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Release lootnscoot (for emu) (1 Viewer) 05/16/2026

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I'm going to try a fresh install to see if that clears it up. To answer your questions, it was happening when i run it through RGmercs and also in standalone. MQconsole did not throw an error, just script ended 0. I'll see if i can grab some debug info for you.

Seems to be working fine now after patch of MQ and fresh install. May have been just something wonky on my end. My apologies. I'll grab debug info if it starts happening again for some reason.
 
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love this tool. on pLaz:
I have noticed since the rgmerc separation; my items listed to 'Bank', no longer get transferred to the Bank. I have tried backing up/deleting, reinstalling. still nothing seems to auto transfer. I get No error or anything listed with Debug on (only that the bank /lns command issued. and, I do have the bank opened. I have tried typing /lootutils bank, and clicking from the console.
I tried scouring the forums to see if anyone else ran into this...or maybe i have screwed something up. I have tried with and with out rgmercs running also.
 
love this tool. on pLaz:
I have noticed since the rgmerc separation; my items listed to 'Bank', no longer get transferred to the Bank. I have tried backing up/deleting, reinstalling. still nothing seems to auto transfer. I get No error or anything listed with Debug on (only that the bank /lns command issued. and, I do have the bank opened. I have tried typing /lootutils bank, and clicking from the console.
I tried scouring the forums to see if anyone else ran into this...or maybe i have screwed something up. I have tried with and with out rgmercs running also.
/lootutils bankstuff
It is a coincidence that this was changed around the same time it wasn't bundled any more, at least, I think? On my phone, can't easily double check.
 
After downloading the latest update, I have LNS crashing all over the place it seems.
I went to open Loot console and realized I should probably turn on debug or w/e.
Ofc i have since remembered that the command is simply /lns debug.

Attempting to do that led me to the most interesting crash I've ever had in MQ.

The first time, the entire table went blurry like I drug my finger through a reflection in the water, kinda cool. Wish I woulda recorded that one, but I can reproduce it, at least:

That window vanishing is a client crash. The recording automatically stopped when the active window poofed.

View attachment eqgame_DgUbrC6ker.mp4
Edit: Here is the last debug message I saw on my most recent LNS crash. I had 4 dudes lose LNS, turned on debug on the 5th.
[LootnScoot] [18:31:34] (init.lua::4278) [DEBUG] :: ItemID: 52946 Rule: Ask Classes: All Action: addrule Link: Harnessing Stone Who: Algarpal Event: Received message Lookup: loot.RegisterActors() Directions: NULL LNS_Mode: directed
[LootnScoot] [18:31:34] (init.lua::2768) [DEBUG] :: Link for 52946 ALREADY MATCHES Harnessing Stone
Ending lua script 'lootnscoot' with PID 4 and status 0
 
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when finnished with the quest and clicking the button in questwatch to send the rules to Lootnscoot it crashes randomly.

1756642565438.png
 
I dropped a PR adding support for instances, for servers where instance flipping is a thing. Cleans the list up etc.

I am testing adding an option that disables use of auto-rules on first item contact to avoid the incessant undirected looting of everything until you say otherwise.
I will be PRing that some time this week.
 
Grim, how complicated is it to have an "announce" loot option? I use ask on for specific augs or things that I want to make a decision on, but then I go through the hoops of multiple toons asking etc... I am thinking of something like the SpamLootInfo, but for specific items that have that announce set on them to then spam it to a channel you choose
 
aquietone updated lootnscoot (for emu) with a new update entry:

10/11/2025

〰️Commits​


Make Autorules optional (#58)

* This restores agency to the user by adding making the automatic rules in LNS optional.
* * Previously, LNS would use the automatic rules when an item was first encountered regardless of the user's preference, leading to a large number of items being looted without input from the user.
* * This setting can still be enabled to restore previous behavior.
* *...

Read the rest of this update entry...
 
Hi.
Great Lua!!
I think I am having some user end error lol.
I am running a 6 char team on profusion server.
I use Rgmercs Lua, and lootnscoot.
I have lootnscoot enabled in the rg settings.
But lootnscoot keeps shutting down on my boxes, and I am unsure why.
Has anyone else ran into this issue?
 
I have same problem. So random it's hard to pin down to a cause. Group sell it turns half of group off. Finally made a quick key to turn group loot on. Really sucks in devastation. When going for pages....
 
I've had the same issue for a long time. It seems to me that whenever multiple toons attempt to loot a corpse at the same time, it shuts the script down. I resorted to only running it on one character at a time because I was too lazy to track down what was causing the issue.
 
Whenever I get the yellow coin and open up the new loot window and set the new rules, someone of my team ends his lootnscoot
 
Ruhroh

If this is new blame it on Algar :/

The issues described above Robban's, though, I also had long before I edited anything.
 
I have never had that problem. I use LNS all the time and have all my guys set to loot.

The only issue I have is when item 1 is something they don't want to loot, they don't loot anything else on that corpse. :(
 
I'm running into the same issues everyone else seems to be - the Lua randomly ends on my boxes, usually when multiple toons are trying to loot the same corpse. I'm also running into an issue with the new item window where it won't save the rules I set in there and keeps repopulating them into the new item window, and if I try to set a rule on the item again from the window it stops the Lua. This is while running the Lua standalone on 18 toons on EZServer
Very possible I'm just doing something wrong so please tell me if I'm just being dumb lol
 
Not sure if you're taking feature requests but if you could add the ability to set quantity in the "New Items" window that'd be dope.
 
Little bug I found, it looks like for quantity tracking you're looking at items in inventory rather than items matching the name, so in situations where you want to loot X number of Item A (For example, Ration), but you already have X number of Item B that contains the full name of Item A (Iron Ration) the Lua thinks you already have X amount of Item A and won't loot.

I believe I was able to resolve this by going in and editing every line with mq.TLO.FindItemCount(itemName)() or mq.TLO.FindItemBankCount(item.Name())() to mq.TLO.FindItemCount("=" .. item.Name())() or mq.TLO.FindItemBankCount("=" .. item.Name())()although I haven't tested it in depth.
 
Just a small request, is it possible to add a configuration item to say "before loot command" and "after loot command" to make this a bit easier to integrate with all the various bots/all in ones out there? Then I can have all my users just add the correct pause command to ensure that the bot doesn't interfere with the looting activity once it kicks off.

I had been making a custom version of lootnscoot for folks but as this project is getting more robust that's getting more difficult with each version.

Thanks!
 
How do you add a item to the lootnscoot database with having the item in your inventory?
If you have the default emu items table in your `resources\lootnscoot\server\` folder then you can lookup items on the item lookup page. (this is all 118k items from PEQ dump) and will cover most emu servers. If the server has custom items then you will have to see the items on a corpse for them to auto add or `/lns importinv` to import items the character has.

if you know the name of the item you can add rules for it by name and when we see one the first time we will try and add the rule fully.
`/lns normalitem sell "Some Item Name"` you can select "normaitem, globalitem, or personalitem" for which rules table this goes into, and sell,keep,ignore,quest,tribute etc for the rule. if you select quest for the rule then you can add a quantity to keep after the item name.

Not sure if you're taking feature requests but if you could add the ability to set quantity in the "New Items" window that'd be dope.
I can work on that as I mostly use Quest rule as keep Quantity more so than quest items specifically.
Honestly thought about changing the quest rule to qKeep for quantity but i don't want to break peoples existing rules.
 
Not sure if I'm doing something wrong of if there is a problem. I start RGMercs I have Load loot on on 6 characters.

LootnScoot doesn't load from RGMers. I turn it on manually with the command /Lua run lootnscoot standalone on each character.

It randomly will close on everyone except my Tank.

Also what is the difference between keep and can use?
 
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Having some problems with LootNScoot

1. LootNScoot crashes after pulling 3 or 4 mobs even on characters that do not have looting enabled.
2. I have an item configured for quest|1 , but when my first toon looed he got all 4. Did I misunderstand the |1 after quest?

1764703192325.png
 
Having some problems with LootNScoot

1. LootNScoot crashes after pulling 3 or 4 mobs even on characters that do not have looting enabled.
2. I have an item configured for quest|1 , but when my first toon looed he got all 4. Did I misunderstand the |1 after quest?

View attachment 73001
have any output from it crashing? for quest there should be output in the LNS console about the decisions its making.
 
have any output from it crashing? for quest there should be output in the LNS console about the decisions its making.
Is this the output for decision making you are looking for?

1764728741693.png

I don't have error messages on the crash I'm seeing messages from RGMercs that one or more characters are configured to run LNS but are not. Is there a way to turn on logging?
 
Release lootnscoot (for emu)

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