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Release Old Man McKenzie - Group Macro Beta 1.15

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Just started using this and was wondering about the raid macro. Anyway to make it check if it actually has the mana to cast before it tries to cast ds/haste. Noticed when one of the mages died it summoned the pet and then kept trying to buff even though it didnt have mana.
 
Not sure what changed, but absolutely the restart at lava doesn't work just chain ends the macro and it's still drowning people in lava at the end, this macro is a massive time waster.
 
Just started using this and was wondering about the raid macro. Anyway to make it check if it actually has the mana to cast before it tries to cast ds/haste. Noticed when one of the mages died it summoned the pet and then kept trying to buff even though it didnt have mana.

That was never an issue previously, but adding a mana check to the buffing sequence would not be difficult. I'll add it to my to do list. There are several changes on a backlog I haven't had the RL time to sit down and implement, but I'll see what can be done.

Not sure what changed, but absolutely the restart at lava doesn't work just chain ends the macro and it's still drowning people in lava at the end, this macro is a massive time waster.

Frankly, not much has changed in the macro, I've been poor at getting an update to the macro. You can verify that by checking the updates tab. Potentially something in the MQ code base has changed (much like how .dotarget is throwing some problems, now) and I am not aware of (which is likely).
The group macro however was absolutely not designed to be restarted in the instance and would likely fail if you attempted to restart inside of the instance. Better design could alleviate that issue.
Regarding the drowning issue in lava, water has always been a very touchy area to get in/out of with Nav, and navmeshes in general. If you look back through the thread, you'll see folks who have had a lot of mixed performance issues with the lava, being either perfect experience, or drownings. Without amplifying data on other plugins/etc on those systems, I have no way to debug what could be the root cause. The best I can offer is ensuring your clints FPS are above 40-50, lett framelimiter manage your frames over the client, and ensuring you're using the included navmeshes.
As an alternative, and I was vehemently against using another plugin/user setup (more steps means more potential problems), levox (left the community) strongly advocated for using a forced advpath to /play a path over/through water and lava, but it requires each user to do additional steps, that, if they do not, will lead to a macro failure.
 
That was never an issue previously, but adding a mana check to the buffing sequence would not be difficult. I'll add it to my to do list. There are several changes on a backlog I haven't had the RL time to sit down and implement, but I'll see what can be done.



Frankly, not much has changed in the macro, I've been poor at getting an update to the macro. You can verify that by checking the updates tab. Potentially something in the MQ code base has changed (much like how .dotarget is throwing some problems, now) and I am not aware of (which is likely).
The group macro however was absolutely not designed to be restarted in the instance and would likely fail if you attempted to restart inside of the instance. Better design could alleviate that issue.
Regarding the drowning issue in lava, water has always been a very touchy area to get in/out of with Nav, and navmeshes in general. If you look back through the thread, you'll see folks who have had a lot of mixed performance issues with the lava, being either perfect experience, or drownings. Without amplifying data on other plugins/etc on those systems, I have no way to debug what could be the root cause. The best I can offer is ensuring your clints FPS are above 40-50, lett framelimiter manage your frames over the client, and ensuring you're using the included navmeshes.
As an alternative, and I was vehemently against using another plugin/user setup (more steps means more potential problems), levox (left the community) strongly advocated for using a forced advpath to /play a path over/through water and lava, but it requires each user to do additional steps, that, if they do not, will lead to a macro failure.
Thanks for at least responding, and that makes sense who knows what broke it. Sucks that it's not working would be a really nice time saver, live side guk is perfectly fine. But even for me the druid won't sit down in between turning 20 minute clears into 1hour+. I just don't know enough to even be any assistance on the coding side, just the troubleshooting.
 
9 out of 10 it is the mesh. It takes a lot to make a really good mesh in some instances, so I would say to put your focus there. If you can hammer that out, the rest is a breeze.
 
Can we add a line to the ending of the script that disables pet taunt? It carries over and I have a lot of pet classes 8(
 
Can we add a line to the ending of the script that disables pet taunt? It carries over and I have a lot of pet classes 8(
Are you talking about group or raid? The group ones do all the work, you just sit and watch in case anyone gets stuck. The raid ones, you just send in pets, done.
 
Group, it enables pet taunt during the mission and the change persists after the mission is ended.
If you go through the thread, I don't think it will be updated anytime soon, but hopefully so. In any case, here, make a simple hotkey:
Code:
/bcaa /pet taunt off
Hope that helps.
 
I just want to confirm that I have this straight, with a focus on getting my shammy his Rez stick:

Do 6 pre-req raids in expansion to unlock ability to do naggy and vox.

Beat naggy and vox raids.

Run missions and overseer until you have enough currency to buy Rez stick.

Right?
 
I just want to confirm that I have this straight, with a focus on getting my shammy his Rez stick:

Do 6 pre-req raids in expansion to unlock ability to do naggy and vox.

Beat naggy and vox raids.

Run missions and overseer until you have enough currency to buy Rez stick.

Right?
correct, except I believe you also have to do the group OMM missions to unlock the naggy and vox raids as well. Otherwise, your overall premise is correct. It is also possible to have the rez stick drop from the Vox raid directly, which would save you some time and currency.
 
I believe you need 7 total PreReq raids. Here is the list that qualify. Apologies for height of post.
Solteris: Mayong's Mistresses
Solteris: Deadly Swarm
Solteris: Stalward Defenders
Solteris: The Captured Portal
Solteris: Portal to Dreadspire
Solteris: The Final Portal
Solteris: Two Gods
Meldrath's Mansion: Battle Room
Meldrath's Mansion: Breakneck
Meldrath's Mansion: Doctor Brinda Sprocket
Meldrath's Mansion: Krond the Longhorn
Meldrath's Mansion: Bargangle Tinkerson
Meldrath's Mansion: Meldrath
Crystallos: Halls of Fire
Crystallos: Keepers of Stone
Crystallos: Ice Constructs
Crystallos: Aerius Windfury
Crystallos: Tjudawos
Crystallos: Kildrukaun
Crystallos: Zeixshi`Kar
Crystallos: Vyskudra
Crystallos: Brood Mother Visziaj
Crystallos: Kerafyrm
Kithicor: Bahgresh
Kaesora: A Council Divided
Kurn's Stronghold: Claiming Felbane the Dragon Slayer
Field of Scale: Jaled Dar's Sacrifice
Korascian Warrens: Showdown at the Crystal Core
Rathe's Council Chamber: Eriak's Downfall
Rathe's Council Chamber: Rallos Return
Toskirakk: Fall of Toskirakk
Korafax: Pallorax the Soul Slayer
Korafax: Mindshear Avatar
Korafax: Venom Lord Ksathrax
Tower of Discord: The Mindblight
Tower of Discord: Trophy Room
Tower of Discord: Stasis
Tower of Discord: Scrying
Tower of Discord: Sacrifice
Tower of Discord: Overlord Muram
Tower of Discord: Edge of Destruction
Temple of Bertoxxulous: Queen Malarian (hard)
Blackburrow: Stop the Ascension (hard)
Kithicor: Bahgresh (hard)
Kaesora: A Council Divided (hard)
Kurn's Stronghold: Claiming Felbane the Dragon Slayer (hard)
Field of Scale: Jaled Dar's Sacrifice (hard)
Korascian Warrens: Showdown at the Crystal Core (hard)
Rathe's Council Chamber: Eriak's Downfall (hard)
Rathe's Council Chamber: Rallos Return (hard)
Toskirakk: Fall of Toskirakk (hard)
Korafax: Pallorax the Soul Slayer (hard)
Korafax: Mindshear Avatar (hard)
Korafax: Venom Lord Ksathrax (hard)
 
correct, except I believe you also have to do the group OMM missions to unlock the naggy and vox raids as well. Otherwise, your overall premise is correct. It is also possible to have the rez stick drop from the Vox raid directly, which would save you some time and currency.
7 of the listed raids and the group OOM's are NOT required to be able to request Naggy and Vox raids
 
correct, except I believe you also have to do the group OMM missions to unlock the naggy and vox raids as well. Otherwise, your overall premise is correct. It is also possible to have the rez stick drop from the Vox raid directly, which would save you some time and currency.
Do all characters need to be flagged for vox raid or just whoever initiates it? Trying to find a short cut…
 
7 of the listed raids and the group OOM's are NOT required to be able to request Naggy and Vox raids
To be honest I haven't checked that in a while. Last time I did those was well over a year ago and at that time I did have to do the 7 raids and group missions before I could see and/or request the raids. Maybe it's different now /shrug.
 
And will it open up the vendor for the Rez stick?

Oh, that's an important question I hadn't thought about. I have a box paladin who isn't flagged for Vox/Naggy, but does have a dozen or so brews from group missions+raid TAs, and yeah the rez stick does not show up in the vendor window for him. So I guess at some point if I want him to get the stick I'll have to get him flagged for Vox, good call.
 
Naggy Group: everyone falls into lava. No big deal, I just manually pull them out.
Live Guk: macro stops somewhere after evil eye as it can't navigate to the next stop
Cursed DGuk: even with the gukbottom mesh put in, the macro stops just before the water, as it can't nav to next stop:

ETA: Naggy: I'm able to complete the mission after I manually pull everyone out of the lava
ETA: DGuk/Cursed: I removed the gukbottom mesh from the OMM download, and updated my meshes via RG updater and now my toons are past the water.
ETA: LGuk: after removing that mesh and updating via RG updater, my toons now progress through the rest of the mission. So it looks like we no longer need the instructions to download the guk mesh anymore. Can this be edited out of the instructions?

Thanks!
 
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Naggy Group: everyone falls into lava. No big deal, I just manually pull them out.
Live Guk: macro stops somewhere after evil eye as it can't navigate to the next stop
Cursed DGuk: even with the gukbottom mesh put in, the macro stops just before the water, as it can't nav to next stop:

ETA: Naggy: I'm able to complete the mission after I manually pull everyone out of the lava
ETA: DGuk/Cursed: I removed the gukbottom mesh from the OMM download, and updated my meshes via RG updater and now my toons are past the water.
ETA: LGuk: after removing that mesh and updating via RG updater, my toons now progress through the rest of the mission. So it looks like we no longer need the instructions to download the guk mesh anymore. Can this be edited out of the instructions?

Thanks!
Try this..
 
You don’t need the group missions for the rez stick, only the two raids.
 
For the people who have used this Macro for the raids---is it hard to kill Naggy/Vox with just a 6-person group of mages/necro?
 
For the people who have used this Macro for the raids---is it hard to kill Naggy/Vox with just a 6-person group of mages/necro?
NO, harder than with 12 of course, but I've done it with both a 6 and 12 man team. I far prefer with 12.
 
NO, harder than with 12 of course, but I've done it with both a 6 and 12 man team. I far prefer with 12.
Well yea, I'd prefer having 12 pets too! But, that's not an option unfortunately. Just trying to gauge how much of a struggle it is going to be with just a six-person pet team.
 
I was able to do it with 6 - but took me a handful of runs to figure out the strategy that worked.
In the end, Vox was tricker for me than Naggy.

Naggy took a few runs but mostly because I'd make a mistake. In the end, most write-ups and discussions gave good information.

Vox required some timing, proper placement, and probably luck. I went the "Train everyone to far SE corner" route in the end after other options didn't work for me.

I read many threads, but this one proved (if memory serves) to be the best help (linked straight to my "I did it" post)
 
I was able to do it with 6 - but took me a handful of runs to figure out the strategy that worked.
In the end, Vox was tricker for me than Naggy.

Naggy took a few runs but mostly because I'd make a mistake. In the end, most write-ups and discussions gave good information.

Vox required some timing, proper placement, and probably luck. I went the "Train everyone to far SE corner" route in the end after other options didn't work for me.

I read many threads, but this one proved (if memory serves) to be the best help (linked straight to my "I did it" post)
I finally unlocked Naggy Raid for my crew. What guide do you use for the raids since movement, pulling, positioning is all done by player?
 
I finally unlocked Naggy Raid for my crew. What guide do you use for the raids since movement, pulling, positioning is all done by player?
NAGGY RAID

View attachment 24879

1) Invis (or plow) to the first purple Circle. Hang out behind the wall, target one of the two giants (sometimes 3). Send pets. Wait til Giants are dead (or help nuke'm down)
2) Slide to second purple circle. Same thing
3) 3rd Purple circle by Tranix, stand at bottom of stairs, send your pets to the FAR WARRIOR (pointed this one out). Also wait til the roamer is closer to Skarlon.
3a) this lets them all pile up on yourpets and not rush the doorway. Give it a few moments and you can run your group up around them to help nuke. The roamer will eventually add.
3b) Kill trash. LEave Tranix for last (and skarlon). Named have a LOT more HP and you lose more pets focusing them first.
4) Kill roamer (if needed) and kill add in Skarlon room (send pets, stand back) then do Skarlon.
5) Med and last purple Circle. If no roamer, send pets to 2 on bridge. wait for pet aggro. then run on up. Nuke down.
6) Light Blue Circle - This is your home until you pull Naggy.
6a) If roamer isnt dead, wait for it to charge you.
6b) if roamer is dead, send pets on the giant the arrow is pointing at. You will get 3. Every time. Let pets murder through the 4 int he room. Med when done
7) Leave group at blue circle. NECRO runs ahead, parks pet at ORANGE "X" by Naggy Doorway (careful of los aggro). Then NEcro runs to ORANGE "X" in square room.
8) Magus (rarely) stops where red arrow points. WHen that happens, (or he is close to that point - is LOS of 2 gaurds), send NECRO PET to blue con fire giant (ORANGE ARROW).
8b) As soon as mobs on xtarget, necro /pet leave
8c) Mobs (Magus + 2 guards) charge necro. Wait to enter square room, then FD. Or HS if FD fails. Have MA send mage pets on 2 giants + magus
8d) SOmetimes you dont get magus but get guards. Same technique to split magus out from naggy but a lot buggier. it's frustrating. -- Alternatively you can do magus + naggy together but screw that.

Naggy Setup:
9) Move group to GREEN "X" in hallway. park ALL pets here with /pet guard
9a) Move group back to GREEN "X" in square room.
10) I use necro, anything works... Run barely to bridge towards naggy room, and immediately run back. it's enough to LOS pull naggy. Wait til Naggy (on map) is where red X is (inside doorway). Send ALL PETS

11) Like Vox, naggy hits pets but no LOS, so no fear no AE etc. stand there. make pets, etc. collect Loot. Win!
 
Hmmm... now the raid macro is crashing for only 3 of my guys right at the character select screen. It says something went wrong again, everything is on fire. We're outta here. Weird thing... all of my 120 run fine. It my 3x 115 guys that this is happening to. I checked and each one can request the raid themselves.

Edit: I think I figured it out! It is lagging and the macro is trying to select the appropriate class before the group mission shows up. I changed the group leader and it fixed the issue but still leave 3 other random characters out.

Ever since the UI update my boxing lag has been terrible. Weird part is I could still run the group macros fine..

Edit 2: read through all 7 pages of discussion. Happy I did. Everything is in there from a discussion about system resources causing my exact issue. Plus both the write ups and hot keys are also listed. (Hot keys are listed in the box write up).
 
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Hmmm... now the raid macro is crashing for only 3 of my guys right at the character select screen. It says something went wrong again, everything is on fire. We're outta here. Weird thing... all of my 120 run fine. It my 3x 115 guys that this is happening to. I checked and each one can request the raid themselves.

Edit: I think I figured it out! It is lagging and the macro is trying to select the appropriate class before the group mission shows up. I changed the group leader and it fixed the issue but still leave 3 other random characters out.

Ever since the UI update my boxing lag has been terrible. Weird part is I could still run the group macros fine..
Looks like it is hardware vs software related? Everyone I have spoken to has complained about the resources being used versus pre-ui changes. In some cases double per instance, which in effect, reduces the number of instances you are able to run smoothly. I can still run 18 on my machine, and that's all I really cared about. I was going to push to 24, but might not now.

My goal is to eventually implement a workstation/server setup to run 54m raids.
 
I figured out how to trick the macro to get around my lag issue with starting the macro. On my main guy I accept the raid manually right as I start the macro. The timing of getting the quest a moment early resolved the macro ending on my other laggy characters.

Update: Just killed Naggy first try. Nice guide @TempusX worked like a charm. Had about 4 deaths while figuring it out but didn't need to restart and finished naggy with 12+ pets left in the hopper!

 
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I was able to do it with 6 - but took me a handful of runs to figure out the strategy that worked.
In the end, Vox was tricker for me than Naggy.

Naggy took a few runs but mostly because I'd make a mistake. In the end, most write-ups and discussions gave good information.

Vox required some timing, proper placement, and probably luck. I went the "Train everyone to far SE corner" route in the end after other options didn't work for me.

I read many threads, but this one proved (if memory serves) to be the best help (linked straight to my "I did it" post)
How recently did you complete vox? Once I’m in the cubby box Vox still is hitting my mages. I can go deeper in the cave, down the first drop, but then my pets start wigging out. Got him down to 54% with 3 characters that were someone how still working until I was OOM…
 
How recently did you complete vox? Once I’m in the cubby box Vox still is hitting my mages. I can go deeper in the cave, down the first drop, but then my pets start wigging out. Got him down to 54% with 3 characters that were someone how still working until I was OOM…
I do not remember which thread I posted in, but you can do a quick search and find it. I posted the hotkey and location where to place your toons for Vox that makes it trivial with 6, better with 12 obviously. I made new macro that just handled buffs/summons and attacking, worked great and got the job done. I have the stick on multiple toons.

You do have to spam pet back while moving there if you do it the traditional way of FD clearing the adds and Vox room, but trivial when you arrive at the predetermined location coordinates.
 
I do not remember which thread I posted in, but you can do a quick search and find it. I posted the hotkey and location where to place your toons for Vox that makes it trivial with 6, better with 12 obviously. I made new macro that just handled buffs/summons and attacking, worked great and got the job done. I have the stick on multiple toons.

You do have to spam pet back while moving there if you do it the traditional way of FD clearing the adds and Vox room, but trivial when you arrive at the predetermined location coordinates.
Just found your location. Going to give it a shot when I get back at it this weekend. Thanks!
 
I do not remember which thread I posted in, but you can do a quick search and find it. I posted the hotkey and location where to place your toons for Vox that makes it trivial with 6, better with 12 obviously. I made new macro that just handled buffs/summons and attacking, worked great and got the job done. I have the stick on multiple toons.

You do have to spam pet back while moving there if you do it the traditional way of FD clearing the adds and Vox room, but trivial when you arrive at the predetermined location coordinates.
Quick follow-up on vox hitting my guys in the tunnel, do you think my characters were out of place or can the pets screw it up by being too far out or something?

Basicallly, B line to nav location using your hotkey with necro HS on with all mages in tow. Keep slamming pet back button until everyone is in cave (including pets). And then at that point hit pet attack? Is there timing on how quickly to hit pet attack once everyone is in the tunnel?
 
I do not remember which thread I posted in, but you can do a quick search and find it. I posted the hotkey and location where to place your toons for Vox that makes it trivial with 6, better with 12 obviously. I made new macro that just handled buffs/summons and attacking, worked great and got the job done. I have the stick on multiple toons.

You do have to spam pet back while moving there if you do it the traditional way of FD clearing the adds and Vox room, but trivial when you arrive at the predetermined location coordinates.
Damn with that nav loc macro easy peasy! I made sure everything was perfect before going since I didnt realize how easy it would be- wasted a bunch of time. Thank you!
 
Anyone have experience with getting Dannet to run in a VM-environment? It seems I'm unable to connect to the others in the network.

EDIT: Never mind, figured it out! Had to go for the bridged network-solution.
 
All of the group mission macros Spam constantly with not being able to target mobs after zoning in all toons.
Just before this I finally got DNet to work. I'm headless for why these are not working for me unless there is something that has to be updated possibly with the new UI features?

Ideas would be appreciated.

Thank you,
~TheFiddler~
 
Release Old Man McKenzie - Group Macro Beta

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