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Release lootnscoot (for emu) 05/16/2026

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I know no news is usually good news, but I wanted to confirm it.
Haven't been as active lately, but since the refactor commit I have had exactly 0 issues of the script silently exiting. Cheers!
 
i dont know if im doing something wrong or looking in the wrong places... where does the loot list file go? starting fresh on an emu and everything is working great..

i was hoping i could manually type in a huge list of items i have saved instead of needing to update 1 by 1 on this server.
 
i dont know if im doing something wrong or looking in the wrong places... where does the loot list file go? starting fresh on an emu and everything is working great..

i was hoping i could manually type in a huge list of items i have saved instead of needing to update 1 by 1 on this server.
Since switching over to item ID based tracking. its a little harder than just dropping in a list.

There is a DB file you can grab that has all of the EMU items from a standard EMU server dump. This will get you items you can lookup and set item rules either individually or bulk from that. This would replace the one in your MQ\Resources\lootnscoot\server\ folder otherwise the items table also builds as you see items or /lns importinv will add items you have already to the db if starting from scratch.

The Rules are stored in MQ\Resources\Lootnscoot\server\AdvLootRules.db you can edit this directly with a sqlite db browser. Which means you can directly add items if you have the item ID's and not just the names.

There is a PR made that will help make this easier by allowing you to set wildcard patterns and rules. example "^rusty" would set the rule you want for all items starting with rusty in the name. This will be using Lua pattern matching so you can make them as simple or complicated as you like. This update should be coming soon.

There is also an option to create rules by exact item name.
These are temporary rules and will show with a negative item id until we have seen that item and then it should switch to its proper ID, if it doesn't there is a missing items tab that you can see if you have negative id items, and you can click the name there and select the correct item if there are more than one in the items DB or if failed to auto update when seeing it once.
This is done through the cli /lns type rule "Item Name"
where type = normalrule, globalrule, personalrule.
rule is either "sell, keep, quest, destroy, ignore, ask, canuse, tribute, bank"

example /lns normalrule keep "Lesser Muramite Rune" would set a rule for Lesser Muramite Rune with the rule being Keep
 
Since switching over to item ID based tracking. its a little harder than just dropping in a list.

There is a DB file you can grab that has all of the EMU items from a standard EMU server dump. This will get you items you can lookup and set item rules either individually or bulk from that. This would replace the one in your MQ\Resources\lootnscoot\server\ folder otherwise the items table also builds as you see items or /lns importinv will add items you have already to the db if starting from scratch.

The Rules are stored in MQ\Resources\Lootnscoot\server\AdvLootRules.db you can edit this directly with a sqlite db browser. Which means you can directly add items if you have the item ID's and not just the names.

There is a PR made that will help make this easier by allowing you to set wildcard patterns and rules. example "^rusty" would set the rule you want for all items starting with rusty in the name. This will be using lua pattern matching so you can make them as simple or complicated as you like. This update should be coming soon.

There is also an option to create rules by exact item name.
These are temporary rules and will show with a negative item id until we have seen that item and then it should switch to its proper ID, if it doesn't there is a missing items tab that you can see if you have negative id items, and you can click the name there and select the correct item if there are more than one in the items DB or if failed to auto update when seeing it once.
This is done through the cli /lns type rule "Item Name"
where type = normalrule, globalrule, personalrule.
rule is either "sell, keep, quest, destroy, ignore, ask, canuse, tribute, bank"

example /lns normalrule keep "Lesser Muramite Rune" would set a rule for Lesser Muramite Rune with the rule being Keep
thank you for that info. i am not familiar with the sqlite db browser and do not have one. i know notepad++ does not seem to be able to read the file at least.

ive already started just doing 1 item at a time in the ui window. slow process but it's going :D
 
aquietone updated lootnscoot (for emu) with a new update entry:

01/07/2026

〰️Commits​


Wildcard patterns (#64)

* Performance Win

Performance window will now stay open when closing the main window.

* feat: wildcard based rules

Added the ability to set rules from names as wildcards.

This uses Lua pattern matching so you can get as complex as you wish.

example: ^rusty would be anything starting with rusty in the name.

[URL...

Read the rest of this update entry...
 
this is the wildcard I use for Defiant drops

^[^%s]+%s+Defiant%s

This pattern checks that the 2nd word is Defiant and has a space at the end.

^ = beginning of the string
[^%s] = the first word. or more specifically a group of non space characters (aka a word) the ^ inside of square brackets is the same as NOT since %s = space characters this would be non space characters.
+ = one or more of these are allowed
%s = space char and with the + means can be more than one in a row
the Defiant part is string literal so these are the characters we are looking for.
and the last %s is there to make sure we find Defiant and not Defiantly or something
 
Getting quite a few crashes one I was able to catch when it was happening.
Second screenshot was the item that was on the corpse when the crash happened.
I tried turning on debug but the windows closes on crash and I loose the data. Is there a way to dump to a file?




Screenshot 2026-01-13 072423.pngScreenshot 2026-01-13 072609.png
 
I also saw a comment from Algar about refactoring and running great. Unfortunately for me on Profusion it still is exiting out when running on RGMercs within a minute of running. No error message just stops running.
 
Getting quite a few crashes one I was able to catch when it was happening.
Second screenshot was the item that was on the corpse when the crash happened.
I tried turning on debug but the windows closes on crash and I loose the data. Is there a way to dump to a file?




View attachment 74191View attachment 74192

that's pretty strange, typically with TLOs since they don't try and resolve in MQ until the thing you put the final () onto, we shouldn't get something like error calling nil Spell on an item reference.. and that item does have a worn spell effect so it shouldn't be nil to begin with.

Lua:
> /lua parse mq.TLO.Me.Inventory('head')
Fluffy's Cap
> /lua parse mq.TLO.Me.Inventory('head').Worn
NULL
> /lua parse mq.TLO.Me.Inventory('head').Worn.Spell
NULL
> /lua parse mq.TLO.Me.Inventory('head').Worn.Spell()
nil

try running this and see what console shows:

/Lua parse mq.TLO.FindItem('Forseeing Chain Coif of the Stalker').Worn.Spell.Name()
 
that's pretty strange, typically with TLOs since they don't try and resolve in MQ until the thing you put the final () onto, we shouldn't get something like error calling nil Spell on an item reference.. and that item does have a worn spell effect so it shouldn't be nil to begin with.

Lua:
> /lua parse mq.TLO.Me.Inventory('head')
Fluffy's Cap
> /lua parse mq.TLO.Me.Inventory('head').Worn
NULL
> /lua parse mq.TLO.Me.Inventory('head').Worn.Spell
NULL
> /lua parse mq.TLO.Me.Inventory('head').Worn.Spell()
nil

try running this and see what console shows:

/lua parse mq.TLO.FindItem('Forseeing Chain Coif of the Stalker').Worn.Spell.Name()
I didn't show you the full screenshot. It does have a worn effect. I will get back in that zone this afternoon and will check the item. It and another bracer always seem to show up. Screenshot 2026-01-13 073352.png
 
that's pretty strange, typically with TLOs since they don't try and resolve in MQ until the thing you put the final () onto, we shouldn't get something like error calling nil Spell on an item reference.. and that item does have a worn spell effect so it shouldn't be nil to begin with.

Lua:
> /lua parse mq.TLO.Me.Inventory('head')
Fluffy's Cap
> /lua parse mq.TLO.Me.Inventory('head').Worn
NULL
> /lua parse mq.TLO.Me.Inventory('head').Worn.Spell
NULL
> /lua parse mq.TLO.Me.Inventory('head').Worn.Spell()
nil

try running this and see what console shows:

/lua parse mq.TLO.FindItem('Forseeing Chain Coif of the Stalker').Worn.Spell.Name()
The command /Lua parse mq.TLO.FindItem('Forseeing Chain Coif of the Stalker').Worn.Spell.Name(). Returned NIL
 
The command /Lua parse mq.TLO.FindItem('Forseeing Chain Coif of the Stalker').Worn.Spell.Name(). Returned NIL
Note this will be nil if you don't have the item on you, sorry if that was already said and I missed it.
Would have to check it from someone who did.
Items aren't exposed to the client in the same way that spells and such are.
 
When the item is in my inventory and I run the command I get this.

View attachment 74206
what version of MQ are you using?

I just tried the find item with both a valid item and invalid one and the worse I get is nil


Code:
> /lua parse mq.TLO.FindItem('Hero\'s taco Stone').Worn.Spell.Name()
nil
> /lua parse mq.TLO.FindItem('Hero\'s Stone').Worn.Spell.Name()
nil
> /lua parse mq.TLO.FindItem('Hero\'s Stone').Spell.Name()
Nexus Gate

I just made a few chars on profusion to do some testing, and after 3 hrs of grinding i have yet to have any crashes. Running lootnscoot through rgmercs.
 
what version of MQ are you using?

I just tried the find item with both a valid item and invalid one and the worse I get is nil


Code:
> /lua parse mq.TLO.FindItem('Hero\'s taco Stone').Worn.Spell.Name()
nil
> /lua parse mq.TLO.FindItem('Hero\'s Stone').Worn.Spell.Name()
nil
> /lua parse mq.TLO.FindItem('Hero\'s Stone').Spell.Name()
Nexus Gate

I just made a few chars on profusion to do some testing, and after 3 hrs of grinding i have yet to have any crashes. Running lootnscoot through rgmercs.

I was using MMOBugs latest version for the screenshot.
Just checked Redguides version and it returned Faeurne.

I was able to run for over 4 hrs last night without lootnscoot having any problems, never exited, looted everything I needed. Worked great.
 
Went to a new zone today and lootnscoot running under RGMercs is back to exiting out occasionally. No error that I can see just exits.

The console closes so no way of seeing what was happening when the app stopped. The one time it did exit on the Tank a window had just opened asking me what to do with a new loot item. It was a quest item for this server (Profustion).

Was running with Reds MQ2. Updated 1/4.

At first was running with the latest version supplied by the update app. Also tried pulling the latest version in GIT to see if it made and difference. It didn't
 
I just made a few chars on profusion to do some testing, and after 3 hrs of grinding i have yet to have any crashes. Running lootnscoot through rgmercs.

lootnscoot ran great for me up to Tier 3 Najena or 4 The Hole.

Today I'm in Beast Domain the longer I was in the zone the fewer crashes I had. Is it possible there is something off the adding loots to the DB? Starting out almost everything looted had to be added to the db, buy the end of the day there was very little I had to add and the crashing was almost nil.

Yesterday I was in Shards Landing and ran for about 4 hrs without a crash added quite a few standard items to the db but no server quest items.

Tier 3 Najena or 4 The Hole is where you start getting into server specific quest drops could they be causing a problem?
 
lootnscoot ran great for me up to Tier 3 Najena or 4 The Hole.

Today I'm in Beast Domain the longer I was in the zone the fewer crashes I had. Is it possible there is something off the adding loots to the DB? Starting out almost everything looted had to be added to the db, buy the end of the day there was very little I had to add and the crashing was almost nil.

Yesterday I was in Shards Landing and ran for about 4 hrs without a crash added quite a few standard items to the db but no server quest items.

Tier 3 Najena or 4 The Hole is where you start getting into server specific quest drops could they be causing a problem?
Are you using a pre-populated database? (e.g., the generic emu data dump from this post). I'm just contemplating whether server specific items are conflicting with pre-populated itemID's if the server re-used those itemID's for their custom stuff. (To be fair, I'm clueless as to how LNS handles that situation, and this is just early morning coffee thoughts).
 
Are you using a pre-populated database? (e.g., the generic emu data dump from this post). I'm just contemplating whether server specific items are conflicting with pre-populated itemID's if the server re-used those itemID's for their custom stuff. (To be fair, I'm clueless as to how LNS handles that situation, and this is just early morning coffee thoughts).
I was using the blank db.
 
may need to add an option to log to main mq console so we don't lose all the context of what it was doing as soon as it closes, but yeah my guess is somewhere in actor land sending messages and updating the db when you find/set a rule for a new item.

edit: actually it looks like if debug is turned on then it will print to the main mq console as well already. so when you try one of these zones with new custom items turn that on and see if there's any more hints where its exiting out.
 
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lootnscoot ran great for me up to Tier 3 Najena or 4 The Hole.

Today I'm in Beast Domain the longer I was in the zone the fewer crashes I had. Is it possible there is something off the adding loots to the DB? Starting out almost everything looted had to be added to the db, buy the end of the day there was very little I had to add and the crashing was almost nil.

Yesterday I was in Shards Landing and ran for about 4 hrs without a crash added quite a few standard items to the db but no server quest items.

Tier 3 Najena or 4 The Hole is where you start getting into server specific quest drops could they be causing a problem?

new update coming in the next hour, may fix it, may not.
 
new update coming in the next hour, may fix it, may not.
I did a few different test today. Zone was The Hole using Red's MQ2.

1. Prepopulated db. using code release (4751a22)
Pulled the entire zone
No crashes when looting.

1. Clean db. using code release (4751a22)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window

1. Clean db. using code release (c6fa7aa)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window

I did see this error message.




This was in the MQ2Log on the two toons that stopped running

[2026/01/15 11:29:25] [RGMercs:ERROR <16827.562> (lootnscoot.Lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:25] [ -->(all) ] group_E9Profusion_****** has looting enabled, but LNS does not appear to be running!

[2026/01/15 11:29:26] Ending Lua script 'lootnscoot' with PID 27 and status 0
[2026/01/15 11:29:26] [RGMercs:ERROR <16828.282> (lootnscoot.Lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:26] [ -->(all) ] group_E9Profusion_******* has looting enabled, but LNS does not appear to be running!
 
Last edited by a moderator:
I did a few different test today. Zone was The Hole using Red's MQ2.

1. Prepopulated db. using code release (4751a22)
Pulled the entire zone
No crashes when looting.

1. Clean db. using code release (4751a22)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window

1. Clean db. using code release (c6fa7aa)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window

I did see this error message.

View attachment 74235


This was in the MQ2Log on the two toons that stopped running

[2026/01/15 11:29:25] [RGMercs:ERROR <16827.562> (lootnscoot.lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:25] [ -->(all) ] group_E9Profusion_****** has looting enabled, but LNS does not appear to be running!

[2026/01/15 11:29:26] Ending lua script 'lootnscoot' with PID 27 and status 0
[2026/01/15 11:29:26] [RGMercs:ERROR <16828.282> (lootnscoot.lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:26] [ -->(all) ] group_E9Profusion_******* has looting enabled, but LNS does not appear to be running!
RGMercs errors have nothing to do with lootnscoot, unfortunately.
It's telling you what you already know.
 
I did a few different test today. Zone was The Hole using Red's MQ2.

1. Prepopulated db. using code release (4751a22)
Pulled the entire zone
No crashes when looting.

1. Clean db. using code release (4751a22)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window

1. Clean db. using code release (c6fa7aa)
Pulled the entire zone
Crashed almost immediately
I didn't add anything to the db let it all sit in the new window

I did see this error message.




This was in the MQ2Log on the two toons that stopped running

[2026/01/15 11:29:25] [RGMercs:ERROR <16827.562> (lootnscoot.lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:25] [ -->(all) ] group_E9Profusion_****** has looting enabled, but LNS does not appear to be running!

[2026/01/15 11:29:26] Ending lua script 'lootnscoot' with PID 27 and status 0
[2026/01/15 11:29:26] [RGMercs:ERROR <16828.282> (lootnscoot.lua::unknown_func():261 )] >>> [LOOT]: Looting is enabled, but LNS does not appear to be running!
[2026/01/15 11:29:26] [ -->(all) ] group_E9Profusion_******* has looting enabled, but LNS does not appear to be running!

yeah as algar said those error messages are simply rgmercs telling you that lootnscoot isn't running.. which is the same message you've been sharing for weeks now. so again when you say crash here you mean you still aren't getting any sort of stack trace even right the script just exits?
 
yeah as algar said those error messages are simply rgmercs telling you that lootnscoot isn't running.. which is the same message you've been sharing for weeks now. so again when you say crash here you mean you still aren't getting any sort of stack trace even right the script just exits?
Yes the script exits.
 
Release lootnscoot (for emu)

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