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Release Fragmentfarm.mac - Fast Farm Legendary Fragments of Alaran History (1 Viewer) Fragmentfarm 3.2

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another question, intermittently it skips kill steps. will update for running to underground city and then runs right back to quest npc. If i restart macro or find a mob to kill it fixes it not sure why it sometimes forgets to kill mobs.

Sorry about that. I removed all of the task hard-coding in the new update so people could configure their own missions in the INI. The Task TLO has a weird bug where it considers unknown/upcoming steps as "Done". I'm releasing a 2.1b patch in a few mins that should fix it.

I cant get the new version to work. Tried running in setup mode to allocate invis item and macro looping stuck on "Loading alaristablets_x.ini". Tried editing the ini directly with my invis item and then get stuck in another casting loop - he doesnt attempt to cast invis. Previous versions worked fine for me.

Should be resolved in 2.1b. Let me know if you still have issues.
 
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faiding updated Fragmentfarm.mac - Fast Farm Legendary Fragments of Alaran History with a new update entry:

2.1b - Fixes and Improvements

Sorry for the update spam! Trying to resolve some folks' issues/suggestions for Mission Solver while I have a break from work.

Updates
  • Fixed issue that caused the macro to send you back to the quest NPC early
  • Added an "in-combat" check between running to objectives and requesting task (for that stupid bird in the way)
  • Should claim the XP reward from Fear Begins at Home again

Read the rest of this update entry...
 
other small issue, occasionally while killing in housing area. it will target mob on second floor and stand under it on first floor. not sure if its not checking Z axis correctly?

separate note I put in a /dex "magename" /alt act 7050 at nav to quest npc step
for running back.
 
Sorry about that. I removed all of the task hard-coding in the new update so people could configure their own missions in the INI. The Task TLO has a weird bug where it considers unknown/upcoming steps as "Done". I'm releasing a 2.1b patch in a few mins that should fix it.



Should be resolved in 2.1b. Let me know if you still have issues.

Fixed - thanks very much, great macro!
 
other small issue, occasionally while killing in housing area. it will target mob on second floor and stand under it on first floor. not sure if its not checking Z axis correctly?

separate note I put in a /dex "magename" /alt act 7050 at nav to quest npc step
for running back.

Yeah there are (hopefully rare) cases when that can happen -- Kissassist gets tripped up on it too. You can try manually reducing the zradius in the FindQuestMobs functions to ignore those mobs (...radius ${ObjectiveRadius} zradius 200 noalert 3]). It's also a reason I originally hard-coded ReturnToCamp=1 so the character could just ignore the mob and get back to a good LOS spot:

/if (${LOSErrorTries}>${LOSErrorMaxTries} && !${Me.XTarget[1].ID}) {
/echo \arThere was an error reaching target, ignoring mob.
/varset ignoreTargets ${ignoreTargets}${activeTarget}|
/call FindQuestMobs
/return
}


I've only had it happen twice on my characters, but if you find a good zradius to use or something else that works I'll add it to a future update. I'll at least make the ZRadius editable.
 
So this Mac Works great Almost to great Found 30 People Running it on My server tonight.. P:) watch out folks this is going to bring the Gm hammer i think.
 
I also found several others doing it on my server. We joined up in a raid format, but it was still a little crazy.
 
Yeah..I really want to do this, and need the aug on my primary tank, but I'm worried about the traffic this will generate. Hopefully I can chill for a bit and do it a little later.
 
Yeah..I really want to do this, and need the aug on my primary tank, but I'm worried about the traffic this will generate. Hopefully I can chill for a bit and do it a little later.

Smart money is on this task having a replay timer added, so maybe try to find some time when there are fewer people doing it or just run it for a few hours each day.
 
Yeah..I really want to do this, and need the aug on my primary tank, but I'm worried about the traffic this will generate. Hopefully I can chill for a bit and do it a little later.

2.1 has an INI file that runs another task in Heart of Fear, but it has a lockout. If anyone stumbles across another task that rewards tablets, I can add the INI file for it to run as a substitute.
 
Not sure if I missed it while I was looking through forums. I have a slight problem when I run Marco almost every time. When I am in the city, if one mob is above another one, my SK is trying to kill the mob that is above or below me through the floor or ceiling whatever the case may be. I am wondering if anyone else is having the same problem or if there is a solution someone can suggest.
 
I glanced over the macro and was very impressed with the code. You obviously have talent as a programmer. Everything was neatly labeled, organized, good comments, pretty formatting, etc.

On a side note, I'm kinda *shocked* how many people are interested in this. I mean, some RoF zones with Alarans were just empty on my server, and it was a silly easy camp with just pocketfarm/kiss. If anyone wanted the tear, just 2-3 days solo farm and you'd have it maxed. I just assumed that is what anyone who wanted the tear would do.
 
faiding updated Fragmentfarm.mac - Fast Farm Legendary Fragments of Alaran History with a new update entry:

Fragmentfarm 2.2 - Bug fixes and Targeting Improvements

The purpose of this update is to help address an issue caused when engaging mobs above/below your current position. To keep the code clean, I removed backwards support for the old 1.0 INI file - so if there are any issues, try running /mac fragmentfarm setup first (copy your invis/lev item settings beforehand).

Updates
  • Updated mob targeting method to help prevent Z-Axis bugs
  • Added ZRadius setting to INI file and...

Read the rest of this update entry...
 
Any thoughts on why it doesn't see targets available that are clearly in the radius and called out in the mob list?

Got it working again after deleting the ini and re-running the setup. I must have edited something wrong.
 
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Any thoughts on why it doesn't see targets available that are clearly in the radius and called out in the mob list?

Got it working again after deleting the ini and re-running the setup. I must have edited something wrong.

Probably something with the ZRadius in older ini file
 
Any solution to fixing the toons not able to leave rooms because of the dead spots in mq2nav meshes?
 
Any solution to fixing the toons not able to leave rooms because of the dead spots in mq2nav meshes?

Build a better mesh. The macro itself isn't going to be able to handle that problem.
 
Any solution to fixing the toons not able to leave rooms because of the dead spots in mq2nav meshes?

That sounds a bit dismissive, and I'm sorry about that, but its likely the only solution. I recall a bit further up in this thread people discussed how to try to build a more sensitive mesh file for the zone.

I haven't had a chance to run this myself, yet, but I may today/tomorrow to see how it works.
 
After the patch, my bard won't use his AA invis anymore. He just stands there and I need to hit it manually for the macro to continue. Nothing's changed on my end from prior to the patch today.

Ini:
Code:
[Task]
ZoneName=Shard's Landing
QuestNPC=Bodhessel the Caller
TriggerText=agreed
taskName=Fear Begins at Home
ObjectiveCoordinates=-412 2259 -339|-822 1703 -499|
ValidTargets=a citizen|a council advisor|a council overseer|a conscripted tender|a council judicator|High Guard Strakiv|High Guard Volintias|a taskmaster|High Guard Verichitek|High Guard Stavus|
TaskSelectionNumber=0
NumObjectives=2
EnforceOrder=0
CollectReward=1
MaxCampRadius=600
TaskReward=Fragment of Legendary Alaran History
[Options]
MacroVersion=2.2
ObjectiveRadius=400
minHPToHunt=70
minManaToHunt=50
maxTablets=500
escapeAbility=0
invisAbilityOrItem=Shauri's Sonorous Clouding
LevitationAbility=0
ZRadius=150
MobSearchTries=3
MobSearchDelaySeconds=3
ReturnToCamp=0
[Casters]
UseCombatSpells=1
minManaToHunt=50
MiscSpellGem=4
BardTwistSongs=
[Pet]
PetSpell=0
HealPetPercent=80
PetHealSpell=0
UsePet=0
 
After the patch, my bard won't use his AA invis anymore. He just stands there and I need to hit it manually for the macro to continue. Nothing's changed on my end from prior to the patch today.

Ini <snipped>

Strange. I ran your ini on my Bard and it worked fine start to finish. Do you have MQ2Twist going or something that's keeping a song on? The macro waits on invis to move, and won't invis if you're casting.
 
Any solution to fixing the toons not able to leave rooms because of the dead spots in mq2nav meshes?

The only way to hack it with the macro is to basically tell it to make a series of small /moveto movements to pre-defined /locations if it detects you've stood in a problem area too long. But that would have to be individually scripted for each dead spot, otherwise characters would just end up running into walls. Better off just generating a better mesh.
 
Strange. I ran your ini on my Bard and it worked fine start to finish. Do you have MQ2Twist going or something that's keeping a song on? The macro waits on invis to move, and won't invis if you're casting.

nope, sure dont... its giving me fits trying to figure this out
 
Strange. I ran your ini on my Bard and it worked fine start to finish. Do you have MQ2Twist going or something that's keeping a song on? The macro waits on invis to move, and won't invis if you're casting.

Deleted my .ini and let the macro build a new one. Now it's working fine. No idea wtf was going on.
 
Can someone validate that the logic preventing you from engaging a mob already engaged is working? My experience is this macro will run to whatever is next to kill and engage, even if the mob is already below 100% hps, which is obviously an issue if you're not grouped or raided up with said person on the hott.
 
Can someone validate that the logic preventing you from engaging a mob already engaged is working? My experience is this macro will run to whatever is next to kill and engage, even if the mob is already below 100% hps, which is obviously an issue if you're not grouped or raided up with said person on the hott.

There's a check when it finds a valid mob to make sure it doesn't have aggro on anyone. What's most likely happening in your case is that someone tagged it on the way. I made a small update that will have the mac keep checking HP + aggro status of mob while you're running to it, and then ignore it and find a new one if someone tags it.
 
My EQ keeps crashing, it starts spamming run to locs then eq closes instantly like I /Qed....

Anything I can do to fix this?
Try deleting your mesh and gettting it again via the updater
 
Didn't work :(

When I for instance aggro mobs behind the "camp location" it spams the got aggro and then crashes
Is it working at all or just crashing at certain points? It sounds like it could be something with MQ2Nav, but nothing in the macro should cause a hard crash. You can PM me the contents of your alaristablets ini file and I can take a look if you still have issues.
 
Hey Faiding,

Seems like it is a MQ2Nav thing, but also if I run two chars it crashes more often than that, and I see it has issues taking all the mobs it could.. again NAV Mesh thing, I think...

Thank you for your help :)
 
Any way to add a line to cast a mount before once all 10 are killed before casting invis to head back? And then once you get quest again, dismount before you go into the underground city?
 
I am a monk and when I do this mission before the mission starts I can have a mount NP but during the mission when I use an invis potion it dismounts me, so I put the mount in the lev spot and it will work that way
 
faiding,

thanks for the amazing macro. /kudos.

i added a small mod that has 2 mages CoTH between City and questgiver. It increases fragment acquisition speed massively and avoids all the invis/mount/aggro/run back problems.

I also ran the Sepucle of Order variation. It worked flawlessly. Pity it has a 6 hour lockout on it.
 
faiding,

thanks for the amazing macro. /kudos.

i added a small mod that has 2 mages CoTH between City and questgiver. It increases fragment acquisition speed massively and avoids all the invis/mount/aggro/run back problems.

I also ran the Sepucle of Order variation. It worked flawlessly. Pity it has a 6 hour lockout on it.

Mind sharing your CoTH mod? I tried to do the same using MQ2Events, but it didn’t work super well.
 
Does anyone have a working version for bots that you just want to run back and forth?
No killing, just get quest and run to update spot and back to quest npc. I cannot seem to get it to work correctly.
 
Does anyone have a working version for bots that you just want to run back and forth?
No killing, just get quest and run to update spot and back to quest npc. I cannot seem to get it to work correctly.

Mine works mostly flawlessly out of the box. Do you have a nav mesh for the zone? Can you share your .ini settings?
 
Release Fragmentfarm.mac - Fast Farm Legendary Fragments of Alaran History

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