• 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 Tradeskill Construction Set NeXt 4.1991b

is there a way to add items or keywords to a safe list of stuff not to destroy if it makes them? I keep catching it destroying conflagrant and restless velium gear while im working on my artisans
 
is there a way to add items or keywords to a safe list of stuff not to destroy if it makes them? I keep catching it destroying conflagrant and restless velium gear while im working on my artisans
In the settings folder:

Edit this file:

1685841481140.png

I believe you just put in the Item ID and hit enter and then enter another ID until you have a complete list of stuff you don't want destroyed.
 
so if i wanted to not destroy conflagrant, i would have to find the item ID for every conflagrant item in EQ and add it to that list?
The other option is to just set everything named conflagrant under blacksmithing or whatever skill in the prize.db to 1 to skip that recipe using DBBrowser or whatever thing you use to manipulate SQLite DBs.. and you can make it solo at your leisure.. that is what I do.

This is assuming you are doing Artisan..
 
The other option is to just set everything named conflagrant under blacksmithing or whatever skill in the prize.db to 1 to skip that recipe using DBBrowser or whatever thing you use to manipulate SQLite DBs.. and you can make it solo at your leisure.. that is what I do.

This is assuming you are doing Artisan..
will the NoArtisan_Destroy.csv file get deleted when I Update TCN?
 
I was minding my own business when it started trying to make "desiccated treant bowstave" and despite the fact i kept making it successfully, it kept thinking it was failing and making it again. Also, when i made the bowstave successfully the first time, it sold it to a vendor despite it would need it later.

Also, Ive noticed it does not like to request precombined items from other characters. Is this intentional?
 
Last edited:
I was minding my own business when it started trying to make "desiccated treant bowstave" and despite the fact i kept making it successfully, it kept thinking it was failing and making it again. Also, when i made the bowstave successfully the first time, it sold it to a vendor despite it would need it later. - If you have sell turned on it will sell it. There is a max_used_table in the database that has IDs to show what uses what and if so it should ignore the sell function.'
1685890971794.png

Also, Ive noticed it does not like to request precombined items from other characters. Is this intentional? - The workaround for this is to request those items from the request tab to specifically ask for the pre-combined items. When it checks a recipe it checks for all the things needed, not things that are already done. The caveat being, if they are on person, in bank, in depot.
 
Last edited:
Everytime I need to use the Kiln, it has a tendency to loop around the building post nex to it after every combine even if I haven't moved.

It finishes the combine, closes everything, then does a loop to go back to where I was already standing. Is this something I can help diagnose?
 
Everytime I need to use the Kiln, it has a tendency to loop around the building post nex to it after every combine even if I haven't moved.

It finishes the combine, closes everything, then does a loop to go back to where I was already standing. Is this something I can help diagnose?
Which kiln and where, what LOC? A lot of objects are set to a LOC and also need to be within or under 20..
 
The one in PoK where it seems to default to, at the small bank next to Alchemist Redsa
My 1st thought is are you using a custom POK mesh, or are toons in the way.. as I recall it closes and then faces the item but doesn't move all around..
 
There is a problem zoning into Great divide vs. TOV at the POK stone. Navigation stalls.
 
There is a problem zoning into Great divide vs. TOV at the POK stone. Navigation stalls.
Couple random thoughts from the peanut gallery.

When was the last time you updated your meshes? That is a separate, manual step, if I am not mistaken.
Have you tried clicking off any weird illusions or if you are an overweight Ogre/Troll/Barbarian... a single shrink?
 
Couple random thoughts from the peanut gallery.

When was the last time you updated your meshes? That is a separate, manual step, if I am not mistaken.
Have you tried clicking off any weird illusions or if you are an overweight Ogre/Troll/Barbarian... a single shrink?
Shaming Language for Ogres, now I have heard it all..

1685903490676.jpeg
 
Couple random thoughts from the peanut gallery.

When was the last time you updated your meshes? That is a separate, manual step, if I am not mistaken.
Have you tried clicking off any weird illusions or if you are an overweight Ogre/Troll/Barbarian... a single shrink?
It was not mesh, I checked just in case. It's not an illusion it's happening to all my toons.
 
It was not mesh, I checked just in case. It's not an illusion it's happening to all my toons.
This is the code specifically for that.. has the door ID changed or easynav or whatever..?

Code:
function movement.pok_tgd()
    if mq.TLO.Zone.ID() == 118 then return end
    if mq.TLO.Zone.ID() == 202 then
        --    print("\at[TSNe\awx\att] \aw[Heading To] \ag[", mq.TLO.Zone(118), "]")
        mq.cmd('/squelch /nav door id 15 click |log=off')
        movement.moving()
        mq.delay(1000)
        mq.delay(60000, function() return mq.TLO.Zone.ID() == 118 end)
        while not mq.TLO.Nav.MeshLoaded() do mq.delay(100) end
    end
    return
end

I could change this to "travelto greatdivide"
 
Last edited:
This is the code specifically for that.. has the door ID changed or easynav or whatever..

Code:
function movement.pok_tgd()
    if mq.TLO.Zone.ID() == 118 then return end
    if mq.TLO.Zone.ID() == 202 then
        --    print("\at[TSNe\awx\att] \aw[Heading To] \ag[", mq.TLO.Zone(118), "]")
        mq.cmd('/squelch /nav door id 15 click |log=off')
        movement.moving()
        mq.delay(1000)
        mq.delay(60000, function() return mq.TLO.Zone.ID() == 118 end)
        while not mq.TLO.Nav.MeshLoaded() do mq.delay(100) end
    end
    return
end

I could change this to "travelto greatdivide"
"/travelto greatdivide" brings up a pop up window. Is that a nav thing then?
 
"/travelto greatdivide" brings up a pop up window. Is that a nav thing then?
Ok this is a change that I missed , I just need to change it to click GD..

if mq.TLO.Window['LargeDialogWindow'].Child['LDW_NoButton'] then
if mq.TLO.Window('LargeDialogWindow').Open() then
mq.TLO.Window('LargeDialogWindow/LDW_NoButton').LeftMouseUp()
end
end
 
Last edited:
So before a release comes out, to get to Thurgadin with TCN.. modify tcn_movement.Lua

Code:
function movement.pok_tgd()
    if mq.TLO.Zone.ID() == 118 then return end
    if mq.TLO.Zone.ID() == 202 then
        --    print("\at[TSNe\awx\att] \aw[Heading To] \ag[", mq.TLO.Zone(118), "]")
        mq.cmd('/squelch /nav door id 15 click |log=off')
        movement.moving()
        mq.delay(1000)
        -- Added 6/4/2023
        -- Click Great Divide Window
        if mq.TLO.Window['LargeDialogWindow'].Child['LDW_NoButton'] then
            if mq.TLO.Window('LargeDialogWindow').Open() then
                mq.TLO.Window('LargeDialogWindow/LDW_NoButton').LeftMouseUp()
            end
        end
        mq.delay(60000, function() return mq.TLO.Zone.ID() == 118 end)
        while not mq.TLO.Nav.MeshLoaded() do mq.delay(100) end
    end
    return
end
 
Ok this is a change that I missed , I just need to change it to click GD..

if mq.TLO.Window['LargeDialogWindow'].Child['LDW_NoButton'] then
if mq.TLO.Window('LargeDialogWindow').Open() then
mq.TLO.Window('LargeDialogWindow/LDW_NoButton').LeftMouseUp()
end
end

Good catch/find. What's your thought on making EasyFind a dependency vs duplicating some work here?
 
Good catch/find. What's your thought on making EasyFind a dependency vs duplicating some work here?
Not really, I try to keep everything as silo'd as possible, mq2lua, mq2nav, that stuff is needed. Everything else is baked in. This does not happen every day or every release, or even every 6 months. So, I feel I can keep up with it.
 
Couple of things. I ran the GOD freebie whole set with a shaman who had just finished their epic 2.0. During the process of getting their epic, the quest NPC hands the shaman a medicine bag used for the quest which is not destroyed or converted. Thus, the shaman has this bag on them when they ran the GOD quest line. When they went to do the alchemy portion of the questline, the Lua bugs out because it sees the medicine bag in the inventory but this bag either cannot be used for these GOD quests so Lua bugs out and stops working. (Put the medicine bag in the bank and it works fine).

This brings me to point #2. I had already completed baking, fletching, jewelry crafting etc by this point. I put those containers in the bank at the same time I put in the medicine bag. I restarted the Lua and each npc my toon ran to, they rebought the tradeskill container again before confirming they were already done with that quest line and moving on. Is there a way to NOT rebuy containers until you determine that you need to use them first? Yes, that's trivial and doesn't cost much but I am now the proud owner of two mixing bowls, two fletching kits, two jewelry bags, etc :)

Ty for your time!

Edit: the name of the epic shaman medicine bag the system was getting hung up on is a Thatched Medicine Bag.
 
Last edited:
Hey JB.

My EQ keeps crashing on the GoD blacksmithing freebie. Right after putting a water flask in the forge. It's happened 4 times in a row.

---------------------------
EverQuest Crash Detected
---------------------------
MacroQuest caught a crash:
Version: 3.1.0.1398
Location: C:\Games\#####\eqgame.exe+00000000002E922F

CrashID: 2bd777df-2ba1-46ff-be94-fe8e1b3cc774

You can either:
* [RETRY] Continue execution and hope for the best.
* [CANCEL] Write a crash dump and terminate EverQuest.

---------------------------
Retry Cancel
---------------------------

1686069581319.png
 
Couple of things. I ran the GOD freebie whole set with a shaman who had just finished their epic 2.0. During the process of getting their epic, the quest NPC hands the shaman a medicine bag used for the quest which is not destroyed or converted. Thus, the shaman has this bag on them when they ran the GOD quest line. When they went to do the alchemy portion of the questline, the lua bugs out because it sees the medicine bag in the inventory but this bag either cannot be used for these GOD quests so lua bugs out and stops working. (Put the medicine bag in the bank and it works fine). - In an effort to allow multiple bags to be used that have similar names I perform loose matching searches for the bag, so if the bag is named medicine bag, it will look for all variants. This was done because there are not many instances where it would cause an issue, except for Thatched Medicine Bag and maybe a couple of others. I also opted not to do much more to this as well. As designed, if I do a specific search it will use only the prescribed bag, and not an alternate or folded. Another option is to get all the ID's of all the usable bags and then do inventory searches for them. My current focus has been fixing recipes and planning for the big baller bazaar buying.

This brings me to point #2. I had already completed baking, fletching, jewelry crafting etc by this point. I put those containers in the bank at the same time I put in the medicine bag. I restarted the lua and each npc my toon ran to, they rebought the tradeskill container again before confirming they were already done with that quest line and moving on. Is there a way to NOT rebuy containers until you determine that you need to use them first? Yes, that's trivial and doesn't cost much but I am now the proud owner of two mixing bowls, two fletching kits, two jewelry bags, etc :) - GOD is old school or legacy whereas TSS allows me to know if I should buy the container based on a skill level. To "check" if I need the container means I need to dump all the recipes for that tradeskill, then perform a check to see if it "knows" the recipes and then skip that skill. I found this to be a far and few in between trivial issue and opted not to do so.

Ty for your time!

Edit: the name of the epic shaman medicine bag the system was getting hung up on is a Thatched Medicine Bag.
 
Hey JB.

My EQ keeps crashing on the GoD blacksmithing freebie. Right after putting a water flask in the forge. It's happened 4 times in a row.

---------------------------
EverQuest Crash Detected
---------------------------
MacroQuest caught a crash:
Version: 3.1.0.1398
Location: C:\Games\#####\eqgame.exe+00000000002E922F

CrashID: 2bd777df-2ba1-46ff-be94-fe8e1b3cc774

You can either:
* [RETRY] Continue execution and hope for the best.
* [CANCEL] Write a crash dump and terminate EverQuest.

---------------------------
Retry Cancel
---------------------------

View attachment 49040
MQ crashes are understood far better by devs than I, If you get red text in the Lua and it bugs out, that is my playground. If it is outside, that is my no mans land.
 
Would you be able to add a FIND ITEM tab and have it search for an item across all toons if it is not already on there? It could possibly cut down on all these different Lua scripts I have running if it is able to be implemented into TCN Lua.
 
Would you be able to add a FIND ITEM tab and have it search for an item across all toons if it is not already on there? It could possibly cut down on all these different lua scripts I have running if it is able to be implemented into TCN lua.
There is an item request, and it does just that afaik..
 
Did the wiki go away? I went to start to figure out this tool and the wiki appears to be gone. Any plans to bring it back? I am finding the use of this a bit daunting.

Thanks!
 
What I am talking about is basically the Find.lua just put into the tcn lua
Item Request will let you type in the name of what you want and then it will let you select it with the quantity that you want and if someone has it on them, in the bank, or in depot it will

images





1686108419914.png
 
Last edited:
Lord I am sorry. I wont even say what I did wrong. But I will say this for anyone else that may have issues.

Go buy and scribe the recipes. Just because you knew recipes 20 years ago when you stopped playing does not mean you still know them.

Carry on.
Since we are PSA'ing... do both GOD and TSS freebies before you get over level 50 in any skill. It will accomplish a couple of things. One, gives you 50+ or more Artisan recipes for the prize. Two, allows you tor refine materials for recipes and also needed for a lot of Artisan prize recipes. Threeve, get your trophy quests so you can do the most objectively easy ones before it gets more difficult.
 
Release Tradeskill Construction Set NeXt

Users who are viewing this thread

Back
Top
Cart