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Overseer Automation

Release Overseer Automation (3 Viewers) 1.9

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Yes that was the idea just skip conversions if one is ran with less than 100% . I know talking to guild a lot see the issue not just me. Your post taught me something for tweaking Ini, but would cost me pretty much ALL common other missions if I set to 95 ? An ini setting to set minimum for conversions might work but seems moot as all conversions need 100 to run no reason to be adjustable. Thanks for your response still love your macro
 
Also the game actually shows this as valid until you click start mission button it sees 100% on screen and activates the button
 
Yes that was the idea just skip conversions if one is ran with less than 100% . I know talking to guild a lot see the issue not just me. Your post taught me something for tweaking Ini, but would cost me pretty much ALL common other missions if I set to 95 ? An ini setting to set minimum for conversions might work but seems moot as all conversions need 100 to run no reason to be adjustable.

Agree. Wasn't truly proposing this as a fix for Conversions overall as much as showing another feature that'd been requested some time in the long past.

I kicked in a couple chars to run Overseer again and see if I can capture this problem.
The sample log you pasted; you're saying this happened after the [Start Mission] button occurred? (Or specifically where if you knew. Hard for me to test directly until I get a reproduction).


Thanks for your response still love your macro

Thank you though it's very community driven at this point (like your discussion here) and disappointing to have something in the game so silly as to almost require something like this. At least this silly embedded "game" gave me something fun to do as a result.
 
The in game chat i posted above happens as soon as you click the start button after filling the 3 conversion slots with at least one of the bugged count agents. The rest then shows up in the MQ2 chat window
 
Weirdness! Yesterday after the EQ patch this macro no longer seemed to work. I was seeing the inability to switch tabs. But today it's working 100% fine again!
 
Weirdness! Yesterday after the EQ patch this macro no longer seemed to work. I was seeing the inability to switch tabs. But today it's working 100% fine again!

Okay so I just loaded EQ Live and everything seems okay. Sounds like it broke for a day then fixed itself?

Let me know if anyone is still seeing issues.
 
Okay so I just loaded EQ Live and everything seems okay. Sounds like it broke for a day then fixed itself?

Let me know if anyone is still seeing issues.
Weirdness! Yesterday after the EQ patch this macro no longer seemed to work. I was seeing the inability to switch tabs. But today it's working 100% fine again!
Broken with the new patch. =(
mq2/VV early release had to get a rebuilt due to a struct issue.

if you were trying this on the untested pre-release and haven't re-run the updater - you should try that.
 
1611299960985.png

I am guessing this is part of the bad MQ2 build then. I haven't re-patched Redguides since servers back back up (again) so maybe that's why. =)

Edit: Patching Redguides (which funny enough the good version is about a half hour after I downloaded the bad release) worked flawlessly ;)
My mistake for keeping EQ running for multiple days at a time!
 
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I know this is not macro related, but when I open the Overseer window, the left portion of the pane is total gibberish. I can see color changes when I hover over parts of it, but I can't see anything in there clearly. Any advice on how to fix this?Capture.PNG
 
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Still doesnt work at all on test for me. 2 weeks now. It doesnt change tab from quest to active quest and vice et versa. So it doesnt reclaim the finished quest and doesnt come back to Quests tab after choosing 1. The callchangetab function doesnt work.
 
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Still doesnt work at all on test for me. 2 weeks now. It doesnt change tab from quest to active quest and vice et versa. So it doesnt reclaim the finished quest and doesnt come back to Quests tab after choosing 1. The callchangetab function doesnt work.

Let me try again. I'm wondering if whatever MQ2 struct change was required post-Live patch has to also be done.

You can test this outside the macro with:

/notify OverseerWnd OW_Subwindows tabselect 2
or even for the fellowship window:
/notify FellowshipWnd FP_Subwindows tabselect 2

Something broke'd.
 
Let me try again. I'm wondering if whatever MQ2 struct change was required post-Live patch has to also be done.

You can test this outside the macro with:

/notify OverseerWnd OW_Subwindows tabselect 2
or even for the fellowship window:
/notify FellowshipWnd FP_Subwindows tabselect 2

Something broke'd.
Where i write this text "/notify FellowshipWnd FP_Subwindows tabselect 2 " ????? in a file or ingame?
 
Ok, here what i got for :
/notify OverseerWnd OW_Subwindows tabselect 2 Window 'OverseerWnd child 'OW_Subwindows' cannot accept this notification
/notify FellowshipWnd FP_Subwindows tabselect 2 Window 'FellowshipWnd child 'FP_Subwindows' cannot accept this notification

And everytime i change manually the tab and it try to take a quest, i got this message: [MQ2] [Overseer.mac]>>>NOT FOUND ****** ERROR. 'Artisan' 0 (artisan -harvester etc.)
But it choose the mercenary and launch the quest going automatically on the "active quest" Tab. The problem, it doesnt return to the "Quest" tab.

EDIT: OK, i did a test on live and it work well, The problem is on test.

ReEDIT: A very fast patch (server will go down in 1 min, never saw something so fast), maybe it will correct the Test Problem, will come back to tell you if it will be ok after the patch.

"

Test is being updated today with our current* Live build.
There are no new patch notes at this time.
Everything should match Live. "
 
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ReEDIT: A very fast patch (server will go down in 1 min, never saw something so fast), maybe it will correct the Test Problem, will come back to tell you if it will be ok after the patch.

"

Test is being updated today with our current* Live build.
There are no new patch notes at this time.
Everything should match Live. "

Thanks for this, I'll monitor as well. Will assume updated EQ + MQ2 will correct this issue.
 
Is it possible to run recruitment on some characters, but not on others? If I had toons named 1, 2, 3, 4, 5, 6 and wanted to run recruitment on 4, 5, 6 but, not 1, 2, 3 what would the .ini look like?

Please and thank you for any help - also, I'm not a coder. So feel free to dumb it down, please.

Love this mac btw - great program.
 
Is it possible to run recruitment on some characters, but not on others? If I had toons named 1, 2, 3, 4, 5, 6 and wanted to run recruitment on 4, 5, 6 but, not 1, 2, 3 what would the .ini look like?

Please and thank you for any help - also, I'm not a coder. So feel free to dumb it down, please.

Love this mac btw - great program.

By default it should be using character-specific INI files: overseer_[charname].ini. (If you don't see these files, say so and we'll point out how to make that happen).

Also by default, recruitment quests happen. To change that, open "overseer_[charname].ini" as you wish and change:
INI:
[General]
ignoreRecruitmentQuests=1

By default it's 0. Set to 1 and that character won't run recruitments.


Happy Overseeing. (ew, that's horrible, sorry, ignore I said that).
 
Is it possible to run recruitment on some characters, but not on others? If I had toons named 1, 2, 3, 4, 5, 6 and wanted to run recruitment on 4, 5, 6 but, not 1, 2, 3 what would the .ini look like?

Please and thank you for any help - also, I'm not a coder. So feel free to dumb it down, please.

Love this mac btw - great program.

/end any running overseer you have running

Edit your overseer.ini file in the ..\mq2\release\macros folder to include this setting ...

overseer_config.JPG

Next time you run overseer it will create overseer_character.ini files for each one of your characters! Then you edit each one for the specific settings you want to use on that character!
 
I dont generally run conversions, on main accounts but some of my main ones need to as i build them up.

The conversion quests dont run if 5 are active (conversion quests now bypass the active limit)
It would also be useful if /mac overseer conversions ignored the INI setting too

Love this mac
 
I am having an issue where it is automatically claiming seeds of destruction tradeskill stuff when i complete quests that give them.

INI:
[Rewards]
index=3
1=Mercenary Experience
2=Ring of Scale
3=The Burning Lands
 
I am having an issue where it is automatically claiming seeds of destruction tradeskill stuff when i complete quests that give them.

INI:
[Rewards]
index=3
1=Mercenary Experience
2=Ring of Scale
3=The Burning Lands

To make sure I'm understanding, you're seeing the character with those 3 "accept" rewards choosing "Seeds of Destruction" rewards when they are available?
Asking for clarification as I"m not quite seeing that at the moment.

1613075096456.png
 
I am having an issue where it is automatically claiming seeds of destruction tradeskill stuff when i complete quests that give them.

INI:
[Rewards]
index=3
1=Mercenary Experience
2=Ring of Scale
3=The Burning Lands
I would check that you are on the right ini. Maybe you are looking at the overseer.ini but have usecharacterconfiguration=1 or otherway around
 
Are you trying to get Mercenary Experience? If so, you may want to look into having your toon's Mercenary Out and just selecting the Character Experience reward because it's actually better Mercenary XP than the straight up Merc reward. You can preview the rewards to confirm.

I am having an issue where it is automatically claiming seeds of destruction tradeskill stuff when i complete quests that give them.

INI:
[Rewards]
index=3
1=Mercenary Experience
2=Ring of Scale
3=The Burning Lands
 
Are you trying to get Mercenary Experience? If so, you may want to look into having your toon's Mercenary Out and just selecting the Character Experience reward because it's actually better Mercenary XP than the straight up Merc reward. You can preview the rewards to confirm.
Merc doesnt need to be out. I get merc XP regardless. I've tested it.
 
To make sure I'm understanding, you're seeing the character with those 3 "accept" rewards choosing "Seeds of Destruction" rewards when they are available?
Asking for clarification as I"m not quite seeing that at the moment.

View attachment 28153
I am running it, I am using the settings i have posted, and its just clicking down and selecting seeds of destruction and selecting the reward.
 
Merc doesnt need to be out. I get merc XP regardless. I've tested it.

If you select "Character Experience", then the mercenary will only receive Merc AA if unsuspended.

And generally it's more exp for the merc than selecting Merc AA.


As far as Seeds of Destruction, let me get home and do more testing with this. I hadn't seen this behaviour before.
 
Merc doesnt need to be out. I get merc XP regardless. I've tested it.
I know the Merc doesn't need to be out if you select Mercenary Experience as the reward. What I was saying is that, for example at level 115 with max Overseer skills, if you choose Mercenary Experience for the Reward from a Military-5 mission you'll get 25.5% of a merc AA. HOWEVER, if you choose Character Experience and have a Mercenary out (aka unsuspended) you'll get 72.12% of a mercenary AA.

So if you've gotten 200 Merc AA from just choosing reward Mercenary AA ... you could have gotten 600+ by choosing Character Experience with a Mercenary out (on Passive is fine).
 
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I'm completely max'd out with my main characters and their Overseer experience and agents. Ever since I started I've been using:

minimumSuccessPercent=82

and it seems to work well for me. Did anyone else have a different experience?
 
Did you max out that toon's Mercenary AA as well?

You could take to focusing on Exploration, Trade, and Diplomacy now to generate Collectibles.

I'm completely max'd out with my main characters and their Overseer experience and agents. Ever since I started I've been using:

minimumSuccessPercent=82

and it seems to work well for me. Did anyone else have a different experience?
 
I'm completely max'd out with my main characters and their Overseer experience and agents. Ever since I started I've been using:

minimumSuccessPercent=82

and it seems to work well for me. Did anyone else have a different experience?

To be honest, I never actually used that percent as reality for each quest is about that or higher. It may be an issue when you are limited in agents, but I found I had a sufficient success rate:

Total Quests: 2449
Critical Success: 519
Success: 1930
Failure: 130
Critical Failure: 42

The math has never lined up but that's a very high success - around 94%.
 
Not sure what changed but it not accepting rewards anymore.

Things were working for me before the patch. I'll have to wait 6 hours to test again though as they cleaned out all active quests.

BUT, remember:
INI:
*** Overseer ***

- Changed how Overseer quests load and save as a speculative fix to the bug where Overseer quests sometimes disappear. As part of this change, all Overseer Active Quests have been deleted. [COLOR=rgb(184, 49, 47)][B]For the inconvenience, all players who have used Overseer before should have an Overseer Agent Pack available in /itemoverflow[/B][/COLOR][B].[/B]
 
Release Overseer Automation

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