• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
MQ2Grind

Release MQ2Grind (1 Viewer) 3.1.52471.11

kissassist is the automation I used but the first couple of hits brought my pally to the ground where he had the armor that was given to him by game.
I had a full group. Pally, sk, war, cleric, sham, bard, all lvl 100 - 103

Would you mind sending me your MQ2Grind.ini file? I'll send you a message now so you can reply easier.
 
sorry its 90 - 100.. Grandois consigned
I understand now what you meant by "scales". While MQ2Grind is effectively a tour guide, it doesn't change any of your group members stats or abilities; rather MQ2Grind relies on your combat assist utilities. If your group in current gear and automation configuration is suffering, you may want to re-evaluate your heal points on your combat tool configuration and or look into augmenting some gear.

By chance are your toons Gold or Silver?
 
Well can you make the /Gind work in another zone so I can get xp with it. I would think the more zones it has to use the nore likely people will want to use it.... I seen another post someone else was also talking about the same problem I have with there group of 100s
 
Well can you make the /Gind work in another zone so I can get xp with it. I would think the more zones it has to use the nore likely people will want to use it.... I seen another post someone else was also talking about the same problem I have with there group of 100s

I'm not sure if you might have missed this:

1702048125096.png

MQ2Grind supports a variety of zones. Ability to survive the instance is not MQ2Grind to do, it's up to your toon(s), toons gear, and well configured automation tools.

For those interested, there are a few additional instances that I'm adding:
* Laurion's Song: Heroes Are Forged (in testing)
* Laurion's Song: Final Fugue (currently in development)
* Brells Rest: Don't Fear the Destroyer (to be developed)

I'm always willing to review the inclusion of any instance, if you feel that there is something you'd like me to review, feel free to send it my way, but include a URL which works so I don't have to research it myself.
 
I'm not sure if you might have missed this:

View attachment 54259

MQ2Grind supports a variety of zones. Ability to survive the instance is not MQ2Grind to do, it's up to your toon(s), toons gear, and well configured automation tools.

For those interested, there are a few additional instances that I'm adding:
* Laurion's Song: Heroes Are Forged (in testing)
* Laurion's Song: Final Fugue (currently in development)
* Brells Rest: Don't Fear the Destroyer (to be developed)

I'm always willing to review the inclusion of any instance, if you feel that there is something you'd like me to review, feel free to send it my way, but include a URL which works so I don't have to research it myself.
*raises hand to volunteer for testing*
 
My out of group and different-computered Zerker is getting spammed with this during the other group's grind session. Can a check be added to only send it to the in-group zerkers?
View attachment 48943
this is still occurring. The check should really only send to berserkers in that specific grind instance.
 
hytiek updated MQ2Grind with a new update entry:

TLP Support added and a few other things

12/14/2023
---
Added
- Underfoot instance flipping of Don't Fear The Destroyer instance (Brell's Rest)
- Introduced stagingCmd - this is found under General -> Basic settings (purpose: define command to be run at the staging location, like LOTD)
- Introduced a new UI panel for Session-based Configuration

Fixed
- SafeMode settings
- Only display instance detail which relate to what Expansions you have access to
- Stopped instructing all out of group BER to stop disc during tether scenario

Read the rest of this update entry...
 
UF flipping working flawlessly. I am using the Lua Event manager and the condition event I saw from a_moss_snake on page 30 here.
Getting 70-80kills per hour and no issues at long stretches.
Running sk, shaman, druid, beastlord, mage with CWTN plugins and kiss for my Bard.
SK is sporting a lot of raid gear rest of group is mostly group gear minus the beast and bard having older raid expac weapons.
 
UF flipping working flawlessly. I am using the LUA Event manager and the condition event I saw from a_moss_snake on page 30 here.
Getting 70-80kills per hour and no issues at long stretches.
Running sk, shaman, druid, beastlord, mage with CWTN plugins and kiss for my Bard.
SK is sporting a lot of raid gear rest of group is mostly group gear minus the beast and bard having older raid expac weapons.

Thank you for the feedback! For others it might help if you share what level(s) you're running through ?
 
All toons 85 with most of the new spells which are powerful increases. Dire lifetap, double heal nukes for dru/shaman, ae mez for bard.
I would think fresh heroics should be able to do this mission getting the tasks would help you gauge if you can do the mission or not.
I would think you would need 2 healers if you ran a shaman or a druid at 85 with a group geared tank since their toolkits are lacking at these levels but being on live might differ.
I expect a enchanter locks down the couple of multi-pulls you get faster than a bard as well.
 
UF flipping working flawlessly. I am using the LUA Event manager and the condition event I saw from a_moss_snake on page 30 here.
Getting 70-80kills per hour and no issues at long stretches.
Running sk, shaman, druid, beastlord, mage with CWTN plugins and kiss for my Bard.
SK is sporting a lot of raid gear rest of group is mostly group gear minus the beast and bard having older raid expac weapons.

I made a small update, to cater for class specific mana levels. Might want to check it out :)
 
I dont know if this has been changed since creation, but i didnt have to do anything to the ini for it to work great

my team is
mage
mage
chanter
wizard
cleric
SK

they were all around 112( except mage 1 who was 120) took them to fortress mechanicas

went to the npc and typed /grind start

and boom off they went

let them to it,.but came back a few times, the only time i had any issues, was if a party member died ( happened a couple of times) the group seems to then stop and wait for interaction rather than the cleric auto rezzing

exp is slow there at that level, but it goes by left it over night, and they all ( except mage 1) have gained 2 levels

I am playing on Test, and mage 1 is the only one with expansions to allow lvl 120 (i may buy Laurels song for them all after christmas is over, but at what £30 each, its a fair wack of money)
 
There isn't a grind in Fortress Mech.
sorry your right, i meant gnome memorial mountain ( check the time of the post, I couldnt sleep)

Is there a setting to limit the level of the grind before stopping

( can do it manually easily enough but) I plan to buy the latest expansion ( i think) so I would want the grind to level upto 121 but stop, so i can explore then new content at a the correct level

im sure i would be able to monitor every few hours and stop at the appropriate time manually but is there a setting to do that?
 
sorry your right, i meant gnome memorial mountain ( check the time of the post, I couldnt sleep)

Is there a setting to limit the level of the grind before stopping

( can do it manually easily enough but) I plan to buy the latest expansion ( i think) so I would want the grind to level upto 121 but stop, so i can explore then new content at a the correct level

im sure i would be able to monitor every few hours and stop at the appropriate time manually but is there a setting to do that?

Hey there bolerus

At this time there is not such a setting, sorry.
 
I'm not sure if this belongs here or in general. Is there anything for a oh crap our healer is dead situation? Something that will drop a group member to allow a healer merc in to res then drop the merc and re invite the one who dropped ?
 
Nice of you to Add in some TLP stuff for the people who play there. @hytiek is there any intent to Add in Heros are forged missions to MQ2 grind or Final Fuge?
 
Is there any loot to be had using this program?
Depends on what kind of loot your after, running the grind you get the TS drops from said mobs in said zone, they stack up pretty quick, but other than that, its literally just a grind program (maps out a route, you run it, kill stuff, drop quest, get quest, repeat)
 
Depends on what kind of loot your after, running the grind you get the TS drops from said mobs in said zone, they stack up pretty quick, but other than that, its literally just a grind program (maps out a route, you run it, kill stuff, drop quest, get quest, repeat)
Thank you
 
I'm not sure if this belongs here or in general. Is there anything for a oh crap our healer is dead situation? Something that will drop a group member to allow a healer merc in to res then drop the merc and re invite the one who dropped ?

MQ2Grind does not perform such decisions and spawning of a merc-healer. Neat idea but very situational. The best way to handle that would be to be at the keys to help your group recover in a custom way.

I'm curious why your healer would die first though. It leads me to remind folks to:
  • disable selos while grinding - selos will over run all locations and boundaries set up for group safety
  • have your tank aoe counts set correct
  • have your configuration for tank automation (cwtn/rgmercs/ka/ma/etc) to have ae aggro ready for aoe counts
 
Nice of you to Add in some TLP stuff for the people who play there. @hytiek is there any intent to Add in Heros are forged missions to MQ2 grind or Final Fuge?

Thanks Birdman!

The short story is yes:

1702803344041.png

The longer and more transparent answer:
  • Underfoot:
    • I ran into an unforeseen issue between MQ2Grind and the CWTN plugin suite. Thankfully CWTN and Sic were kind enough to enrich the data which their plugin(s) made available so that I could use that data within Grind to better make decisions on when to pull and or move in order to not conflict. The TL; DR: MQ2<Class> wanted to buff a group member / pet and Grind would steal the targeting mid-process creating a problem. This only became visible in lower levels as later levels were group spells and not individual target based.
  • Laurion Song
    • Multiple mission givers in the same vacinity
      • In past expansions the quest givers were static so I could navigate to them or near them. In LS this changed and now the quest givers not only move but get real close. This has created a problem in the ability to get the quest desired but also force additional changes to the core engine. Which then required lots of testing to ensure everything continued to work as normal.
    • Quest givers walking around
      • While this isn't a terrible thing and thankfully they respond within 100 units (whereas previous expansions were < 50 units) it has created a complexity in the approach in getting the quest to flip and recycling. While it seems easy to just navigate to one or the other and say a key phrase, I ran into some questions and concerns:
        • 1) How will the user decide which quest to do?
          • Proximity: the user could initially be close to the NPC and start Grind; then recycling the instance could just re-use this initial information.
          • Pre-targeting: the user could target the quest NPC and start Grind
          • Automated: the user could instruct Grind to which quest it wants such as: `/grind start ff` or `/grind start 1`
          • Why not provide an option to randomly select which to do and make it harder to detect?
        • 2) How can I protect the user as best as possible from looking so obvious?
          • As mentioned above, adding randomness might help
          • Further option(s) to designate a member of the group which will go get the quest (including a random-selection option)
    • Change of entry to instance
      • This isn't that bad and I actually like the idea of the door entry. It's easy enough to handle. It has changed core functionality in MQ2Grind though.
      • Running group to doors, yay... more change of getting stuck somewhere.
    • Pathing of roaming mobs has made mapping out the zones take much longer as each roaming mob had to be reviewed and extra locations to route to had to be taken into consideration to make certain that we don't get stuck on a sticky tree.
  • General things which is creating time delays
    • During the testing and development a few bugs were found and had to be corrected
    • New things require new
      • User Interface / User Experience considerations
      • enhancements to internal state machine
      • lots of testing to ensure continuity and satisfaction

I hope that this transparency helps. I assure you, I want to be flipping these instances too.
 
Thanks Birdman!

The short story is yes:

View attachment 54648

The longer and more transparent answer:
  • Underfoot:
    • I ran into an unforeseen issue between MQ2Grind and the CWTN plugin suite. Thankfully CWTN and Sic were kind enough to enrich the data which their plugin(s) made available so that I could use that data within Grind to better make decisions on when to pull and or move in order to not conflict. The TL; DR: MQ2<Class> wanted to buff a group member / pet and Grind would steal the targeting mid-process creating a problem. This only became visible in lower levels as later levels were group spells and not individual target based.
  • Laurion Song
    • Multiple mission givers in the same vacinity
      • In past expansions the quest givers were static so I could navigate to them or near them. In LS this changed and now the quest givers not only move but get real close. This has created a problem in the ability to get the quest desired but also force additional changes to the core engine. Which then required lots of testing to ensure everything continued to work as normal.
    • Quest givers walking around
      • While this isn't a terrible thing and thankfully they respond within 100 units (whereas previous expansions were < 50 units) it has created a complexity in the approach in getting the quest to flip and recycling. While it seems easy to just navigate to one or the other and say a key phrase, I ran into some questions and concerns:
        • 1) How will the user decide which quest to do?
          • Proximity: the user could initially be close to the NPC and start Grind; then recycling the instance could just re-use this initial information.
          • Pre-targeting: the user could target the quest NPC and start Grind
          • Automated: the user could instruct Grind to which quest it wants such as: `/grind start ff` or `/grind start 1`
          • Why not provide an option to randomly select which to do and make it harder to detect?
        • 2) How can I protect the user as best as possible from looking so obvious?
          • As mentioned above, adding randomness might help
          • Further option(s) to designate a member of the group which will go get the quest (including a random-selection option)
    • Change of entry to instance
      • This isn't that bad and I actually like the idea of the door entry. It's easy enough to handle. It has changed core functionality in MQ2Grind though.
      • Running group to doors, yay... more change of getting stuck somewhere.
    • Pathing of roaming mobs has made mapping out the zones take much longer as each roaming mob had to be reviewed and extra locations to route to had to be taken into consideration to make certain that we don't get stuck on a sticky tree.
  • General things which is creating time delays
    • During the testing and development a few bugs were found and had to be corrected
    • New things require new
      • User Interface / User Experience considerations
      • enhancements to internal state machine
      • lots of testing to ensure continuity and satisfaction

I hope that this transparency helps. I assure you, I want to be flipping these instances too.
Amazing process and tremendous work. Thank you!
 
Thanks Birdman!

The short story is yes:

View attachment 54648

The longer and more transparent answer:
  • Underfoot:
    • I ran into an unforeseen issue between MQ2Grind and the CWTN plugin suite. Thankfully CWTN and Sic were kind enough to enrich the data which their plugin(s) made available so that I could use that data within Grind to better make decisions on when to pull and or move in order to not conflict. The TL; DR: MQ2<Class> wanted to buff a group member / pet and Grind would steal the targeting mid-process creating a problem. This only became visible in lower levels as later levels were group spells and not individual target based.
  • Laurion Song
    • Multiple mission givers in the same vacinity
      • In past expansions the quest givers were static so I could navigate to them or near them. In LS this changed and now the quest givers not only move but get real close. This has created a problem in the ability to get the quest desired but also force additional changes to the core engine. Which then required lots of testing to ensure everything continued to work as normal.
    • Quest givers walking around
      • While this isn't a terrible thing and thankfully they respond within 100 units (whereas previous expansions were < 50 units) it has created a complexity in the approach in getting the quest to flip and recycling. While it seems easy to just navigate to one or the other and say a key phrase, I ran into some questions and concerns:
        • 1) How will the user decide which quest to do?
          • Proximity: the user could initially be close to the NPC and start Grind; then recycling the instance could just re-use this initial information.
          • Pre-targeting: the user could target the quest NPC and start Grind
          • Automated: the user could instruct Grind to which quest it wants such as: `/grind start ff` or `/grind start 1`
          • Why not provide an option to randomly select which to do and make it harder to detect?
        • 2) How can I protect the user as best as possible from looking so obvious?
          • As mentioned above, adding randomness might help
          • Further option(s) to designate a member of the group which will go get the quest (including a random-selection option)
    • Change of entry to instance
      • This isn't that bad and I actually like the idea of the door entry. It's easy enough to handle. It has changed core functionality in MQ2Grind though.
      • Running group to doors, yay... more change of getting stuck somewhere.
    • Pathing of roaming mobs has made mapping out the zones take much longer as each roaming mob had to be reviewed and extra locations to route to had to be taken into consideration to make certain that we don't get stuck on a sticky tree.
  • General things which is creating time delays
    • During the testing and development a few bugs were found and had to be corrected
    • New things require new
      • User Interface / User Experience considerations
      • enhancements to internal state machine
      • lots of testing to ensure continuity and satisfaction

I hope that this transparency helps. I assure you, I want to be flipping these instances too.
Ooooh Does this mean a new release is just round the corner? :D excited
 
Perfect, Great news! I thought the heros forge one didn't move? I know shalowain guy moves.

Maybe I'm crazy and just never see the bartender move?
 
How would I set MQ2Grind up if I have several groups with different tanks? I see the settings change in one session when I change it in another.

EDIT: On the same computer, of course.
 
Last edited:
How would I set MQ2Grind up if I have several groups with different tanks? I see the settings change in one session when I change it in another.

EDIT: On the same computer, of course.
If the tanks in all the groups are all running cwtn, hit the cwtn all tanks button to configure. Otherwise you will need to come up with a generic configuration which handles all tanks
 
Release MQ2Grind

Users who are viewing this thread

Back
Top
Cart