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Release Tradeskill Construction Set NeXt (1 Viewer) 4.1991b

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Getting this error whenever I "complete " something. Thoughts? And by complete I mean whenever the mac is finished going thru my artisan list.
 
When running the Artisan Quest, Pottery Supplies, the Glaze Mortar is not retrieved from the bank automatically, it proceeds to run the quest combines, then it pauses with the message to place the Glaze Mortar in the inventory then /Lua pause to unpause it when done. Of course, the UI disappears, but as soon as you pick up the Glaze Mortar from your bank, it immediately proceeds with the combines. This happens without you doing the "/Lua pause" to restart and bring UI back. It will then continue to complete all of the combines for the quest without any visible UI. Entering "Lua pause" twice at any time during this will bring the UI back.

If you remember to grab the Glaze Mortar and place it in a top slot before hitting the "start" button, it will complete the quest without any glitches.
 
well for the most part i have now got the hang of it and have it working. However i have an issue whereby toon wont travel to barren coast ,it says travelling to barren coast then just hangs for ever, so i run him there at which point next grabs him to do the transaction,then tries to do origin which i overide with faster pok port,then once in pok next takes back over. im trying to keep stocked on barren coast items as this is very frustrating when doing artisan skill ups and pottery as it uses tons of bc stuff for orbs etc. Is there a fix for this. That said this is way worth every bit i paid for it the time and effort gone into producing it must have been monumental thank you. Also do you think in future the slider for 1-100 recipes on artisan could be increased, its easy to go thro 100 combos especially if your missing items and some ts have up to 4k combos it would be nice just to be able to just run thro say 1k just to use existing bank stocks to make room for items missing for rest of combos.
 
Hi All,
Having an odd problem with skills not going up between 300 and 350. For example, my Tailoring skill is 306, but I've learned 33% of tailoring recipes. that should put my skill around 315. Smithing is the same way. Research, baking, brewing, fishing are fine though. I'm 350 with those.

So why the disparity?
Those numbers are set by EQ... Am sure there is plenty of discussion on this on the EQ forums.
 
In other news I think I got the fix for the depot list not having any items in it issue that throws the error.
 
Question for you JB. Does TCN factor in to account, for the missing list, the subcombines totals also? For example, smithing may require 1 recipe, but that 1 recipe is used in 8 different recipes...
 
Question for you JB. Does TCN factor in to account, for the missing list, the subcombines totals also? For example, smithing may require 1 recipe, but that 1 recipe is used in 8 different recipes...
Say What? If you are asking does it account for all the files. bricks or whatever to make 1 for all of them, then yes. If you are asking if it knows to account that it needs 12 vegetables total for everything in a sub-combine and all the recipes contained, the answer is also yes..
 
updated and its going mental at end of a run its trying to deposit everything into ts depot and taking total control of cursor even when game pages are dropped to task bar had to force restart machine twice so far
that is normal.. just uncheck and save auto-depot and it won't do that.. This has been discussed and context provided.


The move cursor control works outside of the game window from MQ. The options are see if it can be constrained to the window, or pray for DBG depot deposit button.
 
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thank you figured it out i hope was just a shock its first time its happened.
 
Say What? If you are asking does it account for all the files. bricks or whatever to make 1 for all of them, then yes. If you are asking if it knows to account that it needs 12 vegetables total for everything in a sub-combine and all the recipes contained, the answer is also yes..
Well while running the plugin, it seems to shop for the same thing quite often, meaning that it doesn't mass purchase all of 1 item that I will need for that recipe load.
 
Well while running the plugin, it seems to shop for the same thing quite often, meaning that it doesn't mass purchase all of 1 item that I will need for that recipe load.
I am going to theorize you are talking about artisan crafting..

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It gives you the opportunity to buy everything ahead of time so you can just hang out in the GH or wherever.. is this what you are talking about?
 
Well while running the plugin, it seems to shop for the same thing quite often, meaning that it doesn't mass purchase all of 1 item that I will need for that recipe load.
Provide an instance and recipe where this is not happening.. Keeping in mind if you do not mass purchase, that is the expected behavior, to buy everything for a recipe (including subs and tools) one time and then going back as it runs out if continue is on.
 
Say What? If you are asking does it account for all the files. bricks or whatever to make 1 for all of them, then yes. If you are asking if it knows to account that it needs 12 vegetables total for everything in a sub-combine and all the recipes contained, the answer is also yes..
Yes, mass purchasing supplies in zones is definitely the way to go if you want to save time from traveling back and forth. I just wanted to make sure I was doing it correctly and not missing something. Thanks JB, still love the plugin!
 
It would be nice to see a feature added to the TCN plugin where you could see how many combines you have currently made on each crafting session with a particular recipie , from the time u click select recipie and then craft til the time u select a new one . Would maybe be useful to be able to include the failures as well if that makes sense
 
It would be nice to see a feature added to the TCN plugin where you could see how many combines you have currently made on each crafting session with a particular recipie , from the time u click select recipie and then craft til the time u select a new one . Would maybe be useful to be able to include the failures as well if that makes sense
Under Artisan, Batch, Standard, or all of the above? Standard will show how many are in inventory after the run has completed, but does not track failures or recoveries.

Batch will also show the amount in inventory that have been completed.
 
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I might of missed it somewhere but it is really a 20 year license for $48 or is it $48for the 1st time and $20 per year for as long as you want it?

This looks crazy good and I can't wait to try it when my toons are finally ready to do this.

Thank you for your reply and time
 
I might of missed it somewhere but it is really a 20 year license for $48 or is it $48for the 1st time and $20 per year for as long as you want it?

This looks crazy good and I can't wait to try it when my toons are finally ready to do this.

Thank you for your reply and time

48 USD for 20 years. You have to add smaller amounts (9,99?) with new expansions, at least NoS had that price.
 
48 USD for 20 years. You have to add smaller amounts (9,99?) with new expansions, at least NoS had that price.
48 for forever or 20 years, if EQ is here after another 20 years.. wow..

TCN is up to TOL, with recipe packs when a new exp comes out...
 
Im still pretty new to this. Am i missing something with artisan part? I click on the tab and nothing there as i recall. Other than that im starting to get the hang of everything else and love it! Once the game is back up ill check again to see if im missing something.
 
Im still pretty new to this. Am i missing something with artisan part? I click on the tab and nothing there as i recall. Other than that im starting to get the hang of everything else and love it! Once the game is back up ill check again to see if im missing something.
Can you elaborate on what you see or are doing on the artisan tab? ss?
 
Hi - I'm getting this error when it tried to pull items from the bank - it opens the find window then opens the bag but the bag has like a red layer over it and it fails to pickup the item(s)?

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New problem since yesterday's patch, when the Experimental button is being activated by TCN, there is a slight delay in the slots appearing. As in, the window appears like a solid box with no slots, the first item in what ever combine is being attempted is "dropped" on that box, the slots then appear, and the rest of the items are filled into the slots, and the combine fails. Initially I thought it was because I had turned off the new UI via the INI file, and it did seem to improve once I turned the new UI back on.
 
New problem since yesterday's patch, when the Experimental button is being activated by TCN, there is a slight delay in the slots appearing. As in, the window appears like a solid box with no slots, the first item in what ever combine is being attempted is "dropped" on that box, the slots then appear, and the rest of the items are filled into the slots, and the combine fails. Initially I thought it was because I had turned off the new UI via the INI file, and it did seem to improve once I turned the new UI back on.
I just experienced this myself this morning. Changed to new UI and still the same issue. Slight delay in the experiment box. Thanks JB for looking into this fix. WIll be a good time to farm some mats while we wait for the fix.
 
New problem since yesterday's patch, when the Experimental button is being activated by TCN, there is a slight delay in the slots appearing. As in, the window appears like a solid box with no slots, the first item in what ever combine is being attempted is "dropped" on that box, the slots then appear, and the rest of the items are filled into the slots, and the combine fails. Initially I thought it was because I had turned off the new UI via the INI file, and it did seem to improve once I turned the new UI back on.
The slow population is a EQ issue. Somethi g either with the *fix* to flickering, or adding back in bagged PS bars (ite on EQ forums as a bug report).
 
You need to visit Shia Lebouf in Halas.. er Lebounde.. and chase him around somewhere there across the water, he is not static and a roamer. Once you get the task from him you can finish it, then it will make it if you have the materials, you can run to halas *with a button* and once you get across the water there is another button to run to him and finally one to do the turn in.
 
New problem since yesterday's patch, when the Experimental button is being activated by TCN, there is a slight delay in the slots appearing. As in, the window appears like a solid box with no slots, the first item in what ever combine is being attempted is "dropped" on that box, the slots then appear, and the rest of the items are filled into the slots, and the combine fails. Initially I thought it was because I had turned off the new UI via the INI file, and it did seem to improve once I turned the new UI back on.
Same problem myself

Had to stop using it because it was filling my inventory with single mats
 
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I am also getting this error on 9 toons.
Can someone provide a SS, it's like the bag or whatever is being marked as invalidated. Of course, if you are using custom UI, then nah. But if regular, def something to look into.

I will get the new update and see if I can make heads or tails of it.
 
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Hi - I'm getting this error when it tried to pull items from the bank - it opens the find window then opens the bag but the bag has like a red layer over it and it fails to pickup the item(s)?

View attachment 50347
Seems like a lot of my issues were due to the new UI. Reset back to the old UI and problems have gone - until they break it again I guess. This link helped explain the issue and how to revert back to the default UI

https://forums.daybreakgames.com/eq/index.php?threads/how-to-revert-back-the-ui.290675/#post-4223200
 
I've used the new ui, the old ui(unchecked option in display) and the ui that I subbed the four files for. Relogged, reinstalled. I only use the default ui.

The 'Cant pick it up" issue is one. Then there's the issue where the container opens and its solid with no spaces. This is happening with jc, brewing and baking so far today. All containers. The program is putting the ingredients in too quickly.
By the time the spaces show, the first ingredient is missing. Then it says cannot combine in this container. I set it to continue mode so it keeps trying and finally manages to make the combine after several tries to get it right. Takes forever.

Another thing, when it "fails", it adds ore back to my bags unstacked. This is a nightmare. Have to keep manually stacking the ore.

It also repurchases everything it can't pick up.
 
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Can someone provide a SS, it's like the bag or whatever is being marked as invalidated. Of course, if you are using custom UI, then nah. But if regular, def something to look into.

I will get the new update and see if I can make heads or tails of it.
To boot (pun intended) my main pc is crashing randomly, I think the CPU is going to heaven. The other box I have is for test so I am trying to spin up something.. all that said, still checking out what's up.
 
The W/A in TCN_Craft.lua: (add the code in orange)

mq.cmd('/notify TradeskillWnd COMBW_ExperimentButton leftmouseup')
mq.delay(750)
mq.delay(3000)
return
end

I added an arbitrary delay to the delay for testing.. You can add it too to get going, at least for crafting. Tradeskill UI should be fine.
It seems to account for now for the delay in the boxes showing up.

As for the can't pick up, yeah it is trying to grab from a bag and yes just like DBG other shenanigans it is causing issues.

The W/A for that is in TCN_Library.lua: (add the code in orange)


mq.cmd('/ctrl /itemnotify in pack' .. pack .. ' ' .. slot2 ..
' leftmouseup')
mq.delay(200)
-- extra delay DBG screw up
mq.delay(3500)
end
if l_count == -1 then
mq.cmd('/shift /itemnotify in pack' .. pack .. ' ' .. slot2 ..
' leftmouseup')
mq.delay(100)
-- extra delay DBG screw up
mq.delay(3500)
end

I want to see how this stuff operates before committing to a release and arbitrary numbers.. if it has to stay that way I will try to tune to the lowest possible with "decent" latency..

Note: I am using standard UI and whatever DBG is doing..
 
The W/A in TCN_Craft.lua: (add the code in orange)

mq.cmd('/notify TradeskillWnd COMBW_ExperimentButton leftmouseup')
mq.delay(750)
mq.delay(3000)
return
end

I added an arbitrary delay to the delay for testing.. You can add it too to get going, at least for crafting. Tradeskill UI should be fine.
It seems to account for now for the delay in the boxes
I gave the above a try, but was still seeing it pop up a couple of times on 2 trophy quest runs with 2 characters. So I went in and just changed the 750 delay to 4000 and got rid of the additional delay, haven't seen it pop up since...
 
I gave the above a try, but was still seeing it pop up a couple of times on 2 trophy quest runs with 2 characters. So I went in and just changed the 750 delay to 4000 and got rid of the additional delay, haven't seen it pop up since...
Yea that is what I was talking about, the "as the crow flies" delay that would fit some but not all, but annoy most. Adding 4 seconds to each use of a container is annoying AF thanks to those people.. at that place..
 
Release Tradeskill Construction Set NeXt

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