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Underwater Suggestions

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Oct 31, 2017
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Using a lot of MQ class plugins - having issues with running MQ2Cleric underwater, only the cleric appears to automate to looking upwards, trying to find a right possible MQ2Nav and just kinda storms off random directions - any suggestions on how to handle it? works fine when not underwater, tried switching between melee mode and healing mode. All same result. Just want it to stay incamp and heal
 
swimfix is probably swim broken
The idea for swimfix is intended for melee toons.
When the mob is above/below them they look up/down and swim in a circle until they match heights close enough to melee, so they aren't getting beat to death when directly below/above a mob, but not within melee range.

If you aren't meleeing, I'd just cut off swimfix. If swimfix is giving you issues you should turn it off on melee too. I never really got much feedback on it and that's why the toggle was added.

Depending on what body of water you're in, nav can be problematic as well. MQ2Nav is a 2d navigational mesh. Even under water it treats vertical slopes as walls, and so cannot path over them. It doesn't have a true concept of "Up" or "Down" because the mesh is attached to the ground. Which is why I don't run Levitation.

Automating water is a pita generally speaking. For example If your level of "wet" doesn't match a targets, then spells/abilities can't land on them. For example, if you're under water and they are not. Your feet are submerged is enough. If your feet are submerged but their head is submerged etc.
 
Appreciate the response - I never used swimfix before so not sure if it was activated or off, i had melee on and off prior and cleric was kinda going everywhere

think just turning off mq2nav on that toon would fix it all together? with that said turning on swimfix has seemed to of fix it so far, short duration of testing as of now but

If you aren't meleeing, I'd just cut off swimfix. If swimfix is giving you issues you should turn it off on melee too. I never really got much feedback on it and that's why the toggle was added.
After watching a few test runs - swimfix on didn't work and mq2nav off didn't fix - trying with swimfix off completely
 
Appreciate the response - I never used swimfix before so not sure if it was activated or off, i had melee on and off prior and cleric was kinda going everywhere

think just turning off mq2nav on that toon would fix it all together? with that said turning on swimfix has seemed to of fix it so far, short duration of testing as of now but
Well the CWTN Plugins use Nav as their primary method of movement to avoid obstacles. Stick is reserved to get melee toons to stick behind/left/right etc. and maintain their distance from the mob during the fight so they don't end up standing inside them. So it's not really an option unless you want to put them in manual mode. I don't feel like nav is the issue persay, but it may be worth looking at the mesh in the mesh generator and seeing what the paths look like for the zone you're in. Some water areas have wide open floors in the body of water. Others have bullshit in the water that nav treats as an obstacle. Some have sheer drop offs that cause nav to try and find a way around it etc. Nothing is perfect, and this one of the occasionally encountered issues with Nav for movement. Despite how powerful it is and that it is working as intended, there is no option to treat the area in dead space as a flight sim. If you enter water expecting nav to treat the floor of the water as actual floor, then pathing may make more sense.
 
Thank you for the information - few things to test out on my end for sure now. Much appreciated everyone !
 
Thank you for the information - few things to test out on my end for sure now. Much appreciated everyone !
you can get super fancy with editing your nav mesh as well - or, if this is a place like the morweena camp in CS, just try and stay close to the bottom of the water, and you won't run into problems - i've done dozens and dozens of hours there
 
Underwater Suggestions

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