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MQ2Necro

Plugin - MQ2Necro (2 Viewers) 3.1.52471.11

Yes and yes, been thinking about it a lot and testing it a lot. There are quite a few considerations for it it ATM, and I haven't made a couple of choices yet
I'm curious how the testing of lifeburn is coming along. Hopefully it's promising!
 
Hadn't heard of snakehead until now, their scale patterning is super similar to Ball Pythons lol that's pretty cool.
Rivers around here are a bit questionable to fish at the moment due to the Dam removal projects in the area.
There's some nice lakes though, I have a nice little lake about 20min drive that is good for Bass.

Niiice gathering dusk and dying grasp too, very cool!
Edit: Maybe I'm not thinking right on this I forgot Gathering Dusk was already a toggled option and Dying grasp is already being used without a toggle option.
I must need more coffee this morning!
 
Looking for a quick sanity check - I've got a 105 Necro using this plugin. In the spell group labeled Pyre Short on the Spells & Disc's page, it lists Pyre of Marnek which is the level 99 version. I have the 104 version Pyre of Jorobb scribed and would expect it would get memorized over Marnek but it doesn't. Should it? This is in spell slot #2 if that helps. Not using BYOS.
 
Looking for a quick sanity check - I've got a 105 Necro using this plugin. In the spell group labeled Pyre Short on the Spells & Disc's page, it lists Pyre of Marnek which is the level 99 version. I have the 104 version Pyre of Jorobb scribed and would expect it would get memorized over Marnek but it doesn't. Should it? This is in spell slot #2 if that helps. Not using BYOS.
isnt that when our BPs started focusing? thats in the FAQ.
 
I would like to request a new feature for DOT classes. An "estimated time to kill option" that would help the plugin select the most appropriate duration DOT spells.

For example, the current MQ2necro plugin has a general optimized spell selection for both group and raiding. However, if you are killing mobs faster than the selected spells, you are losing dps and mp.

My suggestion would be to create time frames of 30 sec, 60 sec and Raid options, to accommodate optimizing group dps.

Group: 30 sec option would focus on the 12 second spells and add a few of 30 second spells.

Group: 60 sec option would focus on only on the 30+ second spells.

Raid option would stay as the same, as it seems to be working the best.
 
I would like to request a new feature for DOT classes. An "estimated time to kill option" that would help the plugin select the most appropriate duration DOT spells.

For example, the current MQ2necro plugin has a general optimized spell selection for both group and raiding. However, if you are killing mobs faster than the selected spells, you are losing dps and mp.

My suggestion would be to create time frames of 30 sec, 60 sec and Raid options, to accommodate optimizing group dps.

Group: 30 sec option would focus on the 12 second spells and add a few of 30 second spells.

Group: 60 sec option would focus on only on the 30+ second spells.

Raid option would stay as the same, as it seems to be working the best.
This is really something *you* should manage with your dot HP values, or your ma swapping targets.

/nec DotHp ## - Mob health to stop dotting at.
/nec DotHPNamed ## - Named health to stop dotting at.


These allow you to say "once the mob is at X health %, don't dot anymore"

you mentioned the 12 second spells - so i *imagine* you're talking about the "swift" dot lines - which are absolute poo these days, irrespective of how fast your mobs are dying =p

One of the groups I run with daily has two necros in it, and I just manage it as the ma and don't adjust my dot hip values

Depending on the mob I wait until I see two pyres and then I swap targets, because I know with that group all I need is two pyres and can swap.

I can't pull too many mobs with that group. It is a monster group.
 
Does huntertank not work for necros?

I have a persona group, and level 60 hunting over level, but when I put the necro in hunter tank, it just sits there.

1725299643672.png1725299713467.png

I have debugduringpull on and have tried the debugpull on once... and nothing...

The zone I am in is pretty level that is why I have 20/20 as Z as I don't want to pull things that are 10+ levels. Just the 9 andunder plus.
 
Does huntertank not work for necros?

I have a persona group, and level 60 hunting over level, but when I put the necro in hunter tank, it just sits there.

View attachment 64457View attachment 64458

I have debugduringpull on and have tried the debugpull on once... and nothing...

The zone I am in is pretty level that is why I have 20/20 as Z as I don't want to pull things that are 10+ levels. Just the 9 andunder plus.
Yep it sure does.

Your pull high and low is very small. You are saying (only pull things within 20 above/below)

You want /nec debugpull on once not during pull... Cause you're not pulling.

You'll see the output tells you everything is out your pulling radius (cause of zradius).

I suspect if you changed to like 300 high/low you'll start pulling as expected
 
Yep it sure does.

Your pull high and low is very small. You are saying (only pull things within 20 above/below)

You want /nec debugpull on once not during pull... Cause you're not pulling.

You'll see the output tells you everything is out your pulling radius (cause of zradius).

I suspect if you changed to like 300 high/low you'll start pulling as expected
Changing Z to 300/300 didn't do anything.

I use the map and the height there to match the z on pull to see what mobs are available.

I can move around while in hunter tank and when I get close to a mob to agro the tank part takes over and works.

1725301378136.png1725301402985.png

Its not even getting a pet out.


EDIT: something weird is going on. When I clicked off use charm it started to run back to initial start while fighting a mob.
1725302821817.png

EDIT2: Is it supposed to mem manaskin when all mobs dead and combat mem cessation of cor as soon as engaging? (I know I have combat summon pet on).

1725303303294.png
 
Last edited:
You should turn off usecharm if you don't want to use charm spells (and want to use a pet).

It is trying to memorize manaskin, but then you appear to get adds, which makes it memorize your dot cause you have combatsummonpet (which does pet stuff and puts your gem back) when you get in combat.

You didn't appear to do the debug on once to tell you the specific reason you're not pulling the mobs. It will tell you.

Please see >>> Getting Started with CWTN plugins! (Movement, UI Window, Clickies, Pulling, ETC) Check Here First! <<< :)
 
You should turn off usecharm if you don't want to use charm spells (and want to use a pet).

It is trying to memorize manaskin, but then you appear to get adds, which makes it memorize your dot cause you have combatsummonpet (which does pet stuff and puts your gem back) when you get in combat.

You didn't appear to do the debug on once to tell you the specific reason you're not pulling the mobs. It will tell you.

Please see >>> Getting Started with CWTN plugins! (Movement, UI Window, Clickies, Pulling, ETC) Check Here First! <<< :)
I turned combat pet off.
and charm.

The debug pull... if you need to use it while pulling and it never pulls how does that work?

I just have it on manual now and running around switching between manual and tank.
 
I turned combat pet off.
and charm.

The debug pull... if you need to use it while pulling and it never pulls how does that work?

I just have it on manual now and running around switching between manual and tank.
No.

"Debugduringpull" and "debugpull on once" are two different things which I explained, and linked the sticky as well since we're not communicating well.

Debugduringpull would say stuff when you are pulling, that isn't what you want, because you're not pulling.

"Debugpull on once" would cycle through 1 attempt at pulling and spit out all the mobs and tell you exactly why it isnt pulling that particular mob.

I also always recommend ensuring you click off any levitation when you want to swap into a pulling mode (and can always do a resetcamp if you forget to drop lev until after you fall)
 
No.

"Debugduringpull" and "debugpull on once" are two different things which I explained, and linked the sticky as well since we're not communicating well.

Debugduringpull would say stuff when you are pulling, that isn't what you want, because you're not pulling.

"Debugpull on once" would cycle through 1 attempt at pulling and spit out all the mobs and tell you exactly why it isnt pulling that particular mob.

I also always recommend ensuring you click off any levitation when you want to swap into a pulling mode (and can always do a resetcamp if you forget to drop lev until after you fall)

Yes, I understood the difference, even if I did not communicate it well.

There was no lev on.

I had /nec debugdurginpull on so it would hopefully say something when pulling.

I tried the /nec debug pull on once.... there was no response from MQ. Nothing. And I was not paused.

I was in tactics at the time... the whole area above the pit is level... so needing a 600 range z access to see mobs right next to me is not what I expected.

Yes, I let mobs walk up to just out of argo range, and there was no response from huntertank.

I can try again later tonight or tomorrow... have to raid now.
 
Yes, I understood the difference, even if I did not communicate it well.

There was no lev on.

I had /nec debugdurginpull on so it would hopefully say something when pulling.

I tried the /nec debug pull on once.... there was no response from MQ. Nothing. And I was not paused.

I was in tactics at the time... the whole area above the pit is level... so needing a 600 range z access to see mobs right next to me is not what I expected.

Yes, I let mobs walk up to just out of argo range, and there was no response from huntertank.

I can try again later tonight or tomorrow... have to raid now.
the debug goes to the normal MQ Window, not the plugin window. It's generally a lot of information, so as not to over populate the plugins window we put it in the normal MQ console. Please be sure to check the MQ console for the output.
 
I tried the /nec debug pull on once.... there was no response from MQ. Nothing. And I was not paused.
that'd be pretty unusual but again for clarity (responding to what you're typing) it is /nec debugpull on once since you said "debug pull on once". The output goes in your mq output, mq2chatwnd or mqconsole
 
I took the group back to tactics.

Killed the first mob in the entrance hallway towards the pit, then moved to the ledge above the pit at the end of the entrance hallway.

Made sure settings were set.
1725334266350.png

1725334232042.png


1725334196170.png

Turned on hunter tank and the toon stares out into space. (the add was from a mob pathing into the group.

Tried the "/nec debugpull on once" while looking at the plugin output.
Looked at the console and didn't see anything.
Put the command in the console and you can see the result. Nothing.

1725334143802.png

Mob still standing there next to group as I type this up and kill all the pathers.

1725334564698.png
 
I took the group back to tactics.

Killed the first mob in the entrance hallway towards the pit, then moved to the ledge above the pit at the end of the entrance hallway.

Made sure settings were set.
View attachment 64473

View attachment 64472


View attachment 64471

Turned on hunter tank and the toon stares out into space. (the add was from a mob pathing into the group.

Tried the "/nec debugpull on once" while looking at the plugin output.
Looked at the console and didn't see anything.
Put the command in the console and you can see the result. Nothing.

View attachment 64470

Mob still standing there next to group as I type this up and kill all the pathers.

View attachment 64474
Dunno, that is pretty suspect that you're not seeing the output, it would mean you're not getting to the "time to try and pull" part

mq-console-output said:
[Nav] Successfully loaded mesh for potactics
[MQ2Necro]:: Mode is currently: HunterTank
[MQ2Necro]:: Camp updated to X:-192.54 Y:434.78 Z:67.81 in Zone: 214
[MQ2Necro]:: [25693]: Gindan_Flayer00 is my Target
[MQ2Necro]:: Using AA: Scent of Thule on Gindan_Flayer00
[MQ2Necro]:: Add! ~> Gindan_Flayer00 <~
[MQ2Necro]:: Adds: Gindan_Flayer00 |
[MQ2Necro]:: Priority Target incoming: All others ignored till Gindan_Flayer00 is dead!
[MQ2Necro]:: Using AA: Summon Companion
[MQ2Necro]:: Killed Gindan Flayer
[MQ2Necro]:: Adds:
[MQ2Necro]:: debugpull is now: On
[MQ2Necro]:: Memorizing: Aegis of Valorforged Rk. III in slot: 3
[MQ2Necro]:: Memorizing: Bracing Revival Rk. III in slot: 5
[MQ2Necro]:: [DEBUGPULL] Spawn: MahNecroDude ID: 69420 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Gindan_Flayer's_corpse0 ID: 25693 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Xabartik00 ID: 26780 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Shadows05 ID: 8956 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Diaku_Elite_Guard's_corpse0 ID: 25687 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Diaku_Elite_Armsman's_corpse0 ID: 25683 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Shadows01 ID: 8937 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Gindan_Blademaster's_corpse0 ID: 25690 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: A_Cold_Wind06 ID: 8960 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: #Anival_the_Blade's_corpse0 ID: 25699 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Huge_spikes02 ID: 8952 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Shadows06 ID: 8971 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Diaku_Elite_Sentry's_corpse0 ID: 25679 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Diaku_Elite_Sentry's_corpse0 ID: 25676 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Giwin_Mirakon's_corpse0 ID: 8199 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: a_Diaku_Scout's_corpse0 ID: 25674 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: General_Invisible_Man00 ID: 8373 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Diaku_Elite_Sentry's_corpse0 ID: 25752 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Diaku_Elite_Armsman's_corpse0 ID: 25754 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: A_Cold_Wind07 ID: 8963 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: You_hear00 ID: 8923 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Shadows04 ID: 8945 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: a_Diaku_Scout04 ID: 23624 exceeds radius. Distance: 1004.23 Radius: 1000
[MQ2Necro]:: [DEBUGPULL] Spawn: A_Cold_Wind05 ID: 8934 wrong spawntype.
[MQ2Necro]:: [DEBUGPULL] Spawn: Diaku_Elite_Guard05 ID: 25729 exceeds radius. Distance: 1055.54 Radius: 1000
[MQ2Necro]:: [25695]: Gindan_Flayer01 is my Target
[MQ2Necro]:: Using AA: Scent of Thule on Gindan_Flayer01
[MQ2Necro]:: Add! ~> Gindan_Flayer01 <~
[MQ2Necro]:: Adds: Gindan_Flayer01 |
[MQ2Necro]:: Priority Target incoming: All others ignored till Gindan_Flayer01 is dead!
[MQ2Necro]:: Using AA: Summon Companion
[MQ2Necro]:: Killed Gindan Flayer


have you tried going to another zone and see if you're having similar issues? it sounds like a mesh problem, but you should still be spitting out the "/nec debugpull on once" stuff, and the things that would make you wait would be things like - you going to rez, you waiting to complete a buff of somekind, putting your spells a certain way.

Let's try and work through the information we have.

you keep memorizing manaskin, but don't seem to cast it - do you have peridots on you for that? try turning off userune - I bet that is what that is --- that spell specifically requires peridots (later on the line doesn't)

you can do a /echo ${CWTN.HaveBuffsToCast} and see if that returns true - if so, that'll be a reason

let me put in a reagent check
 
Dunno, that is pretty suspect that you're not seeing the output, it would mean you're not getting to the "time to try and pull" part




have you tried going to another zone and see if you're having similar issues? it sounds like a mesh problem, but you should still be spitting out the "/nec debugpull on once" stuff, and the things that would make you wait would be things like - you going to rez, you waiting to complete a buff of somekind, putting your spells a certain way.

Let's try and work through the information we have.

you keep memorizing manaskin, but don't seem to cast it - do you have peridots on you for that? try turning off userune - I bet that is what that is --- that spell specifically requires peridots (later on the line doesn't)

you can do a /echo ${CWTN.HaveBuffsToCast} and see if that returns true - if so, that'll be a reason

let me put in a reagent check

I am thinking I might have had a bad eq instance. The only thing different today is that I had shut down everything EQ, but MQ when I went to bed last night. I started up, after killing the first mob, at the bottom of the stairs above the pit. As soon as I hit huntertank, he immediately attacked the mob to the left (from the pic I posted). No settings were changed including the userune. And I don't have peridots. The toons are basically naked running around leveling.

Maybe I should have rebooted yesterday, with such a weird problem.
 
I am thinking I might have had a bad eq instance. The only thing different today is that I had shut down everything EQ, but MQ when I went to bed last night. I started up, after killing the first mob, at the bottom of the stairs above the pit. As soon as I hit huntertank, he immediately attacked the mob to the left (from the pic I posted). No settings were changed including the userune. And I don't have peridots. The toons are basically naked running around leveling.

Maybe I should have rebooted yesterday, with such a weird problem.
if you don't have peridots, but you do have userun one - since the rune you have requires peridots, you'll get jammed up there everytime
 
if you don't have peridots, but you do have userun one - since the rune you have requires peridots, you'll get jammed up there everytime
Well, it's not jamming right now. As I didn't click if off, don't have peridots and it was moving in huntermode.

I don't think I changed that one as it is still checked on the other two necros in the group and only made changes to the driver. Basically, running it out of the box as I level.
 
1725380956104.png

Any way around this other than going manual? Currently in Huntertank... and no one in group can rez.
Level 63-62.
I think I am going to have to run back to lobby to summon it.
 
Unless I am completely blind and keep overlooking it, I don't see the undead nuke anywhere in the plugin. Able to be added? If not, understandable. Just curious is all.
 
Playing on Project Lazarus. Getting the following error when trying to load “Plugin 'mq2necro' could not be loaded: LoadLibrary failed with error 0x0000c1: %1 is not a valid Win32 application” . Are these plugins not compatible on EMU servers?
No. You can't just randomly toss a .dll and cross your fingers.

A live .dll won't work on test and especially not emu. ATM emu build is still 32 but, so a bunch of reasons why not :p

Please see >>> Getting Started with CWTN plugins! (Movement, UI Window, Clickies, Pulling, ETC) Check Here First! <<< :)
 
Plugin - MQ2Necro

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