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MQ2Mage

Plugin - MQ2Mage 3.1.52471.11

probly a stupid question but is there a way to have my mage auto call mt at say 15% if hes not close to party
 
you could make a hotkey to do it.

you didn't say what automation or post in an area/thread that would indicate how/what you intend to do that with
 
Are you using kissassist? I'd try putting it as a heal, but in most cases if your MT is at 15 and not with the group, they'll be dead by the time CotH casts.
 
basicly grinding mobs throw that dot snare in tov sk still needs work and auto pull sometimes gets him killed when im playing on shmy

useing mq2 mage
 
basicly grinding mobs throw that dot snare in tov sk still needs work and auto pull sometimes gets him killed when im playing on shmy
well, you still didn't say what automation.

I would suggest having everyone following your tank around instead of having him pull mobs back.

but yes, there are likely other solutions, but without know what automation you're using - it is just guesses

useing mq2 mage
:(

useing mq2 mage
there is the /mag coth command.

imo you should just have everyone in chasemode following your tank around and letting your tank kill in a "hunter" mode with whatever automation you're using there.

but otherwise you can create a react or Lua script to have your mage issue a /mag coth ${Group.MainTank} if your group maintank is greater than xyz distance away, and below xyz health
 
how would i use /mag coth (name) in eqbc form from sk or shmy useing mq2next sorry not good at writing script etc
 
Mq2mag still works amazing! I had a snag earlier today though. When my mage summons a mod rod he wont automatically place it in inventory. He’ll just hold it forever and he wont cast or assist or anything . Is there a fix for this or am I missing something? I don’t get the standard message I get with the other chars that say holding something on cursor for 15 seconds then auto inventorying yaddayadda. Is there something I don’t have selected?
 
Mq2mag still works amazing! I had a snag earlier today though. When my mage summons a mod rod he wont automatically place it in inventory. He’ll just hold it forever and he wont cast or assist or anything . Is there a fix for this or am I missing something? I don’t get the standard message I get with the other chars that say holding something on cursor for 15 seconds then auto inventorying yaddayadda. Is there something I don’t have selected?
We definitely do several auto inventory checks.

Make sure you're not pausing
 
It doesn’t do it all the time but I’ve just alt tabbed back to my mage to see it does it on occasion . It hasn’t done it since I last reported so maybe just a fluke ? Thanks for your response
 
It doesn’t do it all the time but I’ve just alt tabbed back to my mage to see it does it on occasion . It hasn’t done it since I last reported so maybe just a fluke ? Thanks for your response
If I've left my guys online for a few days, I get a similar issue but with the pet weapons. My mage will open the pack but never put the bag or weapons in inventory. As well as never giving weapons out. If I reboot...all is good.
 
Hi all.

Big disclaimer. With 27 pages it is a bit overwhelming to play catch-up.

With that said, I saw earlier on that CoH was not going to be a feature but in the commands tab I see that you can use the aa version via sending the slash command. Fair enough. My questions is with respect to pet armor. In a previous thread somewhere near the first half of this discussion, Sic mentioned that the plug-in did not summon anything or delete anything. I believe he was responding to someone who was running the plug-in and a macro at the same time and things were going FUBAR.

Sorry I digress. Back to my question. in addition to weapons, does the plug-in summon any other pet items, such as armor. The reason I specifically ask about armor is because I know if you use Kissassist you need to keep inventory slot 1 open for the summoned bag of armor which goes poof after handing the pieces to the pet.

Again sorry to ramble. I just get burned out around page 15 when trying to play catch up with all the CWTN plug-ins.

Be well. Happy Gaming.
 
Hi all.

Big disclaimer. With 27 pages it is a bit overwhelming to play catch-up.

With that said, I saw earlier on that CoH was not going to be a feature but in the commands tab I see that you can use the aa version via sending the slash command. Fair enough. My questions is with respect to pet armor. In a previous thread somewhere near the first half of this discussion, Sic mentioned that the plug-in did not summon anything or delete anything. I believe he was responding to someone who was running the plug-in and a macro at the same time and things were going FUBAR.

Sorry I digress. Back to my question. in addition to weapons, does the plug-in summon any other pet items, such as armor. The reason I specifically ask about armor is because I know if you use Kissassist you need to keep inventory slot 1 open for the summoned bag of armor which goes poof after handing the pieces to the pet.

Again sorry to ramble. I just get burned out around page 15 when trying to play catch up with all the CWTN plug-ins.

Be well. Happy Gaming.
You do not need a top level inventory slot. It will drop everything it summons into your inventory bags. There's literally nothing you have to do.

in regards to pet armor, your pet comes with better armor than what is summoned so it won't summon armor.
 
Thanks @Many_Whelps. My head was starting to swim trying to sort out changes and additions from a year or so ago. There are 27 pages in this thread, not unlike some of the other CWTN Plug-in threads, so when fatigue sets in, I am afraid I might have missed the answer somewhere around page 22. :)
 
Thanks @Many_Whelps. My head was starting to swim trying to sort out changes and additions from a year or so ago. There are 27 pages in this thread, not unlike some of the other CWTN Plug-in threads, so when fatigue sets in, I am afraid I might have missed the answer somewhere around page 22. :)
Make sure to always check the faq stuff first :)
 
question about sending mage pets to atk diffrent targets on extended target say i want my sk to use eqbc to send mage 1s pet to atk slot 3 mage 2 pet to slot 2 etc mage crowd controll basicly lol
 
question about sending mage pets to atk diffrent targets on extended target say i want my sk to use eqbc to send mage 1s pet to atk slot 3 mage 2 pet to slot 2 etc mage crowd controll basicly lol
nope, it isn't going to do that, it is going to be attacking what you/your ma is attacking, if it isn't we assume it is doing wrong things
 
If I've left my guys online for a few days, I get a similar issue but with the pet weapons. My mage will open the pack but never put the bag or weapons in inventory. As well as never giving weapons out. If I reboot...all is good.
Well, the toons will summon the pet weapons. Since we don't use aggro weapons, nor do we delete the aggro weapons or the bags that get summoned, it's reasonable to suspect your inventory may be filled with items that we have no intention of using. I'm fairly anti delete stuff for you in that you're expected to be there anyway, so pausing the plugin and deleting the summoned bags and the aggro weapons to make space shouldn't be too hard to accomplish.
Aside from that, there isn't much information to go by for me to make any recommendations or for me to try and troubleshoot since I'm not able to reproduce it, and I can't see an issue with the way it's currently coded.
 
Well, the toons will summon the pet weapons. Since we don't use aggro weapons, nor do we delete the aggro weapons or the bags that get summoned, it's reasonable to suspect your inventory may be filled with items that we have no intention of using. I'm fairly anti delete stuff for you in that you're expected to be there anyway, so pausing the plugin and deleting the summoned bags and the aggro weapons to make space shouldn't be too hard to accomplish.
Aside from that, there isn't much information to go by for me to make any recommendations or for me to try and troubleshoot since I'm not able to reproduce it, and I can't see an issue with the way it's currently coded.
Hi Chat,
What I was saying to justinh39443 was that I also get a weird error that clears up if I reboot, but if I leave EQ/MQ on for days it seems to happen. I do delete the aggro weapons and bag as you mentioned, that was not the issue. I have guessed, because my computer right now for the last 8 months is a not so great Notebook, and it runs out of memory/EQ leaks/whatever it may be after long use and glitchy stuff happens, zoning takes a little longer, KA forgets to cast or runs a guy askew, odd little things that a reboot fixes up. Once I move and get a more modern desktop back (has lots more memory), I bet I won't see some of these.
 
If I've left my guys online for a few days, I get a similar issue but with the pet weapons. My mage will open the pack but never put the bag or weapons in inventory. As well as never giving weapons out. If I reboot...all is good.
Thanks for feedback. Once I see this I’ll reboot. Kinda figured this was the case anyway.
 
Hi Guys, I got some issue with the plugin. The plugin is loaded and the mage none-stop wants to give weapons to the pet, even if it has already. I temporary fixed that by disabling UsePetWeapons. When I manually target a PC/NPC it automatic removes that target.

Tried to reload the plugin, but did not work. Something else I can try?
 
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Hi Guys, I got some issue with the plugin. The plugin is loaded and the mage none-stop wants to give weapons to the pet, even if it has already. I temporary fixed that by disabling UsePetWeapons. When I manually target a PC/NPC it automatic removes that target.

Tried to reload the plugin, but did not work. Something else I can try?
Please make sure to check the FAQ.

Q. MQ2Mage is trying to give a charmed pet a weapon, but it won't accept it
A. You will want to turn on /mag SelfPetWeaponsOnly on to only do your pet.

There are some charmed pets who won't accept weapons, and there is currently no way to handle that outside of turning off handing out pet weapons
 
Hi Sic, Ive readed the faq, but it is not a charmed pet. It tried to give the the mage summoned pet.
 
Hi Sic, Ive readed the faq, but it is not a charmed pet. It tried to give the the mage summoned pet.
What pet specifically - spell, class, level? We would only give it if it wasn't holding a weapon.

There are some things to handle super low lvl stuff, or even druid summoned pet (low lvl) who only has 1 arm

If the pet is bugged try dismissing the pet and resummoning.
 
What pet specifically - spell, class, level? We would only give it if it wasn't holding a weapon.

There are some things to handle super low lvl stuff, or even druid summoned pet (low lvl) who only has 1 arm

If the pet is bugged try dismissing the pet and resummoning.

Sic,

Just curious. Does mq2mage also try to hand weapons to animals and animations? I was wondering if they are trying to hand things to my beastlord’s tiger and enchanter’s flying swords. Sometimes I am finding Summoned weapons in the mages’ bags. I guess the other thing could be both mages are summoning and one is beating the other to the handoff. Maybe I should turnoff hand weapons on one mage.

Be well. Happy summoning.
 
Sic,

Just curious. Does mq2mage also try to hand weapons to animals and animations? I was wondering if they are trying to hand things to my beastlord’s tiger and enchanter’s flying swords. Sometimes I am finding Summoned weapons in the mages’ bags. I guess the other thing could be both mages are summoning and one is beating the other to the handoff. Maybe I should turnoff hand weapons on one mage.

Be well. Happy summoning.
You would really only want one mage doing weapons tbh.
 
Is Group CoTH bugged? I cannot seem for the life of me able to use it. Does it need to be a BYoB?

/dex magename /mag gcoth name or /mag gcoth ${Group.MainTank} does nothing. Am I doing it wrong?
 
Is Group CoTH bugged? I cannot seem for the life of me able to use it. Does it need to be a BYoB?

/dex magename /mag gcoth name or /mag gcoth ${Group.MainTank} does nothing. Am I doing it wrong?
do you have group coth memorized? cause it works as expected

1657502672950.png

INI:
11/27/2021
MQ2Mage
-- Added functionality for AA and spell Coth
--- /mag coth bob
--- this will use the AA if you have it, or the spell if you don't have the AA and the spell is memorized
-- /mag gcoth bob
--- this will use the memorized spell "Call of the heroes"
-> NOTE <-
- You will still need to byos, or utilize something like turning off useSkinDS (makes your gem 9 empty) to memorize Coth if you want to use the memorized spell version (we skip the regular coth spell if you have the AA, but this would apply for the group coth, or pre-AA coth, for example).
-- at least at this time, we're not memorizing it for you.
 
do you have group coth memorized? cause it works as expected

View attachment 40774

INI:
11/27/2021
MQ2Mage
-- Added functionality for AA and spell Coth
--- /mag coth bob
--- this will use the AA if you have it, or the spell if you don't have the AA and the spell is memorized
-- /mag gcoth bob
--- this will use the memorized spell "Call of the heroes"
-> NOTE <-
- You will still need to byos, or utilize something like turning off useSkinDS (makes your gem 9 empty) to memorize Coth if you want to use the memorized spell version (we skip the regular coth spell if you have the AA, but this would apply for the group coth, or pre-AA coth, for example).
-- at least at this time, we're not memorizing it for you.
Ahh, was not memorized with BYoS. My bad! Sorry, and thanks!
 
Hi All,
I just did my first shot at Zlandicar, and failed at 12% or so... I feel like my mage is the issue, that is why I am posting here. I have cwtn plugins for Rogue, Mage, War and Cleric, and in this fight I had a glyph ready on warrior, rogue and mage and checked the UseGlyph box before the fight. Still, the mage seems to underperform massively.
Gear wise rogue and mage both have full faded snowbound. My mage has an enhanced minion xxvii in one slot, and enhanced minion xviii in the other. I hope they don't interfere. Otherwise mage and rogue have similar gear, but the damage output is just massively different.
All characters are lvl 116, max AA. All spells / tomes up until 115.
Any idea what I could improve?
 

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Hi All,
I just did my first shot at Zlandicar, and failed at 12% or so... I feel like my mage is the issue, that is why I am posting here. I have cwtn plugins for Rogue, Mage, War and Cleric, and in this fight I had a glyph ready on warrior, rogue and mage and checked the UseGlyph box before the fight. Still, the mage seems to underperform massively.
Gear wise rogue and mage both have full faded snowbound. My mage has an enhanced minion xxvii in one slot, and enhanced minion xviii in the other. I hope they don't interfere. Otherwise mage and rogue have similar gear, but the damage output is just massively different.
All characters are lvl 116, max AA. All spells / tomes up until 115.
Any idea what I could improve?
you're more asking general mage questions rather than mq2mage questions,

tho i do strongly recommend not using highest level pet - that is poop, you should do air pet for stuns, water for pure deeps, earth if wanting to do tanky/roots, fire never - highest level is only useful at low level

I also suggest, strongly, using assistat 100 - i have all of my toons at 100, all the time, without exception

you'd probably have better luck with a bst instead of wiz, or another mage instead of wiz --- that way you can get lots of pets/swarm pets for your OfMany line which is a lot of dps


everyone's dps seems lower than i would expect - so i would also make sure your filters are accurate - is your bard singing castery stuff for your casters like arcane symphony line

have you made sure that you clicked all your gear to ensure you have the benefits from them? (rings, jewelry, etc)
do you have any burn items like your robe?
 
Hi All,
I just did my first shot at Zlandicar, and failed at 12% or so... I feel like my mage is the issue, that is why I am posting here. I have cwtn plugins for Rogue, Mage, War and Cleric, and in this fight I had a glyph ready on warrior, rogue and mage and checked the UseGlyph box before the fight. Still, the mage seems to underperform massively.
Gear wise rogue and mage both have full faded snowbound. My mage has an enhanced minion xxvii in one slot, and enhanced minion xviii in the other. I hope they don't interfere. Otherwise mage and rogue have similar gear, but the damage output is just massively different.
All characters are lvl 116, max AA. All spells / tomes up until 115.
Any idea what I could improve?
Using two EM items will not mess anything up. You will get the benefit of the higher one. What popped out to me is that you're using a 100-105ish EMXVIII, is the rest of your non visibles on par with that?
 
Currently the gear is from Eastern Wastes / Great Divide plus Snowbound, so mostly rec. 110. Just ears I only have one good item. I only started farming Western Wastes last week ago.
I also just noticed that I have all AA except the focus AA, I totally missed that tab....
 
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Currently the gear is from Eastern Wastes / Great Divide plus Snowbound, so mostly rec. 110. Just ears I only have one good item. I only started farming Western Wastes last week ago.
I also just noticed that I have all AA except the focus AA, I totally missed that tab....
unfortunately focus AAs aren't purely linear, they have "steps" so you can end up getting *ZERO* focus benefit, which is dumb imo, but that is how they designed it

I was going to specifically ask you about your focus aa but you said "max aa" - they are significant
 
Currently the gear is from Eastern Wastes / Great Divide plus Snowbound, so mostly rec. 110. Just ears I only have one good item. I only started farming Western Wastes last week ago.
I also just noticed that I have all AA except the focus AA, I totally missed that tab....
Go into Cobalt Scar and farm Octave - https://cov.eqresource.com/octavesforzando.php

Pathing is tricky there, invis up, take mage through the water ways and setup camp on far right of platform near the waters edge. Group CoTH and manually pull away. Kill the trash mobs to spawn the sirens, kill the sirens to spawn Siren Muse, which upon death spawns Octave. Or alternatively, tradeskill/baz the earring.
 
Question:

Is there a reason why MQ2Mage is now not casting group DS? i dont think i changed anything in the settings.

1658409726127.png

discription shows the lvl 115 group spell, not sure if it makes a difference or not. thank you
 
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Plugin - MQ2Mage

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