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MQ2Eskay

Plugin - MQ2Eskay (2 Viewers) 3.1.52471.11

"you can do the /shd resetcamp to recreate a camp where you are located"

Thanks! That was what I was looking for. He is targeting nearby mobs and pulling back happily now. Ty.
 
"you can do the /shd resetcamp to recreate a camp where you are located"

Thanks! That was what I was looking for. He is targeting nearby mobs and pulling back happily now. Ty.
super duper welcome!
 
i started using mq2berserker and mq2eskay about a week ago berserker works pretty good so far and EsKay for the most part but with eskay i am having a few issues for example if i have it on tank or sic tank when the puller (a human played bard usually ) brings back a mob and uses fading memories to drop agro there is a delay from the time the sk takes agro off the puller witch leads to the pullers death on ocasion , when i ussed KA tank it would pull the mob or mobs off the bard pretty much instantly . Another issuie is if the puller brings mobs from behind sometimes the sk wont even react and just lets the bard die. And sometimes when its more then 1 mob the sk ends up tanking 1 mob with its back to the other mobs witch causes the SK to take allot more damage,

is there a way i can set the sk to tag with terror spells instead of running to the mobs when they enter the camp circle ? i want the sk to stay in the center of the camp , it seems like with the SK set to tank and the zerkers set to assist the sk runs to the front of the camp circle on the map then the zerkers meet him there instead of just staying in the center, for example in The Grounds there is a tunnel and i set camp in the middle of the tunnel by the 4th mob every one is almost outside of the tunnel. I have been setting camp radious to around 5 or 10 but it would be nice if i could set the camp radius larger but not have him run to the mob at the outer ring of the camp .

and is it posible to get pullertank to only get 1 or 2 mob pulls ?
 
I would personally set the campradius to around 35, a small radius like 5 or 10 means he wont engage mobs as the come into the camp, if they outside his camp radius, that is what you are experiencing when your bard is pulling mobs.

and then set CampOverlapBuffer to 30-35 too.

/shd CampRadius 35
/shd CampOverlapBuffer 30

These two allows him to pull mobs of group members fairly quickly as they come into camp, when he is in tank mode or sic tank mode.

Then i would place the team behind, about 10 steps behind, and have their CampRadius at 60, or meleedistance in kiss/ma, this ensures that the mob has to pass through him to get to them and he will grab it too, but also ensures that if he charges out 25 to get to a mob that's incoming he and the mob is still within reach of the team.

Always make sure your bard puller pulls through him and stop behind him a distance, like 15 steps behind him, that helps an automated tank but also a player tank to have time to move into position and gain aggro

Positioning the sk so he dont take damage from mobs behind him, is really up to you to manhandle that, remember you aren't playing afk right? :P

I believe he will aggro spells to gain aggro if the mob is not on him, and when its coming into camp its not on him, so he would use whatever skill or spell CWTN/Sic decided he should gain aggro with or start out with.
 
You also want to tag your bard as puller then it will ignore the overlap buffer, otherwise your sk will think your bard needs help, and use the overlap buffer plus the camp radius

But yes, adjust your camp radius, that is why sometimes hes not doing anything, he does noy have a mob in his camp radius to do anything and you are fading mobs off xtarget.

No, there is no split pulling.

A camp radius or 5 or 10 is unreliable because mobs could punch you or your tem from outside that and you would just take it.

If there is a mob at your back, adjust your tank. There is no automagical repositioning if a mob is behind you, and would likely be a mess if we tried and you had 5 mobs on you

The sk uses the terror line to pull in the mid lvls, but higher lvls we use the impose line. We eant to save terror for if you lose aggro, and impose gives other goodness.

Have you considered using pullertank mode on your sk
 
Is there a way to turn the use of Harm Touch, except for Manual use? It HT's named even when I have BurnAllNamed=false. I would prefer to keep my HT for times I actually want to use it.
 
Is there a way to turn the use of Harm Touch, except for Manual use? It HT's named even when I have BurnAllNamed=false. I would prefer to keep my HT for times I actually want to use it.
we only do burn abilities if you have met your burn conditions - so burnallnamed and it is a named, burnalways = full time, a burnnow was issued, or the amount of mobs on your xtarget meet or exceed your burncount

so you will want to adjust your burncount to a large number like 99, if you don't want to do your burn routine stuff based on your amount of mobs you're fighting
 
Thanks for the responses guys its going ohkay ... I am trying puller tank but my group is not strong enough to handle 3 and 4 pulls so it can end up getting me in trouble some times so i messed around with it in HoT zone in in that yard when the zone was empty ( not easy on FV ) , but about to play with real bard puller we will see how it goes
 
Does the kissassist version of ignore mobs work on this? Do I need to create an ignore mobs list somewhere else?
 
you can add things to ignore in game. target what you want to ignore and type /shd ignore

The file is Pullignores.ini located in the release directory of MQ2. It's used for all of the CWTN plugins.

I'm not sure what KA uses, but it's not the file that my plugins use.
 
Does the kissassist version of ignore mobs work on this? Do I need to create an ignore mobs list somewhere else?
the cwtn plugins use pullignores.ini file

you can add mobs with /shd ignore as listed in the Commands Page and I believe i go over it in the MQ2Eskay Video

/shd Ignore - adds your target to the pullignores.ini file in your release folder - will skip this mob in the pull routine.
/shd Unignore - removes your target or typed name from your pullignores.ini file in your release folder.
/shd ShowIgnore - Outputs a list of NPC's being ignored. May show the previous zone if you haven't gone into puller mode in your current zone.
 
the cwtn plugins use pullignores.ini file

you can add mobs with /shd ignore as listed in the Commands Page and I believe i go over it in the MQ2Eskay Video

/shd Ignore - adds your target to the pullignores.ini file in your release folder - will skip this mob in the pull routine.
/shd Unignore - removes your target or typed name from your pullignores.ini file in your release folder.
/shd ShowIgnore - Outputs a list of NPC's being ignored. May show the previous zone if you haven't gone into puller mode in your current zone.
 
Ohhhhhhhhhhhj can they be added to the option selection screen? I am loved above all!
No, I'm sorry - we have absolutely no intention of adding those. as said previously you will need to use those manually.
 
maybe a dumb question, probably asked many times before, but ive just bought this and downloaded it. its the first plugin ive bought. where do i extract the files to to be able to use it please?
 
maybe a dumb question, probably asked many times before, but ive just bought this and downloaded it. its the first plugin ive bought. where do i extract the files to to be able to use it please?
howdy Sungazer,

Just run your VV patcher - you will have a plugins tab on that you can check the launcher downloaded

1595178924173.png
 
howdy Sungazer,

Just run your VV patcher - you will have a plugins tab on that you can check the launcher downloaded

Probably been answered, but if we aren't using VV, can we just compile the include into our version and run it there.

More specifically, is VV required to use the CWTN MQ2$class plugins?
 
I think there should be some logic that if a target is immune to snare, it should stop trying for that mob. Makes it spammy.

And for stuns on a paladin, i would think the same thing would apply. (unless that stun is part of a dd maybe)
 
I think there should be some logic that if a target is immune to snare, it should stop trying for that mob. Makes it spammy.

And for stuns on a paladin, i would think the same thing would apply. (unless that stun is part of a dd maybe)
this is "on the list" but not something that is sorted out yet, its mentioned a few times in the thread.

From the FAQ:


Q. It spams snare.
A. As mentioned in the video, we don't have logic to handle immunities yet, but you can always just click off using AA Snare.
 
Probably been answered, but if we aren't using VV, can we just compile the include into our version and run it there.

More specifically, is VV required to use the CWTN MQ2$class plugins?
you can not compile the cwtn class plugins yourself - depending on a couple of things like when mq2main was built, it might run, but there is absolutely zero support, but if you're asking if you self compile for the test server, and then toss in the cwtn test build - its possible
 
I am using this for an SK I am levelling and once i hit level 60 it no longer uses spells to pull. It walks right up to them to melee. How do i change this?

restarted computer and relogged in seem to fix it.
 
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I am using this for an SK I am levelling and once i hit level 60 it no longer uses spells to pull. It walks right up to them to melee. How do i change this?

restarted computer and relogged in seem to fix it.
0 to 32 we use lifetap, from 33 to 71 we use the terror line to pull, and 72+ we use the Power line.
it sounds like you don't have the spell memorized, which likely means you're in byos mode? when you start the plugin it will say "PullAbility" and then say what that pull ability is - if you want it to use the pull ability, then it needs to be memorized
 
Is there a command to toggle Autotaunt on/off?
No. It is based on if u are set as main tank in your group window, or in a tank mode.

So if u dont want to do tank stuff like taunt, dont be assigned as main tank in group window, and dont be in a tank mode
 
1595423975372.png

Problem with SK(running MQ2Eskay) pulling mobs inside arc.

Radius set to 1000
PullArc set to about 300
zRadius set to 500
Mode set to PullerTank
SK set to MA/MT
Ignore list is empty. Nothing set on ignore.

Problem: SK will literally run all the way to very edge of circle toward north or south to grab something, but completely ignore the mammoths that are literally like 40yd away. This is at the "Coldears" camp in EW, but it does exact same thing in GD at the Longshanks/Raid Leader camp. He'll totally run to edge of radius to get something and ignore giants or forgottens that are 40-50yd away.

I'm at a loss and it's frustrating.
 
Reset your mode to Manual and then set it again to PullerTank. If it still not working, you'll prolly have to rebuild your meshes for the zones.
MeshGenerator is in the release folder.
 
hey guys, bit of a general query here. ive recently started using MQ2, and its going pretty good. im using MQ2eskay on my SK, and KA on my bard and shaman, and they are rocking, killing stuff for shits and gigs on thier own wihout much or any input from me.

the issue im having is setting a camp where i want it to be, rather than where it seems to set up at the start. how do i get my SK to change his pull to spot to where i want it to be please?

cheers.
 
do a /shd resetcamp to set up a new camp.
ie once you do that, that will reset your new camp location to this place, and if you are using puller mode it will pull to the new place.

or another way to do it. use manual mode to go where you want your camp to be and once you find the perfect place, switch to puller mode
 
/shd debugpull on

should output why it skips a spawn as a valid target to pull.

You don't want to leave that on very long, it gets pretty spammy. Once you sort out the issue /shd debugpull off

WriteChatf function means to write to the MQ2 window. So to be clear it will go to the MQ2 Window, not the Sk's class plugin window. Below is some examples of reasons it would output that it is skipping a spawn.

1595453728801.png
 
so ive been having issues with my tank not pulling mobs that arent on ignore list. i just tried debugpull on and it gave me a wall of very fast scrolling text. i had to relog
 
so ive been having issues with my tank not pulling mobs that arent on ignore list. i just tried debugpull on and it gave me a wall of very fast scrolling text. i had to relog
it will output it really quickly - you need to toggle it on and then toggle it off. it will spit out every mob.

likely if its not ignore it is either outside of your radius (either radius or zradius, or it is in an area it can't pull to - like a bad, broken, or missing mesh) - or you are near other players.

toggle that debug on and off quickly and you'll see a spit out of the reasons
 
Just came by to say....holy crap...

Watched a couple vids a few days ago, decided that I'd pick up Eskay and Monk at the same time. Got everything loaded, moved out to where I wanted to be to test it out and set up the SK as tank, monk as Puller Assist, everyone else running IHC and they all sat there and started at each other for a few seconds. I switched over to the monk and had him hit something and then all hell broke loose...

<hours later, me just watching the screen>
Guildie tells guild "what you up to?"
/gu watching EskayTV
Guild tells guild "what?"
/gu dude...
 
I run 100% off my plugins. Berzerkers flying through the air, enchanter mezzing mobs as they enter camp, eskay grabbing spawns with hates attraction, beastlord pumping out nukes, cleric meleeing while also healing, spell effects are a serious concern.

All hell breaking lose is exactly how it should be responsiveness wise. If hell breaks lose a little bit at a time then we need to do better. But if ALL hell breaks lose, I think we're onto something ;)
 
Plugin - MQ2Eskay

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