
Show
BaseType "Wraith Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 55

# FilterBlade: Conditional Entry
Show
BaseType "Engraved Hatchet"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 56

# FilterBlade: Conditional Entry
Show
BaseType "Karui Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 58

# FilterBlade: Conditional Entry
Show
BaseType "Siege Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 60

# FilterBlade: Conditional Entry
Show
BaseType "Reaver Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 62

# FilterBlade: Conditional Entry
Show
BaseType "Butcher Axe"
Rarity <= Magic
SetBorderColor 200 0 0
SetFontSize 40
ItemLevel <= 65


Show # %D3
Width <= 1
Height <= 4
SocketGroup RGB
SetFontSize 45
SetBorderColor 150 150 150 # BORDERCOLOR: Neutral T1
SetBackgroundColor 75 75 75 255 # BACKGROUND: Recipe T2

Show # %D2
Width >= 2
Height >= 4
SocketGroup RGB
SetFontSize 36
SetBorderColor 0 0 0 # BORDERCOLOR: Neutral T1.5
SetBackgroundColor 75 75 75 255 # BACKGROUND: Recipe T2

Show # %D2
Height <= 3
SocketGroup RGB
SetFontSize 36
SetBorderColor 0 0 0 # BORDERCOLOR: Neutral T1.5
SetBackgroundColor 75 75 75 255 # BACKGROUND: Recipe T2

Strictness: semi-strict, presets:
- Currency: all currency max font size;
- Leveling: one-hand axes;
- Chancing: hide all chancing bases;
- Maps: never hide low-level maps.

Filter is loading and working. I'm reporting this just in case if such locations of rules added by filterblade site are not intended.
retired from forum because of censorship and discrimination
Last edited by DivineChampion#3546 on Jul 13, 2019, 3:53:47 PM
is there a way to retrieve my overwritten save state from filterblade somewhere?

i screwed up and overwrote my filter
Two things.

First I have spotted a irregularity in the identified rares section (0500], regarding the stat mods.
When writing them down I got something like this:
3:
of the Blur 56-60 +# to Dexterity
of the Genius 51-55 +# to Intelligence
of the Gods 51-55 +# to Strength
of the Titan 43-50 +# to Strength
of the Virtuoso 43-50 +# to Intelligence
of the Wind 51-55 +# to Dexterity

Note the difference between Dexterity, compared to Intelligence and Strength. This is seems to be common for all cases where stat suffixes are used: Dexterity is missing tier 3, and Str/Int are missing tier 1.


Second, regarding the rare weapon explicit mod highlighting code (that are in the filter, but doesn't have FilterBlade entries):
I'm missing a filter for identified ele buzzsaw weapons, like this one that I created in FilterBlade:

# FilterBlade: Conditional Entry
Show
SetBorderColor 0 240 190 255
SetTextColor 255 190 0 255
SetFontSize 45
Identified True
Corrupted False
Rarity = Rare
HasExplicitMod "of Celebration" "of Infamy"
PlayEffect Blue
MinimapIcon 0 Blue Diamond
PlayAlertSound 3 300
DropLevel > 50
SetBackgroundColor 0 75 30 255
HasExplicitMod "of Incision" "of Penetrating"
HasExplicitMod "Electrocuting" "Discharging" "Shocking" "Arcing"
HasExplicitMod "Entombing" "Polar" "Glaciated" "Frozen"
Class "Daggers" "Claws" "One Hand Swords" "Thrusting One Hand Swords"

That is an attack speed, crit chance, and two flat elemental prefix entry. (I went for only lightning + cold since that's the most desirable, but it show really have all three combos.)

Sure there is the "suffix abomination" in 0504 that will catch some, but for these builds there crit multi is optional, not required, and they rather prefer two flat elemental over the multi.

"
StarRune wrote:
Two things.

First I have spotted a irregularity in the identified rares section (0500], regarding the stat mods.
When writing them down I got something like this:
3:
of the Blur 56-60 +# to Dexterity
of the Genius 51-55 +# to Intelligence
of the Gods 51-55 +# to Strength
of the Titan 43-50 +# to Strength
of the Virtuoso 43-50 +# to Intelligence
of the Wind 51-55 +# to Dexterity

Note the difference between Dexterity, compared to Intelligence and Strength. This is seems to be common for all cases where stat suffixes are used: Dexterity is missing tier 3, and Str/Int are missing tier 1.


Second, regarding the rare weapon explicit mod highlighting code (that are in the filter, but doesn't have FilterBlade entries):
I'm missing a filter for identified ele buzzsaw weapons, like this one that I created in FilterBlade:

# FilterBlade: Conditional Entry
Show
SetBorderColor 0 240 190 255
SetTextColor 255 190 0 255
SetFontSize 45
Identified True
Corrupted False
Rarity = Rare
HasExplicitMod "of Celebration" "of Infamy"
PlayEffect Blue
MinimapIcon 0 Blue Diamond
PlayAlertSound 3 300
DropLevel > 50
SetBackgroundColor 0 75 30 255
HasExplicitMod "of Incision" "of Penetrating"
HasExplicitMod "Electrocuting" "Discharging" "Shocking" "Arcing"
HasExplicitMod "Entombing" "Polar" "Glaciated" "Frozen"
Class "Daggers" "Claws" "One Hand Swords" "Thrusting One Hand Swords"

That is an attack speed, crit chance, and two flat elemental prefix entry. (I went for only lightning + cold since that's the most desirable, but it show really have all three combos.)

Sure there is the "suffix abomination" in 0504 that will catch some, but for these builds there crit multi is optional, not required, and they rather prefer two flat elemental over the multi.



Implemented in latest patch, thank you.

I've also addressed several issues and suggestions addressed by other posters in this thread.

Please don't PM me ingame with filter/guide questions, post them on the forum, after reading the FAQ.
"
NeverSink wrote:

Implemented in latest patch, thank you.

I've also addressed several issues and suggestions addressed by other posters in this thread.



And thank you!

When I just updated my Filterblade settings for the new version, my eyes fell on the endgame utility flask section, and I thought:
- Does anyone use any Aquamarine or Amethyst flasks that aren't Atziri's Promise?
I have always been a champion for showing utility flasks endgame, but these two seems just like clutter and I would suggest to hide them on regular or stricter. They can't even be chanced into any unique.

Does anyone have a snippet of code that would show White items with a Quality of 3 and greater?
"
tmmhmm wrote:
Does anyone have a snippet of code that would show White items with a Quality of 3 and greater?

Show
Rarity Normal
Quality > 2
your settings go here

Now, like all blocks, the location where you put it will matter as much as the code itself.
PLEASE QUOTE ME IF YOU ARE EXPECTING A REPLY
Last edited by xhul#1978 on Aug 25, 2019, 8:05:21 PM
Thanks!!
I just updated the filter and reloaded it ingame and get the following error message:

Failed to load item filter: Line 293: Unable to parse parameter for BaseType Rule: no base types found matching "Cerulean Ring"

Anyone can help or comment on that? Thank you!

Edit: Also the filter does not work anymore
Last edited by Joybringer75#6579 on Sep 6, 2019, 12:56:10 PM

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