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MQ2Grind

Release MQ2Grind (2 Viewers) 3.1.52471.11

Hello fellas
I have a problem:
My grind (UF lvl 85), keeps getting stuck.. I use cwtn plugins for shd/clr/shm/rog/ber and rgmercs for the bard.

when I type /grind debug, it keeps spamming the following 2 lines:
10:30:25 [MQ2Grind] DEBUG :: isTargetValidNPC - failed to get Target, retry
10:30:25 [MQ2Grind] DEBUG :: GET2LOC - updated to [GRINDING]

any idea or pointer in the right direction would be appreciated, thank you
Most likely a bad mesh. If you scroll back a little bit you will find it in this thread. Maybe within the last two or three pages.
 
Observation - ToV GD mission in with conjunction with MQ2War. It is unable to use the Staff of Viral Flux to pull, I had to put in a bow for it to work. The group location points are just out of range of the staff click.
 
now my grind gets stuck every now and then, running back and forth between coords and camp.. anything I can try to resolve this?

12:33:14 [MQ2Grind] DEBUG :: GRINDING - updated to [TARGETMOB]
12:33:14 [MQ2Grind] DEBUG :: TRY2TARGET :: Attempting to target npc
12:33:15 [MQ2Grind] DEBUG :: TRY2TARGET :: targeted npc :: updated to [DECIDE]
12:33:15 [MQ2Grind] DEBUG :: DECIDE - updated to [PULL]
12:33:16 [MQ2Grind] DEBUG :: Greater than Distance PullCmd [/squelch /multiline ; /nav target log=off; /timed 5 /attack on; /timed 10 /docommand /${Me.Class.ShortName.Lower} resetcamp]
12:33:16 [MQ2Grind] DEBUG :: PULL - LoS failure - update to [GRINDING]
12:33:21 [MQ2Grind] DEBUG :: isTargetValidNPC - failed to get Target, retry
12:33:21 [MQ2Grind] DEBUG :: GET2LOC - updated to [GRINDING]
12:33:21 [MQ2Grind] [isSafeToMove] Won't move due to [isMoving()]
12:33:22 [MQ2Grind] [isSafeToMove] Won't move due to [isMoving()]
12:33:22 [MQ2Grind] DEBUG :: GRINDING - updated to [TARGETMOB]
12:33:23 [MQ2Grind] DEBUG :: TRY2TARGET :: Attempting to target npc
12:33:23 [MQ2Grind] DEBUG :: TRY2TARGET :: targeted npc :: updated to [DECIDE]
12:33:23 [MQ2Grind] DEBUG :: DECIDE - updated to [PULL]
12:33:24 [MQ2Grind] DEBUG :: Greater than Distance PullCmd [/squelch /multiline ; /nav target log=off; /timed 5 /attack on; /timed 10 /docommand /${Me.Class.ShortName.Lower} resetcamp]
12:33:24 [MQ2Grind] DEBUG :: PULL - LoS failure - update to [GRINDING]
 
Observation - ToV GD mission in with conjunction with MQ2War. It is unable to use the Staff of Viral Flux to pull, I had to put in a bow for it to work. The group location points are just out of range of the staff click.
You need to configure the GTDistPullCmd to use the Staff of Viral Flux. I'm certain if you search this thread you'll find that someone else has done this and shared the command.
 
now my grind gets stuck every now and then, running back and forth between coords and camp.. anything I can try to resolve this?

12:33:14 [MQ2Grind] DEBUG :: GRINDING - updated to [TARGETMOB]
12:33:14 [MQ2Grind] DEBUG :: TRY2TARGET :: Attempting to target npc
12:33:15 [MQ2Grind] DEBUG :: TRY2TARGET :: targeted npc :: updated to [DECIDE]
12:33:15 [MQ2Grind] DEBUG :: DECIDE - updated to [PULL]
12:33:16 [MQ2Grind] DEBUG :: Greater than Distance PullCmd [/squelch /multiline ; /nav target log=off; /timed 5 /attack on; /timed 10 /docommand /${Me.Class.ShortName.Lower} resetcamp]
12:33:16 [MQ2Grind] DEBUG :: PULL - LoS failure - update to [GRINDING]
12:33:21 [MQ2Grind] DEBUG :: isTargetValidNPC - failed to get Target, retry
12:33:21 [MQ2Grind] DEBUG :: GET2LOC - updated to [GRINDING]
12:33:21 [MQ2Grind] [isSafeToMove] Won't move due to [isMoving()]
12:33:22 [MQ2Grind] [isSafeToMove] Won't move due to [isMoving()]
12:33:22 [MQ2Grind] DEBUG :: GRINDING - updated to [TARGETMOB]
12:33:23 [MQ2Grind] DEBUG :: TRY2TARGET :: Attempting to target npc
12:33:23 [MQ2Grind] DEBUG :: TRY2TARGET :: targeted npc :: updated to [DECIDE]
12:33:23 [MQ2Grind] DEBUG :: DECIDE - updated to [PULL]
12:33:24 [MQ2Grind] DEBUG :: Greater than Distance PullCmd [/squelch /multiline ; /nav target log=off; /timed 5 /attack on; /timed 10 /docommand /${Me.Class.ShortName.Lower} resetcamp]
12:33:24 [MQ2Grind] DEBUG :: PULL - LoS failure - update to [GRINDING]
Most likely bad mesh. What zone are you doing?
 
Brell's Rest.. I downloaded the mesh from a few pages back and also tried one from a friend.. I have been doing my own fixes so far, adding walkable areas..

Im running the lvl 85 UF grind, so no Staff of Viral Flux for me yet.. whats weird though, when I select the target and copy paste the pull command, it always works.. the toon just loses the target b4 grind can pull
 
Brell's Rest.. I downloaded the mesh from a few pages back and also tried one from a friend.. I have been doing my own fixes so far, adding walkable areas..

Im running the lvl 85 UF grind, so no Staff of Viral Flux for me yet.. whats weird though, when I select the target and copy paste the pull command, it always works.. the toon just loses the target b4 grind can pull

Would you mind sending me your MQ2Grind.ini file and in that message include the classes and how each are run (ka/cwtn/rgmerc/etc)

It sounds like something else is at play. Keep in mind there are certain mobs which are intentionally NOT pulled (lava area, NW corner) and some in the NE around the tents.
 
HaF grind will occasionally end on its own. Right now they are outside the zone and the tank is in the inn waiting, and run group to quest givers and the missions are available to choose
TLO Variables
[MQ2Grind] TLO variable output
------------------------------
${Grind.Active}: false
${Grind.Instance}: 0
${Grind.State}: 0
${Grind.CurrLoc}: 0
${Grind.Paused}: false
${Grind.RunCount}: 2
${Grind.TotalKills}: 0
${Grind.KPH}: 42
${Grind.DeadAtBind}: false

[MQ2Grind] Debug variable output
--------------------------------
pulseSkip: 20
taskState: 6
GroupSize: 6
grindState: 0
grindLastState: 0
cfTypeID: 0
cfCurrentState: 0
currLocID: 0
bLockStart: false
bUseCampfire: false
bWaitForLoot: false
isDeadAtBind: false
isTargetValidNPC: true
distance: 21
inInstance: false
HaveRezSickness: false
currSafeSpotID: 0
navDistance: 21
groupGap: 100
bWaiverSigned: false
bDebug: false
isTankType: true
isTankChecked: true
bGrindCanStart: false
bDisplayGrindNotification: true
bGotZoneTaskNotification: false
HaveAggro: false
inCombat: false
EQ_Auto_Attack: false
 
HaF grind will occasionally end on its own. Right now they are outside the zone and the tank is in the inn waiting, and run group to quest givers and the missions are available to choose
TLO Variables
[MQ2Grind] TLO variable output
------------------------------
${Grind.Active}: false
${Grind.Instance}: 0
${Grind.State}: 0
${Grind.CurrLoc}: 0
${Grind.Paused}: false
${Grind.RunCount}: 2
${Grind.TotalKills}: 0
${Grind.KPH}: 42
${Grind.DeadAtBind}: false

[MQ2Grind] Debug variable output
--------------------------------
pulseSkip: 20
taskState: 6
GroupSize: 6
grindState: 0
grindLastState: 0
cfTypeID: 0
cfCurrentState: 0
currLocID: 0
bLockStart: false
bUseCampfire: false
bWaitForLoot: false
isDeadAtBind: false
isTargetValidNPC: true
distance: 21
inInstance: false
HaveRezSickness: false
currSafeSpotID: 0
navDistance: 21
groupGap: 100
bWaiverSigned: false
bDebug: false
isTankType: true
isTankChecked: true
bGrindCanStart: false
bDisplayGrindNotification: true
bGotZoneTaskNotification: false
HaveAggro: false
inCombat: false
EQ_Auto_Attack: false
I need the debug messages to really help...

For what its worth, each instance uses the same engine. Something different doesn't happen based on instance alone.
 
hytiek updated MQ2Grind with a new update entry:

Introducing House of Thule: Mashing Pumpkins instance and various fixes

Updated (available after RG build finishes ~9am ET 2/11/2024)
- Introducing The Grounds: Mashing Pumpkins instance (route changes may be coming)
- Expanded the geofence where Thornal (Final Fugure instance) seems to show up in to ensure we ignore him and the other quest npcs
- Boundary defined for groupGap variable: min = 50, max = 150
- Ignored Mercenaries from groupGap checker
- Fixed an issue where a toon left the instanced zone and the driver would pause, resume, pause, resume etc...
-...

Read the rest of this update entry...
 
Hello,
Am currently experiencing a bug (most likely on my end) in the "Don't Fear the Destroyer" the UF level 85 task, at location between 25 and 26 my characters are running back and forth about once every 3 runs. The issue I am seeing is that it tries to run to the location with 2 targets, the targets get cleared and you see the error of not able to /face the nearest target. It continues if I manually target one of the enemies at the location. Here is the screenshot of where it happens. Where my group is located goes to the BB mark, then it clears the target for some reason, then returns back to where my group is displayed in the map. Unless I manually target one of the 2 mobs in the BB location it repeats going back and forth.

1707692782919.png

The debug mode keeps repeating this command.

1707692958850.png

The MQ2grind.ini is not touched except the pulling method is set to /attack instead of /range. My current group setup is WAR/CLR/DRU/ENC/MAG/RNG. All using CWTN. The MQ2grind config is something liket his:

1707693090028.png

Only running one Lua script which is the medding in during the grind. Found in this very discussion thread. And I do not think its interfiering in any way.

I can remedy them if I am paying attention when the issue occurs. And the weird thing is it does not happen always, about 50%-60% of the time which is strange and I believe from my observation as I stated, the pull length could be a bit too far and it loses its target to attack while moving? Which can be manually fixed if I target the mob again. I see it happen on other location as well specifically location 27 but it does correct itself and continue, but on this specific location it does not unless intervined by myself. I did try to change it to /range to pull from range but it made no change. It tries to move to the location, loses its target (even when they are in front of the 2 mobs) and returns. The issue could be that all the mobs are not aggressive in this instance when grinding.

Hope I explained the issue with enough detail.

Thanks!

EDIT: Seems like someone has posted similar issues that I am having. As mentioned above, for me it only happens between location 25 and 26 (according to the MQ log), which does not get resolved on its own. It does fix itself on other areas like between 27 and 28. Other places I did not see any issue.

EDIT2: Today I have returned to check all the settings to see if any of these made any difference. The issue is that I do not know which setting I changed did the trick.

1. My tank had a camp radius of 45, reason I had this is due to the tank stopping the mobs she pulled on some areas(dungeons specifically) which prevented line of sight of my other characters. I set this back to 60.
2. On the Grind UI setting, I have set the pull distance from 35 to 50, one of the options given by the Lua.
3. Same on the Grind UI, I have set my tank default setting to MQ2War + MQ2Eskay +MQ2Paladin, instead of just selecting MQ2War
4. Finally again on Grind UI, I have set the LTDistPullCmd and clicked the default setting of CWTN, as well as the GTDistPullCmd and selected to AllCWTNTanks.

So far on the 4th loop and it have not got stuck. I do not know if these changes work on other plugins like KA, MuleAssist, or RGMercs. But hopefully it helps for those who had similar issues. I may make Edit3 should it get stuck again on the same place. but at the current moment its looking good.
 
Last edited:
I Don't know if this is intended or not, but in the smashing pumpkins mission probably 1 out of 3 times the pull after checkpoint 2 I get a 6+ mob pull.
 
I Don't know if this is intended or not, but in the smashing pumpkins mission probably 1 out of 3 times the pull after checkpoint 2 I get a 6+ mob pull.
Not intentional. Like I said in the release, I wasn't overly happy with the route. I'll look into refining it.
 
Not intentional. Like I said in the release, I wasn't overly happy with the route. I'll look into refining it.
Not an issue for the group I run with, but could see it being an issue for others without really good CC.

Thanks for the great plugin and working on it for us TLPers!
 
sir the final fugue has the same file name as the heros forge? or am i silly? should i just rename pallomen?
I may have had an unfortunate copy paste issue! Thanks for letting me know. I'll fix that.

UPDATE: I have corrected the link for Pal Lomen mesh (@Kruuger )
 
Last edited:
I've been grinding both LS missions for a while. It seems that on both, I occasionally get "stuck" in one place. It says moving, but nothing happens. Would it be possible to add a timer, so if the team does not engage a critter in, say 10-15 minutes, the mission drops and restarts?
 
I've been grinding both LS missions for a while. It seems that on both, I occasionally get "stuck" in one place. It says moving, but nothing happens. Would it be possible to add a timer, so if the team does not engage a critter in, say 10-15 minutes, the mission drops and restarts?
If you're not moving but it says you're moving, the next time it happens copy the debug information from the UI and post it here. They'll be able to see what's going on, and make fixes if needed. I get the timer idea, but give Hytiek and others a chance, if it's a bug they'll get it fixed.
 
I've been grinding both LS missions for a while. It seems that on both, I occasionally get "stuck" in one place. It says moving, but nothing happens. Would it be possible to add a timer, so if the team does not engage a critter in, say 10-15 minutes, the mission drops and restarts?

That's a very good idea, I like it. What will further assist is what Kilroy03 mentioned as well; which is to share the information which the plugin outputs when you enable debug (/grind debug).
 
Mangler being up to ToV now I have got this to work on everything but the EW mission, Icebound Avatar. I run to Iceweaver Sjeon. type /grind start.
It tells me to get closer to the npc. Not sure if it's looking for Essedera in the CoV mission thats not live here yet. I don't see a way to pick which one over the other. But I ran to iceweaver and not sure what else to do.
 
Mangler being up to ToV now I have got this to work on everything but the EW mission, Icebound Avatar. I run to Iceweaver Sjeon. type /grind start.
It tells me to get closer to the npc. Not sure if it's looking for Essedera in the CoV mission thats not live here yet. I don't see a way to pick which one over the other. But I ran to iceweaver and not sure what else to do.
I'll give that a look today when I get home in a hour or so. Thank you very much for letting me know!
 
OK, I got one of these instances to happen in FF.

[MQ2Grind] Debug variable output
--------------------------------
pulseSkip: 20
taskState: 21 <--- Rapidly alternates between 21 and 13
GroupSize: 6
grindState: 0
grindLastState: 0
cfTypeID: 0
cfCurrentState: 0
currLocID: 24
bLockStart: true
bUseCampfire: false
bWaitForLoot: false
isDeadAtBind: false
isTargetValidNPC: false
distance: 0
inInstance: true
HaveRezSickness: false
currSafeSpotID: 0
navDistance: 28
groupGap: 67
bWaiverSigned: false
bDebug: false
isTankType: true
isTankChecked: true
bGrindCanStart: false
bDisplayGrindNotification: false
bGotZoneTaskNotification: true
HaveAggro: false
inCombat: false
EQ_Auto_Attack: false
 
Just posting this for others who may be having a similar issue.

I've had problems on and off with the HF mission on Grind and toons failing to Chase. They were getting invalid Nav locs (way under the world) and couldn't find a path). Removing Lev "seems" to have fixed the problem for me. Maybe it will help someone else if they run into a similar issue.
 
Levitate and Selos are really two buffs you should do without during a Grind. Unfortunately EQ has a problem with Z-Axis recently, hopefully that's corrected soon by them.
 
OK, I got one of these instances to happen in FF.

[MQ2Grind] Debug variable output
--------------------------------
pulseSkip: 20
taskState: 21 <--- Rapidly alternates between 21 and 13
GroupSize: 6
grindState: 0
grindLastState: 0
cfTypeID: 0
cfCurrentState: 0
currLocID: 24
bLockStart: true
bUseCampfire: false
bWaitForLoot: false
isDeadAtBind: false
isTargetValidNPC: false
distance: 0
inInstance: true
HaveRezSickness: false
currSafeSpotID: 0
navDistance: 28
groupGap: 67
bWaiverSigned: false
bDebug: false
isTankType: true
isTankChecked: true
bGrindCanStart: false
bDisplayGrindNotification: false
bGotZoneTaskNotification: true
HaveAggro: false
inCombat: false
EQ_Auto_Attack: false

What helps more, is the text from plugin about what the problem is, you can enable it by typing: `/grind debug`
 
I'm trying to run Icebound Avatar in ToV and am standing next to Iceweaver Sjeon and when I try to start the plugin to start running it, it keeps saying I need to get closer to the quest giver and then stops the plugin. I'm standing inside of him so I know I'm close enough. Any suggestions as to what I might be doing wrong? All my characters are 115.
 
Getting the DZ instance error, often, when running 6 Final Fugue groups.

1708249485750.png


What I am trying to understand is why they never attempt to retry and get FF.

If you look at the timestamps, nothing happens in 5 seconds. It ends the grind and that's it.

My understanding is that in 5 seconds, the driver will retry to get the instance. That doesn't happen. Does something else need to be set for this to take place? I looked at the wiki for the recycle command and that doesn't seem to be it?
 
Getting the DZ instance error, often, when running 6 Final Fugue groups.

View attachment 57525


What I am trying to understand is why they never attempt to retry and get FF.

If you look at the timestamps, nothing happens in 5 seconds. It ends the grind and that's it.

My understanding is that in 5 seconds, the driver will retry to get the instance. That doesn't happen. Does something else need to be set for this to take place? I looked at the wiki for the recycle command and that doesn't seem to be it?
This is something I need to fix. I have time today to do so.
 
Froze up again in FF. This is what debug reported:

View attachment 57552

That means that a member of your group is stuck and unable to get to the group to proceed.

Unfortunately, there are a few reasons this can happen:
  • recent EQ Z-Axis issue
  • group member(s) stuck on geometry or fell through the world
I can't fix either directly, but I will be adding a feature that will track when the last kill and exit and recycle the grind, assuming that something unrecoverable has happened.
 
I'm trying to run Icebound Avatar in ToV and am standing next to Iceweaver Sjeon and when I try to start the plugin to start running it, it keeps saying I need to get closer to the quest giver and then stops the plugin. I'm standing inside of him so I know I'm close enough. Any suggestions as to what I might be doing wrong? All my characters are 115.

Thank you for reporting this!

I have resolved this issue, it will be available once RG is updated.

1708321189213.png
 
Getting the DZ instance error, often, when running 6 Final Fugue groups.

View attachment 57525


What I am trying to understand is why they never attempt to retry and get FF.

If you look at the timestamps, nothing happens in 5 seconds. It ends the grind and that's it.

My understanding is that in 5 seconds, the driver will retry to get the instance. That doesn't happen. Does something else need to be set for this to take place? I looked at the wiki for the recycle command and that doesn't seem to be it?

I have resolved this issue; it will be available once RG is updated.

1708322977442.png
 
Mangler being up to ToV now I have got this to work on everything but the EW mission, Icebound Avatar. I run to Iceweaver Sjeon. type /grind start.
It tells me to get closer to the npc. Not sure if it's looking for Essedera in the CoV mission thats not live here yet. I don't see a way to pick which one over the other. But I ran to iceweaver and not sure what else to do.

Just wanted to ensure you saw that this was fixed and will be available once RG is rebuilt.
 
Froze up again in FF. This is what debug reported:

View attachment 57552

I've added a feature to automatically exit and recycle after X minutes (5 -> 30 configurable) that's being tested; the intention is to self-heal from a scenario where group members get stuck and can't get unstuck.

Here's an early view of what it looks like. The time stamps may not perfectly align due to internal checks and delays.

1708342200171.png
 
Release MQ2Grind

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