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Question - Pulling with MQ2Nav in dungeons, puller runs into walls

Joined
Mar 9, 2017
RedCents
13,167¢
My puller will sometimes decide to not use MQ2Nav in a dungeon. He will instead use the older default style pulling and attempt to bee-line straight at his target, even if there is a wall or multiple hallways he needs to navigate. The normal yellow/blue nav line from MQ2Nav doesn't appear and the puller just stays running into a wall.

Seems to even affect the target selection phase. Puller will often choose a "close" target, but that might be in a whole different wing of the dungeon (like a 2 minute run), instead of one that is just around the corner (10 second run but maybe a longer bee-line distance.)

I don't think it's a mesh issue. I've visually checked the mesh via "/nav ui" and it appears to be fine at the camp. I'm not getting the "Can't find starting point" message. I've also tried turning off KA, target the same mob and type "/nav target" and MQ2Nav will turn on, pop the yellow/blue line and lead the puller right to the mob.

KA's start messages also say its using MQ2Nav to pull - "PULL: The MQ2Nav for Howling Stones is loaded. PULL: Using MQ2Nav to Pull with Refute for Power."

I can't figure out the pattern on what makes this happen though. It seems to be indoor zones, but not necessarily the whole zone. Chardok it starts failing from the zone in and I never found a place it worked. Howling Stones I found a camp in west upper side that worked with MQ2Nav, but the south area had the issue again. Labs it seems to work everywhere, at least in the lower section where I tried it. Outdoor zones, even in caves, seem to be fine.

Fixes I've tried:
  • "/nav reload" - Says it reloads, but same issue stays.
  • Restarting KA - No change
  • Moving the start point - No change, but I'm not getting the mesh issue warning either.
  • Camping the puller in/out -Same issue
  • Rebuilding the mesh - Didn't seem to change anything, though I could try other settings if somebody has a recommendation.
  • Changing Pull section - Sometimes I can tighten the pull radius to keep the puller in an area that MQ2Nav will always be used, but some areas it just never selects it as the pulling path option.

Issue has been around for awhile and I think I've seen others mention it. Not related to latest KA or anything.

Is there a setting that will force KA to only pull with MQ2Nav?

Pullertank ini:
Rich (BB code):
[General]
KissAssistVer=10.2.6
Role=pullerTank
CampRadius=45
CampRadiusExceed=300
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=20
MedCombat=0
LootOn=1
RezAcceptOn=1
AcceptInvitesOn=1
EQBCOn=1
GroupWatchOn=1
MiscGem=13
MiscGemRemem=1
HoTTOn=0
CharInfo=Shadow Knight|110|GOLD
IRCOn=0
CampfireOn=0
CastingInterruptOn=0
DPSMeter=1
ScatterOn=0
MiscGemLW=0
DefaultUI=TRUE
ConditionsOn=0
[Melee]
AssistAt=97
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=front
AutoFireOn=0
UseMQ2Melee=1
[Buffs]
BuffsOn=1
Buffs1=Helot Skin
Buffs2=Tylix's Skin
Buffs3=Tylix's Horror
Buffs4=Shroud of the Krellnakor
Buffs5=Voice of Thule|MA
Buffs6=Defiant Stance
Buffs7=Drape of the Magmaforged
Buffs8=Helot Covenent
Buffs9=Call of Nightfall
Buffs10=NULL
Buffs11=Summoned: Glowing Modulation Shard|Mana|80|45
Buffs12=Wand of Pelagic Transvergence|Mana|90|15
Buffs13=NULL
Buffs14=NULL
Buffs15=NULL
Buffs16=NULL
Buffs17=Breather|End|19
Buffs18=NULL
Buffs19=NULL
Buffs20=NULL
Buffs21=NULL
Buffs22=NULL
Buffs23=NULL
Buffs24=NULL
Buffs25=NULL
Buffs26=NULL
Buffs27=NULL
Buffs28=NULL
Buffs29=NULL
Buffs30=NULL
Buffs31=NULL
Buffs32=NULL

BuffsSize=32
BuffsCOn=0
RebuffOn=1
CheckBuffsTimer=20
PowerSource=NULL
[DPS]
DPSOn=1
DebuffAllOn=0
DPSSize=20
DPSSkip=1
DPSInterval=2
DPS1=Spurn|100|Mash
DPS2=Spear of Tylix|99
DPS3=Dire Coarctation|96
DPS4=Bond of Xalgoz|95
DPS5=NULL
DPS6=NULL
DPS7=Vicious Bite of Chaos|97
DPS8=NULL
DPS9=NULL
DPS10=Xalgoz's Bite|98
DPS11=Touch of Hemofax|98
DPS12=Touch of T`Vem|98
DPS13=NULL
DPS14=NULL
DPS15=NULL
DPS16=Torrent of Suffering|90|Once
DPS17=Encroaching Darkness|75|Once
DPS18=NULL
DPS19=NULL
DPS20=NULL
DPSCOn=0
[Heals]
Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
Heals1=Spurn|60|Tap
Heals2=Krellnakor Mantle|15|Tap
Heals3=Dire Testimony|40|Tap
Heals4=Touch of T`Vem|90|Tap
Heals5=Fundament: Third Spire of the Reaver|35|Tap
Heals6=Leech Touch|25|Tap
Heals7=Deflection Discipline|20|Tap
Heals8=Companion's Blessing|55|Pet
Heals9=Divine Companion Aura|15|Pet
Heals10=Dichotomic Fang|30|Tap
Heals11=Shield Flash|50|Tap
Heals12=Leechcurse Disipline|23|Tap
XTarHeal=0
HealGroupPetsOn=0
HealsSize=12
XTarHeal2=0
HealsCOn=0
AutoRezOn=0
AutoRezWith=Your Rez Item/AA/Spell
XTarHealList=NULL
[Pet]
PetOn=1
PetSpell=Minion of T`Vem
PetShrinkOn=0
PetShrinkSpell=Tiny Companion
PetBuffsOn=1
PetBuffs1=Gift of T`Vem
PetBuffs2=NULL
PetBuffs3=NULL
PetBuffs4=NULL
PetBuffs5=NULL
PetBuffs6=NULL
PetBuffs7=NULL
PetBuffs8=NULL
PetFocus=NULL
PetCombatOn=1
PetBreakMezSpell=NULL
PetRampPullWait=0
PetSuspend=0
MoveWhenHit=0
PetHoldOn=1
PetBuffsSize=8
PetToysSize=6
PetForceHealOnMed=0
PetToysGave=
PetAssistAt=99
[Merc]
Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=1
MercAssistAt=95
[Pull]
PullWith=Refute for Power
MaxRadius=200
MaxZRange=45
PullWait=6
BuffWait=10
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=0|0
PullPath=NULL
PullMeleeStick=0
UseWayPointZ=0
PullRadiusToUse=90
PullPause=60|2
[AFKTools]
AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=1
AFKGMAction=1
AFKPCRadius=150
CampOnDeath=0
ClickBacktoCamp=0
[Burn]
BurnText=CookCook
BurnAllNamed=0
Burn1=Krellnakor Mantle
Burn2=Reaver's Bargain
Burn3=Innoruuk's Dark Blessing
Burn4=Veil of Darkness|Mob
Burn5=Dread Suzerain's Conflagrant Breastplate
Burn6=Visage of Death
Burn7=Claret Blade
Burn8=Reinforced Malaise
Burn9=Fundament: Third Spire of the Reavers
Burn10=NULL
Burn11=Hate's Attraction|Mob
Burn12=T`Vyl's Resolve|Mob
Burn13=Projection of Doom|Mob
Burn14=Chattering Bones|Mob
Burn15=Scourge Skin
UseTribute=0
BurnSize=15
GoM=NULL
BurnCOn=0
[GoM]
GoMSHelp=Format - Spell|Target, MA Me or Mob, i.e. Rampaging Servant Rk. II|Mob
GoMSpell=
GoMSpell1=Spear of Tylix|Mob
GoMSpell2=Touch of T`Vem|Mob
GoMSpell3=Dire Testimony|Mob
GoMSize=3
GoMCOn=0
[SpellSet]
LoadSpellSet=1
SpellSetName=Combat
[AE]
AEOn=1
AERadius=50
AE1=NULL
AE2=Tylix's Carapace|3
AE3=Explosion of Spite|2
AE4=Explosion of Hatred|4
AE5=NULL
AESize=10
AE6=NULL
AE7=NULL
AE8=NULL
AE9=NULL
AE10=NULL
AECOn=0
[Aggro]
AggroOn=1
Aggro1=Taunt|100|<
Aggro2=Mindless Hatred|100|<
Aggro3=Hate's Attraction|100|<
Aggro4=Terror of Kra`Du|100|<
Aggro5=Refute for Power|100|<
Aggro6=Ageless Enmity|100|<
Aggro7=NULL
Aggro8=NULL
Aggro9=NULL
Aggro10=NULL
AggroSize=10
[Cures]
CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
CuresSize=5
[GMail]
GMailHelp=Events currently support - Dead,GM,Level,Named,Leftgroup
GMailOn=0
GMailSize=5
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
[KissError]
LastCMD:=/if (!37) {
ErrorDateTime:=05/23/2018 09:24:33
ErrorMsg:=Cannot end a macro when one isn't running.
DataError:=NULL
SyntaxError:=NULL
RunningTime:=4735295
BuildDate:=20180523
CurrentUI:=default
 
if i experience issues like this which happens, my method of fixing it is:

Rich (BB code):
/bcaa //endmac
/bcaa //plugin mq2nav unload
/bcaa //plugin mqnav

and then restarting my groups kiss.

now things are sometimes wonky after that still

thats when i start checking zrange using the height filter on the ingame map.

a mob might be under or over your zrange, but one that is 2 min run away might not be, so it will pick that and go for it.

as for the beelining using mq2nav it does that when there is a path, but he cant get to the path, its the best to way explain it, he runs to the nearest point there is mesh and tries to get to the mob, and sometimes thats through a wall.

it can be a doorway he cant get through cause of meshed agent height setting, or some inclined he cant traverse cause of other agent mesh settings.

it can be a pain to figure out, but usually you can use the meshgenerators path tester to see where it errors, i had an error like that in pok, a specific spot if it got navigated into that it would try and climb the library, instead of running to the stairs and running up the ramps, so thats when you gotta start fiddling with the mesh settings.
 
Did you ever find a solution for the nav issue in HS?

My SK has been working great for pulling until I step into HS then hes a tard running into walls and I am hearing a THUM THUMP THUMP in my headset.

I tried deleting the mesh and making it over, it looked good so who knows.

I tried to use nav just to move around and it works fine...
 
kaen's info above is correct. MQ2Nav/KA are selecting targets where it seems to think it can "jump" off the mesh, like a cliff, and it will land in the mesh by the mob it wants. My computer can't run the mesh editor well enough to try marked the problem areas as "no-walk" or low priority. So I just made some changes to my camp/pulling setup.

kaen also has this pulling issues/solutions post that has good general tips if your puller is acting up.

Playing with the z-axis pull range helped in a few spots. I wound up mod'ing a version of KA with this directional pulling code and running that on my pullertank at some HS camps. So I could pick a camp and then only pull mobs around me from 95 degrees to 265 degrees, if the problem wall was north of me.

Kiss11 has a slightly different directional pulling built in now too.
Go to the [Pull] section and set PullArcWidth to the width you want to pull. The direction you are facing will be the center point for your pull area.
Setting PullArcWidth=45 will pull mobs 22.5 degrees to the left and 22.5 degrees to right of where you are facing.

New Ini file entry
[Pull]
PullArcWidth=45


Think of it as a clock if you are facing 12:00 you will pull mobs that are 11:00 and 1:00 there abouts. If you set PullArcWidth=90
you will pull mobs at 10:00 to 2:00. If you set PullArcWidth=180 you will pull mobs at 9:00 to 3:00.

To disable this functionality just set PullArcWidth=0
 
Last edited:
I reduced the pull z down to 50 and set the pull arc to 90 down the hall I want him to pull and now the tank is trying to pull mobs out of the basement from the admiral/arisen camp... I give up, HS must be jacked up in some way that nav just can't figure out.
 
It's not just HS, I have problems in quite a few areas using my warrior pulling with a bow. I don't know what's changed as he was doing fine before. (I've tried it with no levitation, shrinking/no shrinking, etc).

I've honestly just taken to doing LoS pulling (unloading mq2nav) and manual pulls by pausing the macro and pulling mobs out of LoS.

What's odd is that using /nav target works as expected (just using mq2nav without Kiss) so I'm not sure where along the line it's messing up when using Kiss for pulling.
 
Any zone with hidden walls, hidden floors is not going to work well with mq2nav. Chardok for example has the same issue. Brainiac commented on this about a year ago.
 
Question - Pulling with MQ2Nav in dungeons, puller runs into walls

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