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Problem - MQ2Nav issue

EQman0311

Active member
Joined
Dec 4, 2014
RedCents
749¢
If mq2nav starts screwing up and your toon starts running into walls, how do you reset it? I tried unloading and reloading, I tried /nav reload, tried new mesh. Nothing
 
If it's during Pull and an indoor zone like Chardok or Howling Stones, that seems to be an ongoing issue. Per another post, KA is picking a mob by approximated pull path but not real-world pull path. MQ2Nav seems to think it can jump off the mesh (via a wall as if it was a cliff) and land back on the mesh near the mob it wants, thus a calculated short pull path.

Reloading or remaking your mesh alone won't fix it.

Some related posts:


I find changing my pull radius or pull z radius in your puller ini fixes quite a few. After that I look at the map for a camp that is as far away from the problem area as possible, while still letting me pull the mobs I want. Use MeshGen to manually block out the problem walls is probably the best fix, though I can't do that myself as MeshGen runs too slow on my system.

My laptop has a nice "feature" when the puller is having this issue. It starts audibly clicking as my puller slams his head on a wall then spins takes a step back and charges the wall again over and over. I think it actually raises the cpu temp too hah.
 
Usually this is caused by not verifying that the ${Navigation.PathExists[search info]}

Without that check, it'll try to get as close as it can, even though it can't make it all the way to the target.
 
if often related to a pathlenght bug in mq2nav, a fix is coming for it in kiss once maskoi redoes the pull sub.

but basically as eqtrader74 said, at some point the pullpathlength becomes long, and then mq2nav bugs out, and just creates the shortest path it can to your mob, and that is often through a wall or over a mountain it cant go.

the fix is basically checking the pathlenght against the distance of the mob, and if its smaller, since mq2nav only counts the bit after it warped past the wall or mountain, its a bugged path.
 
MQ2NAV was working great a few months ago. Seem to have this issue now. Selects a mob goes a couple feet and says stopping navigation.
 
Problem - MQ2Nav issue

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