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Release Tradeskill Construction Set NeXt 4.1991b

I think at the very least there needs to be checkbox for all or some.. but even then you will still have a still nagging issue, unless you take into account the amount that you have when you start.

So, basically, you have to say I want 30 MTP's, and you already have 4, and you want to sell them. So you sell 26. sounds easy... but if you make 12 you will sell 12. I will have to add in something to account for less than and more than for a stack.

for destroying items, you would have to again record how many you started with.

for Artisan, I am thinking you want to make a scale, so you record the amount of scales you have, and whatever the result is, you destroy whatever is on the cursor, or you sell the amount (record again) made.

I am sure it is easier than a manned mission to Saturn.
can check to see how many is on your shopping list and not sell more than that? or not sell anything on your shopping list at all? seems to be a problem with things that have multiple ways to make it.
 
can check to see how many is on your shopping list and not sell more than that? or not sell anything on your shopping list at all? seems to be a problem with things that have multiple ways to make it.
It may be best to go off yield (how many in total were made) when doing artisan.
 
@jb321 Have not done one for awhile, so I 'recaught' this issue, doing the GoD Freebie skills, it stays doing the quest WAY past the 54 skill mark, which is all you get from those. Is it necessary to stay or upon skill check can it stop and get you out of there? I am enjoying the new Epic Lua and this made me have to get the freebie and trophy stuff for new guys. 😁 I noticed it for Brewing and Tailoring so far, but all might be like this. If its necessary thing, then never mind.
 
@jb321 Have not done one for awhile, so I 'recaught' this issue, doing the GoD Freebie skills, it stays doing the quest WAY past the 54 skill mark, which is all you get from those. Is it necessary to stay or upon skill check can it stop and get you out of there? I am enjoying the new Epic lua and this made me have to get the freebie and trophy stuff for new guys. 😁 I noticed it for Brewing and Tailoring so far, but all might be like this. If its necessary thing, then never mind.
To complete the quest series, I believe you have to turn in 100 of each type of item, as far as skills go, don't think you need to keep going after 54, but don't quote me on that :p
 
To complete the quest series, I believe you have to turn in 100 of each type of item, as far as skills go, don't think you need to keep going after 54, but don't quote me on that :p
for GOD it ends when it ends, if it has 5 then you have to turn in 5 items 100 times each.. however long that takes., it does not go off of skill level, TSS will give you the recipes if you are 54+
 
So I just started using this Lua and have a quick question. I have a Guild Hall and so every time I go to craft stuff for skill ups, my toon always runs to the Guild Hall to use the Loom there, even though he was standing right next to Loom in the Small Bank. Is there any way to change that behavior? Can I have him use the Small bank area to do these skill ups? It is a lot more convenient, because of buying the mats from the vendors that are right there. I looked in the UI but there is a ton of stuff I don't know how to use yet.

BTW, your suggestion to change the /ui nav debug settings for the doors slider was gold. I changed it to 30 and now works great.
Another thing I did was to start buying all the vendor stuff in quantity (for skill ups) BEFORE I tell it to craft a batch. Works like a charm. Thanks for the helpful suggestions, appreciate it.

Any help is much appreciated.

Vrak
 
So I just started using this LUA and have a quick question. I have a Guild Hall and so every time I go to craft stuff for skill ups, my toon always runs to the Guild Hall to use the Loom there, even though he was standing right next to Loom in the Small Bank. Is there any way to change that behavior? Can I have him use the Small bank area to do these skill ups? It is a lot more convenient, because of buying the mats from the vendors that are right there. I looked in the UI but there is a ton of stuff I don't know how to use yet.

BTW, your suggestion to change the /ui nav debug settings for the doors slider was gold. I changed it to 30 and now works great.
Another thing I did was to start buying all the vendor stuff in quantity (for skill ups) BEFORE I tell it to craft a batch. Works like a charm. Thanks for the helpful suggestions, appreciate it.

Any help is much appreciated.

Vrak
It should be in the options to uncheck and save the settings to not use the guild hall..
 
Recent issue navigating when using TCN. Various characters get stuck on the Kiln in PoK. No idea why they (wood elf, high elf, barbarian, etc.) insist on running directly through it, but I don't recall this being a problem before. Shrink doesn't seem to help.

Some scenarios:
  • Dogle to Eric Rasmus
  • Forge to Mixing Bowl / Chef Denrun
  • Forge to Fletch Table / Fishing

I used the standard meshes from the downloader. I also tried the ones from Kaen01 Custom Nav Meshes. This is really frustrating because artisan levelling is stalling constantly. Also no luck with the Thurgadin mesh. Characters zone-in and just sit there, unable to find a path to the merchant they need (nor will return using nav after you walk them there to do their business). Any ideas on how to overcome these?

If I am watching closely, I can sometimes use a /nav spawn Gerta or /nav spawn Winifred to get around the problem (but not always) and the script doesn't pause itself.


1713119985718.png
 
Recent issue navigating when using TCN. Various characters get stuck on the Kiln in PoK. No idea why they (wood elf, high elf, barbarian, etc.) insist on running directly through it, but I don't recall this being a problem before. Shrink doesn't seem to help.

Some scenarios:
  • Dogle to Eric Rasmus
  • Forge to Mixing Bowl / Chef Denrun
  • Forge to Fletch Table / Fishing

I used the standard meshes from the downloader. I also tried the ones from Kaen01 Custom Nav Meshes. This is really frustrating because artisan levelling is stalling constantly. Also no luck with the Thurgadin mesh. Characters zone-in and just sit there, unable to find a path to the merchant they need (nor will return using nav after you walk them there to do their business). Any ideas on how to overcome these?

If I am watching closely, I can sometimes use a /nav spawn Gerta or /nav spawn Winifred to get around the problem (but not always) and the script doesn't pause itself.


View attachment 60383
So, I whipped out a toon and tried Artisan Fishing and then followed it up with Baking, and they were able to run around (Drakkin) on a Live Server..
 
I'm really enjoying this, money well spent in my opinion. probably pays for itself when considering the wear and tear my poor mouse would go through.

Only thing I'd change (and might be a mesh editor thing thats up to me to fix) is the spot by amile and the alchemy table catches my characters and gets them stuck pretty often.
 
I'm really enjoying this, money well spent in my opinion. probably pays for itself when considering the wear and tear my poor mouse would go through.

Only thing I'd change (and might be a mesh editor thing thats up to me to fix) is the spot by amile and the alchemy table catches my characters and gets them stuck pretty often.
Unless I specifically make robot moves as in.. I am near this location follow this exact path to get to the kiln, and then always go to a neutral area after the kiln so it won't get caught on anything type stuff.. this is all typically handled by meshes. I say go here and it tries to get there based on the mesh..
 
I have the exact same issue as @insane_pawn above. My Wood Elf Rogue gets stuck using normal/updated NavMesh's and it's really annoying.
  • Forge to Mixing Bowl / Chef Denrun
  • Forge to Fletch Table / Fishing
 
and.. I just tested it on live and it works..

I just got around to troubleshooting this further with a new group, and I found the problems/solutions.

Line 2827 of tcn_movement.Lua needs the following change:
FROM mq.cmd('/squelch /itemtarget Brew Barrel')
TO mq.cmd('/squelch /itemtarget Brewing Barrel')

And Line 2876 of tcn_movement.Lua needs the following change:
FROM mq.cmd('/squelch /nav locyxz -1153 1606 -88 |log=off')
TO mq.cmd('/squelch /nav locyxz -1153 -1606 -88 |log=off')
 
Two questions / issues I've noticed:

1) It frequently pauses if we do not have a Glaze Mortar (Container, ID 17882) already in our bags, telling us we need one. I thought this was by virtue of not owning one. Incorrect. I had multiples in my bank, but for items that require doing a combine in there, it doesn't seem interested in checking the bank for this container. This might simply be how TCN handles containers, though.


2) Recently (last week or so), to include pre/post patch, i've noticed a lot.. lot.. of bugginess with requesting missing TS items over Dannet. Toon A is asking for items, Toon B is standing 5 feet away with everything in their bags... completely gets skipped over and we assume we dont have the materials. i *think* it's a problem with Dannet that needs to be fixed and stale data. It seems to be most noticable after characters zone. Force unloading dannet on all clients and reloading Dannet seems to fix it. Is there a way I could "debug" the request script to track down this problem better?
 
Two questions / issues I've noticed:

1) It frequently pauses if we do not have a Glaze Mortar (Container, ID 17882) already in our bags, telling us we need one. I thought this was by virtue of not owning one. Incorrect. I had multiples in my bank, but for items that require doing a combine in there, it doesn't seem interested in checking the bank for this container. This might simply be how TCN handles containers, though.


2) Recently (last week or so), to include pre/post patch, i've noticed a lot.. lot.. of bugginess with requesting missing TS items over Dannet. Toon A is asking for items, Toon B is standing 5 feet away with everything in their bags... completely gets skipped over and we assume we dont have the materials. i *think* it's a problem with Dannet that needs to be fixed and stale data. It seems to be most noticable after characters zone. Force unloading dannet on all clients and reloading Dannet seems to fix it. Is there a way I could "debug" the request script to track down this problem better?
I used to bounce Dannet everytime the request was made, but, a few patches ago, it caused crashing, so I am not sure if there is a convergence time, or you just gotta be in the zone when the request is made and the peers have been discovered.
 
So, probably a "no" as to how to debug it?

I've seen issues with other Lua/macros not picking up clients via Dannet, dumping the data, or it becoming stale enough that the plugin needs to be reloaded. Even having toons standing with each other for 30 minutes or more, "seeing" each other with a /dnet info.. and nothing. broadcast works. It's like the observer or something is derping out in a corner. Had hoped for a debug in tcn so I could see what the issue was and try to report the case to get the plugin updated. Sound slike something is just.. old.

Until then, i'll just recycle Dannet every time i need to do something.
 
I have the exact same issue as @insane_pawn above. My Wood Elf Rogue gets stuck using normal/updated NavMesh's and it's really annoying.
  • Forge to Mixing Bowl / Chef Denrun
  • Forge to Fletch Table / Fishing
I dove into the mesh generator a bit. Total newb when it comes to that. I figured out a way to add a zone marked as do not walk where the kiln is (while preserving a sliver of walk space on the inside of the pole). It seems to be helping now.

As for Thurgadin -- I doubt that mesh can be finessed. The gates break continuity. The added "jump" zones to bridge the gaps in kaen's are ignored by mq2nav. So toons will sit at zone-in and do nothing. Move them manually.
 
Hi all, I just bought this, I am trying t o make patty melt- how do I get it to go shop for the needed items or shop in general?
if it has loaded correctly, you click on the craft tab, type patty next to the text search box and click the text search box, and then select the patty melt (bear), if you do not have the frying pan or the mold you will have to run to another zone to get that part.
 
I dove into the mesh generator a bit. Total newb when it comes to that. I figured out a way to add a zone marked as do not walk where the kiln is (while preserving a sliver of walk space on the inside of the pole). It seems to be helping now.

As for Thurgadin -- I doubt that mesh can be finessed. The gates break continuity. The added "jump" zones to bridge the gaps in kaen's are ignored by mq2nav. So toons will sit at zone-in and do nothing. Move them manually.
So, Thurgadin, I just loaded up a toon told them to make some velium thing, they ran there, bought the bar, and ran back?
 
if it has loaded correctly, you click on the craft tab, type patty next to the text search box and click the text search box, and then select the patty melt (bear), if you do not have the frying pan or the mold you will have to run to another zone to get that part.
Dose anyone have a list to get TS up with only Merchant only items?
 
For anyone that is having kiln issues in PoK I updated the PoK mesh to walk around it. I am posting the mesh file here. Here is the order to get to the nav file.

Redguides > Macroquest > Resources > MQ2Nav
 

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Hi Aandien to 300 please
Sorry I was super tired when I replied last night so wasn't fully using my brain. There are very few TS combines after 230 that don't require some sort of farm item. luckily there are shortcuts. There are very simple combines from current and past few xpacs that can be purchased from the bazaar. Like logs from ToV to current can get fletching to 300 fairly easily though not quickly. from 230 it's like 8-1200 combines. But if money isn't an issue that is the way to go. when it comes to tailoring go leather over silk. 1 leather per combine vs 8 silks. With research you'll need to make guidestones using ethnere essence. For JC i would recommend diamonds to get to like 290 then blue diamonds to finish it off. If you need a further breakdown from here there are other threads on RG that are probably more detailed this is just how I got 6 toons to 300.
 
@jb321 Could you consider adding my proposed edits to tcn_movement.Lua to fix the TSS and GOD Brewing quests?
I just got around to troubleshooting this further with a new group, and I found the problems/solutions.

Line 2827 of tcn_movement.lua needs the following change:
FROM mq.cmd('/squelch /itemtarget Brew Barrel')
TO mq.cmd('/squelch /itemtarget Brewing Barrel')

And Line 2876 of tcn_movement.lua needs the following change:
FROM mq.cmd('/squelch /nav locyxz -1153 1606 -88 |log=off')
TO mq.cmd('/squelch /nav locyxz -1153 -1606 -88 |log=off')
 
@jb321 Could you consider adding my proposed edits to tcn_movement.lua to fix the TSS and GOD Brewing quests?
I am running the GOD brewing quest to see what it's all about.. the issues that is..

I wonder if there was a patch and they changed the reference to the static container

and of course what servers are having this issue?
 
I am running the GOD brewing quest to see what it's all about.. the issues that is..

I wonder if there was a patch and they changed the reference to the static container

and of course what servers are having this issue?
These fixes worked on Firiona Vie. Without them my toons just ran back and forth between quest NPC and brewing barrel in both Crescent Reach and Abysmal Sea.
 
These fixes worked on Firiona Vie. Without them my toons just ran back and forth between quest NPC and brewing barrel in both Crescent Reach and Abysmal Sea.
and no custom UI correct? When I do these, I have no mount , no illusion, no lev.
 
Release Tradeskill Construction Set NeXt

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