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  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
Epic Laziness

Release Epic Laziness (3 Viewers) v0.4.25

Are there meshes on GIT I need to use or is the mesh updater enough?

Occasionally there will be meshes for a few zones on my git, but there are none you need to worry about currently. The mesh you had loaded for the zone was the one matching what i use.
 
Occasionally there will be meshes for a few zones on my git, but there are none you need to worry about currently. The mesh you had loaded for the zone was the one matching what i use.
I think I know what is happening in the Beastlord 1.5 pre in the The Grey. In step 32, travel to Nexus, the character travels to Nexus and then promptly gates to bind point. Then in step 33, travel to the The Grey, the character goes to Nexus again and then finally to The Grey. That step 32 is unnecessary or should continue to the next step 33 going to the The Grey.

I think in step 35 the intent is to travel to "a creature". A creature is not targetable from a distance. By using /nav spawn creature, you can go to a creature. If you try to target it, it shows in the target window for a second and disappears. In addition, a creature is not always up. I'm not sure but you may need to trigger a trap first. I'll experiment but I don't see anything in the alla website about a creature. You need to trigger traps near rocks. The map is full of traps which can be triggered. I'm going to trigger traps to see whether the stonegrabber show up which can be looted for the perfect acrylic ore. So far, the traps have not triggered a stonegrabber.

I did some experimentation. /nav spawn does not always work. It gives the coordinates of the spawn but indicates a path cannot be found. Killing a creature usually results in spawning a boulderling or rock beast. Triggering a trap ph results in a shimmering rockfiend or stone beast. So far I've not seen a stonegrabber. I'm using the map screen to follow the a creature or the trap ph. They are at times unstable. The creature may disappear to appear in another location. For the most part they are fairly stable.
 
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I think I know what is happening in the Beastlord 1.5 pre in the The Grey. In step 32, travel to Nexus, the character travels to Nexus and then promptly gates to bind point. Then in step 33, travel to the The Grey, the character goes to Nexus again and then finally to The Grey. That step 32 is unnecessary or should continue to the next step 33 going to the The Grey.

I think in step 35 the intent is to travel to "a creature". A creature is not targetable from a distance. By using /nav spawn creature, you can go to a creature. If you try to target it, it shows in the target window for a second and disappears. In addition, a creature is not always up. I'm not sure but you may need to trigger a trap first. I'll experiment but I don't see anything in the alla website about a creature. You need to trigger traps near rocks. The map is full of traps which can be triggered. I'm going to trigger traps to see whether the stonegrabber show up which can be looted for the perfect acrylic ore. So far, the traps have not triggered a stonegrabber.
I did this section mostly manually. Got stuck for some reason on the way to The Grey and then had the problems with "a creature" that you mentioned. What I ended up doing was manually running to The Grey, then manually running to "a creature" marks on the map to trigger a trap and spawn Boulders/Stonegrabbers/whatever. The spawns from the traps drop the item; didn't see item from any other mobs I cleared (I think I read a comment somewhere about "shimmering" dropping the item, but didn't find any on a couple dozen kills. Got the needed item in fewer than 5 trap spawns)

The beastlord 1.5 siren's grotto step had a lot of issues; probably my mesh 😬
 
I did this section mostly manually. Got stuck for some reason on the way to The Grey and then had the problems with "a creature" that you mentioned. What I ended up doing was manually running to The Grey, then manually running to "a creature" marks on the map to trigger a trap and spawn Boulders/Stonegrabbers/whatever. The spawns from the traps drop the item; didn't see item from any other mobs I cleared (I think I read a comment somewhere about "shimmering" dropping the item, but didn't find any on a couple dozen kills. Got the needed item in fewer than 5 trap spawns)

The beastlord 1.5 siren's grotto step had a lot of issues; probably my mesh 😬
There isn't a single mesh I have found/attempted to create for Sirens Grotto. Any version of it. That zone is whacked. I just do everything manually in that zone.
 
There isn't a single mesh I have found/attempted to create for Sirens Grotto. Any version of it. That zone is whacked. I just do everything manually in that zone.

I did everything I could to modify the Siren's Grotto mesh to handle things better. It's helped, but that zone is still a dumpster fire.
 
The bard 2.0 quest was really smooth finished without any problems.

I started another bard I have on the 1.5 pre quest and it's very jerky he takes about 5 steps and pauses for navigation, I there any way to speed up the movement?
 
The bard 2.0 quest was really smooth finished without any problems.

I started another bard I have on the 1.5 pre quest and it's very jerky he takes about 5 steps and pauses for navigation, I there any way to speed up the movement?
I was the Use travel speed skill. Uncheck that and running normal.
 
The macro crashed just as I got to the dire Griffon, so killed him by hand. now when I start the macro it want to wait for the dire griffon . If I try to advance the steps to 113 it crashed (screenshot below). How can I precede
 

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    epic_crash.png
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rogue pre 1.5

and you must gamble to 2000 chips btw

View attachment 61358

I fixed the error you received here and looked into the gambling step a little more. It seems that it can be 1900 or 2000 (maybe other things?)

There is some text that triggers when you reach the amount it wants you to have, I will need to change it to look for that text instead of looking for 1900 chips.

having these errors shm 1.0 any ideas?

This was caused by a typo. I've corrected it in the next version.

I think I know what is happening in the Beastlord 1.5 pre in the The Grey. In step 32, travel to Nexus, the character travels to Nexus and then promptly gates to bind point. Then in step 33, travel to the The Grey, the character goes to Nexus again and then finally to The Grey. That step 32 is unnecessary or should continue to the next step 33 going to the The Grey.

I think in step 35 the intent is to travel to "a creature". A creature is not targetable from a distance. By using /nav spawn creature, you can go to a creature. If you try to target it, it shows in the target window for a second and disappears. In addition, a creature is not always up. I'm not sure but you may need to trigger a trap first. I'll experiment but I don't see anything in the alla website about a creature. You need to trigger traps near rocks. The map is full of traps which can be triggered. I'm going to trigger traps to see whether the stonegrabber show up which can be looted for the perfect acrylic ore. So far, the traps have not triggered a stonegrabber.

I did some experimentation. /nav spawn does not always work. It gives the coordinates of the spawn but indicates a path cannot be found. Killing a creature usually results in spawning a boulderling or rock beast. Triggering a trap ph results in a shimmering rockfiend or stone beast. So far I've not seen a stonegrabber. I'm using the map screen to follow the a creature or the trap ph. They are at times unstable. The creature may disappear to appear in another location. For the most part they are fairly stable.

The reason it travels to Nexus then The Grey is because the previous steps have you in The Deep, if you do not have it set to gate when traveling it will attempt to reach The Grey via the Ssra basement, and navigating Ssra is even more troublesome than Siren's Grotto.

So to prevent that it travels to The Nexus first. I did however use the wrong keyword on step 33 to have it continue traveling (without gating) instead of starting a new travel function to get to the grey. This is corrected in the next version.

As for the 'a creature' I will need to approach this in a few days when I get my accounts back.

Thank you for your patience everyone!


(This was supposed to be posted a couple days ago, but i forgot to push the button)
 
I was able to get past the dire Griffon, but killed the dire panda too fast. When I restarted the macro it didn't see I have the Plains Dragon Crystal and forcing me to go back and do dire Griffon again. Can these steps be updated to detect the item and move to the next step?
 
1715890962418.png
In the Beastlord 1.5, if I press Full Outline tab this error occurs and the module exits. The Beastlord 1.5 pre works fine.

In the Beastlord 1.5 pre, step 60 is trying to use a mixing bowl to make acid wash by adding items to a mixing bowl. This is incorrect it should use a brewing barrel.
 
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I was the Use travel speed skill. Uncheck that and running normal.

Just making a note to add a check that the character actually has the travelspeed skill selected before pausing travel to use it.

The macro crashed just as I got to the dire Griffon, so killed him by hand. now when I start the macro it want to wait for the dire griffon . If I try to advance the steps to 113 it crashed (screenshot below). How can I precede

You are able to change steps via the outline tab, the full outline tab, and the fast forward/rewind buttons on the general tab. This will allow you to change steps to where you should be in situations like this.

I was able to get past the dire Griffon, but killed the dire panda too fast. When I restarted the macro it didn't see I have the Plains Dragon Crystal and forcing me to go back and do dire Griffon again. Can these steps be updated to detect the item and move to the next step?

Ill make a note to look at adding pre checks for the dragon crystals.

the Beastlord 1.5 pre, step 60 is trying to use a mixing bowl to make acid wash by adding it

It first uses the mixing bowl to create the celestial essence, which is then used in the brew barrel in the acid wash combine.
 
Rog pre1.5 Step 8-11 highpass/highkeep stage it gets into a loop and never completes.
 
I should have copied the error message. The error message was it was missing the mixing bowl.

Ill add this to my todolist

Rog pre1.5 Step 8-11 highpass/highkeep stage it gets into a loop and never completes.

Did it buy the gold-leafed urn at any point?
Did the merchant have the gold-leafed urn available to buy?
 
The dealer in steps 13-17? Or the shady highpass citizen you buy things from in steps 8-11
 
That whole series was getting looped, suspect it was the dealer part as there were enough credits to cash out but kept trying to work through it
 
Has anyone had it work for the berserker epics? I am trying to do 1.0-2.0 and I get error messages every time that won't let it start, but want to know if it's actually working before I post my error messages.
 
Rogue 1.5 Steps 122-124

1:
Killing clockworks in Plane of Innovation. After killing the last one, it went into the search loop. The last one it killed was near the wall and when it spotted the next one, it couldn't move (it had stopped at the last one killed). The following message appeared when it was trying to move to the next one:

The zone path window cannot be opened because there is no active path.

I moved the toon a little bit then it started to navigate to the next spawn.

1716065394599.png


2: Noticed this at many doors and don't know if it is something in this script or another. But the door IDs above (PoI) take some time to open as the slide to the side. While the door is opening the toon is navigating forward into the door and the door is pushing them to the side. By the time the door finishes opening the toon is in the corner and unable to pass through. The door then closes. For these doors it takes about 5 seconds to completely open. I had to pause this script, move the toon to the side and un-pause while the door was open.
 
Rogue 1.5 Step 158 / 160

Toon does not see the counter in front of Fogerty Bottlenip. Continues to run into the counter on step 158 to get to him. Continues to run into the counter on step 160 to get away from him (after moving the toon to him).

Toon does not see the counter near the door (with Tobart Dirkins) leaving the building. Snags the corner. Door also opens towards the toon, pushing the toon behind the door (as the toon immediately runs foward).

Toon stops at zone line to enter Great Divide. Had to move them forward slightly to trigger the zone.
 
Has anyone had it work for the berserker epics? I am trying to do 1.0-2.0 and I get error messages every time that won't let it start, but want to know if it's actually working before I post my error messages.

Berserker is not yet implemented. On the overview page you can see a list of classes that have been implemented so far.

Rogue 1.5 Steps 122-124

1:
Killing clockworks in Plane of Innovation. After killing the last one, it went into the search loop. The last one it killed was near the wall and when it spotted the next one, it couldn't move (it had stopped at the last one killed). The following message appeared when it was trying to move to the next one:

The zone path window cannot be opened because there is no active path.

I moved the toon a little bit then it started to navigate to the next spawn.

View attachment 61663


2: Noticed this at many doors and don't know if it is something in this script or another. But the door IDs above (PoI) take some time to open as the slide to the side. While the door is opening the toon is navigating forward into the door and the door is pushing them to the side. By the time the door finishes opening the toon is in the corner and unable to pass through. The door then closes. For these doors it takes about 5 seconds to completely open. I had to pause this script, move the toon to the side and un-pause while the door was open.

The issue you ran into here is that while fighting the mob you ended up off mesh. I will look into the doors though.

Rogue 1.5 Step 158 / 160

Toon does not see the counter in front of Fogerty Bottlenip. Continues to run into the counter on step 158 to get to him. Continues to run into the counter on step 160 to get away from him (after moving the toon to him).

Toon does not see the counter near the door (with Tobart Dirkins) leaving the building. Snags the corner. Door also opens towards the toon, pushing the toon behind the door (as the toon immediately runs foward).

Toon stops at zone line to enter Great Divide. Had to move them forward slightly to trigger the zone.

I will look at the counters. The Great Divide thing is an MQ2EasyFind/Mq2Nav thing. Occasionally it will stop a step or two short of the zone line.
 
Rogue 1.5 Step 744 and 745

While the toon is fighting mobs for 744 the item for 745 dropped and it ignored it. Don't know if it would let it rot, but the time it got to step 745. I manually picked it up.
 
I just attempted to run this for DE Clr 2.0 level 115 it was very buggy kept crashing zoning and when I would restart it would gate back to bind. I was running an 105 sk with this toon. Finally gave up an finished 2.0 manually.
I'm sure it will be great when bugs are worked out.
 
Rogue 1.5 Step 743/744

Forgot this. When getting to solC, the toon found Kiliki and was trying to kill him. I had to add the NPC to the Deny list of RGmercs Lua, to get it to ignore him and move on. Otherwise, it just sat there in attack staring.
 
Rogue 1.5 Step 755

It just sits there. Don't know if it would have stayed there if I hadn't used Drunkard's Stein. Possible to add that as an ability to use?

After I used it, it just sat in PoK.

1716092694502.png
 
Rogue 1.5 Step 158 / 160

Toon does not see the counter in front of Fogerty Bottlenip. Continues to run into the counter on step 158 to get to him. Continues to run into the counter on step 160 to get away from him (after moving the toon to him).

Toon does not see the counter near the door (with Tobart Dirkins) leaving the building. Snags the corner. Door also opens towards the toon, pushing the toon behind the door (as the toon immediately runs foward).

Toon stops at zone line to enter Great Divide. Had to move them forward slightly to trigger the zone.

I looked at the navmesh for Thuradin regarding the navigation around these counters and tried a few ways to improve the mesh, but unfortunately this looks like a step where a little manual intervention may be required.

Rogue 1.5 Step 744 and 745

While the toon is fighting mobs for 744 the item for 745 dropped and it ignored it. Don't know if it would let it rot, but the time it got to step 745. I manually picked it up.

If it was still in the loot window when it reached 745 it would have looted it, but not during step 744. I need to give some thought to "secondary" loot items being looted that do not influence remaining on the step if it has not dropped yet, but will still loot that item if dropped. I will work on deciding how i want to do this.

I just attempted to run this for DE Clr 2.0 level 115 it was very buggy kept crashing zoning and when I would restart it would gate back to bind. I was running an 105 sk with this toon. Finally gave up an finished 2.0 manually.
I'm sure it will be great when bugs are worked out.

If you can provide me any information on the crashes you were experiencing I will absolutely take a look at them.

As for the gating to bind, that is a setting in the settings tab. If you disable it, it will not gate like that.

I recently added a check to see if you are in the zone you should be in already before gating, I will also look and see about adding a check to not gate if you are already in your bind zone.

Rogue 1.5 Step 755

It just sits there. Don't know if it would have stayed there if I hadn't used Drunkard's Stein. Possible to add that as an ability to use?

After I used it, it just sat in PoK.

View attachment 61667

Do you have any more information on this issue? Was it actually attempting to cast Throne of Heroes or just standing there stupid?

Rogue 1.5 Step 758

Not reapplying invisibility to travel.

View attachment 61668

Fixed in next release.
 
Rogue 1.5 Step 780

Something weird on floor three of ToFS. The toon navigated to the arrow on the screen shot after killing mobs. Then sat there for about two hours. I restarted Epic Laziness and RGmercs Lua. The toon then started killing towards the NW corner then stopped again. I pulled up the logs and they show in the screenshot. It looks like I may have to manually move the toon around this floor.

1716159169182.png
 
Rogue 1.5 Step 184

After spawning and killing Amontehepna the toon continues to kill random mobs. The keyholder meanwhile spawned (Cara Omica) on the death of Amontehepna.
 
Rogue 1.5 Step 793

After killing the Dark Huntress and looting, the toon moves to the middle of the wedding party and hides/sneaks, then sits there. Maybe some configuration settings messed up for RGmercs to start hunting to spawn the angry relative.

I backed up to step 791 and restarted mercs. It started to hunt.

 
Rogue 1.5 / 806

Pick up ground spawn at 567, -1062, -345.

1716168617985.png

There is nothing there.

Looked it up and said to go to +176, +347. As soon as I arrived, it picked up the ground spawn.
 
Release Epic Laziness

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