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MQ2Mage

Plugin - MQ2Mage (2 Viewers) 3.1.52471.11

When I put the item "Polymorph Wand: Plaguebringer" in the Downtime clickies and also enable AutoRemoveIllusion then they will not remove this illusion after casting it. While this isn't really a big deal, it IS kind of annoying that I have to manually remove it. The reason someone might put it in downtime and want the illusion auto removed is because it gives you the buff "Essence of Bertoxxulous" which is a nice little mana regen boost. (at least in some eras) I do understand that it will not auto remove illusions that give a buff, however the illusion itself is not giving a buff, the essence buff is, so it can be removed safely.
some illusions give / modify faction - we won't remove those illusions (on purpose).

imagine doing a quest that turned you into a +10 whelp and we strip the illusion off you instantly - suck
 
some illusions give / modify faction - we won't remove those illusions (on purpose).

imagine doing a quest that turned you into a +10 whelp and we strip the illusion off you instantly - suck
Right, that makes sense. I don't think this particular illusion does however.
 
Right on, please do. I could be totally overlooking something but I searched through everything about that buff and could not find anything related to faction.
 
Right on, please do. I could be totally overlooking something but I searched through everything about that buff and could not find anything related to faction.

I was in the car grabbing dinner when i was responding before - so any illusion where there are additional effects baked in we don't click off - this if for cases *like* faction.

in this instance Illusion: Plaguebringer has an additional trigger spell, which gives you the Essence of Bertoxxulous

1712276251966.png


but no biggie, this is clearly something that if you had autoremove illusion on, you would want to remove the illusion portion - I'll add this as an exemption for that check.
 
I already run 5 CWTN/Sic class plugins and am finally going to add a sixth. I am not positive on that class. I run War, Rog, Bst, Nec, Clr. I made a mage, bard, and Shm. I will try the mage first and she is lvl 102. My question is this, Is there anyway to test run the mage with the plugin before I purchase it in case I change my mind? Thank you in advance.
 
I already run 5 CWTN/Sic class plugins and am finally going to add a sixth. I am not positive on that class. I run War, Rog, Bst, Nec, Clr. I made a mage, bard, and Shm. I will try the mage first and she is lvl 102. My question is this, Is there anyway to test run the mage with the plugin before I purchase it in case I change my mind? Thank you in advance.
Test server
 
I already run 5 CWTN/Sic class plugins and am finally going to add a sixth. I am not positive on that class. I run War, Rog, Bst, Nec, Clr. I made a mage, bard, and Shm. I will try the mage first and she is lvl 102. My question is this, Is there anyway to test run the mage with the plugin before I purchase it in case I change my mind? Thank you in advance.
Please see >>> Getting Started with CWTN plugins! (Movement, UI Window, Clickies, Pulling, ETC) Check Here First! <<<
yep, all the plugins are available to try on the test server build included with your VV lvl 2, it is in the sticky
 
I already run 5 CWTN/Sic class plugins and am finally going to add a sixth. I am not positive on that class. I run War, Rog, Bst, Nec, Clr. I made a mage, bard, and Shm. I will try the mage first and she is lvl 102. My question is this, Is there anyway to test run the mage with the plugin before I purchase it in case I change my mind? Thank you in advance.
You'll want to /testcopy your toons over and use the test version of redguides. The plugins are free on test server.
 
Debated where the best place to post this since its happening to me, on multiple CWTN toons, but the mage seems to experience the problem most often.

125 magician on Live

I haven't noticed this behavior in group content, only on raids with Raid MA, but that may be coincidental.

Scenario:
Loading 2 groups on a single machine
Magician is 3rd toon loaded of second group and has remained entirely in the background prior to engage
Raid MA is set
Toon is unpaused
Magician will not engage until the mage is brought to foreground and "somewhere" on the MQ2Mage interface is clicked. From that point on the magician behaves properly and engages new targets for rest of raid.

Have noticed the same issue on CWTN rogue, beastlord, enchanter and necromancer (all toons that often never get brought to foreground).

I am running frame limiter.

I realize this isn't a lot to go on, but hoping it perhaps is enough to get a suggestion on where to look to start troubleshooting.
 
Debated where the best place to post this since its happening to me, on multiple CWTN toons, but the mage seems to experience the problem most often.

125 magician on Live

I haven't noticed this behavior in group content, only on raids with Raid MA, but that may be coincidental.

Scenario:
Loading 2 groups on a single machine
Magician is 3rd toon loaded of second group and has remained entirely in the background prior to engage
Raid MA is set
Toon is unpaused
Magician will not engage until the mage is brought to foreground and "somewhere" on the MQ2Mage interface is clicked. From that point on the magician behaves properly and engages new targets for rest of raid.

Have noticed the same issue on CWTN rogue, beastlord, enchanter and necromancer (all toons that often never get brought to foreground).

I am running frame limiter.

I realize this isn't a lot to go on, but hoping it perhaps is enough to get a suggestion on where to look to start troubleshooting.
that sounds like an mq/eq issue of something not "initializing",

it is more likely that bringing that person to the foreground is what is allowing mq to get the information from eq that you have something set.

there's not really something we can do about it, the plugins just go off of what MQ gets from EverQuest. so if EQ isn't setting/reporting your raid information, then we dont know about it

If you're having this issue i'd take a look at your resources (cpu/memory) maxing out, and maybe cycling all toons when you login

@hytiek uses a script to foreground everyone when he logs in to get rid of the flashing windows notification thing.

since it is with raid, it might be worth trying something like broadcasting for all the toons to open their raid window and then close it.

might also be worth tweaking your framelimiter settings, so things can get updated
 
that sounds like an mq/eq issue of something not "initializing",

it is more likely that bringing that person to the foreground is what is allowing mq to get the information from eq that you have something set.

there's not really something we can do about it, the plugins just go off of what MQ gets from EverQuest. so if EQ isn't setting/reporting your raid information, then we dont know about it

If you're having this issue i'd take a look at your resources (cpu/memory) maxing out, and maybe cycling all toons when you login

@hytiek uses a script to foreground everyone when he logs in to get rid of the flashing windows notification thing.

since it is with raid, it might be worth trying something like broadcasting for all the toons to open their raid window and then close it.

might also be worth tweaking your framelimiter settings, so things can get updated
Thanks Sic! I'll give a few of those things a try. Appreciate the feedback!
 
pertaining to this, it could use Companion's Suspension to save buffed pet, load monster summoning, cast pet, reclaim and pull good pet back out again.
no, there isn't a client side flag for suspended pets, so we're not going to do that. I wish there was

Does this mean you cannot prioritize suspended minion over casting a new one in combat because there's no flag?
If so, bummer.
 
Seem to be struggling to get the mages using their "summoned nuke".
This is Mischief, so level 90 right now. I recently decided to switch up their spell loadouts a tiny bit since Mages really only spam like 4 diff spells. (at least in this era) So, I removed a spell that was not being cast barely ever and put in the summoned nuke since I noticed Turn Summoned was getting used relatively frequently.

Now, the proper spell is being listed correctly in my plugin output. However, they will not use it, even on a target that I am sure of being summoned; they only used Turn Summoned.

I haven't tested all the different annihilate nukes properly, but this one does seem to be giving me some trouble. Any ideas?
 
Seem to be struggling to get the mages using their "summoned nuke".
This is Mischief, so level 90 right now. I recently decided to switch up their spell loadouts a tiny bit since Mages really only spam like 4 diff spells. (at least in this era) So, I removed a spell that was not being cast barely ever and put in the summoned nuke since I noticed Turn Summoned was getting used relatively frequently.

Now, the proper spell is being listed correctly in my plugin output. However, they will not use it, even on a target that I am sure of being summoned; they only used Turn Summoned.

I haven't tested all the different annihilate nukes properly, but this one does seem to be giving me some trouble. Any ideas?
and? what mob?

testing here on "construct" body type "5" it is working as expected in my tests, but i think there is a bracket issue outside the test, so i'll check and update that
 
and? what mob?

testing here on "construct" body type "5" it is working as expected in my tests, but i think there is a bracket issue outside the test, so i'll check and update that
I was testing it on clockwork mobs in Dragonscale Hills that are spawned for the anniversary event. Also the bosses from 11th Anniversary mission and a sort of other mobs.

Basically, I slotted the spell about a week ago and I've been running around fighting all sorts of summoned and it hasn't been cast a single time in my logs. Turn Summoned has been used because they were a summoned target but they did not follow that with any summoned nukes. I made sure it was certain before making a post.
 
What would be the best way to get the mage to engage a mob at a distance? There are some raid mobs that has huge ass aoe or mobs that punts you to the next continent if you get too close.

The only mode I see so far that doesn’t follow someone and doesn’t do the nut to butt with a mob is mode 0. In mode 0, the mage doesn’t seem to cast at the mob at a distance.

Forgot to add, some of these targets are non-hostile so they don’t appear on extended target.
 
What would be the best way to get the mage to engage a mob at a distance? There are some raid mobs that has huge ass aoe or mobs that punts you to the next continent if you get too close.

The only mode I see so far that doesn’t follow someone and doesn’t do the nut to butt with a mob is mode 0. In mode 0, the mage doesn’t seem to cast at the mob at a distance.

Forgot to add, some of these targets are non-hostile so they don’t appear on extended target.
Increase your campradius. Ma still needs to be engaged on the mob, but campradius and usemelee off. Easy
 
Thanks. Is it possible to engage a mob without a MA? I.E my casters taking off to take care of an add or a target-able non-hostile object while the rest of the raid stays on main target.
 
Thanks. Is it possible to engage a mob without a MA? I.E my casters taking off to take care of an add or a target-able non-hostile object while the rest of the raid stays on main target.
No, not unless you're manual mode with melee on

But eq raids have 3 MAs. Use them.

Or turn off raidmode a d use group MA
 
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The problem with using MA for a fight like the one in under Siege raid is the little shit golem that punts melee across the zone, and that causes the casters to chase them, which is why I am trying to get away from using MA.

You did answer my question though. Turning on attack and turning stick off should allow them to maintain position and nuke at the same time. Thanks.
 
1716575677210.png

Getting this when I open EQ after starting MQ2. Click ok and everything loads fine but have to OK through 3 of these. Just wanted to make sure Tech is aware of it. Can it be fixed? Thanks.
 
> Check this link <
If you have already checked the RG Launcher Plugin Tab then read the following:
- The RG Launcher is unable to *delete* old files.
-- This means you will get an error box if you don't have a current plugin that matches the mq build
-- your options are:
--- a: purchase a license
--- b: delete the old .dll in your plugin folder, and/or
--- c: change your macroquest.ini to MQ2PluginName=0 under [Plugins]
 
So ive noticed that the mage will pass out pet weapons to everyone other than Enchanter pets. Not sure if this is known or not, and maybe there's a reason why that im not aware of. But figured I would point it out here just incase it was an oversight. Would be nice to not have to manually give Enchanter pet weapons every time. If its meant to be this way please ignore. Its not a big deal if so.

Thank you :)
 
So ive noticed that the mage will pass out pet weapons to everyone other than Enchanter pets. Not sure if this is known or not, and maybe there's a reason why that im not aware of. But figured I would point it out here just incase it was an oversight. Would be nice to not have to manually give Enchanter pet weapons every time. If its meant to be this way please ignore. Its not a big deal if so.

Thank you :)
Correct, we don't give weapons to something that already has weapons.
 
ok my mag is casting Rod of Courageous Modulation over and over and over again, i turned off usegroupmodrod and put that mod rod in blocked buffs and he keeps casting that spell over and over? I do not have the mod rod in inventory and only one i do have is the aa one modulation shard in my inventory. I deleted it and then turn on the plugin, but it cast the aa mod rod then the group version one over and over again.
 
ok my mag is casting Rod of Courageous Modulation over and over and over again, i turned off usegroupmodrod and put that mod rod in blocked buffs and he keeps casting that spell over and over? I do not have the mod rod in inventory and only one i do have is the aa one modulation shard in my inventory. I deleted it and then turn on the plugin, but it cast the aa mod rod then the group version one over and over again.
Sounds like you have one placed or in housing or something.

Q. I am having a lore-group issue with a summoned item.
A. We handle this for items and objects that we can detect. We can't detect or know about items you may have placed in housing, like a personal house or a guildhall. So if you are continuing to have a lore-group issue with summoned items, you will want to go and look in your housing including guild hall for any items that match lore-group items like "Wand of Burning Modulation", "Wand of Dark Modulation", or "Wand of Phantasmal Modulation" etc.
 
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Sounds like you have one in placed or in housing or something.

Q. I am having a lore-group issue with a summoned item.
A. We handle this for items and objects that we can detect. We can't detect or know about items you may have placed in housing, like a personal house or a guildhall. So if you are continuing to have a lore-group issue with summoned items, you will want to go and look in your housing including guild hall for any items that match lore-group items like "Wand of Burning Modulation", "Wand of Dark Modulation", or "Wand of Phantasmal Modulation" etc.
TYVM for your help, had those items in a guild deposit house. grabbed them and problem solved. Thanks again.
 
I've been checking out the CWTN/Sic class plugins and am now looking at MQ2Mage. Very cool.

Anyway, I found a minor but fixable issue. At current levels, the plugin summons a modulation shard and casts Rod of Courageous Modulation to summon a Rod of Heroic Modulation. If you happen to have a conflicting lower-level item in the same LORE class, after casting Rod of Courageous Modulation, you get a Duplicate Lore message but the plugin continues to cast Rod of Courageous Modulation over and over. Obviously, the easy fix is to destroy any LORE items, which I had in my house, and that solved the issue.

I don't know if there is a way to programmatically check if a PC has a conflicting LORE item before the cast, if there is, that would be a nice addition.
 
I've been checking out the CWTN/Sic class plugins and am now looking at MQ2Mage. Very cool.

Anyway, I found a minor but fixable issue. At current levels, the plugin summons a modulation shard and casts Rod of Courageous Modulation to summon a Rod of Heroic Modulation. If you happen to have a conflicting lower-level item in the same LORE class, after casting Rod of Courageous Modulation you get a Duplicate Lore message, but the plugin continues to cast Rod of Courageous Modulation over and over. Obviously, the easy fix is to destroy any LORE items, which I had in my house, and that solved the issue.

I don't know if there is a way to programmatically check if a PC has a conflicting LORE item before the cast, if there is, that would be a nice addition.
as mentioned in the FAQ, we already do check in places we can for those items - we can't check in houses, guild halls, etc

Q. I am having a lore-group issue with a summoned item.
A. We handle this for items and objects that we can detect. We can't detect or know about items you may have placed in housing, like a personal house or a guildhall. So if you are continuing to have a lore-group issue with summoned items, you will want to go and look in your housing including guild hall for any items that match lore-group items like "Wand of Burning Modulation", "Wand of Dark Modulation", or "Wand of Phantasmal Modulation" etc.

Ether-Fused Shard is another example.


> Here is a discussion if that is helpful <

We are able to check the following locations:
- Possessions
- Bank
- Mount Key Ring
- Illusion Key Ring
- Familiar Key Ring
- Hero Forge Key Ring
- Dragon Hoard


We are unable to check:
- housing (self or others)
- guild hall
 
as mentioned in the FAQ, we already do check in places we can for those items - we can't check in houses, guild halls, etc

Q. I am having a lore-group issue with a summoned item.
A. We handle this for items and objects that we can detect. We can't detect or know about items you may have placed in housing, like a personal house or a guildhall. So if you are continuing to have a lore-group issue with summoned items, you will want to go and look in your housing including guild hall for any items that match lore-group items like "Wand of Burning Modulation", "Wand of Dark Modulation", or "Wand of Phantasmal Modulation" etc.

Ether-Fused Shard is another example.


> Here is a discussion if that is helpful <

We are able to check the following locations:
- Possessions
- Bank
- Mount Key Ring
- Illusion Key Ring
- Familiar Key Ring
- Hero Forge Key Ring
- Dragon Hoard


We are unable to check:
- housing (self or others)
- guild hall
Moral is read the instructions ... /embarrassing palm slap to the head
 
I love that your class plugins all use the class short name for slash commands (/mag, /dru, /clr, and so on). It makes managing multiple classes super easy with commands like /noparse /dgae /docommand /$\{Me.Class.ShortName} pause on.

Of your class plugins I've tested, they all seem to use the class long name for the plugin name, except for the Magician, it's MQ2Mage. Unless I am missing something, a command like /noparse /dgae /docommand /plugin MQ2/$\{Me.Class} unload fails only your Magician plugin.

I know your plugin has been out a long time, but is there any chance you might consider using the same class long name convention for your Mage plugin like you did with your other class plugins?
 
I love that your class plugins all use the class short name for slash commands (/mag, /dru, /clr, and so on). It makes managing multiple classes super easy with commands like /noparse /dgae /docommand /$\{Me.Class.ShortName} pause on.

Of your class plugins I've tested, they all seem to use the class long name for the plugin name, except for the Magician, it's MQ2Mage. Unless I am missing something, a command like /noparse /dgae /docommand /plugin MQ2/$\{Me.Class} unload fails only your Magician plugin.

I know your plugin has been out a long time, but is there any chance you might consider using the same class long name convention for your Mage plugin like you did with your other class plugins?
Some have more than 1 like mnk and monk, just out of habit of typing, but I can't imagine someone typing /enchanter.

The plugins names aren't all short name or longname.

Mq2mage wouldn't unload with mq2magician
Mq2war would unload with mq2warrior
Mq2cleric wouldnt unload with mq2clr

Mq2eskay wouldn't unload with mq2shadowknight or mq2shd
 
Some have more than 1 like mnk and monk, just out of habit of typing, but I can't imagine someone typing /enchanter.

The plugins names aren't all short name or longname.

Mq2mage wouldn't unload with mq2magician
Mq2war would unload with mq2warrior
Mq2cleric wouldnt unload with mq2clr

Mq2eskay wouldn't unload with mq2shadowknight or mq2shd
No worries, I think I can address my need with an alias.

At least your in-game class plugin commands all seem to follow a standard (the short name), which is great.
 
Plugin - MQ2Mage

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