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MQ2Nav

Release MQ2Nav Release Thread (2 Viewers)

Hi Bainiac just have a question

Question: when setting up a waypoint is there any way that you are able to make it to where a certain command is executed?

Example: Nav Waypoint XXX, then once arrived it will do a command like /target a certain mob?

just asking, and thanks
 
Hi Bainiac just have a question

Question: when setting up a waypoint is there any way that you are able to make it to where a certain command is executed?

Example: Nav Waypoint XXX, then once arrived it will do a command like /target a certain mob?

just asking, and thanks
mypaths can do that.
 
Hi been a while since i have played EQ, came back today and having problems with MQ2Nav in Luarions Song and 4 out of 6 of my toons are getting the message "can not navigate - no mesh file loaded"
any idea how i can sort this? have down loaded new mesh pack. hasnt fixed it
 
Hi been a while since i have played EQ, came back today and having problems with MQ2Nav in Luarions Song and 4 out of 6 of my toons are getting the message "can not navigate - no mesh file loaded"
any idea how i can sort this? have down loaded new mesh pack. hasnt fixed it
Did you run the MeshManager to make sure the files are updated in the correct directory?
 
Did you run the MeshManager to make sure the files are updated in the correct directory?
Thank you Nightmare, I had not and everything worked fine after i had.
was confusing thou because it worked fine before i stopped playing and was zones i had played in before, and was also working on 2 out of my six toons.
But all good now thanks to your advice. much appreciated
 
Question for Nav. I know I can do a /nav target distance=15 to stop 15 feet away from my target. Is there an equivalent for /nav spawn Dogle NPC distance=15? All of the combinations I have tried have not worked, so I was wondering if someone had a way. I try not to target too far away to minimize detection routines hopefully.
 
Question for Nav. I know I can do a /nav target distance=15 to stop 15 feet away from my target. Is there an equivalent for /nav spawn Dogle NPC distance=15? All of the combinations I have tried have not worked, so I was wondering if someone had a way. I try not to target too far away to minimize detection routines hopefully.
Yes.

/Nav spawn NPC single distance=15
/nav spawn npc Dongle | distance=15

(bah sorry, autocorrect on phone butchered this)
 
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Hi Bainiac just have a question

Question: when setting up a waypoint is there any way that you are able to make it to where a certain command is executed?

Example: Nav Waypoint XXX, then once arrived it will do a command like /target a certain mob?

just asking, and thanks
sorry late just saw this but could you maybe do something like this using multiline ; Nav Waypoint XXX ; /target moba ; whatever comes next
 
I've a lot of reading to do on this thread; however, a hint of what to do would be appreciated. I'm trying to use nav in an instance. I get a message the mesh for the non-instance has been loaded. The map shows the correct map for the instance. I'm trying to figure out what name the instanced file (if it exits) is store under. I'm presently trying to work the zone so don't want to give too many details of the instance. The NPC are level 100 slightly plus.

Nav doesn't work in the instance. I've used the mesh a few times but I've always had the name of the zone to work with. Any hint would be appreciated.
 
I've a lot of reading to do on this thread; however, a hint of what to do would be appreciated. I'm trying to use nav in an instance. I get a message the mesh for the non-instance has been loaded. The map shows the correct map for the instance. I'm trying to figure out what name the instanced file (if it exits) is store under. I'm presently trying to work the zone so don't want to give too many details of the instance. The NPC are level 100 slightly plus.

Nav doesn't work in the instance. I've used the mesh a few times but I've always had the name of the zone to work with. Any hint would be appreciated.
/echo ${Zone.ShortName}
maybe?
and the meshes should be in the mq2nav folder
 
The instance is (zone name) mission2. The mq2nav folder has a file for the (zone name). There doesn't seem to be a file for the instance. I thought Nav worked for LDON missions and that's an example of an instance.

I tried rebuilding the mesh. I'm not sure it's possible to have a mesh for the instance. Nav works for guild halls and that's an example of an instance. The name is also two words.

I tried navmesh and loaded some updated meshes. That didn't work. Does nav have to have some logic to handle this instance? The layout is consistent between instances.
 
C++:
settings.open_doors = LoadBoolSetting("OpenDoors", defaults.open_doors);
settings.ignore_scripted_doors = LoadBoolSetting("IgnoreScriptedDoors", defaults.ignore_scripted_doors);

Appears to be two settings related to the doors. Try /nav UI and find the options related to the doors there.
 
Each resource on RG has an Overview / Discussion Thread and either a link to their wiki or tabs with FAQ, Commands, Etc.
Please make sure to post in the respective discussion thread, and check the FAQ/Commands/Wiki for information before posting.
 
I have a couple questions.
1) Is Render Navigation Mesh still broken? When I check it nothing happens.
2) Im not seeing the In-Game Navigation path ever (and the option is checked in the nav tool settings).
I will see the stupid native EQ path in zones that allow it when using /travelto.
I do see the Mq2map line that it generates on the map.
Ctrl+Shift Clicking the map makes me travel as expected just no path.
Any Ideas on what I could have done to break this?
 
I have a couple questions.
1) Is Render Navigation Mesh still broken? When I check it nothing happens. - EQ broke this with the DX upgrade, still hasnt been restored.
2) Im not seeing the In-Game Navigation path ever (and the option is checked in the nav tool settings). Same as above.
I will see the stupid native EQ path in zones that allow it when using /travelto. yup
I do see the Mq2map line that it generates on the map. yup
Ctrl+Shift Clicking the map makes me travel as expected just no path. yup
Any Ideas on what I could have done to break this? - Not you, EQ did it, Brainiac is aware, no ETA on fix..
 
not sure if this the correct spot for this... I noticed that in The Stonebrunt Mountains there is a Nav mesh issue where every time a toon goes into Kobold camp it would run on top of a hut and then get stuck. Like it doesn't know where to go unless it is on the ground. it won't try to get off the hut. would stop dead in its tracks. Follow Me, Come to me, and even when hunting. using the default meshes that is with updater tool
 
My bard is trying to pick up the ground spawns in Field of Bone for Stone Cold Summer collections achievement. He keeps getting stuck on trees since they put many of the items at the base of trees. I have the option to try and get unstuck checked but he never moves once stuck. I've tried toggling it off and back on to no effect. I've also recreated the mesh several times while trying different radius numbers. But the mesh generator doesn't appear to detect the trees.

And unfortunately, this character doesn't have any non-collision illusion to use.

So mostly this post is just to report a potential issue with getting unstuck. I know it's worked in the past because the character would jump around, but it doesn't appear to try anything now.
 
My bard is trying to pick up the ground spawns in Field of Bone for Stone Cold Summer collections achievement. He keeps getting stuck on trees since they put many of the items at the base of trees. I have the option to try and get unstuck checked but he never moves once stuck. I've tried toggling it off and back on to no effect. I've also recreated the mesh several times while trying different radius numbers. But the mesh generator doesn't appear to detect the trees.

And unfortunately, this character doesn't have any non-collision illusion to use.

So mostly this post is just to report a potential issue with getting unstuck. I know it's worked in the past because the character would jump around, but it doesn't appear to try anything now.
Try autosize to see if it helps, sometimes it works.
 
Whenever I use this command: /bcg //nav spawn ${Me} it works, but the Zone Guide window pops open and "the plane of knowledge" appears in the search bar area and I keep getting a reminder i need to wait a few seconds before I can request a path. . It has worked flawless in the past until a few days ago. Once I delete the search bar area and close the window it operates normally.
 
Whenever I use this command: /bcg //nav spawn ${Me} it works, but the Zone Guide window pops open and "the plane of knowledge" appears in the search bar area and I keep getting a reminder i need to wait a few seconds before I can request a path. . It has worked flawless in the past until a few days ago. Once I delete the search bar area and close the window it operates normally.

/nav doesn't touch the zone guide so i'm not sure whats going on there.
 
Question: Nav Mesh for new Zones

is there any way that the Nav mesh generator can populate the new zones? Yes the nav works in the new zones but when editing none of the new zones shows up on the generator.

Thank you
 
Release MQ2Nav Release Thread

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