• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
Resource icon

Release Anniversary Tower Missions: Full Automation 1.29

No permission to download
Have now run the quest 4 more times and only failed to get the torch that one. Unclear why - but for now until can nail it down...

...if that happens to you, just stop/restart the script and [Run] the mission again. From right inside.
Everything should continue on its merry way
 
recently, one or none of my boxes zone in to the instance with me. this seems to mostly happen when i have the key on me instead of getting the quest directly from the robot. The script will then stall out as the driver is inside waiting on the boxes to zone in, but the script doesnt tell them to zone in anymore.

can you add a check to have the rest of the group keep trying to zone in if waiting on the rest of the group after so long?

this also happens on zone out as well occasionally.
 
1st door entered drop task and exit before doing anything
2nd door killed some and left early
.... it looks like none are completing... they been running in and out
1731251408210.png
1 hour lockout
 
Last edited:
1st door entered drop task and exit before doing anything
2nd door killed some and left early
.... it looks like none are completing... they been running in and out
View attachment 66224
1 hour lockout
i was having this same issues but read up earlier and saw that it was mq2nav clicking the doors when i ran by. if you zone out on the task getter, they kick the task. the post earlier said to check the Ignore scripted doors button and i havent had an issue since.

1731266167577.png
 
i was having this same issues but read up earlier and saw that it was mq2nav clicking the doors when i ran by. if you zone out on the task getter, they kick the task. the post earlier said to check the Ignore scripted doors button and i havent had an issue since.
This is a really helpful trick - though shouldn't correct issues with "Task was dropped". That's something unrelated I'll have to look into.

Haven't seen that before. Really annoying how many different experiences people have.
 
can you add a check to have the rest of the group keep trying to zone in if waiting on the rest of the group after so long?
The current script should be doing this - every character should be running to the door and trying to click in, retrying every 10 seconds until it succeeds.
You should be seeing: "Zone Not Ready. Waiting %s ms and trying to enter again"

Meanwhile, the host character waits for all characters to zone in.

I'd be curious if you aren't seeing that on other characters.


NOTE: Just ran a "Run All Missions" - haven't tried that in weeks. And it ran all 10 missions back-to-back-to-back successfully. Will try again - and look at where code could be failing for some.
 
Last edited:
The current script should be doing this - every character should be running to the door and trying to click in, retrying every 10 seconds until it succeeds.
You should be seeing: "Zone Not Ready. Waiting %s ms and trying to enter again"

Meanwhile, the host character waits for all characters to zone in.

I'd be curious if you aren't seeing that on other characters.
1731269075935.png

i see it on my driver but i dont see it on any of my boxes.

when my driver gets inside he will wait for all the boxes to zone in but they no longer try to click in when the driver is already inside.

im not sure if its a me issue or something else.
 
View attachment 66248

i see it on my driver but i dont see it on any of my boxes.

when my driver gets inside he will wait for all the boxes to zone in but they no longer try to click in when the driver is already inside.

im not sure if its a me issue or something else.
Ah. I'd forgotten there was a setting. This was put in during the transition and I never got rid of the old.

Make sure "Use Optimized Navigation" is checked:
1731271002672.png

If you do, the other chars should be running a script and you'll see:
1731271066827.png
 
Ah. I'd forgotten there was a setting. This was put in during the transition and I never got rid of the old.

Make sure "Use Optimized Navigation" is checked:
View attachment 66249

If you do, the other chars should be running a script and you'll see:
View attachment 66250
so every time they didn't zone in or out and waited in the instance or the tower to go into the instance their MQ window said this:

1731361565485.png

i would have to manually click them in, once they were in the script kept running great.
 
Something weird that happened to me on the oasis of the jungle mission, i destroyed 1 barrel and got all three barrel updates at once. program advanced to attack ape when i had to kill all the barrels but one still
 
Yesterday's patch updated several missions. I haven't yet had a chance to run through them all to see if/where scripts need to be changed.

The barrels specifically had a call-out in the patch notes so that doesn't surprise me. I'll try to get to that this afternoon.
 
Yesterday's patch updated several missions. I haven't yet had a chance to run through them all to see if/where scripts need to be changed.

The barrels specifically had a call-out in the patch notes so that doesn't surprise me. I'll try to get to that this afternoon.
I also had frost and the one next to it (i cant remember if it was before or after) do the first two step and kick the mission.

And an issue with the spiders in fear. Toons wouldnt leave the center of the room to get the updates.
 
Two runs through the following had no hiccups for me - doesn't mean there aren't issues, I just didn't see them these runs:
Sand, Lava, Forests, Frost, Sky, Jungle

Steam
- had an issue not looting an item on step 7 (of 15 or so?) and had an issue. Will look into when timers up.

Have not yet run Fire, Jungle, Swamps, Fear
 
Oasis of fire, just standing around doing nothing unless i spawn the dervishes
Fire should initiate with the group running up to each "Whirling" character, stand for 3 seconds (or until agro) and move to the next. Not great, but I haven't found or been given a better routine.

I've done this 4 times now in the past 2 days and had it work each time.
However you said "Dervishes" - want to make sure it wasn't a configuration I've never seen. My runs always have every mob named "a whirling Xxxxx". If yours were named something else this may be the issue. (Guess could say "all mobs who aren't slumbering wyvern or guardian" and cover more bases)

Ran frost, wouldn't do first step, clicked on the torch, it zoned out and this happened:
Both your reports of Frost and Fire indicated nothing happening until you took action.

I'd be curious if this happens again, if you just kill and restart the script, do things pick up properly.
 
Fire should initiate with the group running up to each "Whirling" character, stand for 3 seconds (or until agro) and move to the next. Not great, but I haven't found or been given a better routine.

I've done this 4 times now in the past 2 days and had it work each time.
However you said "Dervishes" - want to make sure it wasn't a configuration I've never seen. My runs always have every mob named "a whirling Xxxxx". If yours were named something else this may be the issue. (Guess could say "all mobs who aren't slumbering wyvern or guardian" and cover more bases)


Both your reports of Frost and Fire indicated nothing happening until you took action.

I'd be curious if this happens again, if you just kill and restart the script, do things pick up properly.
Frost did not work.

Edit: Restarting during fire did not work either.

the mob is called whirling bladestorm, but the quest update is "kill the whirling dervish"
 
Another odd quirk, all my characters do not zone at the same time, so when all the characters zone in, it unpauses sometimes before all characters have control leaving characters paused for the fight
 
Another odd quirk, all my characters do not zone at the same time, so when all the characters zone in, it unpauses sometimes before all characters have control leaving characters paused for the fight
I have seen this in a different script a year or three ago, but not here. The game calls them in-zone before actually responsive. I'll add a pause or what-not here. Thank you.

Edit: Restarting during fire did not work either.
the mob is called whirling bladestorm, but the quest update is "kill the whirling dervish"
Is the character just standing there, not moving; No relevant logger output?

Very odd as all its doing is enumerating TLO.NearestSpawn('whirling npc').
Would be curious what an /echo ${SpawnCount[whirling npc]} showed at that point.


Continuing to cycle these as time/lockouts permit. That 60-min lockout on request is a real pain in the arse for this.
 
Last edited:
GoldenFrog updated Anniversary Tower Missions: Full Automation with a new update entry:

1.27: Tower Travel Updates,

  • Improved use of tower teleporters vs. running up/down floors
  • Added delay on group zoning to (hopefully) prevent chars from failing to unpause
  • Oasis of Fire
    • Added log to maybe help identify some reported issues.
    • "Attempting to wake whirling mobs. Count(39)"
Have still not seen failures in other missions.
Oasis of Fear still bugs out approx. 50% of the time, unrelated to the script that I can tell.

Read the rest of this update entry...
 
So doing the Oasis of Fear and my crew just stops due to next attack phase not happening. I show no errors either. My crew just stands there with the 4 a desiccated corpse staring at me.
1733532481811.png
 
So doing the Oasis of Fear and my crew just stops due to next attack phase not happening. I show no errors either. My crew just stands there with the 4 a desiccated corpse staring at me.
There are several missions that bug out - for me some as high as 50%. For the new Dragon, happened 2 times today. EQ bug out, not the script.

Have Dragon key done, but mission a bit obnoxious...
 
So doing the Oasis of Fear and my crew just stops due to next attack phase not happening. I show no errors either. My crew just stands there with the 4 a desiccated corpse staring at me.
View attachment 67025
I *believe* I figured out why this is finally:

the quest has a chance to bug out if you are standing on the boss spider when you complete any of the tasks. the script currently has us doing this... if you're on the spider when the task updates, it seems to update before it has a chance to trigger the mobs and the whole mission softlocks

you need to camp the team in the center and pull the zombies and spiders to you. i do this task manually and now 100% no issues once i started doing this
 
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.
incase this wasnt figured it its the /yes bug most likely. I assume you had run omm on the group in the tower as the last mission that the yes bug works on some time before in your time being logged in.

from like don to about uf when you type /yes it automatically accepts the last mission in the games memory you had no matter where you are. omm is one of those missions in that big list.

there are some exceptions in sof and sod some missions also have an expedition window those do not work with the /yes bug.

we used to constantly tell people on riz to kick the task after they bcaa'd /yes to use the guild portal.
 
I'm trying to run a group of toons thru this to catch up on some missing levels from January. My main toon will request the instance, but none of the group follows him to the zone. Worse, they exit the zone mid battles.

Any thoughts?
 
I'm trying to run a group of toons thru this to catch up on some missing levels from January. My main toon will request the instance, but none of the group follows him to the zone. Worse, they exit the zone mid battles.

Any thoughts?
Don't follow him to zone but they exit mid battle. Do they enter the mission?
 
I'm trying to run a group of toons thru this to catch up on some missing levels from January. My main toon will request the instance, but none of the group follows him to the zone. Worse, they exit the zone mid battles.

Any thoughts?
You only need to run on main toon.

For the "exit the zone mid battles," I had to turn off auto click nearby doors. I use "/dgga /nav ini opendoors 0" to turn it off, then when I am done running them "/dgga /nav ini opendoors 1" to turn it back on.

For the not zoning in, I identify the door then just update the door id # in my hotbutton - "/dgga /doortarget id 1" and "/dgga /click left door"
 
Ran this on a char that needed all keys and all missions. Some of the keys ran so smoothly I didn't even realize it was done. The missions were pretty good too. The steam one has it's issues. My chars looted one of the pieces and then just ran out of the mission. Had to redo that one :P The only forewarning I have (and this probably isn't an issue for most MQ users) is that make sure you start the mission runs on your tank char (sets that char as the tank and MA). That'll be the character that initiates everything and you can't change it mid fight. I started it on my cleric, woops!
 
Release Anniversary Tower Missions: Full Automation

Users who are viewing this thread

Back
Top
Cart