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Question - Following in lev/water (1 Viewer)

Joined
Mar 28, 2019
RedCents
156¢
I'm sure there's threads on this already, but I can't find them. I use a combo of CWTN and KISS ini... What are people using to have your group follow through levitate or water without pathing to the lowest possible point all the time? I've seen some people boxing 36-54 running through zones with their toons all on the same horizontal plane, but I can't figure out how.
 
Joined
May 29, 2015
RedCents
1,566¢
I'm sure there's threads on this already, but I can't find them. I use a combo of CWTN and KISS ini... What are people using to have your group follow through levitate or water without pathing to the lowest possible point all the time? I've seen some people boxing 36-54 running through zones with their toons all on the same horizontal plane, but I can't figure out how.
I prefer stick for situations like that. Just works better than nav for me personally. Add uw to the command and it will keep the same vertical height as best as possible, I use /stick behind 7 uw - I am sure there are better ways but this works fine for me.
 

Sic

:)
Moderator
Joined
May 5, 2016
RedCents
35,449¢
I'm sure there's threads on this already, but I can't find them. I use a combo of CWTN and KISS ini... What are people using to have your group follow through levitate or water without pathing to the lowest possible point all the time? I've seen some people boxing 36-54 running through zones with their toons all on the same horizontal plane, but I can't figure out how.
i use chasemode (mq2nav) exclusively.

the issue under water usually happens when you have a bad mesh - if you have a mesh with layers above and below you - you can run into issues where mq2nav picks what it thinks is the best route, but that might be a different route than you think. There are spots in regular non-lev non-underwater place this can happen because how dbg coded the spot - if you've ever seen your down spaz in pace recalculating as it goes - this is because there are layers right on top of each other / overlapping.

places like certain spots in cobalt scar you will be (as far as nav is concerned) floating in between two mesh layers, and based on how it determines where to go, it may decide the layer above you is the best route to take.

you can combat this by editing your mesh - either adding weight to areas or marking areas off etc
 
Joined
Mar 28, 2019
RedCents
156¢
i use chasemode (mq2nav) exclusively.

the issue under water usually happens when you have a bad mesh - if you have a mesh with layers above and below you - you can run into issues where mq2nav picks what it thinks is the best route, but that might be a different route than you think. There are spots in regular non-lev non-underwater place this can happen because how dbg coded the spot - if you've ever seen your down spaz in pace recalculating as it goes - this is because there are layers right on top of each other / overlapping.

places like certain spots in cobalt scar you will be (as far as nav is concerned) floating in between two mesh layers, and based on how it determines where to go, it may decide the layer above you is the best route to take.

you can combat this by editing your mesh - either adding weight to areas or marking areas off etc
that makes sense, thank you Sic
 

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