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Release Tradeskill Construction Set NeXt (2 Viewers) 4.1991b

Just ran it with a shorty, I walked away, and came back they had the trophy.. \o/
Yep. I am pretty sure my problem was the mesh. Opened and looked at the mesh included and saw all the restricted areas.

And running back and forth between the same vendors without attempting combines doesn't really matter as long as it gets it done in the end.
 
Question about your databse updates: Do we need to do anything to get those updates registered / working, or does that happen automatically when the resource updates and downloads, the next time I run TCN??
 
Question about your databse updates: Do we need to do anything to get those updates registered / working, or does that happen automatically when the resource updates and downloads, the next time I run TCN??
When you update (automatically) via watch or manually via Lua in the launcher, it should update..
 
Question about your databse updates: Do we need to do anything to get those updates registered / working, or does that happen automatically when the resource updates and downloads, the next time I run TCN??
When TCN updates it factory resets the DB so that NOS , LSO, and soon TOB updates happen if you have those packs and they are watched resources.

The caveat being that no EQ instance has TCN running currently, otherwise things do not update cause the files are locked.
 
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Awesome. Next question: it looks like your version of the poknowledge.navmesh keeps getting overwritten by the one from the repository. Is there a way to get your changes merged into the repository navmesh so this no longer happens?
 
Awesome. Next question: it looks like your version of the poknowledge.navmesh keeps getting overwritten by the one from the repository. Is there a way to get your changes merged into the repository navmesh so this no longer happens?
This is for the Powers that be and maintain for this. I am just but a small cog in the giant machine.

v/r
 
I still have the list of things, I was just getting a quick win or two out there..

Known/Unknown

1) Refresh button for trophy quests causes CTD, when trying to remove a skill, typically after just completing or trying a quest (Annoying)
2) NIL Error when trying to make cut tools when checking depot (just a note , The depot is set up to never take in tools and never work with tools from within TCN). It would be a waste of resource capacity (Annoying)
3) Stratos / POT travel shenanigans (Vexing)
4) Out of materials in batch with continue on, loops.. forever.. (Perplexing)
I have a few ideas on #4 just need to put them into practice, it is essentially making sure that it identifies which craft cannot be made and also continues to make other crafts in the list, and then abort when it gets to the craft that it cannot do.
 
1729721893535.png
Endless cycle instead of pausing. It put a jeweler's kit in bag slot 10 and tried to put the full container into another bag, but couldn't and I assumed was trying to notify the user that there was an issue, but would continue to pause/unpause as it tried to clear the cursor.

EDIT: this is the god recipes (all)
 
Hiya, let me again say how helpful this app is. I can't say it often enough

Also, the super-obscure recipe for Pure Enchanted Velium Bar(s) only needs 1 hammer :P. This is a sub combine in the Aid Grimel quest line.

1729723862171.png

Edit: I have to say I was surprised you even included these recipes.
 
Hiya, let me again say how helpful this app is. I can't say it often enough

Also, the super-obscure recipe for Pure Enchanted Velium Bar(s) only needs 1 hammer :P. This is a sub combine in the Aid Grimel quest line.

View attachment 65755

Edit: I have to say I was surprised you even included these recipes.
Yea that is weird I just looked at the recipe, only calls for 1 hammer, and does not look like any recursion fruitiness..

of course this is what happens for me:

1729735359402.png

but I guess I need to enchant the bars to see..

Well I just added a modifier so if the hammer comes up it will always set it to 1, no matter what.
 
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View attachment 65754
Endless cycle instead of pausing. It put a jeweler's kit in bag slot 10 and tried to put the full container into another bag, but couldn't and I assumed was trying to notify the user that there was an issue, but would continue to pause/unpause as it tried to clear the cursor.

EDIT: this is the god recipes (all)
So Inventory management, is, uh, not in my wheelhouse. It is up to the user to make sure they have a few slots open. I have no remediation for this other than "i" would have to determine what is important in your inventory and then bank it or depot it , or dragon it.. which I doubt no one wants.
 
So Inventory management, is, uh, not in my wheelhouse. It is up to the user to make sure they have a few slots open. I have no remediation for this other than "i" would have to determine what is important in your inventory and then bank it or depot it , or dragon it.. which I doubt no one wants.
This is okay.

I think my suggestion would be for it to stop with a beep, instead of trying to pause, then unpause endlessly.
 
This is okay.

I think my suggestion would be for it to stop with a beep, instead of trying to pause, then unpause endlessly.
Well.. that is another story, it "used" to stop and keep the GUI up. I just added a beep to it.. it would never work for me cause I play auditorily challenged (i.e. no sounds, cackling skeletons and coins get to you after awhile)
 
Working on the GoD Fletching on one character. Not sure how it got to this point. Possibly because I had stopped it the night before because I was going to bed.

When I set it to run again it would just sit after checking for a fletching kit. There was also a UI element "a container" visible, but it didn't have anything. When I shift B to bring up all the bags (and the fletching kit that was in bag slot 10), it started to try and do the combine but would give an error: You must place items in this object in order to create something new.

I tried reloading the character, but it didn't help. I then deleted the fletching kit from bag slot 10. Once, I started the script, without buying another fletching kit, it put one in bag slot 10 and continued the combines.

So, it seems (maybe because of my stopping it for the night), it bought more than one fletching kit and was confused about which one to use.

Not sure if this is specific to fletching or could happen with the others, with duplicate combine containers.
 
Working on the GoD Fletching on one character. Not sure how it got to this point. Possibly because I had stopped it the night before because I was going to bed.

When I set it to run again it would just sit after checking for a fletching kit. There was also a UI element "a container" visible, but it didn't have anything. When I shift B to bring up all the bags (and the fletching kit that was in bag slot 10), it started to try and do the combine but would give an error: You must place items in this object in order to create something new.

I tried reloading the character, but it didn't help. I then deleted the fletching kit from bag slot 10. Once, I started the script, without buying another fletching kit, it put one in bag slot 10 and continued the combines.

So, it seems (maybe because of my stopping it for the night), it bought more than one fletching kit and was confused about which one to use.

Not sure if this is specific to fletching or could happen with the others, with duplicate combine containers.
Multiple containers is no good, as it doesn't know which is which because it is based on the ID. Another thing is, but not mentioned, are you using the default UI. if not, all kinds of fun can happen. If you have 2 of any container for this, it is un-good. The caveat, the jars for combining minerals, that is achieved through batch and is described in FAQ/instructions.
 
Yea that is weird I just looked at the recipe, only calls for 1 hammer, and does not look like any recursion fruitiness..

of course this is what happens for me:

View attachment 65756

but I guess I need to enchant the bars to see..

Well I just added a modifier so if the hammer comes up it will always set it to 1, no matter what.
Darn it, another example of my poor communication skills. I was trying to make THREE Pure Enchanted Velium Bars. Sorry I left out that info.
 
Darn it, another example of my poor communication skills. I was trying to make THREE Pure Enchanted Velium Bars. Sorry I left out that info.
Ok, so I tried it with my modifier,

1729784852996.png

Cuz I have routines for batch, artisan, standard, well, they are not created equal and it just so happens it shows up as 3 hammers in batch. So.. tweaking that.

I did account for this for a host of other "tools" so they show up as 1, but not this 1. Apparently..

and batch.. fixed..

1729786548908.png
 
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Multiple containers is no good, as it doesn't know which is which because it is based on the ID. Another thing is, but not mentioned, are you using the default UI. if not, all kinds of fun can happen. If you have 2 of any container for this, it is un-good. The caveat, the jars for combining minerals, that is achieved through batch and is described in FAQ/instructions.
My container UI is a copy of the default with the padding and size of items, and such changed to clean it up and make it visible in 4K. While a possibility, I haven't seen that being a factor yet.

Not sure on the jars thing. Slowly running through six characters, so I can get them artisan aug.

/shrug. Was thinking maybe a check if there was more than one of a specific container ID, it throws a warning, instead of just hangs.
 
My container UI is a copy of the default with the padding and size of items, and such changed to clean it up and make it visible in 4K. While a possibility, I haven't seen that being a factor yet.

Not sure on the jars thing. Slowly running through six characters, so I can get them artisan aug.

/shrug. Was thinking maybe a check if there was more than one of a specific container ID, it throws a warning, instead of just hangs.
The beep has been added in the interim.

Made a change for shopping, seems to do what I want now..

1729786999688.png

which is not loop forever
 
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---------------------------
EverQuest Crash Detected
---------------------------
MacroQuest caught a crash:

Process ID: 27200
Version: 3.1.1.2791
Location: E:\EQ-G1s\eqgame.exe+00000000002D13BF

CrashID: 1e56ba69-2ac9-4d8d-9aa8-76e39a68ca56

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

Copy the contents of this dialog to your clipboard by pressing Ctrl+C

---------------------------
Retry Cancel
---------------------------
Running GoD quests

There was a Broken Wayfarer Plate on the cursor on logging back in.

1729788178856.png

/Lua run invisdisplay
/timed 5 /Lua run guildclicky
/timed 10 /bst pause on
/timed 15 /Lua run buttonmaster
/timed 20 /Lua run lootier
/timed 25 /Lua run alphabuff
/timed 30 /Lua run augcheck
/timed 35 /Lua run boxhud
/timed 40 /invisdisplay unlock
/timed 43 /invisdisplay anon on
/timed 45 /Lua run parcel
/timed 50 /Lua run llc2
/timed 55 /Lua run hunterhud
/timed 60 /augcheck empty
/timed 70 /Lua run moblist

Running TCN GoD quest all.
 
gonna need @brainiac

Code:
eqgame.exe 00007FF74DE00000-00007FF74F3FB000

>    eqgame.exe!00007ff74e0d13bf()    Unknown
     eqgame.exe!00007ff74dfe7a46()    Unknown
     eqgame.exe!00007ff74e32ad64()    Unknown
     eqgame.exe!00007ff74e331cd6()    Unknown
     eqgame.exe!00007ff74e076759()    Unknown
     eqgame.exe!00007ff74e062d6a()    Unknown
     eqgame.exe!00007ff74e074e06()    Unknown
     eqgame.exe!00007ff74e132ed7()    Unknown
     eqgame.exe!00007ff74e138e60()    Unknown
     eqgame.exe!00007ff74e4a4cde()    Unknown
     KERNEL32.DLL!BaseThreadInitThunk()    Unknown
     ntdll.dll!RtlUserThreadStart()    Unknown
 
do you have UseNewUIEngine=0 in your eqclient.ini? if not, you should consider disabling the new eq ui, it has a lot of problems and causes a bunch of issues.

I have 0 clue if this is related, but worth mentioning
 
do you have UseNewUIEngine=0 in your eqclient.ini? if not, you should consider disabling the new eq ui, it has a lot of problems and causes a bunch of issues.

I have 0 clue if this is related, but worth mentioning
Yes, it was 0.

---------------------------
EverQuest Crash Detected
---------------------------
MacroQuest caught a crash:

Process ID: 32416
Version: 3.1.1.2791
Location: E:\EQ-G1s\eqgame.exe+00000000002D13BF

CrashID: 262c4e29-0539-4859-ae01-83969e84d737

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

Copy the contents of this dialog to your clipboard by pressing Ctrl+C

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

Same thing. Continued where I left off on last crash. Broken Wayfarer Plate on cursor.

---------------------------
EverQuest Crash Detected
---------------------------
MacroQuest caught a crash:

Process ID: 20292
Version: 3.1.1.2791
Location: E:\EQ-G1s\eqgame.exe+00000000002D13BF

CrashID: 62323d77-dcf0-4f9a-8dd0-13148120b5e8

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

Copy the contents of this dialog to your clipboard by pressing Ctrl+C

---------------------------
Retry Cancel
---------------------------
Continued GoD quests where I left off.


1729790385677.png

I saw updates, so I unloaded everything and running the updater before signing back in.

Wayfarer Pot Mold on cursor when logging back in.

After updating to latest. Crash:

---------------------------
EverQuest Crash Detected
---------------------------
MacroQuest caught a crash:

Process ID: 32612
Version: 3.1.1.2795
Location: E:\EQ-G1s\eqgame.exe+00000000002D13BF

CrashID: d37de728-f64e-405f-b4e6-dffce49289a6

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

Copy the contents of this dialog to your clipboard by pressing Ctrl+C

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

1729792168894.png
Small Block of Scrap Clay on cursor.
 
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One thing I noticed about batch the other night. If I have a batch for all of the LS armor containers, but am missing the Chest piece for example because I gave it to someone, if I just run the batch as is, even though I already possess the wanted qty of most of the finished pieces, the system will buy components for all 8 items, not just the missing one piece. My solution for now is to remove the items from the batch I already have, which is probably what you intended to happen. It might be easier if you only buy components for the difference between what is wanted versus what I already have?
 
One thing I noticed about batch the other night. If I have a batch for all of the LS armor containers, but am missing the Chest piece for example because I gave it to someone, if I just run the batch as is, even though I already possess the wanted qty of most of the finished pieces, the system will buy components for all 8 items, not just the missing one piece. My solution for now is to remove the items from the batch I already have, which is probably what you intended to happen. It might be easier if you only buy components for the difference between what is wanted versus what I already have?
That should be done on the initial buy it all, and then buy the onesy twoesies.. The initial buy is to minimize the trips. If you are changing things up during mid-craft and such, yeah, I did not account for that.

Batch works differently than standard, as in it doesn't care if you can't initially make an item (make all you can however you can) , it shops anyways, cause it is relying on the user. If you have 3 tacos and need 5 well the logic is it should buy for 2 tacos. I guess I will see what it does in the environment.
 
I did get an error running the Artisan script for Blacksmithing

View attachment 65793
I did trace this issue down a little bit more. Apparently the Blacksmithing is now trying to do recipes that I am not the correct race for. When I tried to make this recipe using the standard tab, I get 'Your race cannot do tradeskills in this container." error message from EQ. Is there a way to have the system ignore those recipes based on race? I have no illusion on.
 
I did trace this issue down a little bit more. Apparently the Blacksmithing is now trying to do recipes that I am not the correct race for. When I tried to make this recipe using the standard tab, I get 'Your race cannot do tradeskills in this container." error message from EQ. Is there a way to have the system ignore those recipes based on race? I have no illusion on.
Ok so Crystalwing Needle according to the recipe is done by anyone, but the item needed can only be see by Drakkin on the Culturalist in POK. This is batch right? So there is a check for if a level is needed or a class is needed, there is a race check during the search... but

These were not tagged with DRK and now they are... for another release..

August Crystalweave Armband
August Crystalweave Boots
August Crystalweave Breeches
August Crystalweave Cap
August Crystalweave Gloves
August Crystalweave Robe
August Crystalweave Sleeves


I have those checks in place, I also spent a bit of time doing entry of DRK, HFL, whatever.. but I can see I missed some or "something" happened.

Unless you want to make these you can skip and buy the book from Scribe Zikett in POK (ROF) - August Drakkin Cultural Crafting
 
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is there a way to setup multiple recepies in skillup mode so when it hits a trivial it moves on to the next one?
The answer is depends..

Since there are a lot of cheap solutions, for instance, pottery is maybe 3 recipes to max out using inexpensive materials, I do it old skool, so I am sure there are other opinions to be proffered.

Standard - the best for it, but it only does 1 craft at a time

You can however set a few favorites to make it easier to find and select for later use.

Batch - a gamble as you can set them all up, but it is not geared for skill ups it is geared for mass production.

Artisan - no way...

I loosely follow the 300 path tab and can't remember using over 4-6 recipes to max out any skill, save for maybe jewelry.

Side Note: Artisan will stop crafting if you want it to when it reaches 350 in that skill.
 
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I'm trying to run the GoD and TSS tradeskill quests, but I'm receiving the following error:
TCN GoD error.jpg
I tried reinstalling TCN, but still get the same error.
 
Is there a way to mark the legacy combines as do not attempt (for artisan)? Or at least mark them as not needed when generating the farm list.

Example: Pale Nihilite (no longer drops). It says I need 9.
 
Is there a way to mark the legacy combines as do not attempt (for artisan)? Or at least mark them as not needed when generating the farm list.

Example: Pale Nihilite (no longer drops). It says I need 9.
yes, the prize.db is a living db for you to pick and choose. I use db browser and I set the flag to 1 on recipes I do not want to do. You can do execute SQL to do mass changes, if so inclined.

So when you open the db it shows all the recipes. You can type in the skill and then type in a pattern and then change each one to 1 for skipping or do it the other way, using a sql command to handle it.

1730071729457.png
 
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Release Tradeskill Construction Set NeXt

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