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Release Anniversary Tower Missions: Full Automation (1 Viewer) 1.29

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Just an update - the latest floor "Fear", both the mission and the key quest seem buggy to me. Have a script - but even running manually they both bug out at various times.

Additionally, will be running all key and missions - to verify if things work or not given previous reports (above) and new patch note changes.

A lot of messages on the Daybreak forums that this month's mission has a lot of problems and is frequently not able to be completed.
 
Turn off levitate. That should help.
Levitate isn't a factor for the issues I'm seeing. At least not in any way I can see.
I haven't read forums, but...

* Key Quest: If you get ahead of the spider, a "Task Complete" pops up but doesn't actually credit you. This doesn't fix, even when the spider catches up
* Mission: Four runs, I can't get it to credit me with the third step. I've killed every egg and spawn. In different orders.. haven't gotten it to complete yet
 
Ah, understood. I had issues with the task just not updating no matter how much I ran around the Tides of Time room. Taking off lev helped :)
 
so for some of the missions to get the key, it would pick up the key but not get the mission. Especially with Frost. It would hang or crash if the key was in my inventory but not have the quest. Sometimes it would start doing the quest without the actual quest. I would then delete the key and restart the key quest and bang it started working. I had already deleted all the char ini files before you made the request sorry. I hope that helps. But it is not failing on the first 2 key quests any more. Other than not finding path to Commons on one computer but not on the other one LOL. I just run there when it happens and hit travelto button and off it goes. Few trees get it the way at times. ^) But great work.
 
so for some of the missions to get the key, it would pick up the key but not get the mission. Especially with Frost. It would hang or crash if the key was in my inventory but not have the quest. Sometimes it would start doing the quest without the actual quest. I would then delete the key and restart the key quest and bang it started working. I had already deleted all the char ini files before you made the request sorry. I hope that helps. But it is not failing on the first 2 key quests any more. Other than not finding path to Commons on one computer but not on the other one LOL. I just run there when it happens and hit travelto button and off it goes. Few trees get it the way at times. ^) But great work.
Thank you, tshadow. So you're saying it would do the key quest successfully and get the "Key of Sand" (or whatever) -- but then not successfully use that key to subsequently request the mission.

When you say it crashes - if you mean the script, it'd be awesome help if there was any of the red error log you copied/screen-shotted.

I'm running all the quests through again since latest patch. Haven't had issues, but know they're out there.
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.21: Various Updates

  • Updates and tweaks for various tasks and missions
  • Oasis of Fire mission appears to have changed - or a variant exists I hadn't seen before
    • Continuing to run and see which it is
  • The following quests bug out on me 50% of the time - at an EQ level, not script
    • Oasis of Sand
    • Oasis of Jungle
    • Oasis of Fire
    • Oasis of Fear
      • Have not successfully gotten key on live, but on test it bugs out
Will continue just running...

Read the rest of this update entry...
 
Only loosely related but since so much of the discussion has been had here:
I am able to get the fear key on test, it bugged out once for everyone (was another guy on a later step), three times for one character, with the little spider you were told to kill not spawning.
I am unsure if other people being on the quest/in the zone/etc have anything to do with it, as the final time I did it successfully on one character (the three time one), there were 2 "extra" tarantulas pathing back and forth, one from the previous attempt, and one from someone else's botched attempt.

I have tried the fear instance 4 times now unsuccesfully, its just a mess, a different fail each time.

I'm really saddened to see the game in this state, truth be told, with rampant unchecked bugs in "celebrate our anniversary" content.
 
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.22: Key of Fear

  • Updated Key for Fear Floor
    • Quest bugs out if you get ahead of the spider.
      • Script attempts to keep you behind spider at all times
    • Forces /removelev at each step.
      • As @battlenet and others suggested, levitate can impact some of the trigger spots.

Have manually passed the Oasis of Fear mission - but not understood what triggers each step enough to automate.
Any insights would help. But I'll be...

Read the rest of this update entry...
 
First mission Sands, the toon gets stuck on a mummified madman and they are unattackable.
 
Fire mission, the toon sometimes doesn't detect the right spot for the update and it pauses.

After you nav to the spot you need to get the update it then fails on the last step of the mission.
 
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First mission Sands, the toon gets stuck on a mummified madman and they are unattackable.
Was this something you could manually get out of - or was it a bug in EQ's script.

I'm batting about 20-30% of most missions just bugging out in EQ for me, and with or without script I can't complete them successfully.
Fire mission, the toon sometimes doesn't detect the right spot for the update and it pauses.

Have had similar problems on this one. Sometimes the Slumbering Wyvern isn't there at the start.
In this, I'll run another few tests today - it walks up to every single spawn (there's like 20+) and if none activate it does pause.

Unclear best action here, but we can just start that process over again and see if it just "missed" the trigger spot.

Have 1 hour request lockout on Fire. Will test again after that.
 
Was this something you could manually get out of - or was it a bug in EQ's script.

I'm batting about 20-30% of most missions just bugging out in EQ for me, and with or without script I can't complete them successfully.


Have had similar problems on this one. Sometimes the Slumbering Wyvern isn't there at the start.
In this, I'll run another few tests today - it walks up to every single spawn (there's like 20+) and if none activate it does pause.

Unclear best action here, but we can just start that process over again and see if it just "missed" the trigger spot.

Have 1 hour request lockout on Fire. Will test again after that.
Thanks
 
Hello, did you make a change to when the mission removes people. I have let the first 2 missions run but only the quest person get AA credit and other toons are dropped before they get credit. Can you slow do the remove from mission to allow all toons to get credit please. or put an option in settings to not drop toons from mission for a certain amount of time. Thanks, Tshadow
 
in oasis of fire, it goes in and immediately attacks the "slumbering wyvern" so that when that step is required to approach it, it's already dead. Bummer never can complete it now.
Not sure if they meant to have "Slumbering Wyvern" active from the start but the Lua immediately attacks and kills it before step 1 is even done. So then step 1 is done all the way to the end. But of course there is no Slumbering Wyvern up as it is already dead. Hence no way to finish this mission. DOH!!
 
I just ran the fire mission and it killed the mobs before it got the update from the /loc. So we'll need to delay attacking until we get that update.
 
For future reference, if anyone is having issues with characters chain zoning out of these instances, turn off scripted doors in nav settings
 
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ok on Fire, the slumbering wyvern and 2 mobs are up upon entering the mission. The script goes right to them and kills them. I believe that they shouldn't be active or maybe its due to leaving the mission and coming back 30min later not sure. But then it starts from step one, after yellow wyvern is killed, but can never complete because the wyvern is already dead? That looks like what is happening. or maybe that is just what happens for me. Cheers, Tshadow
 
ok on Fire, the slumbering wyvern and 2 mobs are up upon entering the mission. The script goes right to them and kills them. I believe that they shouldn't be active or maybe its due to leaving the mission and coming back 30min later not sure. But then it starts from step one, after yellow wyvern is killed, but can never complete because the wyvern is already dead? That looks like what is happening. or maybe that is just what happens for me. Cheers, Tshadow
The latest version of the script reverts that change out. We had one run where nothing would activate until we did that. ... but guess that was a buggy situation.

Latest should not address Wyvern until last step.
 
Are you supposed to run the script on each toon, or just on your tank/MA?
For the instanced missions - only the tank/MA requires it. The rest of the group should be instructed how/when to follow.

For keys - only the char running the script is working towards credit. One at a time - this version doesn't work multiple players at once.
 
idk if its possible to code this but its very easy to tell which two sacs are attackable in fear they glow bright white where as the ones not attackable have no light source and are alot darker.

the updates otoh are very wierd sometimes i get it near the spider sometimes i get it near the sacs it doesnt seem very consistent. i put my group on follow and run in a circle from sac to sac and near the spider until i get it

image.png


the one on the right is the attackable one. im about 1/2 way across the room from it. The corpse one hasnt bugged out on me yet since the hotpatches

the barrels in jungle also do this but they are always the same exact order the sacs dont seem to follow an order
 
idk if its possible to code this but its very easy to tell which two sacs are attackable in fear they glow bright white where as the ones not attackable have no light source and are alot darker.
That's great information - not sure how I didn't notice this. However as you hinted, there's no programmatic way I know of to determine this; not Spawn.Light, .Animation, etc...


And I completely forgot until now that I didn't actually finish t coding this part of the script properly.
Was just going to attack for X seconds and look for damage < 100% or move on. I'm sure there's something more graceful that can be done, I'm not seeing it.

Jumping onto that now.
 
Are all three egg sacs targetable / untargettable?

Also, there is this, dont know if it would help.
light lightsourceSpawns with the specified lightsource
 
Bugger it all - I just realized Oasis of Fear has multiple variations. That's why things weren't working consistently. I'd only seen 1 variant in 3 tries.

Updating now to handle the "Kill eggs first" or "Kill adds first" ones.
 
Found a bit of an outlier bug, probably unimportant since i doubt anyone else will run into it. I had one group doing an omm mission and run group running this on the same computer (using dannet). After the first mission it managed to request and get the same mission my other group was running (omm lguk) from the npc in the anniversary tower.
 

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Found a bit of an outlier bug, probably unimportant since i doubt anyone else will run into it. I had one group doing an omm mission and run group running this on the same computer (using dannet). After the first mission it managed to request and get the same mission my other group was running (omm lguk) from the npc in the anniversary tower.
Thanks, seriouslyk. Not sure I fully understand what you are saying happened.

It seems you're saying two separate groups - one requesting OMM, one in Tower for Anniversary missions.

When OMM was requested, both groups received that mission?
 
One group was in an OMM mission, working their way along. One group was in the tower. The Group in the tower finished a level, then went to request the next level and instead they received the same task for the OMM mission that the other group was in. They did this by using the correct key word in the tower "oasis of fire" or whatever, but instead of getting that mission, they got "Ancient Heroes - Lower Guk". I was able to reproduce this multiple times.

I have no idea how they got a mission that is requested from PoK in the Tower, but I thought it was interesting enough to share.
 
One group was in an OMM mission, working their way along. One group was in the tower. The Group in the tower finished a level, then went to request the next level and instead they received the same task for the OMM mission that the other group was in. They did this by using the correct key word in the tower "oasis of fire" or whatever, but instead of getting that mission, they got "Ancient Heroes - Lower Guk". I was able to reproduce this multiple times.

I have no idea how they got a mission that is requested from PoK in the Tower, but I thought it was interesting enough to share.
That's fascinating though not seeing a connection to the script as no /dga or /bc communication at that point - if that even made sense. I assume if you hand-requested, the same thing happened.

Will see if anyone else sees anything like that.
 
Hi, Sorry don't remember which mission it is but the one to thaw out the mobs with torch has an issue where it never picks up the torch. I manually pick it up and move to mob to make this mission work. But at least it gets me in there to start it. ^) Wonder if anyone else is having this same issue. Cheers, Tshadow
 
Hi, Sorry don't remember which mission it is but the one to thaw out the mobs with torch has an issue where it never picks up the torch. I manually pick it up and move to mob to make this mission work. But at least it gets me in there to start it. ^) Wonder if anyone else is having this same issue. Cheers, Tshadow
Just used this script to do it twice yesterday without issue, interesting.
 
Hi, Sorry don't remember which mission it is but the one to thaw out the mobs with torch has an issue where it never picks up the torch. I manually pick it up and move to mob to make this mission work. But at least it gets me in there to start it. ^) Wonder if anyone else is having this same issue. Cheers, Tshadow
You're correct. I just ran things and it didn't pick up the torch. Stopping and restarting the script handled it, however.

Think there's some timing on that first one. St00pit 1-hour timer on re-requesting. Will do this a few times to see.

As Rooster said, it has been working for me without fail - but hadn't run it in a few weeks, so...
 
Yea, this is recent for me the last few days. It had been running completely up until recent updates to build last week. Which is why i asked. ^)
 
Release Anniversary Tower Missions: Full Automation

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