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Very Vanilla MQ (Test Server)

Vanilla - Very Vanilla MQ (Test Server) (1 Viewer) 3.1.52472.1

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Okay was able to log one toon in after 0'ing out a few more plugging from above.

With the following - I was able to autolog in a toon using MQ2. It looks to be mq2easyfind and mq2itemdisplay.

mq2aaspend=1
mq2autoaccept=1
mq2autologin=1
mq2cast=0
mq2chatwnd=1
mq2easyfind=0
mq2eqbc=1
mq2dannet=1
mq2eqbugfix=1
mq2exchange=1
mq2itemdisplay=0
mq2map=0
mq2melee=1
mq2moveutils=1
mq2nav=1
mq2portalsetter=1
mq2rez=1
mq2targetinfo=1
MQ2Posse=1
mq2advpath=1
MQ2autoloot=0
MQ2Lua=1
MQ2GroupInfo=1
MQ2XTarInfo=1
mq2cleric=0
mq2CWTNBuffs=1
MQ2war=0
mq2shaman=0
mq2mage=0
mq2monk=0
 
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Ive noticed if i Rt click on group window to change lead or roles i immediately crash w/ no information about it
 
Ive noticed if i Rt click on group window to change lead or roles i immediately crash w/ no information about it
Just tried that.. same thing , straight CTD no error nothing.. and that was just right click anywhere on group window, even without a group formed

Edit: Unloading MQ2Groupinfo will remove the crashing..

Edit2 : I am only having crashing on right click actions for this.. my buttons below (the come to me , mimic, follow) all still work, as do the custom ones i added in the row above it..
 
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Just tried that.. same thing , straight CTD no error nothing.. and that was just right click anywhere on group window, even without a group formed

Edit: Unloading MQ2Groupinfo will remove the crashing..

Edit2 : I am only having crashing on right click actions for this.. my buttons below (the come to me , mimic, follow) all still work, as do the custom ones i added in the row above it..
I wouldn't have noticed this as I always have groupinfo unloaded. I hated the buttons, and wanted a smaller footprint, instead choosing to have those as regular buttonmaster hotkeys.

I am patiently waiting for a newer update for MQ on test before I delve into it.
 
eqcrash.PNG
happens after the char select screen , idk how to upload the crash dump but i've done everything short of completely reinstalling mq & eq
 
you don't upload the crash dmp, it is automatically sent

this is related to the test build - you can see in this thread about it.

the mq devs will be continuing to work on it
 
you don't upload the crash dmp, it is automatically sent

this is related to the test build - you can see in this thread about it.

the mq devs will be continuing to work on it
my bad, i didn't know about this thread but thank you
 
I wouldn't have noticed this as I always have groupinfo unloaded. I hated the buttons, and wanted a smaller footprint, instead choosing to have those as regular buttonmaster hotkeys.

I am patiently waiting for a newer update for MQ on test before I delve into it.

understood.. but if you can find things and help give them ideas what works and what doesn't, it might help focus their efforts where needed most..

thats the great thing though, we all use this ever-so-slightly differently from each other .. so what you might find, i may not even have seen..
 
Okay was able to log one toon in after 0'ing out a few more plugging from above.

With the following - I was able to autolog in a toon using MQ2. It looks to be mq2easyfind and mq2itemdisplay.

mq2aaspend=1
mq2autoaccept=1
mq2autologin=1
mq2cast=0
mq2chatwnd=1
mq2easyfind=0
mq2eqbc=1
mq2dannet=1
mq2eqbugfix=1
mq2exchange=1
mq2itemdisplay=0
mq2map=0
mq2melee=1
mq2moveutils=1
mq2nav=1
mq2portalsetter=1
mq2rez=1
mq2targetinfo=1
MQ2Posse=1
mq2advpath=1
MQ2autoloot=0
MQ2Lua=1
MQ2GroupInfo=1
MQ2XTarInfo=1
mq2cleric=0
mq2CWTNBuffs=1
MQ2war=0
mq2shaman=0
mq2mage=0
mq2monk=0
Well 0ing those 2 items out also helped allow me to get past the crashing. thanks for the help!!
 
Does anyone know if there's something about this build that would suddenly make Bitdefender flag and quarantine the program AND everquest? It never has before.
 
Okay was able to log one toon in after 0'ing out a few more plugging from above.

With the following - I was able to autolog in a toon using MQ2. It looks to be mq2easyfind and mq2itemdisplay.

mq2aaspend=1
mq2autoaccept=1
mq2autologin=1
mq2cast=0
mq2chatwnd=1
mq2easyfind=0
mq2eqbc=1
mq2dannet=1
mq2eqbugfix=1
mq2exchange=1
mq2itemdisplay=0
mq2map=0
mq2melee=1
mq2moveutils=1
mq2nav=1
mq2portalsetter=1
mq2rez=1
mq2targetinfo=1
MQ2Posse=1
mq2advpath=1
MQ2autoloot=0
MQ2Lua=1
MQ2GroupInfo=1
MQ2XTarInfo=1
mq2cleric=0
mq2CWTNBuffs=1
MQ2war=0
mq2shaman=0
mq2mage=0
mq2monk=0
I was able to log in and move around a single zone by changing these in the INI, but I still crashed when zoning into the guild hall
 
I was able to log in and move around a single zone by changing these in the INI, but I still crashed when zoning into the guild hall
yeah same it allowed me to do a few things but not much. just gotta wait for the fix
 
Does anyone know if there's something about this build that would suddenly make Bitdefender flag and quarantine the program AND everquest? It never has before.

@direraven I am also a BitDefender user. I have always had to add exceptions to the Advanced Threat Defense settings. My exceptions are:

eqgame.exe (all three sliders and all three tick boxes under the AV slider)
settings.dat (all three tick boxes under the AV slider)
MacroQuest.exe (all three tick boxes under the AV slider and the Advanced defense slider)
******.exe (all three tick boxes under the AV slider and the Advanced defense slider)

The ***** is the number and letter exe found in the same folder as MacroQuest.exe

One interesting thing happened the other day on a new installation. The firewall blocked eqgame.exe so also check the firewall settings.

Be well.
 
@direraven I am also a BitDefender user. I have always had to add exceptions to the Advanced Threat Defense settings. My exceptions are:

eqgame.exe (all three sliders and all three tick boxes under the AV slider)
settings.dat (all three tick boxes under the AV slider)
MacroQuest.exe (all three tick boxes under the AV slider and the Advanced defense slider)
******.exe (all three tick boxes under the AV slider and the Advanced defense slider)

The ***** is the number and letter exe found in the same folder as MacroQuest.exe

One interesting thing happened the other day on a new installation. The firewall blocked eqgame.exe so also check the firewall settings.

Be well.

I appreciate the response. It's just odd because it's never caused a problem before.
 
I appreciate the response. It's just odd because it's never caused a problem before.


I feel your pain. I never had eqgame.exe get blocked by the firewall until this weekend when I did a new install on the laptop. Was racking my brain, but thanks to @kaen01, @wired420, @Knightly , , and Sic (no @ because he gets too many) on Discord I finally saw the light and checked the firewall tab.

The lesson I learned earlier today was never say never when it comes to computer software.

Be well. Hopefully things straighten out for you.


Edit

Forgot to mention if you have two separate installs for Live and Test make sure you exempt all the above for both installs - Everquest and MacroQuest
 
Thanks for the quick fixes, you've saved me from the Sunday Scaries. 😂

If you're still looking for bugs to exterminate, MQ2GroupInfo is crashing when I right click the group window.

CrashID: bda5bb71-03d6-4d1f-9930-79e9a287852f

Also having issues with class plugins not turning on auto-attack when they are assisting. No crashes from them and they seem to be working perfectly fine other than just not turning on attack.

Thanks again for all the time and effort!
 
Thanks for the quick fixes, you've saved me from the Sunday Scaries. 😂

If you're still looking for bugs to exterminate, MQ2GroupInfo is crashing when I right click the group window.

CrashID: bda5bb71-03d6-4d1f-9930-79e9a287852f

Also having issues with class plugins not turning on auto-attack when they are assisting. No crashes from them and they seem to be working perfectly fine other than just not turning on attack.

Thanks again for all the time and effort!
Same issue here. Everything works great, except class plugins are not using auto attack.
 
Same issue here. Everything works great, except class plugins are not using auto attack.
I think some are ok. My dps classes on assist or chase mode seemed to be doing fine. My tank on the other hand was not auto attacking in manual, vorpal or puller tank modes. not sure about any others, i'd have to check again tomorrow
 
I think some are ok. My dps classes on assist or chase mode seemed to be doing fine. My tank on the other hand was not auto attacking in manual, vorpal or puller tank modes. not sure about any others, i'd have to check again tomorrow
Melee characters should not attack automatically in Manual mode. Vorpal isn't a tank mode, it's an assist mode, I'm honestly not surprised they don't do tank engagements (initiate combat for others to join in on) in vorpal mode. in puller tank, they would pull and return to camp once they detect they have something on xtarget, and then engage once both them and the mob in question is inside of the camp. It's my understanding there's some stuff that's still a little bit funky, but limited information other than "they don't auto attack". If others can collaborate your experience or give more information on situations where melee characters are engaging it would be helpful so that the exact cause can be tracked down.
 
I wasnt aware of any issues -and then I did Zlandicar with 54. I had 16 toons running CTWN plugins in chase mode - 9 Rogue, 7 Berzerker.
The DPS was the lowest ive ever seen it. Rogue and Zerker around 600K Dps when normally at 2K. So it wasnt that they didnt attack - it was just like they were on holiday. The adds almost overwhelmed me which hasnt happened in years.

I will have a look at the logs to see if the Rogues/Zerkers were using melee or just hitting discs or what.

Raid Mode was definitely on and MA was definitely set to my Raid MA - though my Raid MA did get caught on the MQ2Groupinfo bug where u right click on group window and CTD. So maybe that upset the whole Raid Assist thingy, and then the melee just did nothing - but then why would they do 600K dps? Not certain - but i will do some more testing.
 
was running the unity aug missions on 4 different groups today on test, two gruops of melee and two gruops of casters. i ran the 4 gruops through 8 mission runs each and def noticed a downturn in my melee dps. although at times i did see them attack with animations it seemed slower ... at work now but if it helps i will try and look at some logs also in the morning
 
I've been running 2 melee groups pretty much constantly since the build was put up. None of my toons will turn on auto-attack, ever. They still engage stick, fire off combat abilities, clickies, discs, ect., just no auto-attack.. My janky work around for the time being was just to run Kissassist alongside the plugin to get auto-attack turned on.

*edit*
Forgot to mention, tank in manual mode will not engage any abilities if you turn on auto attack. I have to set it to any of the other modes to get the tank to do anything.
 
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Zlandicar Parse - the 7 Berzerker didnt even get into top 20 and when I check logs the Rogues are only getting Procs etc from Discs. No normal hits - so if nobody was actually turning attack on - it wasn't a bad effort to win!
1680602397370.png

Usually this Parse is reveresed....Rogues and Zerkers easily in the top 15.
 
Thanks for the responses, will try to take time to look at the test server stuff. Been up all night and physical therapy today, but will try to squeeze it in.
 
Actually, Sic popped in and checked it out. I had a sneaking suspicion what may have been the cause for such behavior and it seems I was spot on. pEverQuestInfo->bAutoAttack seems to not be reporting correct information. It's possible brain knew this was one of the problems, but in the event he did not at least we can create an issue for it so that it doesn't need to be hunted down.
We checked using a test function to see what it thought the value of auto attack was when attack was off, turned it on in code and it reports it is on but it isn't.
We then checked what the value was when manually turning on attack and it was under the impression it was not on. So definitely something off with that particular bool. We could issue a /attack instead of the method we're using now, but without the ability to see if attack is on, it wouldn't do any good since we wouldn't know if it was or wasn't on to know if we should hit the button to turn on attack (or off in some situations).
Further inspection, different character, does not report auto attack is on, and does not turn it on.
To reiterate on this being the specific issue in this situation ${Me.Combat} says false when you have attack on (which is the same thing output as we check).

Thanks for the info.
 
Thanks for the responses, will try to take time to look at the test server stuff. Been up all night and physical therapy today, but will try to squeeze it in.

geez man, take care of yourself first! Dragging all those (-) redcents, its a hefty burden!
 
Melee characters should not attack automatically in Manual mode. Vorpal isn't a tank mode, it's an assist mode, I'm honestly not surprised they don't do tank engagements (initiate combat for others to join in on) in vorpal mode. in puller tank, they would pull and return to camp once they detect they have something on xtarget, and then engage once both them and the mob in question is inside of the camp. It's my understanding there's some stuff that's still a little bit funky, but limited information other than "they don't auto attack". If others can collaborate your experience or give more information on situations where melee characters are engaging it would be helpful so that the exact cause can be tracked down.

Upon further testing, no melees from any of my dps. I guess I just couldn't fathom killing the mobs that fast without any auto attacks going off 😅
 
It's my understanding there's some stuff that's still a little bit funky, but limited information other than "they don't auto attack". If others can collaborate your experience or give more information on situations where melee characters are engaging it would be helpful so that the exact cause can be tracked down.

Some more testing tonight:

I dont have the same issue with things not turning attack on, though I do have a 'hit this now' button i use about 3 seconds into any fight, which I now realize might have inadvertently fixed the problem pre-emptively for some classes.

Paladin - Will never turn autoattack on. Paladin will cast spells in the same priority it did before the patch. In groups, it wasnt using discs with timers except for Deflection. It did fire Valor Rage on burns, and it did keep maximum uptime on Repudiate, but seemed to only fire combat abilities and aa's with a toggle in the plugin (Beacon, Hallowed, Heroic Leap on cooldown, LoH if it was low) and did not use abilities, aa's, or item clicks otherwise (0 uses in 6 hours of: Reflexive Redemption, Righteous Censure, Inquisitors judgement, Epic 2.0, BP, diplomatic papers, Spire, timer 2 skills, Ageless Enmity, Vanquish the Fallen, Gift of Life, Hand of Piety). I can only guess that those are handled differently than the ones without toggles in terms of checking for their use. Interesting note, it will use bash, taunt and disarm on cooldown.


Eskay - Similar to paladin. Will cast, will send the pet in, will not attack, will not use discs other than deflection, will not use aa/combat ability/items with no specific toggle in the plugin.

Berserker - When set to assist, will turn attack on, and fire discs/combat abilities as expected. When set to any other mode, Berserker will stick to mobs and use blood pact, desperation, juggernaut surge, relentless/magnified frenzy, Discerning discipline, and Uuncanny resilience. It will use disarm, intimidate, frenzy, cry carnage and frothing rage when otherwise put into combat. It will not attack.

Beastlord - Beastlord is functioning like Berserker in a group/assist setting, where nothing is noticeably different. It also functions like SK in a tank mode, where it is more than happy to cast spells and send the pet in, but will not attack or use any offensive abilities.


Notes: I would see this every so often since starting to use these plugins with Dracoliche sized mobs in ToV/CoV.
 
Some more testing tonight:

I dont have the same issue with things not turning attack on, though I do have a 'hit this now' button i use about 3 seconds into any fight, which I now realize might have inadvertently fixed the problem pre-emptively for some classes.

Paladin - Will never turn autoattack on. Paladin will cast spells in the same priority it did before the patch. In groups, it wasnt using discs with timers except for Deflection. It did fire Valor Rage on burns, and it did keep maximum uptime on Repudiate, but seemed to only fire combat abilities and aa's with a toggle in the plugin (Beacon, Hallowed, Heroic Leap on cooldown, LoH if it was low) and did not use abilities, aa's, or item clicks otherwise (0 uses in 6 hours of: Reflexive Redemption, Righteous Censure, Inquisitors judgement, Epic 2.0, BP, diplomatic papers, Spire, timer 2 skills, Ageless Enmity, Vanquish the Fallen, Gift of Life, Hand of Piety). I can only guess that those are handled differently than the ones without toggles in terms of checking for their use. Interesting note, it will use bash, taunt and disarm on cooldown.


Eskay - Similar to paladin. Will cast, will send the pet in, will not attack, will not use discs other than deflection, will not use aa/combat ability/items with no specific toggle in the plugin.

Berserker - When set to assist, will turn attack on, and fire discs/combat abilities as expected. When set to any other mode, Berserker will stick to mobs and use blood pact, desperation, juggernaut surge, relentless/magnified frenzy, Discerning discipline, and Uuncanny resilience. It will use disarm, intimidate, frenzy, cry carnage and frothing rage when otherwise put into combat. It will not attack.

Beastlord - Beastlord is functioning like Berserker in a group/assist setting, where nothing is noticeably different. It also functions like SK in a tank mode, where it is more than happy to cast spells and send the pet in, but will not attack or use any offensive abilities.


Notes: I would see this every so often since starting to use these plugins with Dracoliche sized mobs in ToV/CoV.
They don't use stuff because they don't think they're fighting since autoattack isn't being detected as on.

And as for your note. Please check the FAQ, it means your camp is too small. It is addressed specifically.

Please see >>> Getting Started with CWTN plugins! (Movement, UI Window, Clickies, Pulling, ETC) Check Here First! <<<
 
Yes, I figured a lot of that was due to "pEverQuestInfo->bAutoAttack seems to not be reporting correct information".

I then also noticed some combat skills were acting in a way that was different. The berserker, for instance, would follow something for several minutes not using frenzy. It would then fire one of several discs/abilities, then frenzy on the next 1-3 things it targeted. The abilities it used did not always directly put it into an attack-on state of combat, and it would frenzy on things it was not in combat with at the time it used those abilities while it had the disc running or charges remaining of a granted buff.

I thought it was worth mentioning since, to me, that seemed to be different than expected.
 
Are we still waiting for the fix for Combat Auto Attacking?
 
I am trying to run MQ2 on test and every time I right click anywhere it immediately crashes and sends me to the desktop screen. I have redownloaded MQ2 and all of EQ files. Deleted INI files and config files. I run the default UI so its not the UI. I tried it without MQ2 and it works just fine. Any advice or anything to help would be appreciated.
 
Useing cwtn none of my characters are auto attacking with assist, they will use skills and spells but not attack, any help would be appreciated
 
Useing cwtn none of my characters are auto attacking with assist, they will use skills and spells but not attack, any help would be appreciated
This means you're on the test server, which the test macroquest build had some things that still needs fixing.
 
Vanilla - Very Vanilla MQ (Test Server)

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