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MQ2GroundSpawns

Release MQ2GroundSpawns

It was working fine in Stratos yesterday but today I turned it on and it did this, seeming to eliminate all spawns even though I know it can reach them.

ground.png
 
It was working fine in Stratos yesterday but today I turned it on and it did this, seeming to eliminate all spawns even though I know it can reach them.

View attachment 27610
it means you have no nav path to them.

i even talked about stratos specifically in the video


and if you are now in a location that you can get to those (where when those were added you couldn't)

you can /ground invalid reset
 
It was working fine in Stratos yesterday but today I turned it on and it did this, seeming to eliminate all spawns even though I know it can reach them.

View attachment 27610
When the glowing globes 'spawn' they will sometimes do so in places that you can't path to. If you manually go to them, gather them up, and then do a /ground invalid reset , it'll work until they inevitably respawn in the unreachable location. If you have multiple toons you could park one next to the unreachable location and let it hoover it up should it respawn there.
 
It was working fine in Stratos yesterday but today I turned it on and it did this, seeming to eliminate all spawns even though I know it can reach them.

View attachment 27610
Also, if you have bard speed or are running too fast, sometimes you can miss a Glowing Globe when you fall off a ledge ... so turning off auto-run or suppressing super speed can help you reach some of the spawns that you initially can path too, but get marked as invalid after 10 failed attempts.
 
Since this has been out for awhile, anyone have any best practices they're using with this plugin? Here's what I'm doing.
When I launch my Rogue into Glowing Globe gathering I have a hotbar with hotkeys for:
1) /plugin mq2groundspawns
2) /ground active on
3) /ground active off
4) /ground invalid reset

and I have the MQ2Nav Tools UI bar up where I set:
1) Settings/Navigation checked for 'Auto click nearby doors' and 'Attempt to get unstuck'
2) Settings/Mesh I setup my Custom Polygon search extents to 11 each

I also keep the various escape/fade/evac type AA's hotkeyed for the rare mob that sees through Cloak of Shadows and a Drunkard's Stein and Bulwark of Many Portals for a quick escape.
For example, The Breeding Grounds, ChapterHouse of the Fallen, and Valley of King Xorbb all have at least one mob that sees through CoS so I'll more closely monitor the collection run.
If I'm running these with an 85-ish Heroic then I expect it'll die after running the plugin for an hour or less and plan accordingly (Expedient Recovering or a Divine Resurrection), or just make up for the minor xp loss via the next Overseer completion.

Also, depending on the zone either a smaller or larger illusion can help with pathing and getting stuck ... so Barbarian or Goblin have become my goto size alterations.

1611412165015.png
 
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When the glowing globes 'spawn' they will sometimes do so in places that you can't path to. If you manually go to them, gather them up, and then do a /ground invalid reset , it'll work until they inevitably respawn in the unreachable location. If you have multiple toons you could park one next to the unreachable location and let it hoover it up should it respawn there.

Thank you, that explains things, I didn't realize they spawn in different locations. It must be that they spawned in reachable locations yesterday and then today they were not. I'll move around and try the reset.
 
Does this not work in Kaldim collecting Shrooms? Added every combination I can think of, turn it on, standing still? I have to be missing something silly but I cannot figure it out.
entered:
/ground(add or addglobal) Underfoot Mushroom
*it shows its added to the correct list
/ground active on
*active is now: on
but then nothing, it never has the going to message or anything.
 
Does this not work in Kaldim collecting Shrooms? Added every combination I can think of, turn it on, standing still? I have to be missing something silly but I cannot figure it out.
entered:
/ground(add or addglobal) Underfoot Mushroom
*it shows its added to the correct list
/ground active on
*active is now: on
but then nothing, it never has the going to message or anything.
you need to determine what those items are actually called - are they actually called "Underfoot Mushrooms"?
 
you need to determine what those items are actually called - are they actually called "Underfoot Mushrooms"?
Yes sir,
Underfoot Mushroom (Item ID 19972) and Strange Dark Fungus (Item ID 19985)
I have played with every variant of the name I can think of as well. adding a space at the front or end, no space in the middle. nothing seems to work.
 
Yes sir,
Underfoot Mushroom (Item ID 19972) and Strange Dark Fungus (Item ID 19985)
I have played with every variant of the name I can think of as well. adding a space at the front or end, no space in the middle. nothing seems to work.
well, remember that every single collectible item is named Glowing Globe, so the name could be totally different. Hang on I will check it out
 
these items are called "*Red Mushroom" and "*Blue Mushroom" with the star

1611775108675.png

1611775114755.png
 
Yes sir,
Underfoot Mushroom (Item ID 19972) and Strange Dark Fungus (Item ID 19985)
I have played with every variant of the name I can think of as well. adding a space at the front or end, no space in the middle. nothing seems to work.
Its blue mushroom and red mushroom
 
Yup, that did it. I knew it was something silly. I got stuck on the Item name after it was picked up. Thanks
nah not your fault - I have no clue WHY these thigns are like that

the green leaves in misty thicket are "*Green Leaf" that's how i knew to check
 
Currently picking up shinys in the new CoV version of Temple of Veeshan.

Lot's of pathing issues here! MQ2Nav mesh essentially breaks the single zone into 4 separate navigable areas. My solution here is to treat the zone as if there are 4 separate islands.

1. Keep a CoH mage in the totally safe zone-in area.
2. Bard collector --hit Selos and Fading Memories.
3. /ground active on -- (now the bard picks up in the main center area of the zone. )
4. When bard quits finding good paths to shinys --
-- /ground active off
-- /ground invalid reset -- (these commands force the bard to stop trying and to clear the invalid paths item buffer)
5. CoH if necessary and manually run the bard to one of the other 4 discrete areas in the zone.
6. /ground active on -- (the bard will immediately begin to pick up shinys in this new navigable area!)
7. Rinse and repeat while clearing all 4 areas until you have all the collectibles you want/need!
 
ChatWithThisName submitted a new resource:

MQ2GroundSpawns - OoOo Shiny



Read more about this resource...
Is this program detectable by day broke? I was using this with an alt druid foraging apples in Elder Forest. I turned it on and got mega apples. The next day I get that account suspended for 7 days for cheating. And that is pretty much all I did after the patch on Wed 17 Feb and by 19 Feb i got the email from day broke
 
Is this program detectable by day broke? I was using this with an alt druid foraging apples in Elder Forest. I turned it on and got mega apples. The next day I get that account suspended for 7 days for cheating. And that is pretty much all I did after the patch on Wed 17 Feb and by 19 Feb i got the email from day broke
well couple things.

mq2 usage is against terms of service - so inherently taking a risk using it.

you should absolutely not AFK - dbg is very hard stance against afk and rmt - if you turned this on and went afk - that's not a good idea

> here < is a thread - many many many people all across mq2 got hit with a 7 day suspension this past week - some are even toons who sit in guild hall doing nothing.

so i sincerely doubt it is related to mq2groundspawns specifically.

but any usage while afk can and absolutely will get you in trouble.
 
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well couple things.

mq2 usage is against terms of service - so inherently taking a risk using it.

you should absolutely not AFK - dbg is very hard stance against afk and rmt - if you turned this on and went afk - that's not a good idea

> here < is a thread - many many many people all across mq2 got hit with a 7 day suspension this past week - some are even toons who sit in guild hall doing nothing.

so i sincerely doubt it is related to mq2groundspawns specifically.

but any usage while afk can and absolutely will get you in trouble.
I do understand it is against the rules, and have never got caught as of now. When I was foraging for the apples I was not afk using the ground spawn mac. Actually I had 2 Druids doing the same thing, while I was sitting here in front of the 2 monitors watching them go grab apples I thought it was pretty cool. Daybroke wont tell me what they say I did. So with 2 toons at the same place at the same time they only got one of them. It is a great program by the way. Gonna try it with glowing globes when daybroke settles down
 
I do understand it is against the rules, and have never got caught as of now. When I was foraging for the apples I was not afk using the ground spawn mac. Actually I had 2 Druids doing the same thing, while I was sitting here in front of the 2 monitors watching them go grab apples I thought it was pretty cool. Daybroke wont tell me what they say I did. So with 2 toons at the same place at the same time they only got one of them. It is a great program by the way. Gonna try it with glowing globes when daybroke settles down
gotcha - your message sounded like "i started getting apples and then when i came back the next day..."

but yeah - we have no idea why people are getting temp bans - should continue that conversation in that thread
 
gotcha - your message sounded like "i started getting apples and then when i came back the next day..."

but yeah - we have no idea why people are getting temp bans - should continue that conversation in that thread
Daybroke must be bored and trying to find something to do
 
I am having a ton of problems with this zone and some of the middle world Dungeons... Plane of Shadows, Crystal Caverns, etc are all just trash for picking up things. It invalidates half the ground spawns, despite being right next to normal pathing and a bunch of the pathing in crystal caverns is off and it wont even try to go to them. Is this a Nav, mesh, or a groundspawn problem? Any guides on how to analyze/modify mesh?

Note, in open zones, its great unless my rogue gets caught on random shit laying around the zone or cant open a door.
 
I am having a ton of problems with this zone and some of the middle world Dungeons... Plane of Shadows, Crystal Caverns, etc are all just trash for picking up things. It invalidates half the ground spawns, despite being right next to normal pathing and a bunch of the pathing in crystal caverns is off and it wont even try to go to them. Is this a Nav, mesh, or a groundspawn problem?

Note, in open zones, its great unless my rogue gets caught on random shit laying around the zone or cant open a door.
likely the shinies are just un-getable - i go over some of that in the mq2groundspawns video.
 
likely the shinies are just un-getable - i go over some of that in the mq2groundspawns video.
No, they're right off the path and right out in the open, i can click on them and pick them up, the app just misses them/invalidates them.
 
No, they're right off the path, i can click on them and pick them up, the app just misses them/invalidates them
are you sure you didn't move to their area after it was already invalidated?

if nav says there is no ground length to it - it will get invalidated - if you moved to a better area of the mesh, you need to make it revalidate stuff.
 
are you sure you didn't move to their area after it was already invalidated?

if nav says there is no ground length to it - it will get invalidated - if you moved to a better area of the mesh, you need to make it revalidate stuff.

I got a hot button to reset invalid ground spawn. I hit it and it just invalidates them again. I am literally standing right next to it in plane of shadows.
 
I got a hot button to reset invalid ground spawn. I hit it and it just invalidates them again. I am literally standing right next to it in plane of shadows.
are you sure your mesh doesn't have weird layers to it?
 
I put extensive work into Crystal Caverns while testing the plugin. 100% that mesh needs modifications or most things don't have a valid nav path to get to them. It sounds like you need to modify the mesh.
 
are you sure your mesh doesn't have weird layers to it?

I dont know, i downloaded the default meshes you get when you update them with redguides. Its the same ones you use, most likely. I dont even know how to modify them. Im watching my rogue walk right by ground spawn in crystal caverns as we speak.
 
things like this for poshadow can be problematic

The only problem outside the castle in plane of shadows i have is when the spawn are on top of rocks. When they are in the castle, they are totally ungettable. even when im standing right next to them.
 
The only problem outside the castle in plane of shadows i have is when the spawn are on top of rocks. When they are in the castle, they are totally ungettable. even when im standing right next to them.
can you plz give a location of where you are saying that there is a shiny but it can't get it
 
can you plz give a location of where you are saying that there is a shiny but it can't get it
absolutely anywhere in the castle in plane of shadows. I reset the counter and it just invalidates everythingn and stands there twiddling its thumbs
 
Is there anyway to fix the pathing around lava? I just tried to use this in Skyfire Mountains (ROS) and my rogue ran right through the river of lava, killing herself.
 
Is there anyway to fix the pathing around lava? I just tried to use this in Skyfire Mountains (ROS) and my rogue ran right through the river of lava, killing herself.
you would adjust that on your mesh - mq2groundspawns just utilizes your mesh, to travel around and grab the shinies

cwtn made a guide for customizing your mesh > here <
 
How do I tell it to navigate to invalid ground spawns so that I can manually pick them up?
 
invalid ground spawns are ones that there is no nav path to get, so it skips it. You cannot nav to the item for that reason. You'll have to manually go to the items and pick them up.
 
I love it! I'd like to add a check for nearby players with an avoidance radius and a toggle option for on/off. Could the code be added to git?
 
Release MQ2GroundSpawns

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