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MQ2Grind

Release MQ2Grind 3.1.52471.11

i got a problem with tank not auto attacking.. tried to remove grind.ini and made a new setup, but it still doesn't attack some mobs (nor uses the shd petition of power to pull - slot 9)
i didn't have any problem with the last version of the plugin though
special thing: on 9/65 toon moves past mob and doesnt agro at all (heroes are forged)

Reading the 9.65.txt seems like you had aggro, killed a mob, looted, then another mob, looted, then moved to location 10. If during this a mob was left alive that means it was not able to be targeted with Line of Sight checking or it was in an marked as intentionally ignore.

Reviewing your MQ2Grind.ini - I see no issues.

I have to assume when you say it doesn't attack some mobs, that really means that you aren't targeting and pulling every single mob while you go through the route. Is that correct or are you targeting a mob and looking at it for a while without attacking?
 
Reading the 9.65.txt seems like you had aggro, killed a mob, looted, then another mob, looted, then moved to location 10. If during this a mob was left alive that means it was not able to be targeted with Line of Sight checking or it was in an marked as intentionally ignore.

Reviewing your MQ2Grind.ini - I see no issues.

I have to assume when you say it doesn't attack some mobs, that really means that you aren't targeting and pulling every single mob while you go through the route. Is that correct or are you targeting a mob and looking at it for a while without attacking?
it moves to loc 9/65 for example, past the mob and doesn't attack the mob afterwards. how can i autoattack turn on? (cause it is pretty strange, as the mob is for sure in agro range of sic-tank mode
 
it moves to loc 9/65 for example, past the mob and doesn't attack the mob afterwards. how can i autoattack turn on? (cause it is pretty strange, as the mob is for sure in agro range of sic-tank mode
You are assuming that eq and MQ believe you have line of sight. Am i understanding that you are concerned about missing 1 mob?
 
You are assuming that eq and MQ believe you have line of sight. Am i understanding that you are concerned about missing 1 mob?
the toon is standing near the mob, but dosen't attack - if i change manually the settings from sic-tank to chase those mobs are hit, but will miss others further on... very strange thing (never had those things before the last plugin-update)
 
the toon is standing near the mob, but dosen't attack - if i change manually the settings from sic-tank to chase those mobs are hit, but will miss others further on... very strange thing (never had those things before the last plugin-update)

10:15am ET: I think I now understand this scenario. I'm looking at how to resolve this problem.
 
i just restartet the pc and removed grind.ini and made a whole new setup (including the needed mesh): now i got an error: get2loc early exit due to a problem at 9/65)

and one other thing too: the driver keeps the quest giver in the target driving through the zone (that's not so good i guess)

edit: after first run ended at 9/65. next one doesn't attack at 9/65, 15/65, 20/65, 26/65 so far - always when the toon gets to close to the mob it seems
 
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Regarding the new issue of not attacking, I'm currently testing a fix.

No further reports about this are needed.

UPDATE:
Rebuilding RG VV Live and Test now with the fix, usually this takes ~ 30 minutes or so to complete the full process.
 
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Anyone have problems where their casters won't move all the way to the next location, thereby leaving them around corners or out of range to assist? Specifically having this problem with my necro & Mage.

edit: I'm in Shei Vinitras and it's happening on a few of the locations, but semi-consistently right on the first corner.
 
Anyone have problems where their casters won't move all the way to the next location, thereby leaving them around corners or out of range to assist? Specifically having this problem with my necro & Mage.

edit: I'm in Shei Vinitras and it's happening on a few of the locations, but semi-consistently right on the first corner.
Have you tried tightening up your chase distance? (The downside to this is they're more likely to take a couple of whacks before the tank gets aggro.)
 
Have you tried tightening up your chase distance? (The downside to this is they're more likely to take a couple of whacks before the tank gets aggro.)
Yeah i've tried adjusting that and the tank pull distances. They just kind of stop mid-way through the navigation.
 
Yeah i've tried adjusting that and the tank pull distances. They just kind of stop mid-way through the navigation.

Tank Pull Distance is the marker between using GTPullDistCmd and LTPullDistCmd. I don't know why you use that to help casters navigate.

Grind instructs the navigation of everyone but the tank to stop short (20 units). I suspect though that this isn't a navigational issue and is possibly a configuration issue of the caster toons and or the definition of groupGap.

Zero:
Check that your caster classes are correctly configured in the Class configuration.
or feel free to send me your MQ2Grind.ini file and let me know how each class is managed.
 
Wanted to report that the auto-kick/restart timer is working great. I watched it work 5 times in the HaF grind mission today. Thanks for the upgrade.
 
So I've been leveling up a new group and I'm noticing some changes in great divide from about a year ago when I last did this. The mobs are getting stuck in the geometry occasionally. The feature to end grind takes place after I adjust and kill the mob but it might be nice if there was a timer even while engaged.

Not a huge issue but just noticing the change.
 
Tank Pull Distance is the marker between using GTPullDistCmd and LTPullDistCmd. I don't know why you use that to help casters navigate.

Grind instructs the navigation of everyone but the tank to stop short (20 units). I suspect though that this isn't a navigational issue and is possibly a configuration issue of the caster toons and or the definition of groupGap.

Zero:
Check that your caster classes are correctly configured in the Class configuration.
or feel free to send me your MQ2Grind.ini file and let me know how each class is managed.
shrank the pull distance to prevent warrior from running to the mob, and rather pull the mob to the warrior, so that if the casters decided to stop running the warrior wouldn't be out of range, as that has been a common problem at the default 100 units for me.

I've played with the navgap setting playing with 10 and 30 to see if that improves. But paying more attention to it, something stops the nav for the casters mid-nav, i suspect something about their INI's trying to cast a buff or summon something. When i have time, I'll play with the staging timeout to see if it's possible they're not getting enough time to buff and that's what's interrupting the nav. I'll keep tinkering and see if i find anything more conclusive.
 
So I've been leveling up a new group and I'm noticing some changes in great divide from about a year ago when I last did this. The mobs are getting stuck in the geometry occasionally. The feature to end grind takes place after I adjust and kill the mob but it might be nice if there was a timer even while engaged.

Not a huge issue but just noticing the change.
this is a EQ bug (feature) since LS went live and they started to monkey with the graphics engine :(
 
this is a EQ bug (feature) since LS went live and they started to monkey with the graphics engine :(

somehow none of that surprised me. Would be great if we could have the end task function work even in combat. Had one fight go 30 minutes 😆
 
I think it's about time to pull the trigger and buy Grind. Everyone has it and nobody has anything bad to say about it. Which is really cool. I just have to handle some guild business and grab a couple of Xpacs.
 
I think it's about time to pull the trigger and buy Grind. Everyone has it and nobody has anything bad to say about it. Which is really cool. I just have to handle some guild business and grab a couple of Xpacs.
It's definitely worth it, and hyteik has always been active and helpful since I've purchased it. Great part about it is once you'd max (an if you don't do alts like me) u can keep it going to farm plat!
 
I think it's about time to pull the trigger and buy Grind. Everyone has it and nobody has anything bad to say about it. Which is really cool. I just have to handle some guild business and grab a couple of Xpacs.

Honestly I don’t have the patience to play the game without grind anymore, especially with kids, I would have never been able to level up my new crew and get them max aa. Without the high quality product of this and cwtn plugins, I would have likely quit.
 
shrank the pull distance to prevent warrior from running to the mob, and rather pull the mob to the warrior, so that if the casters decided to stop running the warrior wouldn't be out of range, as that has been a common problem at the default 100 units for me.

I've played with the navgap setting playing with 10 and 30 to see if that improves. But paying more attention to it, something stops the nav for the casters mid-nav, i suspect something about their INI's trying to cast a buff or summon something. When i have time, I'll play with the staging timeout to see if it's possible they're not getting enough time to buff and that's what's interrupting the nav. I'll keep tinkering and see if i find anything more conclusive.
Hey so following up as promised, apologies for being slow in responses have a newborn at home so tinkering with settings has been low on prio. MQ2Grind has been a life saver with the newborn btw. I've historically exclusively watched from the warriors point of view, but recently have been intentionally watching from the caster's point of view while starting up to see if I could target the issue. The mage and necro would stop nav between points typically locations #1 and #2 to cast buffs or summon pets. Pre-loading KA before starting the grind and making sure the mage is done with pet toys, buffs, necro pet is summoned, etc has resolved the stopping mid-nav issue for me, I've also extended the staging time for repeat runs to be safe.

For anyone else running a 1 tank + 5 casters crew, shrinking the navgap to the smallest setting, and also setting the pull threshold to be super tight has largely eliminated any gapping or distance issues and seems to work a lot better for me in GD mission & Shei. Obviously, there's an argument to be made about the kiss ini settings and caster assist distances too being at fault, but for missions like shei and the number of pats, having the group tight helps the enc with quick meses and warrior with grabbing secondary pulls.

tl;dr; Should have spent more time reading the FAQ and all of the configurable issues. (props to sic, I ended up listening to his youtube overview in the background and realized I was missing settings)


Unrelated random Mage tidbit: If you suddenly think you're going crazy because your previously working mage suddenly broke into an infinite loop with mod rods, check to see if you have aa autospend turned on while grinding and watch out for it purchasing the upgrade to the mod rod AA. Just about lost my mind there for a minute haha.
 
Hey attempting to leave a review for a plugin and I get this error:
"Oops! We ran into some problems.
You can only rate a resource version that you have downloaded."

Checked download history, and see it listed there, unsure if I'm missing something obvious, but wanted to raise it here.
1710352898057.png


Thanks,
Zero
 
Hey attempting to leave a review for a plugin and I get this error:
"Oops! We ran into some problems.
You can only rate a resource version that you have downloaded."

Checked download history, and see it listed there, unsure if I'm missing something obvious, but wanted to raise it here.
View attachment 58834


Thanks,
Zero
are you patched, did you download the latest version, 2364? you should be able to leave a review for it under the 2364
 
Does Grind work with RGMercs Lua or do we need to use the Macro ver or KA
It works with anything you use for automation. You just have to configure it to your play style.

There are defaults for both rgmerc versions in the user interface. Morisato defined the macro brain and Derple shared the configuration for the Lua version. I hope that this helps.
 
Hello everyone,
i m quite new to the mq2grind stuff and ran into a "problem" lately i couldnt figure out yet.

Sometimes, probably cause of another "tool" (probably kissassist), my driver (SK) looses focus (target) of the named for the instance start (GMM) because the driver took someone else into focus (target).
Than the driver says "ready" but well, wrong target, no effect. :-/

Any tipps how to improve this, so it runs more smoothly?
 
Hello everyone,
i m quite new to the mq2grind stuff and ran into a "problem" lately i couldnt figure out yet.

Sometimes, probably cause of another "tool" (probably kissassist), my driver (SK) looses focus (target) of the named for the instance start (GMM) because the driver took someone else into focus (target).
Than the driver says "ready" but well, wrong target, no effect. :-/

Any tipps how to improve this, so it runs more smoothly?
dont go around targeting other stuff when grind is on?
 
Hello everyone,
i m quite new to the mq2grind stuff and ran into a "problem" lately i couldnt figure out yet.

Sometimes, probably cause of another "tool" (probably kissassist), my driver (SK) looses focus (target) of the named for the instance start (GMM) because the driver took someone else into focus (target).
Than the driver says "ready" but well, wrong target, no effect. :-/

Any tipps how to improve this, so it runs more smoothly?
This sounds like you have not configured the class configuration for your SHD and only configured the tank configurration.
 
This sounds like you have not configured the class configuration for your SHD and only configured the tank configurration.
Thx a bunch! Haven't configured the class section ... thought it wouldnt be necessary, as he was the tank! :-)

I ll check if it works now without a hitch! :-)

Thx a lot!
 
I had a bit of a spamming incident (looks like about 30 retries before i caught it). Cleric crashed on zone and hung the script up.

(It was an MQ crash which i think leaves the toon live in zone until you click the popup which kills the EQ instance.)
 

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Is there to set if I just want to do two runs in an instance? or If i just want to run for 2 hours?

There is a built-in option to be the last run, which will not recycle once complete and run the `lastRunCmd` which you define in the UI. There's no other built-in option at the moment as you have described.
 
I had a situation where my team was unable to get into an instance at a door in LS and just sat there until the mission timed out. Can you add another check to your new "stuck" timer to see if the team does not zone in within a particular time and recycle the mission in an attempt to kick-start things?
 
I had a situation where my team was unable to get into an instance at a door in LS and just sat there until the mission timed out. Can you add another check to your new "stuck" timer to see if the team does not zone in within a particular time and recycle the mission in an attempt to kick-start things?

This is a first. While I can ... I'm very curious why you were unable to get into the instance.
 
This is a first. While I can ... I'm very curious why you were unable to get into the instance.

When I had the original wired420 mesh for inn, the loc was too high off the floor to zone into forge without increasing nav search extents. (probably you had levi on when you took it?) I added a walkable area in front of that door to fix it on mine.
 
When I had the original wired420 mesh for inn, the loc was too high off the floor to zone into forge without increasing nav search extents. (probably you had levi on when you took it?) I added a walkable area in front of that door to fix it on mine.
Are you answering for them because you know their issue?
 
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