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Question - LDoN Macros

Ok, knowing the problem isn't on my side now... Well it is but it's more an MQ2nav issue. Using the nav meshes I got from here too for the project.

LDoN - Everfrost - The Maw of the Menagerie .. MQ2Nav doesn't recognize the walls and it will run into the wall trying to reach a mob in the other room instead of opting to use the traditional hallway that was created.

I've seen this nav issue in other zones and it's a rather common issue in MQ2nav ive never figured out how to fix.

i noticed this too, what often fixes it for me, is not to adjust the bounding box a all, and setting agent radius to 3-5 also remember in the /nav ui you can specify how far over the edge of mesh your path should look for other meshes, this with small thin walls often makes it gooey. so make sure to set your radius bigger than 2, which also makes your characters run more centered in tighter hallways.

also for me the agent heigh in meshnavigator is not equal to the mq2 height reported in game, and i usualyl set mine to 10 which should fit an ogre.
 
I have been running tak, ruj, and mm ldon's using the mesh files provided in this thread using pullertank. So far tak has been the best and is easily done afk. Tank goes through doors and has very few if any issues. Ruj has a few dead spots when you get into them nav won't kick back in until you manually move him. I can't run mm unless I am there because of the gates you have to click.
 
I have been running tak, ruj, and mm ldon's using the mesh files provided in this thread using pullertank. So far tak has been the best and is easily done afk. Tank goes through doors and has very few if any issues. Ruj has a few dead spots when you get into them nav won't kick back in until you manually move him. I can't run mm unless I am there because of the gates you have to click.

so are you using pullertank to pull back to the ent?

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I have been running tak, ruj, and mm ldon's using the mesh files provided in this thread using pullertank. So far tak has been the best and is easily done afk. Tank goes through doors and has very few if any issues. Ruj has a few dead spots when you get into them nav won't kick back in until you manually move him. I can't run mm unless I am there because of the gates you have to click.

so are you using pullertank to pull back to the ent?
 
so are you using pullertank to pull back to the ent?

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so are you using pullertank to pull back to the ent?

No, once you start pullertank, do /camphere, or /returntocamp off, and it'll basically be hunter mode, using MQ2Nav instead of Advpath. There are some quirks to it, and afol/stick doesn't work well. See my downshit fix somewhere in this post.
 
I have been running tak, ruj, and mm ldon's using the mesh files provided in this thread using pullertank. So far tak has been the best and is easily done afk. Tank goes through doors and has very few if any issues. Ruj has a few dead spots when you get into them nav won't kick back in until you manually move him. I can't run mm unless I am there because of the gates you have to click.

I've been doing LDoN's in a similar way.. I was wondering if there was a way to fix the Gate issue in MM? Is there a way to change the meshes so that the gates are auto-clickable?
 
under the mq2nav ui window there is a door id list while in that zone, also could try click boxes aswell, I can test out MM missions later and see what the door issues are, so far i have some good meshes for the LDoNs i have done so far.
 
These meshes are great.. i've been running in MM primarily to get my cleric the group spell haste.. those gates suck! :) I'll look as well tonight to see if i can see any Id #s.

on a side note, (this may be my custom UI) but does anyone else have trouble getting the nav ui to display at times?
 
the nav ui hides on zoning and unhides once loaded back into the newzone, but what happens is it renders at the same time the zoneing is completing and cause the ui to blend into the client, I was gonna look at brianiac's code and find the fix for the issue just gonna grab the newest code and compile it and test some things. best thing to do is once you zone do a
Rich (BB code):
/plugin mq2nav unload 
and then a /plugin mq2nav
that should fix the render issue for now but has to happen every time you zone.
 
These meshes are great.. i've been running in MM primarily to get my cleric the group spell haste.. those gates suck! :) I'll look as well tonight to see if i can see any Id #s.

on a side note, (this may be my custom UI) but does anyone else have trouble getting the nav ui to display at times?

All clickable objects n the zone should have a door reference id and name.. that's why i was so anal about loading into EVERY LDoN zone and obtaining the door.json files.

The fucntion for opening the doors is rough atm... it needs refinement... but basicly if there is a door within 25 paces of the mainassist.. he will attempt to click it.

Only CLOSED doors return back a doortarget.Y doortarget.x value.. so if the function calls to return back any door distance within 25 paces.. and returns nothing for the door name returned.. it means the door is alreay opened and does not need to be touched... else the function will go to the doortarget and click it....

it works the same for the gates.... they are technically doors.

I think i posted the very very very very rough version code sample somewhere in here.

Once KissAssist 10.0.0.6 is released.. this project will receive my full attention again.
 
the nav ui hides on zoning and unhides once loaded back into the newzone, but what happens is it renders at the same time the zoneing is completing and cause the ui to blend into the client, I was gonna look at brianiac's code and find the fix for the issue just gonna grab the newest code and compile it and test some things. best thing to do is once you zone do a
Rich (BB code):
/plugin mq2nav unload 
and then a /plugin mq2nav
that should fix the render issue for now but has to happen every time you zone.


That's what i've been doing. Sometimes it locks up my eq client.. i assume then its better to close the ui before zoning?

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All clickable objects n the zone should have a door reference id and name.. that's why i was so anal about loading into EVERY LDoN zone and obtaining the door.json files.

The fucntion for opening the doors is rough atm... it needs refinement... but basicly if there is a door within 25 paces of the mainassist.. he will attempt to click it.

Only CLOSED doors return back a doortarget.Y doortarget.x value.. so if the function calls to return back any door distance within 25 paces.. and returns nothing for the door name returned.. it means the door is alreay opened and does not need to be touched... else the function will go to the doortarget and click it....

it works the same for the gates.... they are technically doors.

I think i posted the very very very very rough version code sample somewhere in here.

Once KissAssist 10.0.0.6 is released.. this project will receive my full attention again.

I am looking forward to what your full attention shall bring to this. Just using the meshes and KA in the actual zones is cool enough.. but its that outside the box stuff that I cannot wait for :) I am learning more and more about this stuff the more i lurk in here. hehe.
 
if i can find the issue and fix it, it will help the new project that they are making and would fix an issue that has been around since the beginning of mq2navigation
 
Yes, the gates in MM don't work in the nav meshes posted. The doors in Tak work perfectly with no issues in that that zone at all.
 
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remember to run meshgenerator in admin mode or it wont pick up the doors and stuff.
 
Been a while, but I think when I was trying to max out my adventurer's stone, I had 4 group members just sitting in guildhall, one at the quest NPC to request missions and ran my warrior manually through the kill missions. Every character I have is lvl105 and I'd just be doing this to max out the aug.

Is it possible to run the mac/inc that way? Let a melee type just solo it, have one toon at quest giver so there is no running back and forth. No group following?
 
Ok so one must donate to receive macro ? Please respond and ill donate what ever is required im looking to work on said Ldon missions to finish my gem's
 
Ok so one must donate to receive macro ? Please respond and ill donate what ever is required im looking to work on said Ldon missions to finish my gem's

The macro isn't ready yet, it has been stalled because of Tree being busy taking over other things. Donating is just a part of helping keeping the oil flowing to the proper places :P
 
Treehuggin, when you get back on this project I have some info that I think could help.

I have only run 3 types of LDoNs so far but I am noticing a lot of micro issues that will need specific attention to fix. I've started documenting the zones as I encounter them as well as some ideas of how to fix them. Use my information if you wish or disregard it, it's up to you.

LFay LDoNs

The Aisle of Blood - Gates won't open with MQ2 nav, this is a commonly mentioned issue throughout the thread and I have never been able to fix it in MQ2 nav despite trying. It happens in other zones too like Acrylia Caverns. If you get brainiac to fix the issue then we're smooth sailing on a lot of shit.

The chambers of eternal affliction - doors wont open again

Cesspits of putrescence - again, doors/gates issues with mq2 nav

The infernal sanctuary - also, doors/gates

Note: if the Door/Gate issue isn't fixed these LDoNs will have to be avoided entirely by the macro. They are required to be opened for progression through the dungeon.


Permafrost LDoNs

The Silent Gallery - This as well as 1 or 2 other permafrost dungeons have paper thin walls as well as rooms that have multilayered floors. The paper thin wall issue can be solved by lowering your pull radius and keep track of which rooms you place your group in. The Multilayered floors fuck with MQ2nav and so far i havent figured out a way to solve it yet except moving my group individually.

Note: that some of the floors that are multilayered are required for progression through the dungeon so the issues will HAVE to be solved or these dungeons will have to be avoided.


Tak/North RO LDoNs

These run the smoothest out of all the LdoNs. All doors work in all of them and it's somewhat smooth. There are a few issues though...

1. a hollow tree will need to be added to kissassist ignore otherwise your groups will get stuck and hang unless they have a damage dealing pull attack.

2. The doors dont work the best and if you hit a "sandfall trap" while pulling or a "rockfall trap" you will get stuck and strafe around, not going through the door (usually backing up and to the side so far that you hit the trap again) all while mobs are beating on you... Solution to solve it would be constantly move group up 1 or 2 rooms as they're cleared.

3. If you engineer your own way to go through the doors in this LDoN better it will solve most issues. The doors open and 'block' your character from getting through sometimes then they click the door again to get unstuck and the third click they finally get through because at that point they're running directly into the door. It's difficult to explain without you seeing it but run a few and you'll notice it.


I havent run any of the other LDoNs yet but I most likely will within a week or so. I'll post more once I know more
 
how did you get the silent Gallery? as in what type of LDoN kill, boss only? Are these meshs you are having issues with made by you or from an upload?
 
how did you get the silent Gallery? as in what type of LDoN kill, boss only? Are these meshs you are having issues with made by you or from an upload?

All of the LDoNS were run with Mob Kill Count parameters and every mesh I have was downloaded from this thread; they're the meshes Treehuggin was anal in compiling to make sure he had all the doors accounted for. I didn't mesh -ANYTHING- myself that way if any meshes gave me issues I knew that ALL of us here would have the issue since that's the mesh that was/is included in the macro download.
 
np was wondering, I haven't been able to get those ones i just get the same 2 zones and i had tried for about 6 hours

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but i have been meshing every ldon i go into and test running around the map as a full size Ogre and as a human sized toon to find areas that you would get stuck and i then modify the mesh to block those spots out
 
Haven't forgotten this project.... just finalizing Kiss .. sweeping away last reported bugs.. and I am re-testing all pull with / tank with pet roles because we are moving them out to seperate functions for easier future debugging.

Once Kiss is stable and recertified.. that's when I can finish this project and incorporate the finished INC into kiss (after bastardizing kiss to utilize it.. lol )
 
Haven't forgotten this project.... just finalizing Kiss .. sweeping away last reported bugs.. and I am re-testing all pull with / tank with pet roles because we are moving them out to seperate functions for easier future debugging.

Once Kiss is stable and recertified.. that's when I can finish this project and incorporate the finished INC into kiss (after bastardizing kiss to utilize it.. lol )
Please do this! I often modify the pulling to suit my needs and its a bit of a PITA! The code is a little messy and a serious bitch to debug! But I still want LDON macros, perhaps less sleep, an hour a night should be enough for an ex EQ addict, right?
 
One thing I've noticed in LDoNs, with the current version of kiss, my pullertank wont pull anything if I have things in the area that are out of the level range to pull. I set my pull level range to 1-70 and no issues, 40-70 and he just stands there looking for mobs.

Adding excludes didn't really help that much, but it might be a good idea to exclude the random crates/trees/crap that are in the LDoNs.
 
Are we getting any movement on this project soon? The era of Ldon is nearly over on ragefire and from the outide looking in kiss seems stable at the moment.
 
Still excited for this. Hype hype hype! Is KA still being heavily worked? Hopefully you get some side project room in your schedule soon!
 
While you wait, here are some super simple tips to dungeon-crawl or otherwise automate doing LDoNs:

  • Firstly, for Kissassist, turn off your ReturnToCamp in your INI if you want to easily move around with MQ2Nav.
  • Create Nav Meshes for all the LDoN zones (luckily, these are already posted here on this thread already!)
  • BE SHRUNK, especially on your puller! This really helps eliminating getting stuck on doors while using MQ2Nav.
  • When you park your group, turn return to camp back on (/camphere).
  • If you want points, do hard mode escorts if you're playing, or do hard mode collections if you're just afking. (184 and 126 points respectively)
  • If you just want wins, normal mode escorts are still extremely fast if you're actually playing, or do collections if you're afking. (90 and 60 points respectively)
  • If you're afking, you'll want to check back every 10 minutes or so to move your guys to the next densely populated area of the zone.


Hotkeys I use:

Nav To Me: (I use this to, obviously, move my crew up to where I am)
Rich (BB code):
/bca //target id ${Me.ID}
/bca //timed 2 /nav target

Stop Here: (Doubled as a make camp hotkey if you use kissassist. Keep in mind, you can hit it again to turn off return to camp.)
Rich (BB code):
/bca //stick off
/bca //camphere

The Nav to Me key can be used to make your guys easily zone in to the zones BTW. It can be used to have your guys click basically any 'object' for zoning as well.

Don't try to use the Nav to Me key if your guys are parked (return to camp on) or they'll be stuck trying to run back and trying to move to the spot you told them to move to.

Your guys will run to where you were when you hit the key, not to where you are moving FYI.

You need this many wins in each to complete your adventure stone:
  • 70 South Ro (Guk)
  • 68 Everfrost (Mir)
  • 76 Butcherblock (MMC)
  • 74 Commonlands (Ruj)
  • 78 North Ro (Tak)

366 total wins; 21,960 total points if you do all normal collections.
 
[*]If you just want wins, normal mode escorts are still extremely fast if you're actually playing, or do collections if you're afking. (90 and 60 points respectively)

For anyone interested I do Mob Count and I get roughly 60 points a run too, I think it's 58 points for each successful Normal Mob count run. I haven't tried collections because if they're NO DROP it would be more of a pain in the ass than just killing mobs for me since I haven't figured out autoloot or whatever is used to loot items while AFK.

Edit: I just checked out of curiosity and it's 51 points in the Rujarkian Mob Count Normal LDoNs. May be 51 everywhere and my math was off by 7 or maybe it varies area by area
 
For anyone interested I do Mob Count and I get roughly 60 points a run too, I think it's 58 points for each successful Normal Mob count run. I haven't tried collections because if they're NO DROP it would be more of a pain in the ass than just killing mobs for me since I haven't figured out autoloot or whatever is used to loot items while AFK.

Edit: I just checked out of curiosity and it's 51 points in the Rujarkian Mob Count Normal LDoNs. May be 51 everywhere and my math was off by 7 or maybe it varies area by area

All the LDoN mission types give the same points for each mode in every area.
 
is there a updated version of this? i got the original one but didint know if tree had updated and i just missed it as i was dealing with irma aftermath at that time.
 
No update. all the "oil" spent to lubricate the job was wasted as an oil spill into the gulf at this point me thinks.
 
Question - LDoN Macros

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