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  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver
MQ2War

Plugin - MQ2War 3.1.52471.11

Sorry if this has been answered elsewhere (please just direct me to it if so)

Is there a way to make my tank grab agro off anything in camp that is not currently on him? I am trying a TLP group with no mezzer and just want him to vaccuum up all the agro
No, we wont just willy nilly target everything.
However, you are also not target locked, so if u want to switch targets, do so.
 
No, we wont just willy nilly target everything.
However, you are also not target locked, so if u want to switch targets, do so.

yea doing it manually in tank mode works well. it really only matters so far when im breaking in a camp so i can live with it. thx for response
 
yea doing it manually in tank mode works well. it really only matters so far when im breaking in a camp so i can live with it. thx for response
yw - there's just a ton of variables with things - imagine if you were utilizing CC and the tank just started whacking everything - or toons started sending pets willy nilly - or shaman started kicking mobs in random directions, can get chaotic quickly. The bots also don't know what other toons are doing, or are thinking about doing. This is why for the tanking classes with aoe threat abilities (the ones that don't do dmg) we don't consider them part of the regular "useaoe" style, and we just see how many mobs are around us, compared to how many are on x-target in hopes that they are similar enough that it is safe to use aoe (non-dmging) threat abilities.

Unfortunately, warriors don't have as many tricks up their sleeves for AoE Aggro as an SK does - they kind of have it easy mode. It might be worth considering turning off precision so you save that timer for expanse (assuming we're talking about a period where you have that AA line available to you) - but my personal suggestion is to utilize the tried and true holy trinity of tank/heal/CC as the "core" of your squad

I personally drive with my tank, so if there is a mob I think is more pressing at the moment, i'll just click on it (either directly or in the x-target window) and since i keep everyone switchwithma turned on - the team all follows me to my new target
 
Hello, I'm hunting in Tim Deep and my warrior runs out to pull something and on the way back he runs into a tree and just keeps running forward into the tree without moving until he's beat to death, is there anyway i can install an additional plugin that will monitor for stuck and move backwards or sideways or make some kind of effort to trying to correct pathing? I don't know why this happens with MQ2Nav loaded but for some reason it will just run into a tree when its on the way back and die, and that stops everything=(
 
You'll have to modify your mesh file for that zone. ( locate where your toon is stuck in the tree and flag that aera as not walkable)
 
Hello, I'm hunting in Tim Deep and my warrior runs out to pull something and on the way back he runs into a tree and just keeps running forward into the tree without moving until he's beat to death, is there anyway i can install an additional plugin that will monitor for stuck and move backwards or sideways or make some kind of effort to trying to correct pathing? I don't know why this happens with MQ2Nav loaded but for some reason it will just run into a tree when its on the way back and die, and that stops everything=(
Some mesh adjustments will definitely fix you right up.

@ChatWithThisName made a sweet video > HERE < showing how to edit files in your navmesh. At first it can feel a bit overwhelming, but you'll get the hand of it fast

locate meshgenerator.exe in your release folder
1604511387266.png

then file->open zone
1604511415550.png

then you can move to the location you want to mark, either by your keyboard/mouse or by putting in the location in the window
Here is some random rock in EW
1604511477871.png

1604511490356.png

Now let's say that I wanted to ensure that entire rock i don't go on instead of how it is now, where some of it i would walk on.
I like to use the Mark Area tools where i can and avoid "re rendering the mesh" if i don't need to.
1604511543862.png

Once I click on the Mark Area Tool i can select the dropdown for what type of area i would like to create.
Not Walkable will mean if you end up on it some how (mob knocks you back, or you stick on to it or whatnot, that you would not be able to nav back off it - avoid means it is weighted higher for the nav calculations but you can still nav on it).

1604511561573.png

You can also create/adjust the weights of areas to make them "more avoidable" etc. some zones i will create a MEGAAVOID area type and give it a crazy weight like 50
1604511695313.png

Let's say i just want to avoid this
I would click my 4 points
1604511645557.png
and then create volume

1604511656780.png
Now this area is "avoided"
1604511666692.png

for something like a tree I would just use the not-walkable avoid type
Which would make it look like this

1604511774972.png

once you have your tree marked off you just click save
1604511797677.png

if you are currently in-game it should auto-reload the map for you - if it didn't you can /nav reload

you can check in game that it got added by doing the /nav ui and clicking that "render navigation mesh" - you will see the marked out area

back to profit
 
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Anyone else's /war DoCampfire 0 immediately zone to bind and campfire back?
 
First of all, I love MQ2War. It's great.

Just something that I ran into tonight that I'd like to see. Maybe this isn't an issue for most but just more of a QoL thing for me.

Would it be possible to have some sort of xtarget function that monitors mana of members outside of group?

Tonight for example I've got 3 people in my group that I'm grinding xp for. I have both of my wizzies outside of group. As they are mana whores, it would be extremely convenient if I had both wizzies set in xtarget if it would notice that and med if their mana got down to a certain percentage, kind of like how it works in group.

Just a thought. Again, I don't know if this is possible and it's a minor thing, but figured I'd throw it out there and see if it was possible.
 
If I log out in "raidmode on", then log in the next day, "raidmode on" is not check anymore. Presumably this is because we are not raided up any longer:xd:. Though when I recreate my raid, raidmode doesn't toggle back. So I do a social to set the all toons to raidmode on with a ......$me.cless.ShortName} raidmode on.

I haven't tried true or 1 yet but would imagine they are not persistent either.

Question is, if I'm doing something wrong or if it is working as intended and maybe could something to consider way down on the list of cool things you guys are doing. This is just one of the quality of life things that isn't really a big deal but cool to have - at least for me.. lol
 
If I log out in "raidmode on", then log in the next day, "raidmode on" is not check anymore. Presumably this is because we are not raided up any longer:xd:. Though when I recreate my raid, raidmode doesn't toggle back. So I do a social to set the all toons to raidmode on with a ......$me.cless.ShortName} raidmode on.

I haven't tried true or 1 yet but would imagine they are not persistent either.

Question is, if I'm doing something wrong or if it is working as intended and maybe could something to consider way down on the list of cool things you guys are doing. This is just one of the quality of life things that isn't really a big deal but cool to have - at least for me.. lol
yes, if you are not in a raid and raidmode is on, you will automatically turn it off. this was because a very large number of people a few folks would frequently would turn on raid mode, not be in a raid, and then wonder why they're not assisting (it was because they were in raid mode, but not in a raid, so no raid MA), and then it became a headache chasing down why.

working as intended.

but yeah, just add it to your "setup" when you get everyone invited to raid, to set them in raid mode with a social and whatnot, shouldn't be too much of a pain. and i'll have the datatypes pushed soon so you'll be able to query everyone with a /noparse /bcaa //bc ${CWTN.RaidMode} and see who's in raidmode and who isnt
 
I had an odd thing happen with MQ2War in tank puller mode. The warrior went after an odd NPC which would make it onto the agro list but walked away from the warrior (it was some level 5 cat in OT, how it got across the map i don't know but it just walked back to town). The warriror just followed it across the map trying to engage it. Thats an extreme case. But I would actually like it to disengage if getting too far from camp. Similarly when pulling if the mob walks out of pull radius before the actual pull shot/hit it should disengage (KA does this. Relatively small issues, but still, would make things a little more robust.
 
I had an odd thing happen with MQ2War in tank puller mode. The warrior went after an odd NPC which would make it onto the agro list but walked away from the warrior (it was some level 5 cat in OT, how it got across the map i don't know but it just walked back to town). The warriror just followed it across the map trying to engage it. Thats an extreme case. But I would actually like it to disengage if getting too far from camp. Similarly when pulling if the mob walks out of pull radius before the actual pull shot/hit it should disengage (KA does this. Relatively small issues, but still, would make things a little more robust.
we're not going to have any max engage from camp then go back thing - however this issue that made this happen should be potentially be fixed next issue
 
we're not going to have any max engage from camp then go back thing - however this issue that made this happen should be potentially be fixed next issue
I don't have an example. But I could imagine a super fast special mob going through pull radius and puller tank selects it then it would chase it across the map. Like that fast brownie in lfay back in the day. Not sure why the quick assessment that you absolutely won't do it but that is of course your pejorative, just trying to give a little tweaking feedback.
 
I don't have an example. But I could imagine a super fast special mob going through pull radius and puller tank selects it then it would chase it across the map. Like that fast brownie in lfay back in the day. Not sure why the quick assessment that you absolutely won't do it but that is of course your pejorative, just trying to give a little tweaking feedback.
I'm assuming you mean prerogative and not pejorative.

and to be clear - its not meant to be dismissive or making a judgment on your thoughts - i'm just providing you an answer.

well, chat has said a few times that he has no intention of doing that - because it causes more headache than not - that is why the quick assessment that we don't plan on doing that. of course things change, and plenty of stuff we've said no to - either due to programmatic limitations or design choices, have in fact, changed later - but as for now. the answer is no. waiting till later to tell you that wouldn't do anything other than make you wait for a response for your question.

if you have a specific mob that you think is going to cause you issue like 1 fast brownie out of the thousands of mobs in the game - you can of course, ignore it.
 
I'm assuming you mean prerogative and not pejorative.

and to be clear - its not meant to be dismissive or making a judgment on your thoughts - i'm just providing you an answer.

well, chat has said a few times that he has no intention of doing that - because it causes more headache than not - that is why the quick assessment that we don't plan on doing that. of course things change, and plenty of stuff we've said no to - either due to programmatic limitations or design choices, have in fact, changed later - but as for now. the answer is no. waiting till later to tell you that wouldn't do anything other than make you wait for a response for your question.

if you have a specific mob that you think is going to cause you issue like 1 fast brownie out of the thousands of mobs in the game - you can of course, ignore it.
You can thank auto correct on that spelling, I didn't know that was a word. Your solution works if you know about the mob, I was just thinking of a general solution rather than being super specific and just figuring out causes of deaths while pulling that shouldn't happen. KA does this and more and I think does a better job at pull selection. Bringing up the ignore list, it would be nice to have the ignore list be on partial rather than exact matches (or give a syntax for partial match). So I could ignore 'golem' and not have to ignore 4 different variations. I really like MQ2War just missing the ability to tweak things to my style I guess.
 
Here's another pulling scenario that did't look right. Puller ran out to get a target, proximity aggro'd something else (i think target was walking away, and new targets were walking into range which is why it selected the further target). Got agro on two mobs but continued to its targetted mob and pulled it. I have a pretty large pulling range going on here. Thankfully it was able to bring all three back to camp for a kill but if it had been a higher level zone probably would have died. I would have expected it to run back to camp as soon as anything had agrod on it rather than continuing to pull target. Thats what it looked like happened, but I am not 100% sure.
 
If u get aggro and mob goes on xtarget it does run back. Same as if. Group in camp gets aggro.
 
Must have happened between last check for xtarget and decision to do pull action (bow pull), always gonna be race conditions like that that I suppose. Good to know it shouldn't happen at least. Thank you.
 
Ok I saw it happen again, its not always watching xtar. Pulling in the south east area of OT there are a bunch of sarnak traps that can trap you and pop a chokadai on you. So my guy is pulling something and happens to hit one of these traps, he is stuck for a while and gets hit by the dog, when unstuck he proceeds to to beeline across the zone with this dog hitting him to his original target (which had since wandered off) and agros a half dozen other mobs along the way until he gets to his intended victim and pulls it and brings the whole mess back to camp. So there isn't something quite right about checking xtar while pulling. Could probably test it by ignoring a bunch of nearby mobs that proximty agro and the have it try to pull something else.
 
Ok I saw it happen again, its not always watching xtar. Pulling in the south east area of OT there are a bunch of sarnak traps that can trap you and pop a chokadai on you. So my guy is pulling something and happens to hit one of these traps, he is stuck for a while and gets hit by the dog, when unstuck he proceeds to to beeline across the zone with this dog hitting him to his original target (which had since wandered off) and agros a half dozen other mobs along the way until he gets to his intended victim and pulls it and brings the whole mess back to camp. So there isn't something quite right about checking xtar while pulling. Could probably test it by ignoring a bunch of nearby mobs that proximty agro and the have it try to pull something else.
in this case its likely that because you got rooted you got hit with a "you can't hit your target from here" or similar message so your toon nav'd to the target.

Chat said he'd take a look at this possibility
 
Forgive me if I am just ignorant or if this has been mentioned elsewhere and I didn't see it. MQ2War seems to be activating Breather Rk II instead of Relax Rk II, is that intentional? I haven't played my warrior in a couple years so I don't know if there is something funny about the newer versions that you wouldn't use them.
 
Forgive me if I am just ignorant or if this has been mentioned elsewhere and I didn't see it. MQ2War seems to be activating Breather Rk II instead of Relax Rk II, is that intentional? I haven't played my warrior in a couple years so I don't know if there is something funny about the newer versions that you wouldn't use them.
yup, because relax sucks and makes you attack at like -100billiontrillion speed
 
Yerp that would explain it. I'll just shush myself now, I am a wee bit out of date.
 
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Sorry if this has been answered elsewhere (please just direct me to it if so)

Is there a way to make my tank grab agro off anything in camp that is not currently on him? I am trying a TLP group with no mezzer and just want him to vaccuum up all the agro
You could turn on "Use Concordant Expanse", you'll naturally gain agro once a heal lands on the tank
 
I was running a griklor mission with mq2war loaded but on manual. Grik drops, we start mowing him down, and then the warrior books off into the sunset. Grik was targeted and right in front of me, then I take off. What's that about?
 
in manual mode, you need to press attack to make him fight.
 
Understood. When I say he was targeted and right in front of me it was implied I was attacking (which I was) but then the warrior just bolts out across the zone. Grik was still down, and actually following *me*, but the warrior was just on a mission to gtfo. It had the nav path lit up and was oscar mike. Hard.
 
Understood. When I say he was targeted and right in front of me it was implied I was attacking (which I was) but then the warrior just bolts out across the zone. Grik was still down, and actually following *me*, but the warrior was just on a mission to gtfo. It had the nav path lit up and was oscar mike. Hard.
we don't do any movement in manual mode (we don't even stick in manual mode). are you sure you were in manual mode? and we don't stop targetting and take off when we're fighting unless we're told to.

Would need more information as far as to *where* he was going.

are you sure you didn't tab on to something (even then you wouldn't nav to it)
 
does mq2war allow for potion clickes? and how does one do it? i need to add a disease cure potion automated for specific instances for fights on rizlona server. can anyone help me with that?
going back for some older comment i ran across this -- in case you missed it we DO have addclicky cure now, and can toggle on/off with usecures - so you can add cure potions to your addclick cure and go to town
 
we don't do any movement in manual mode (we don't even stick in manual mode). are you sure you were in manual mode? and we don't stop targetting and take off when we're fighting unless we're told to.

Would need more information as far as to *where* he was going.

are you sure you didn't tab on to something (even then you wouldn't nav to it)

I ran it again in a more controlled scenario and wasn't able to reproduce it. I know for certain in the original situation that nothing but Griklor was targeted, so even if mq2war was on something other than manual it should not have run off. But I don't know why it did, so for now I'm calling it a fluke until I can reproduce.

Thanks for the response.
 
I usually make myself look stupid posting. But gonna give it another try :). Warrior plugin fights great but I am still struggling with pulls and having the warrior die while out on a pull. I went a couple days with no bad pulls and just had like 3 in the space of maybe an hour where he died. I am thinking maybe the difference is that i was watching on the warrior more yesterday and today I've been messing with the druid kissassist config so been leaving him in the foreground. I am using eqwire. I recall a couple times seeing the warrior stuck on the pull and as soon as i switch to him he seemed to pick that moment to run to camp... i had assumed coincidence.
 
should always have at least 30 background FPS and preferably 60+ background fps. the in game fps cycle is where "work" is done. so if you have that too low, work gets skipped. wire makes it so its not drawn, but you still need the fps to happen in your alt-o -> display - Advanced
this is usually what my background toons are
1605506411783.png
 
I bet that is whats been causing my problems all this time. Just looked at it and it was really low, my guess it was from before i got eqwire and I was trying to get my machine performing better and I never set it back after i got eqwire.
 
About 8 hours in and no deaths from pulling issues, thats a fair indicator that the fps setting was the issue. Only pull "mistake" was warrior engaging at the camp boundary and when he positioned the mob he was just out of camp radius and my other characters didn't engage. But my camps are set up a little sloppy so not surprised something that close caused an issue. I need to take time to make hotkeys like sic. :)
 
About 8 hours in and no deaths from pulling issues, thats a fair indicator that the fps setting was the issue. Only pull "mistake" was warrior engaging at the camp boundary and when he positioned the mob he was just out of camp radius and my other characters didn't engage. But my camps are set up a little sloppy so not surprised something that close caused an issue. I need to take time to make hotkeys like sic. :)
Yah that fps thing can getcha

I always have my assist camp radius larger than my tank radius specifically because the tank will engage the mob when it enters the camp radius like it is designed to.
 
Is there any known issue with MQ2War not detecting zoning correctly? (leading with druid so i probably evac more often than most groups tend to see, just for moving around). I don't really want to spout off as I haven't yet taken the time to exactly document things.

Edit: Looks like there is a thread already that might be covering what I am seeing, so nevermind for now (it was as much about mode changing as zone detection).
 
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