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I know GoldenFrog is busy, but he is working on something like this. It just keeps getting better. Getting better all the time.Nice !
This is broke, however it's been noted. There is a few things you can alter in the file to make it work, but this would probably be more time consuming right now that just running the tutorial by hand.@GoldenFrog can you take a look at /lua run overseer runTutorial please? Trying on a new character and getting:
View attachment 47809

function ValidateTutorialStatus()
if (IsInTutorial) then
logger.log_error('Tutorial not run. To automatically complete, run /lua run overseer RunTutorial')
RunTutorial()
end
local result = mq.TLO.Window(AvailableQuestList).Items()
if (result < 6) then
logger.log_error('It appears the tutorial has not been completed. To automatically complete, run "/lua run overseer RunTutorial"')
RunTutorial()
end
end
if (utils.starts_with(rewardItem.Text(), "Recruit") or
utils.starts_with(rewardItem.Text(), "Discredited") or
utils.starts_with(rewardItem.Text(), "The First") then
logger.log2('Claiming ' .. rewardItem.Text())
rewardItem.Claim()
if mq.TLO.Cursor.ID() then mq.cmd.autoinventory() end
end
CBD, you're awesome man. I did try the RunT version, still stuck. The runT version is what GF has listed on the overview page as the command, near the bottom. I did find a small difference though in something else. I posted my crash pic above, and that was on a character where I saw the Automatically Restart option unchecked, so I checked it..and I think it was creating the crash text in my pic above. I did the runT and RunT on a different new character that's never done Overseer and it did not crash, it just spammed this:This is broke, however it's been noted. There is a few things you can alter in the file to make it work, but this would probably be more time consuming right now that just running the tutorial by hand.
Probably not a perfect solution, but it will run through the tutorial, you may have to run it a couple times. Can't really remember, it's been a while since I did the tutorial. Have you tried /lua run overseer RunTutorial? maybe a typo.
One would be in overseer lua replacing exit with runTutorial
Code:function ValidateTutorialStatus() if (IsInTutorial) then logger.log_error('Tutorial not run. To automatically complete, run /lua run overseer RunTutorial') RunTutorial() end local result = mq.TLO.Window(AvailableQuestList).Items() if (result < 6) then logger.log_error('It appears the tutorial has not been completed. To automatically complete, run "/lua run overseer RunTutorial"') RunTutorial() end end
Then you would need to add the claim to the claims for the reward.
Code:if (utils.starts_with(rewardItem.Text(), "Recruit") or utils.starts_with(rewardItem.Text(), "Discredited") or utils.starts_with(rewardItem.Text(), "The First") then logger.log2('Claiming ' .. rewardItem.Text()) rewardItem.Claim() if mq.TLO.Cursor.ID() then mq.cmd.autoinventory() end end

CBD, you're awesome man. I did try the RunT version, still stuck. The runT version is what GF has listed on the overview page as the command, near the bottom. I did find a small difference though in something else. I posted my crash pic above, and that was on a character where I saw the Automatically Restart option unchecked, so I checked it..and I think it was creating the crash text in my pic above. I did the runT and RunT on a different new character that's never done Overseer and it did not crash, it just spammed this:
View attachment 47818
I'm not sure its worth the time in fixing as its so easy to hit Autofill a few times and such and Tut is finished, but in the back of my head there is that 'it broke..can be fixed' and:
- I'm a lazy doof and don;t wanna do the Tut many times
- I get to complain old man style and sneak in a 'Damn GoldenFrog' mixed in here and there
- Tell myself he's a Gold frog, not a Red Frog, give him a break, he can't help it not being a working class Guktan. /giggle
- teeHee
That may be at the point where it's not tabbing over and collecting the reward. utils.starts_with(rewardItem.Text(), "The First") thenCBD, you're awesome man. I did try the RunT version, still stuck. The runT version is what GF has listed on the overview page as the command, near the bottom. I did find a small difference though in something else. I posted my crash pic above, and that was on a character where I saw the Automatically Restart option unchecked, so I checked it..and I think it was creating the crash text in my pic above. I did the runT and RunT on a different new character that's never done Overseer and it did not crash, it just spammed this:
View attachment 47818
I'm not sure its worth the time in fixing as its so easy to hit Autofill a few times and such and Tut is finished, but in the back of my head there is that 'it broke..can be fixed' and:
- I'm a lazy doof and don;t wanna do the Tut many times
- I get to complain old man style and sneak in a 'Damn GoldenFrog' mixed in here and there
- Tell myself he's a Gold frog, not a Red Frog, give him a break, he can't help it not being a working class Guktan. /giggle
- teeHee
- Improved Agent Count and Statistics
- Reports what Agents you are missing
- UI Look and Feel improvements
got this error when looking at the Stats > Clicking Elite agents Item.GoldenFrog updated Overseer with a new update entry:
3.23 Improved Agent Count/Statistics; UI Look & Feel Improvements
Read the rest of this update entry...

Thank you, and sorry Trapper. I disabled "Converting Elite Agents" before pushing and forgot this bit would go boom.got this error when looking at the Stats > Clicking Elite agents Item.
- Corrected issue viewing Elite Agents in Stats
If you have a toon to test the tutorial you can try this.Are there any plans to get tutorial working?
What do you have listed in your Overseer.Lua file that is in Config/Overseer folder?Any idea why when i /run lua overseer on each toon they use the global config which is what i want, but when i broadcast to tell them to run it sometimes they will create individual inis?
- Persistent Data
local multiRefObjects = {
} -- multiRefObjects
local obj1 = {
["QuestPriority"] = {
["Durations"] = "6h|12h";
["Levels"] = "5|4|3|2|1";
["Priorities"] = "Types|Levels|Durations|Rarities";
["Rarities"] = "Elite|Rare|Uncommon|Common|Easy";
["Types"] = "Exploration|Diplomacy|Trade";
};
["General"] = {
["minimumSuccessPercent"] = 70;
["ignoreRecruitmentQuests"] = true;
["version"] = 6;
["onCharacterChange"] = 2;
["maxLevelForClaimingExpReward"] = 120;
["claimAgentPacks"] = true;
["agentCountForConversionUncommon"] = 2;
["maxLevelPctForClaimingExpReward"] = 95;
["claimEliteAgentEchos"] = false;
["agentCountForConversionCommon"] = 3;
["claimRewards"] = true;
["agentCountForConversionRare"] = 2;
["showUi"] = true;
["minimumQuestExperience"] = 0;
["ignoreConversionQuests"] = true;
["claimFragments"] = false;
["runFullCycleOnStartup"] = true;
["logLevel"] = 2;
["pauseOnCharacterChange"] = false;
["countAgentsBetweenCycles"] = false;
["autoRestartEachCycle"] = false;
["claimTetradrachmPacks"] = true;
["useCharacterConfigurations"] = false;
};
["Rewards"] = {
[1] = "Collection Item Dispenser";
[2] = "Overseer Tetradrachm";
[3] = "Character Experience";
["index"] = 3;
["eliteAgentEchoReward"] = "";
};
["Display"] = {
["showDetailed"] = false;
};
["Debug"] = {
["allowTestMode"] = false;
["doNotFindAgents"] = false;
["doNotRunQuests"] = false;
};
}
return obj1
If you delete all of the individual ini files they get recreated? Do you have old ini files that are getting converted?Code:- Persistent Data local multiRefObjects = { } -- multiRefObjects local obj1 = { ["QuestPriority"] = { ["Durations"] = "6h|12h"; ["Levels"] = "5|4|3|2|1"; ["Priorities"] = "Types|Levels|Durations|Rarities"; ["Rarities"] = "Elite|Rare|Uncommon|Common|Easy"; ["Types"] = "Exploration|Diplomacy|Trade"; }; ["General"] = { ["minimumSuccessPercent"] = 70; ["ignoreRecruitmentQuests"] = true; ["version"] = 6; ["onCharacterChange"] = 2; ["maxLevelForClaimingExpReward"] = 120; ["claimAgentPacks"] = true; ["agentCountForConversionUncommon"] = 2; ["maxLevelPctForClaimingExpReward"] = 95; ["claimEliteAgentEchos"] = false; ["agentCountForConversionCommon"] = 3; ["claimRewards"] = true; ["agentCountForConversionRare"] = 2; ["showUi"] = true; ["minimumQuestExperience"] = 0; ["ignoreConversionQuests"] = true; ["claimFragments"] = false; ["runFullCycleOnStartup"] = true; ["logLevel"] = 2; ["pauseOnCharacterChange"] = false; ["countAgentsBetweenCycles"] = false; ["autoRestartEachCycle"] = false; ["claimTetradrachmPacks"] = true; ["useCharacterConfigurations"] = false; }; ["Rewards"] = { [1] = "Collection Item Dispenser"; [2] = "Overseer Tetradrachm"; [3] = "Character Experience"; ["index"] = 3; ["eliteAgentEchoReward"] = ""; }; ["Display"] = { ["showDetailed"] = false; }; ["Debug"] = { ["allowTestMode"] = false; ["doNotFindAgents"] = false; ["doNotRunQuests"] = false; }; } return obj1
- Additional UI tweaks
- Updated Tutorial Processing
- If Tutorial Status detected, allows "Run Tutorial" process
- View attachment 47835
- Once tutorial completed, kicks into normal mode
They do get recreated. I might have the old ini still in the old location before it was switched to use the folder. I can kil those and try. If I go to each eq instance and /Lua run overseer though it runs using global settings.If you delete all of the individual ini files they get recreated? Do you have old ini files that are getting converted?
How are you broadcasting? What is the exact full command you send?Any idea why when i /run lua overseer on each toon they use the global config which is what i want, but when i broadcast to tell them to run it sometimes they will create individual inis?
Strange using the same cmd. Some toons use global setting and some don't.H
How are you broadcasting? What is the exact full command you send?
I tested with "/bcaa //lua run overseer" for example - and it works as expected.
Haven't tested DanNet yet.

[Rewards]
1=Collection Item Dispenser
2=Overseer Tetradrachm
3=Terror of Luclin
4=Mercenary Experience
5=Experience
index=5
- Corrected issue where reward might not actually get claimed (Nothing lost)
- Changed logic determining if Tutorial is completed or not
Details:
Originally used Overseer [Stats] tab "Quests Completed". After tutorial, 4 quests are done.
However, it's been reported (thanks again CBD) that sometimes the EQ servers do not return this information to the client.
Logic is now the count of Available Quests. If > 6, then Tutorial is completed.
Is this something we can get as a saveable toggle option? I edited it out but when updating the file again I had to again delete the lines. The problem I was having was I had my bazaar mules running overseer for tradeskill rewards/collect dispensers and it kept closing out my trader window.You can comment them out by putting --mq.cmd('/cleanup') (--) in front, or remove those two lines. Will have the same effect. This command only forces the close of all open windows. So It won't affect opening any windows.
It's really just a preference, do you want to cleanup all open windows after or leave the windows open. Some people like having other windows open and /cleanup would close them all. I personally like to just open the inventory bags to claim stuff then close the bags after.
mq.cmd('/keypress OPEN_INV_BAGS')
mq.cmd('/keypress CLOSE_INV_BAGS')
Oops. This was on the To Do list and got lost.Is this something we can get as a saveable toggle option? I edited it out but when updating the file again I had to again delete the lines. The problem I was having was I had my bazaar mules running overseer for tradeskill rewards/collect dispensers and it kept closing out my trader window.
As someone that edits a lot of scripts for personal preference. I do not watch the resources, but I do follow the threads. So I get updates when a script is updated through the forum post, but my launcher does not automatically download it when I run the launcher. Before the launcher it was always the download link, so it wasn't anything new. Don't get me wrong, the launcher is awesome for keeping things up to date with the latest versions. This is not as much of a fix as it is something you can consider.Is this something we can get as a saveable toggle option? I edited it out but when updating the file again I had to again delete the lines. The problem I was having was I had my bazaar mules running overseer for tradeskill rewards/collect dispensers and it kept closing out my trader window.
the new future launcher will allow some specificity for having stuff that is still on the launcher, but you don't want downloaded, which is nice. another option is just renaming your edited versionAs someone that edits a lot of scripts for personal preference. I do not watch the resources, but I do follow the threads. So I get updates when a script is updated through the forum post, but my launcher does not automatically download it when I run the launcher. Before the launcher it was always the download link, so it wasn't anything new. Don't get me wrong, the launcher is awesome for keeping things up to date with the latest versions. This is not as much of a fix as it is something you can consider.
Awesome news.the new future launcher will allow some specificity for having stuff that is still on the launcher, but you don't want downloaded, which is nice. another option is just renaming your edited version
Post your toon.Lua contents.Mine has been just cycling through the quests and never assigning the agents to the quest.
-- Persistent Data
local multiRefObjects = {
} -- multiRefObjects
local obj1 = {
["QuestPriority"] = {
["Durations"] = "6h|12h";
["Levels"] = "5|4|3|2|1";
["Priorities"] = "Levels|Durations|Rarities|Types";
["Rarities"] = "Elite|Rare|Uncommon|Common|Easy";
["Types"] = "Any";
};
["Debug"] = {
["allowTestMode"] = false;
["doNotFindAgents"] = false;
["doNotRunQuests"] = false;
};
["Rewards"] = {
[1] = "Collection Item Dispenser";
[2] = "Overseer Tetradrachm";
[3] = "Character Experience";
["index"] = 3;
["eliteAgentEchoReward"] = "";
};
["Display"] = {
["showDetailed"] = true;
};
["General"] = {
["minimumSuccessPercent"] = 0;
["ignoreRecruitmentQuests"] = false;
["version"] = 6;
["maxLevelForClaimingExpReward"] = 120;
["claimAgentPacks"] = true;
["agentCountForConversionUncommon"] = 2;
["maxLevelPctForClaimingExpReward"] = 95;
["claimEliteAgentEchos"] = false;
["agentCountForConversionCommon"] = 2;
["claimRewards"] = true;
["agentCountForConversionRare"] = 2;
["showUi"] = true;
["minimumQuestExperience"] = 0;
["ignoreConversionQuests"] = false;
["claimCollectionFragments"] = true;
["runFullCycleOnStartup"] = true;
["logLevel"] = 2;
["countAgentsBetweenCycles"] = true;
["pauseOnCharacterChange"] = false;
["autoRestartEachCycle"] = true;
["claimTetradrachmPacks"] = true;
["convertEliteAgents"] = false;
};
}
return obj1
So you're saying it starts the process, walks quests, selects a quest - but then doesn't choose agents?I had to go back to 3.21 to get it to work for me again. It wasn't detecting that I had valid agents available.
Code:-- Persistent Data local multiRefObjects = {
I have 7 characters I experiment with. Have tried to reproduce by setting things to Global config and starting all at once. My mind is looking at everyone hitting the same file at the same time.I am wondering if my wipe of overseer may have missed something. I might try again and this time do a drive search for overseer. I think there has to be some old files funking up the works. Still so confusing how my guys just randomly decide to use char config when I
