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Release LS Final Fugue AutomationScript 1.9

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Having to manually push tanks forward to get them to move to next targets. I run 3 groups at same time- wonder if dannet communication issues?
Sorry wizman1. This was my bad. Totally forgot to publish the change for the mini-boss distances.

Latest (1.4) should handle your issue.
 
I am really enjoying this Lua but had a quick question; it appears to me that using dannet and cwtn plugins -- whenever it assigns modes, it appears to do so universally. Playing more than one group this is not ideal, as it will put all of your other tanks into chase mode. Now am I doing something wrong? And if not is there a way to make it so it only assigns modes/role to current group? It's not a big deal either way, and I greatly appreciate the resource!
 
I am really enjoying this lua but had a quick question; it appears to me that using dannet and cwtn plugins -- whenever it assigns modes, it appears to do so universally. Playing more than one group this is not ideal, as it will put all of your other tanks into chase mode. Now am I doing something wrong? And if not is there a way to make it so it only assigns modes/role to current group? It's not a big deal either way, and I greatly appreciate the resource!
Would have to edit dannet commands from all connected clients to only group commands in the script.

Was another recent tool doing that also.
 
GF, I updated to 1.4 and ran it a few min ago. Edited the proper ini this time too. Lots smoother, and finally got the Plucked achievement for one character. Previously I thought the volley of arrows were the archers I was supposed to kill, haha. I killed them this time and watched the whole mission.
Upon reaching the archers, only my tank was attacking, the rest of the group (all 6 CWTN plugins, Sic tank and 5 in chase) sat there. Some joined in at late in the fight, and if I moved back some joined in, but not always all. Was a little random. I had noticed my tank was attacking an archer but it was not on the HOTT. For some character I manually targeted and attacked and all went well after. Once 4th archer was dead, smooth sailing again. Killed Kar and the chest opened with the script doing it. Very nice.
I did see the fire rings on the ground even though the archers were dead. DBG glitch? Or its something else. Got my first Glowing, whoo.
 
Oh, couple of things that may help.
I was CWTN paused before starting the Lua, so upon zoning into the mission, the group stayed paused and tank (all alone) ran to first mob but stayed paused. Suggestion to add a check to unease after zoning into the mission zone to save deaths and keep a hands off approach.

I cannot verify it yet, but as Willard said in the above post, I think that my other 3 CWTN characters online went from Hunter mode to Chase mode. One is even on a different server. Dannet command?
 
Ran 1.4, works well!

If by random chance, you grab the Hex/Warlock with out getting any agro on the soldiers (happened once out of like 5 runs), none of the other CWTN toons will assist the MA because they don't know they are in combat.

I *suspect* (but have not verified) to keep the warlock and Hex from running around all crazy, having the soldiers off-tanked and holding still (which the NPCs do nicely). The theory is the 2 casters are trying to stay at range from the soldiers, so if you drag the soldiers to the casters... its probably triggering them to move.

For CWTN Enchanters, if you disable Charm, it will free up a gem slot you can mem the stun in, then you can edit the mission ini to swap bandolier to false/off.
 
Ran 1.4, works well!

If by random chance, you grab the Hex/Warlock with out getting any agro on the soldiers (happened once out of like 5 runs), none of the other CWTN toons will assist the MA because they don't know they are in combat.

I *suspect* (but have not verified) to keep the warlock and Hex from running around all crazy, having the soldiers off-tanked and holding still (which the NPCs do nicely). The theory is the 2 casters are trying to stay at range from the soldiers, so if you drag the soldiers to the casters... its probably triggering them to move.

For CWTN Enchanters, if you disable Charm, it will free up a gem slot you can mem the stun in, then you can edit the mission ini to swap bandolier to false/off.
when it happens, is the Extended Target window empty of mobs, even though a mob is on the main target being hit? I found that happening on the archers. It created the tank only attacking.
 
when it happens, is the Extended Target window empty of mobs, even though a mob is on the main target being hit? I found that happening on the archers. It created the tank only attacking.
Set up an assist hotkey for the archers. Once tank engaged smash the assist key for the band to join. Sic has a great one in his hotkeys and macro post. I'd link it but not at PC. Scroll up a bit in this thread to find it.
 
GF, I updated to 1.4 and ran it a few min ago. Edited the proper ini this time too. Lots smoother, and finally got the Plucked achievement for one character. Previously I thought the volley of arrows were the archers I was supposed to kill, haha. I killed them this time and watched the whole mission.
Upon reaching the archers, only my tank was attacking, the rest of the group (all 6 CWTN plugins, Sic tank and 5 in chase) sat there. Some joined in at late in the fight, and if I moved back some joined in, but not always all. Was a little random. I had noticed my tank was attacking an archer but it was not on the HOTT. For some character I manually targeted and attacked and all went well after. Once 4th archer was dead, smooth sailing again. Killed Kar and the chest opened with the script doing it. Very nice.
I did see the fire rings on the ground even though the archers were dead. DBG glitch? Or its something else. Got my first Glowing, whoo.

I just had the same experience.
I switched to each of my melee toons and engaged

Triggered a burnnow as i got to the first archer

Seemed to win without too much drama

Only need to do this once per toon that needs ach. then never need to bother again
Hopefully DBG fix this so everyone gets the achieve
 
Set up an assist hotkey for the archers. Once tank engaged smash the assist key for the band to join. Sic has a great one in his hotkeys and macro post. I'd link it but not at PC. Scroll up a bit in this thread to find it.
You know, I'm a dumm dum, I had one, but I never use it as CWTN plugins take care of it for me so well. I ran it again and DID use the assist button on each archer. So strange...I had to mash it a few times, once only made one guy assist. Those archers are not on the extended target.
 
i'm new to lua's so sorry for my ignorance but how do i change the config options for archers, bandoliers etc
Hi Richter, the folder you look for is :
Next\config\mission_finalfugue_charname.ini
"Next"being wherever your MQ folder is installed. Edit that ini. true/false
 
Yeesh. Take a day out of town and things kinda snowball.

Would have to edit dannet commands from all connected clients to only group commands in the script.

Was another recent tool doing that also.
You are 100% correct. Big miss on my part - will change to group-only. I've been a BC person so my Dannet terminology is still getting up to speed.

GF, I updated to 1.4 and ran it a few min ago. Edited the proper ini this time too. Lots smoother, and finally got the Plucked achievement for one character. Previously I thought the volley of arrows were the archers I was supposed to kill, haha. I killed them this time and watched the whole mission.
Upon reaching the archers, only my tank was attacking, the rest of the group (all 6 CWTN plugins, Sic tank and 5 in chase) sat there. Some joined in at late in the fight, and if I moved back some joined in, but not always all. Was a little random. I had noticed my tank was attacking an archer but it was not on the HOTT. For some character I manually targeted and attacked and all went well after. Once 4th archer was dead, smooth sailing again. Killed Kar and the chest opened with the script doing it. Very nice.
I did see the fire rings on the ground even though the archers were dead. DBG glitch? Or its something else. Got my first Glowing, whoo.
The attacking depends on targeting. I'm all CWTN + 1KA Bard. Tank is "Sic's Tank" mode, rest are chase. All has been working for me.
Earlier in this mission others don't appear on HoTT including the initial Hex and Warlock. I'm curious if your team attacks them?
The logic in the script is the same: "Tank: Target and /attack on".
 
Yeesh. Take a day out of town and things kinda snowball.


You are 100% correct. Big miss on my part - will change to group-only. I've been a BC person so my Dannet terminology is still getting up to speed.


The attacking depends on targeting. I'm all CWTN + 1KA Bard. Tank is "Sic's Tank" mode, rest are chase. All has been working for me.
Earlier in this mission others don't appear on HoTT including the initial Hex and Warlock. I'm curious if your team attacks them?
The logic in the script is the same: "Tank: Target and /attack on".
This is for a 6man CWTN team
This is for the archers, the rest of the team does not attack initially. The tank goes in and starts attacking and I wait a bit to see what happens, which of course is tank is dieing with no help, heals or dps. On archers, If I move the tank a bit back and forth, some of team activates. Not all, its random who starts up. If I hit an assist button (needed on the archers), I have to hit the assist a few times for the whole team to start up. Once they do..its cake.

Enc also is not mezzing the other adds. So on Hunter the group attacks but Enc is not mezzing, its rough with 3 guys pounding. I forgot to check if slows are happening.
The mission only needs me there for the 4 archers, and then goes smooth. I kill Kar, chest opens and loot.
Now this is interesting... I have stayed in the mission AFTER looting the chest..I do nothing more than hit Hunter on the tank. Team was already in Chase. So off they go to kill random mobs for some xp in the instance until it kicks me out..15-20 min or something.. anyways.. everything works normal. Enc mezzes and all the team attacks.
 
This is for a 6man CWTN team
This is for the archers, the rest of the team does not attack initially. The tank goes in and starts attacking and I wait a bit to see what happens, which of course is tank is dieing with no help, heals or dps. On archers, If I move the tank a bit back and forth, some of team activates. Not all, its random who starts up. If I hit an assist button (needed on the archers), I have to hit the assist a few times for the whole team to start up. Once they do..its cake.
We can add a tweak to the logic to tell the whole team /bcaa //targ archer //attack on - kinda thing.
I've not been online in a day or so but next run I can try that. And share it with you to see if it helps.
 
It's strange.

Since running 1.4 version. I login amd start KA on my bard using Sics 125 ini.

I then start this Lua script on all the group members. They all grab quest run to door 7 and zone in except for the bard using KA. He starts glitching out and I can't control him. Any suggestions?
 
Since running 1.4 version. I login amd start KA on my bard using Sics 125 ini.

I then start this LUA script on all the group members. They all grab quest run to door 7 and zone in except for the bard using KA. He starts glitching out and I can't control him. Any suggestions?
I haven't seen this yet - and using a KA bard, though home-grown INI file.

I have seen a couple instances where the 25 second wait time isn't enough for the zone. I need to add a retry "/travelto" for that.

Let me know if it persists
 
I haven't seen this yet - and using a KA bard, though home-grown INI file.

I have seen a couple instances where the 25 second wait time isn't enough for the zone. I need to add a retry "/travelto" for that.

Let me know if it persists
Should I be loading the Lua on all group members or just the tank/driver ?? Maybe thats my issue.
 
Pro Tip:

If you want to avoid the mana drain towards the end. Just send pets in, and wait till you see the emote: You manage to take enough magical power from Firethorn to break his defensive spell.
Now it is safe to send the tank in.
 
love the script, it does a great job but when i'm going after the archers only my tank engages and the rest of my group just stands around
 
Worked like a champ, thank you!

I dont seem to have the DPS to get all 4 archers before it resets the event but someone made a good recommendation to go kill 2 of them, return to boss and then go kill the other two.
 
Yeah, the archers.... so 1.4 works, running to kill the archers as soon as Kar becomes active works. I've had 100% success with that change and no resets. However, it has become crazy difficult to get anyone but the tank to engage, in fact, my RNG, BER, and ROG all get to the current archer and sit down. And no amount of hotkey mashing, tabbing to the guilty toon and key mashing, will get them to engage! I guess I'm going to need to find out how to specifically trigger KISS to make them engage. So far, haven't figured that out yet. As it is now, my caster toons do engage, but is averaging around 2 minutes to kill each archer.

As to my previous problem of retargeting the mini boss corpses, I switched over to not using MQ2Melee and that didn't get rid of it. But I get excessive spam from MQ2Nav without it, so switched that back. Then I found a couple of buff item clickies that hadn't been updated in my tank ini file, fixing those eliminated it. Go figure!
 
love the script, it does a great job but when i'm going after the archers only my tank engages and the rest of my group just stands around
I have noticed this as well the last day or two. Unclear what changed but looking into it.
Also curious that it works fine for 'hex' and 'warlock' mobs at the start

Which framework are you using? CWTN, KA, ...?
 
I have noticed this as well the last day or two. Unclear what changed but looking into it.
Also curious that it works fine for 'hex' and 'warlock' mobs at the start

Which framework are you using? CWTN, KA, ...?
I'm using all CWTN plugins in my group.
Yeah, it works fine for the mobs in the beginning ,
i usually just tab over and manually engage for their attacks on the archers and proceed as normal
 
I'm using all CWTN plugins in my group.
Yeah, it works fine for the mobs in the beginning ,
i usually just tab over and manually engage for their attacks on the archers and proceed as normal
Richter, I posted similar above..the archers and the goofy Rallosian that keeps running up are not on the extended target, so only the tank attacks him and the rest of the group has no idea. This happens every time for the 4 archers, and very very seldomly for the hunters. Every other mob no issue. I tend to think its the mission/zone/expansion DBG issue. To easily solve it, just use an Assist key on your tank, upon aggroing each archer. I have to mash the assist a few times, as the rest of the team do not all engage with one ASSIST. its odd. I bet, Goldenfrog is addding in something to do exactly that in the next version.
 
Richter, I posted similar above..the archers and the goofy Rallosian that keeps running up are not on the extended target, so only the tank attacks him and the rest of the group has no idea. This happens every time for the 4 archers, and very very seldomly for the hunters. Every other mob no issue. I tend to think its the mission/zone/expansion DBG issue. To easily solve it, just use an Assist key on your tank, upon aggroing each archer. I have to mash the assist a few times, as the rest of the team do not all engage with one ASSIST. its odd. I bet, Goldenfrog is addding in something to do exactly that in the next version.
my bad, i didn't see your post but i totally forgot about using /assist lol thanks
either way this script is amazing regardless, i don't mind pressing a button here and there
 
From what I've seen the difference between hex/warlock and archers is that in the beginning you have the other 2 mobs that the npc group is fighting on your xtar. If xtar is empty is where the problem is. Same with the other mission.
 
Doubling down on the ETW thing. I noticed the CWTN plugins don't assist the MA if there is no "agro" as any agro traditionally has appeared on XTarget... also CWTN blocks burnnow if ETW is empty. The LS expansion has several cases where mobs don't show up on ETW, or delay appearing on ETW even when the MT/MA is manually attacking it. Whats a good workaround for this? Perhaps vorpal mode for the non-tanks could be leveraged? Not sure if it will also be throttled by ETW or not.... fyi Vorpal mode is not a tanking mode.
 
Vorpal is not a tanking mode? /jk

I'm curious if there was a change because initially CWTN *seemed* to assist the main tank on archers. It's how the script worked for everyone initially.

With that said, I've added a group /target & /attack on and that's working. I do want one more test run before pushing.
 
If the tank has something not on ETW targeted, but *anything* else is on ETW, they should assist and attack. So if the group has agro on Kar, or a panther, or anything, I bet the archers will work.
 
hi @GoldenFrog ,
Wanted to give you some feedback. I ran 1.5 today and just did the entire thing hands off. Archers were dusted off effortlessly. Great improvement. Thank you for your efforts. I think DBG needs to fix things..that's where the issue lies. But it was great to see it all run through.
 
hi @GoldenFrog ,
Wanted to give you some feedback. I ran 1.5 today and just did the entire thing hands off. Archers were dusted off effortlessly. Great improvement. Thank you for your efforts. I think DBG needs to fix things..that's where the issue lies. But it was great to see it all run through.
That's excellent to hear. Thank you.

And at least once you no longer need that /ach - turn "archers=false" and even easier.
 
Just to double confirm, it is the first person to zone in that gets the achievement for archers? No other mechanic?
 
Just to double confirm, it is the first person to zone in that gets the achievement for archers? No other mechanic?
The mechanic of avoiding the AE is required (aided by killing the archers)

But the result of following that mechanic will only apply to the first that zones in. Bug that they haven't fixed yet.
 
Release LS Final Fugue AutomationScript

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