• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

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

Release Overseer (2 Viewers) 04/27/2026

No permission to download
Im running all I got some toons collecting experience still, some tradeskill stuff and others collections.
Code:
-- Persistent Data
local multiRefObjects = {

} -- multiRefObjects
local obj1 = {
    ["General"] = {
        ["useCharacterConfigurations"] = true;
    };
}
return obj1
 
If you set that to global, does it create one config file that they all use or does the overseer.Lua config file populate with whichever toons runs it first?
 
I don't have mine on global. I have some done with collectibles so I have them doing TS and Merc exp.
 
All my toons just keep cycling through all the missions but don't actually start any. I've had to stop this Lua and done it by hand like a normal person, so humiliating!!!
 
Just did an update, and it no longer finishing completed quests. log Output "No ending quests."

here is the Lua config that I haven't touched since it was automigrated from an ini. I'm guessing it's a config issue, because another toon with a different config is working fine.

Code:
-- Persistent Data
local multiRefObjects = {

} -- multiRefObjects
local obj1 = {
    ["QuestPriority"] = {
        ["Durations"] = "24h|12h|6h";
        ["Levels"] = "5|4|3|2|1";
        ["Priorities"] = "Types|Durations|Rarities|Levels";
        ["Rarities"] = "Elite|Rare|Uncommon|Common|Easy";
        ["Types"] = "Recruitment|Recovery|Exploration|Diplomacy|Trade";
    };
    ["QuestPriority_Unsubscribed"] = {
        ["Durations"] = "12h|6h";
        ["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";
        ["eliteAgentEchoReward"] = "";
        ["index"] = 2;
    };
    ["Display"] = {
        ["showDetailed"] = false;
    };
    ["General"] = {
        ["minimumSuccessPercent"] = 0;
        ["ignoreRecruitmentQuests"] = false;
        ["version"] = 6;
        ["onCharacterChange"] = 2;
        ["maxLevelForClaimingExpReward"] = 120;
        ["autoRestartEachCycle"] = false;
        ["agentCountForConversionUncommon"] = 2;
        ["maxLevelPctForClaimingExpReward"] = 50;
        ["claimEliteAgentEchos"] = false;
        ["agentCountForConversionCommon"] = 2;
        ["claimRewards"] = true;
        ["agentCountForConversionRare"] = 2;
        ["showUi"] = false;
        ["ignoreConversionQuests"] = false;
        ["runFullCycleOnStartup"] = true;
        ["logLevel"] = 2;
        ["claimFragments"] = false;
        ["countAgentsBetweenCycles"] = false;
        ["minimumQuestExperience"] = 0;
        ["claimTetradrachmPacks"] = false;
        ["claimAgentPacks"] = false;
    };
}
return obj1
 
Just did an update, and it no longer finishing completed quests. log Output "No ending quests."

here is the lua config that I haven't touched since it was automigrated from an ini. I'm guessing it's a config issue, because another toon with a different config is working fine.

Code:
-- Persistent Data
local multiRefObjects = {

} -- multiRefObjects
local obj1 = {
    ["QuestPriority"] = {
        ["Durations"] = "24h|12h|6h";
        ["Levels"] = "5|4|3|2|1";
        ["Priorities"] = "Types|Durations|Rarities|Levels";
        ["Rarities"] = "Elite|Rare|Uncommon|Common|Easy";
        ["Types"] = "Recruitment|Recovery|Exploration|Diplomacy|Trade";
    };
    ["QuestPriority_Unsubscribed"] = {
        ["Durations"] = "12h|6h";
        ["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";
        ["eliteAgentEchoReward"] = "";
        ["index"] = 2;
    };
    ["Display"] = {
        ["showDetailed"] = false;
    };
    ["General"] = {
        ["minimumSuccessPercent"] = 0;
        ["ignoreRecruitmentQuests"] = false;
        ["version"] = 6;
        ["onCharacterChange"] = 2;
        ["maxLevelForClaimingExpReward"] = 120;
        ["autoRestartEachCycle"] = false;
        ["agentCountForConversionUncommon"] = 2;
        ["maxLevelPctForClaimingExpReward"] = 50;
        ["claimEliteAgentEchos"] = false;
        ["agentCountForConversionCommon"] = 2;
        ["claimRewards"] = true;
        ["agentCountForConversionRare"] = 2;
        ["showUi"] = false;
        ["ignoreConversionQuests"] = false;
        ["runFullCycleOnStartup"] = true;
        ["logLevel"] = 2;
        ["claimFragments"] = false;
        ["countAgentsBetweenCycles"] = false;
        ["minimumQuestExperience"] = 0;
        ["claimTetradrachmPacks"] = false;
        ["claimAgentPacks"] = false;
    };
}
return obj1
Do you mean no longer claiming / selecting rewards for finished quests? What are the available rewards?
 
Do you mean no longer claiming / selecting rewards for finished quests? What are the available rewards?
Seems like "run full cycle on startup" is no longer respected. Have to also select "automatically restart" to do everything on startups. I just want to do "/Lua run overseer", with no other user interaction.
 
I have Run Full Cycle On Startup and Automatically Restart checked and it does both.

Run Full Cycle On Startup - Checks if any quests needs claimed.
Automatically Restart - Runs Full Cycle when next quest is completed.

Code:
-- 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"] = "Exploration|Diplomacy|Trade";
    };
    ["SpecificQuests"] = {
        ["index"] = 0;
    };
    ["Debug"] = {
        ["allowTestMode"] = false;
        ["doNotFindAgents"] = false;
        ["doNotRunQuests"] = false;
    };
    ["Rewards"] = {
        [1] = "Collection Item Dispenser";
        [2] = "Overseer Tetradrachm";
        [3] = "Terror of Luclin";
        [4] = "Character Experience";
        ["index"] = 4;
        ["eliteAgentEchoReward"] = "";
    };
    ["Display"] = {
        ["showDetailed"] = true;
    };
    ["General"] = {
        ["minimumSuccessPercent"] = 0;
        ["ignoreRecruitmentQuests"] = false;
        ["version"] = 6;
        ["maxLevelForClaimingExpReward"] = 120;
        ["autoRestartEachCycle"] = true;
        ["agentCountForConversionUncommon"] = 3;
        ["maxLevelPctForClaimingExpReward"] = 95;
        ["claimEliteAgentEchos"] = false;
        ["agentCountForConversionCommon"] = 3;
        ["claimRewards"] = true;
        ["minimumQuestExperience"] = 0;
        ["convertEliteAgents"] = false;
        ["showUi"] = true;
        ["agentCountForConversionRare"] = 3;
        ["ignoreConversionQuests"] = false;
        ["claimCollectionFragments"] = true;
        ["runFullCycleOnStartup"] = true;
        ["logLevel"] = 1;
        ["agentCountForConversionElite"] = 150;
        ["countAgentsBetweenCycles"] = false;
        ["pauseOnCharacterChange"] = false;
        ["claimTetradrachmPacks"] = true;
        ["claimAgentPacks"] = true;
    };
}
return obj1
 
Here's what is happening to my toons.

It claims rewards just fine, it cycles through the quests looking for the type I have selected, chooses one and then nothing. It doesn't end the Lua, doesn't choose any agents or cycle through anything anymore.

On another toon it claims rewards, cycles through conversion, the does the Finding Quest, chooses none and starts over and loops back to claiming rewards, conversion, and Finding quests.....
 
Last edited:
Here's what is happening to my toons.

It claims rewards just fine, it cycles through the quests looking for the type I have selected, chooses one and then nothing. It doesn't end the lua, doesn't choose any agents or cycle through anything anymore.

On another toon it claims rewards, cycles through conversion, the does the Finding Quest, chooses none and starts over and loops back to claiming rewards, conversion, and Finding quests.....
Has to be some reason it is not selecting. Do you have agents, are your quest full, are your quests for the rotation period maxed? Conversions do you have enough agents for the conversions?
 
Has to be some reason it is not selecting. Do you have agents, are your quest full, are your quests for the rotation period maxed? Conversions do you have enough agents for the conversions?

I am testing mine today when its time with the autorestart turned on. After one of the recent updates without auto restart on, it isn't actually running the cycle.


*Edit= tested with autorestart and it did go through all the quests like normal. it didn't used to need that selected just the RunFullCycleOnStartup= true used to kick off the whole process.
 
I am testing mine today when its time with the autorestart turned on. After one of the recent updates without auto restart on, it isn't actually running the cycle.


*Edit= tested with autorestart and it did go through all the quests like normal. it didn't used to need that selected just the RunFullCycleOnStartup= true used to kick off the whole process.
Not sure why that is the case, GoldenFrog may know. Far as I know the runfullcycleonstartup actually initiates the full cycle on startup. This is the first thing that happens if you have runfullycycle selected. the autorestart only kicks in after that is run and a quest is completed or when running the full cycle.
Code:
if (Settings.General.runFullCycleOnStartup and actions.TutorialIsRequired == false) then nextAction = 'FullCycle'
    else nextAction = 'Initialize'
    end

    while true do
        ValidateCharacter()

        if (nextAction ~= nil) then
            if (nextAction == 'FullCycle') then SetCurrentProcess('Running complete cycle') RunCompleteCycle()
 
Not sure why that is the case, GoldenFrog may know. Far as I know the runfullcycleonstartup actually initiates the full cycle on startup. This is the first thing that happens if you have runfullycycle selected. the autorestart only kicks in after that is run and a quest is completed or when running the full cycle.
Code:
if (Settings.General.runFullCycleOnStartup and actions.TutorialIsRequired == false) then nextAction = 'FullCycle'
    else nextAction = 'Initialize'
    end

    while true do
        ValidateCharacter()

        if (nextAction ~= nil) then
            if (nextAction == 'FullCycle') then SetCurrentProcess('Running complete cycle') RunCompleteCycle()

Yeah, That is what I thought too. It used to work that way, but now it seems without the autorestart it doesn't actually kick off a full cycle. It checks to quests, then just kinda stops.
 
Yeah, That is what I thought too. It used to work that way, but now it seems without the autorestart it doesn't actually kick off a full cycle. It checks to quests, then just kinda stops.
When it stops. Is there something else that it should have done? Like didn't claim quests or rewards?
 
When it stops. Is there something else that it should have done? Like didn't claim quests or rewards?
It stops before claiming quests. If i have any rewards from previous attempts, it doesn't claim those either. Basically without the autorestart, it just looks at the quests but doesn't claim them, then stops and waits for me to manually tell it to run a full cycle. Adding copy of my overseer_character.Lua

Code:
-- Persistent Data
local multiRefObjects = {

} -- multiRefObjects
local obj1 = {
    ["QuestPriority"] = {
        ["Durations"] = "6h|12h";
        ["Levels"] = "5|4|3|2|1";
        ["Priorities"] = "Levels|Durations|Rarities|Types";
        ["Types"] = "Exploration|Diplomacy|Trade";
        ["Rarities"] = "Elite|Rare|Uncommon|Common|Easy";
    };
    ["General"] = {
        ["minimumSuccessPercent"] = 0;
        ["ignoreRecruitmentQuests"] = true;
        ["version"] = 6;
        ["maxLevelForClaimingExpReward"] = 120;
        ["autoRestartEachCycle"] = true;
        ["agentCountForConversionUncommon"] = 2;
        ["maxLevelPctForClaimingExpReward"] = 95;
        ["claimEliteAgentEchos"] = false;
        ["agentCountForConversionCommon"] = 2;
        ["claimRewards"] = true;
        ["minimumQuestExperience"] = 0;
        ["showUi"] = true;
        ["claimEliteEchos"] = false;
        ["ignoreConversionQuests"] = true;
        ["claimCollectionFragments"] = false;
        ["runFullCycleOnStartup"] = true;
        ["logLevel"] = 1;
        ["countAgentsBetweenCycles"] = false;
        ["pauseOnCharacterChange"] = false;
        ["agentCountForConversionRare"] = 2;
        ["claimTetradrachmPacks"] = false;
        ["claimAgentPacks"] = false;
    };
    ["Rewards"] = {
        [1] = "Collection Item Dispenser";
        [2] = "Overseer Tetradrachm";
        [3] = "Character Experience";
        ["eliteAgentEchoReward"] = "";
        ["index"] = 3;
    };
    ["Display"] = {
        ["showDetailed"] = true;
    };
    ["Debug"] = {
        ["doNotFindAgents"] = false;
        ["allowTestMode"] = false;
        ["doNotRunQuests"] = false;
    };
}
return obj1
 
It stops before claiming quests. If i have any rewards from previous attempts, it doesn't claim those either. Basically without the autorestart, it just looks at the quests but doesn't claim them, then stops and waits for me to manually tell it to run a full cycle. Adding copy of my overseer_character.lua

Code:
-- Persistent Data
local multiRefObjects = {

} -- multiRefObjects
local obj1 = {
    ["QuestPriority"] = {
        ["Durations"] = "6h|12h";
        ["Levels"] = "5|4|3|2|1";
        ["Priorities"] = "Levels|Durations|Rarities|Types";
        ["Types"] = "Exploration|Diplomacy|Trade";
        ["Rarities"] = "Elite|Rare|Uncommon|Common|Easy";
    };
    ["General"] = {
        ["minimumSuccessPercent"] = 0;
        ["ignoreRecruitmentQuests"] = true;
        ["version"] = 6;
        ["maxLevelForClaimingExpReward"] = 120;
        ["autoRestartEachCycle"] = true;
        ["agentCountForConversionUncommon"] = 2;
        ["maxLevelPctForClaimingExpReward"] = 95;
        ["claimEliteAgentEchos"] = false;
        ["agentCountForConversionCommon"] = 2;
        ["claimRewards"] = true;
        ["minimumQuestExperience"] = 0;
        ["showUi"] = true;
        ["claimEliteEchos"] = false;
        ["ignoreConversionQuests"] = true;
        ["claimCollectionFragments"] = false;
        ["runFullCycleOnStartup"] = true;
        ["logLevel"] = 1;
        ["countAgentsBetweenCycles"] = false;
        ["pauseOnCharacterChange"] = false;
        ["agentCountForConversionRare"] = 2;
        ["claimTetradrachmPacks"] = false;
        ["claimAgentPacks"] = false;
    };
    ["Rewards"] = {
        [1] = "Collection Item Dispenser";
        [2] = "Overseer Tetradrachm";
        [3] = "Character Experience";
        ["eliteAgentEchoReward"] = "";
        ["index"] = 3;
    };
    ["Display"] = {
        ["showDetailed"] = true;
    };
    ["Debug"] = {
        ["doNotFindAgents"] = false;
        ["allowTestMode"] = false;
        ["doNotRunQuests"] = false;
    };
}
return obj1
Settings look good. Just strange. Anyway, I just unchecked Automatically Restart and have a quest due in a bout 20 minutes. I will see if I can reproduce this. (I've always had bot checked Run full cycle and Automatically Restart)

I do know there is an issue with Overseer Stats populating correctly in the Over Window, not sure if this has come in to play or not. At any given time you can open your overseer window / stats and they are all goofy.
 
Last edited:
You are correct, it just scans down through the quests and stops. While showing there is completed quests to be claimed.
 
Its getting skipped here. With actions.TutorialIsRequired = true
Code:
---@type boolean
actions.TutorialIsRequired = true
---@type boolean
InProcess = false
---@type boolean
Aborting = false
---@type string
CurrentProcessName = 'Idle'
---@type number
NextQuestTimeStamp = 0

local hasInitializedQuestTimes = false
HasInitialized = false
NextRotationTimeStamp = 0
SecondsUntilNextRotation = 0
NextRotationTimeStampText = ''

CountAgentsBetweenCycles = false

function actions.Main()
    if (Settings.General.runFullCycleOnStartup and actions.TutorialIsRequired == false) then nextAction = 'FullCycle'
    else nextAction = 'Initialize'
    end
 
GoldenFrog updated Overseer with a new update entry:

3.28: Retire Elite Agents

  • Claiming Will now only open the bag required and close when done.
    • Prevents issues force-closing windows and inventory at inopportune times
  • Elite Agents can be retired manually for now
    • NOTE: Not yet enabled to do this automatically during normal cycle. Next release will turn this on, if all goes well.
    • Count of Elite Agents to keep may be specified; same as with other conversions
      • [ATTACH...

Read the rest of this update entry...
 
Has to be some reason it is not selecting. Do you have agents, are your quest full, are your quests for the rotation period maxed? Conversions do you have enough agents for the conversions?
I have lots of agents, quests are not full, quest for the rotation period is empty, I have conversions turned off.
 
I read all the posts, but not quite following the issue. Sounds like you understand it, CBD?
---@type boolean
actions.TutorialIsRequired = true
On load up, Action == true is skipping the FullCycle and going straight to initialize.
Code:
function actions.Main()
    if (Settings.General.runFullCycleOnStartup and actions.TutorialIsRequired == false) then nextAction = 'FullCycle'
    else nextAction = 'Initialize'
    end
 
Could this cause problems. Quest timers seem to be missing about 2 hrs: 1h56m . Update repeated/tested. screen shot before after and end. Plunder quest go from 6h to 4h4m10d . When timer is up it says finished, but the finish now button does not change or function.
 

Attachments

  • EQ000000.jpg
    EQ000000.jpg
    214.7 KB · Views: 2
  • EQ000001.jpg
    EQ000001.jpg
    175.6 KB · Views: 2
  • EQ000006.jpg
    EQ000006.jpg
    174.2 KB · Views: 2
Could this cause problems. Quest timers seem to be missing about 2 hrs: 1h56m . Update repeated/tested. screen shot before after and end. Plunder quest go from 6h to 4h4m10d . When timer is up it says finished, but the finish now button does not change or function.
I do know there is an issue with Overseer Stats populating correctly in the Over Window, not sure if this has come in to play or not. At any given time you can open your overseer window / stats and they are all goofy.


Yes, this appears to be one of the server sync issues.
 
I think this might be a lag issue with loading the window before calling a target on selecting the quest window or the window did not open.
Did you hit the button to run the full cycle or was this the automatic rotation?
Automatic rotation.
 
So any idea why this overseer Lua won't pick agents to fill any quests? It runs conversions just fine, claims rewards just fine, just doesn't choose agents when it chooses a quest to run.
 
So any idea why this overseer lua won't pick agents to fill any quests? It runs conversions just fine, claims rewards just fine, just doesn't choose agents when it chooses a quest to run.
Are you already running the max quests (free) 3 of 3 or 5 of 5 ?
 
Are you already running the max quests (free) 3 of 3 or 5 of 5 ?
Quests are not maxed out, max completed quests are not maxed out.

As I've mentioned before Overseer Lua will go through and finish each completed quest, claim the reward. It will then go through and run and finish any conversion quests. It will then find a quest type I have chosen in the options however it will not populate it with any agents even though I have hundreds of agents. On some of my toons it will crash and end the Lua, on other toons it will just loop and cycle through quests but do nothing.
 
Perhaps it converted all the necessary agents to higher ones and there are no agents to fill the spots on the quests you have picked out. You can have hundreds of agents and still not have the right ones to do every quest.

Just a thought
 
I load up the quests with agents myself....there are many agents to pick from for each quest.
 
Quests are not maxed out, max completed quests are not maxed out.

As I've mentioned before Overseer lua will go through and finish each completed quest, claim the reward. It will then go through and run and finish any conversion quests. It will then find a quest type I have chosen in the options however it will not populate it with any agents even though I have hundreds of agents. On some of my toons it will crash and end the lua, on other toons it will just loop and cycle through quests but do nothing.
Few questions:
* Can you outline the error you are receiving here? Screenshot (no char names) or copy from the text?

There is one troubleshooting step available. Under [Actions]
1682789263342.png
This option will analyze every quest but not actually try to run one.
The result will output the quests and order that the script would try to execute, given the current configuration for that character.

It would also be interesting to see what this option reported for any character that "just loops and cycles but doesn't do anything".
1682789336945.png
 
Release Overseer

Users who are viewing this thread

Back
Top
Cart