Originally posted by Aryse Andenter
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If you're trying to use a saved recipe, it won't work because of the names being different. Experiment mode worked fine for me.
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I'm confused, have teh changed recipes gone in yet? I was under the impression they hadn't yet, only the names had changed, however I can't make anything using the old recipes (and old ingredients) that I've tried today.
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Yup. Here's what you need and it is built right into the game. It's actually a slash command.Originally posted by whyan View PostIs there a way to inventory ACCOUNTS or CHAR's, to see what they have?
By that i mean download inventory to a text file on the compter to do a word search on. Not log into every char, and open every box and hold the Alt key over every bag. As the case with a lot of EQ players, i have more than 1 account and finding things as i juggle stuff around to make room for chars... well stuff gets lost. Any help in inventory management? I just know i hunted in the dreadlands for while, way back with some alt or main, and i thought i got some drachnid silk back then...

/outputfile inventory [filename]
Example:
I have a character named Taaba who is a bazaar buyer mule. With her loaded up in game I type the following command
/outputfile inventory taabainventory.txt
A moment later I have a tab-delimited text file named "taabainventory.txt" in my Everquest directory that looks like this:
I've left off the portion of the file that covers the rest of the bank bags to save space, but you get the idea. Each line lists a location, the name of the item in that location (or "empty" if nothing is there), the item's in-game database numeric item ID, how many of the item in that location and how many "slots" of one sort or another that item has.Location Name ID Count Slots
Charm Empty 0 0 0
Ear Empty 0 0 0
Head Empty 0 0 0
Face Empty 0 0 0
Ear Empty 0 0 0
Neck Empty 0 0 0
Shoulders Empty 0 0 0
Arms Empty 0 0 0
Back Empty 0 0 0
Wrist Empty 0 0 0
Wrist Empty 0 0 0
Range Empty 0 0 0
Hands Empty 0 0 0
Primary Empty 0 0 0
Secondary Empty 0 0 0
Fingers Empty 0 0 0
Fingers Empty 0 0 0
Chest Dirty Training Tunic* 13504 1 5
Chest-Slot1 Empty 0 0 0
Legs Empty 0 0 0
Feet Empty 0 0 0
Waist Empty 0 0 0
Power Source Empty 0 0 0
Ammo Empty 0 0 0
General1 Backpack 17005 1 8
General1-Slot1 Pod of Water 13044 19 5
General1-Slot2 Roots 13047 18 5
General1-Slot3 Pod of Water 13044 9 5
General1-Slot4 Empty 0 0 0
General1-Slot5 Empty 0 0 0
General1-Slot6 Empty 0 0 0
General1-Slot7 Empty 0 0 0
General1-Slot8 Empty 0 0 0
General2 Trader's Satchel 17899 1 10
General2-Slot1 Empty 0 0 0
General2-Slot2 Empty 0 0 0
General2-Slot3 Empty 0 0 0
General2-Slot4 Empty 0 0 0
General2-Slot5 Drolvarg Skullcap 46165 1 5
General2-Slot5-Slot1 Empty 0 0 0
General2-Slot6 Empty 0 0 0
General2-Slot7 Empty 0 0 0
General2-Slot8 Empty 0 0 0
General2-Slot9 Empty 0 0 0
General2-Slot10 Empty 0 0 0
General3 Trader's Satchel 17899 1 10
General3-Slot1 Empty 0 0 0
General3-Slot2 Empty 0 0 0
General3-Slot3 Empty 0 0 0
General3-Slot4 Empty 0 0 0
General3-Slot5 Empty 0 0 0
General3-Slot6 Empty 0 0 0
General3-Slot7 Empty 0 0 0
General3-Slot8 Empty 0 0 0
General3-Slot9 Empty 0 0 0
General3-Slot10 Empty 0 0 0
General4 Trader's Satchel 17899 1 10
General4-Slot1 Empty 0 0 0
General4-Slot2 Empty 0 0 0
General4-Slot3 Empty 0 0 0
General4-Slot4 Empty 0 0 0
General4-Slot5 Empty 0 0 0
General4-Slot6 Empty 0 0 0
General4-Slot7 Empty 0 0 0
General4-Slot8 Empty 0 0 0
General4-Slot9 Empty 0 0 0
General4-Slot10 Empty 0 0 0
General5 Trader's Satchel 17899 1 10
General5-Slot1 Words of Agony 65296 1 5
General5-Slot2 History of the Di`zok 5741 1 5
General5-Slot2-Slot1 Empty 0 0 0
General5-Slot3 Empty 0 0 0
General5-Slot4 Empty 0 0 0
General5-Slot5 Saltwater Seaweed 19113 15 5
General5-Slot6 Gargoyle Eye 10014 4 5
General5-Slot7 Kromrif Head 30082 1 5
General5-Slot8 Jack-O-Lantern Fungus 22122 1 5
General5-Slot9 Kilij Plans 12206 1 5
General5-Slot10 Pristine Arachnid Thorax 54473 3 5
General6 Trader's Satchel 17899 1 10
General6-Slot1 Vegetables 13419 20 5
General6-Slot2 Vegetables 13419 20 5
General6-Slot3 Vegetables 13419 20 5
General6-Slot4 Vegetables 13419 20 5
General6-Slot5 Vegetables 13419 20 5
General6-Slot6 Vegetables 13419 20 5
General6-Slot7 Vegetables 13419 20 5
General6-Slot8 Vegetables 13419 20 5
General6-Slot9 Vegetables 13419 17 5
General6-Slot10 Vegetables 13419 20 5
General7 Trader's Satchel 17899 1 10
General7-Slot1 Head of Ghanex Drah 13165 1 5
General7-Slot2 Head of Shen 13167 1 5
General7-Slot3 Birthday Cake 16562 1 5
General7-Slot4 Dareb's Skull 13166 1 5
General7-Slot5 Rod of Identification 12001 1 5
General7-Slot5-Slot1 Empty 0 0 0
General7-Slot6 Bulky Arachnid Leg 54471 3 5
General7-Slot7 Ceremonial Wedding Sword 29211 1 5
General7-Slot7-Slot1 Empty 0 0 0
General7-Slot8 Spiny Two Handed Sword 2894 1 5
General7-Slot8-Slot1 Empty 0 0 0
General7-Slot9 Spiny Great Mace 2928 1 5
General7-Slot9-Slot1 Empty 0 0 0
General7-Slot10 Spiny Warhammer 2898 1 5
General7-Slot10-Slot1 Empty 0 0 0
General8 Trader's Satchel 17899 1 10
General8-Slot1 Morning Dew 16594 1 5
General8-Slot2 Large Block of Magic Clay 16896 17 5
General8-Slot3 Cockroach 12574 2 5
General8-Slot4 Diaku Blood 26979 2 5
General8-Slot5 Cockroach 12574 20 5
General8-Slot6 Essence of Wind 10229 2 5
General8-Slot7 Fishbone Dart Tool 23577 1 5
General8-Slot8 Filleting Knife 9753 1 5
General8-Slot9 Planing Tool 8086 1 5
General8-Slot10 Steel Working Knife 66162 1 5
Held Empty 0 0 0
Bank1 Deluxe Toolbox 17877 1 10
Bank1-Slot1 Blood Weave Lined Shoes 7592 1 5
Bank1-Slot1-Slot1 Empty 0 0 0
Bank1-Slot2 Flayed Skin Tunic 10803 1 5
Bank1-Slot2-Slot1 Empty 0 0 0
Bank1-Slot3 Loam Encrusted Cloak 1646 1 5
Bank1-Slot3-Slot1 Empty 0 0 0
Bank1-Slot4 Loam Encrusted Choker 1643 1 5
Bank1-Slot4-Slot1 Empty 0 0 0
Bank1-Slot5 Coterie Shoulderpads 2619 1 5
Bank1-Slot5-Slot1 Empty 0 0 0
Bank1-Slot6 Coterie General Boots 31778 1 5
Bank1-Slot6-Slot1 Empty 0 0 0
Bank1-Slot7 Coterie Leggings 2625 1 5
Bank1-Slot7-Slot1 Empty 0 0 0
Bank1-Slot8 Blood Weave Cloak 7586 1 5
Bank1-Slot8-Slot1 Empty 0 0 0
Bank1-Slot9 Coterie Skullcap 2615 1 5
Bank1-Slot9-Slot1 Empty 0 0 0
Bank1-Slot10 Coterie Skullcap 2615 1 5
Bank1-Slot10-Slot1 Empty 0 0 0
Bank2 Deluxe Toolbox 17877 1 10
Bank2-Slot1 Darkwood Staff 6048 1 5
Bank2-Slot1-Slot1 Empty 0 0 0
Bank2-Slot2 Moonstone Crystal 29795 2 5
Bank2-Slot3 Patch of Gnoll Fur 13025 20 5
Bank2-Slot4 Patch of Gnoll Fur 13025 12 5
Bank2-Slot5 Gnoll Pelvis 27424 13 5
Bank2-Slot6 Gnoll Pelvis 27424 20 5
Bank2-Slot7 Severed Gnoll Foot 27409 4 5
Bank2-Slot8 High Quality Gnoll Fur 27427 17 5
Bank2-Slot9 Short Sword* 9998 1 5
Bank2-Slot9-Slot1 Empty 0 0 0
Bank2-Slot10 Chunk of Condensed Flame 10696 9 5
Because it's a tab-delimited file you can actually import it directly into a database or spreadsheet program like Microsoft's Excel and use the program's data sorting function to sort it by item name, item number, location, etc. if you like.
You could also simply open it in a text editor like Notepad and use the built in [ctrl-F] search feature of that program to look for text strings like "drachnid," "glossy," "gravel," "metallic drake scales," or anything else you're trying to find. Since each line in the file tells you the items location in the character's inventory it's a quick and easy way to locate the items buried in your character's bank bags.
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In addition to mewkus option, doesn't the eqplayer subscription allows to check the inventory from the web site, assuming it works...Originally posted by whyan View PostIs there a way to inventory ACCOUNTS or CHAR's, to see what they have?
You might also want to head to eqinterface, to grab the bank and/or inventory UI with expanded bags... You get a view at a glance of all your items. Just be warned that all 10 slots of bags are visible at a time, even for bags with less slots, which can lead to crash if you put stuff where you shouldn't...
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Try my inventory program (see signature for link). It'll list all (or at least most) of the DoN cultural components you might have somewhere.Originally posted by whyan View PostIn my rush to use up all my farmed DON components, i have no idea if i found them all or not. Just 1 account has potentially 8 char's with potentially 24 bags with 10 slots and 2 shared bank slots - so potentially each character could be hiding (24 * 10) = 240 spots to hide stackes of glossy drake hides or metallic drake scales; or even (phreak out a moment with all my characters on just ONE account) 8 char's * 240 spots = 1920 spots to hide stacks and stacks of Metallic Drake Scales.
Sadly, that is not the case for me, but i am wondering if i have some Drachnid Silk (for example) squirelled off somewhere on some char. Is there a way to inventory ACCOUNTS or CHAR's, to see what they have?
By that i mean download inventory to a text file on the compter to do a word search on. Not log into every char, and open every box and hold the Alt key over every bag. As the case with a lot of EQ players, i have more than 1 account and finding things as i juggle stuff around to make room for chars... well stuff gets lost. Any help in inventory management? I just know i hunted in the dreadlands for while, way back with some alt or main, and i thought i got some drachnid silk back then...
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finding items in bank
In my rush to use up all my farmed DON components, i have no idea if i found them all or not. Just 1 account has potentially 8 char's with potentially 24 bags with 10 slots and 2 shared bank slots - so potentially each character could be hiding (24 * 10) = 240 spots to hide stackes of glossy drake hides or metallic drake scales; or even (phreak out a moment with all my characters on just ONE account) 8 char's * 240 spots = 1920 spots to hide stacks and stacks of Metallic Drake Scales.
Sadly, that is not the case for me, but i am wondering if i have some Drachnid Silk (for example) squirelled off somewhere on some char. Is there a way to inventory ACCOUNTS or CHAR's, to see what they have?
By that i mean download inventory to a text file on the compter to do a word search on. Not log into every char, and open every box and hold the Alt key over every bag. As the case with a lot of EQ players, i have more than 1 account and finding things as i juggle stuff around to make room for chars... well stuff gets lost. Any help in inventory management? I just know i hunted in the dreadlands for while, way back with some alt or main, and i thought i got some drachnid silk back then...
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If money is an issue, then skip the EVBs and move on to ShadowScream.Originally posted by Neranya View PostI was also wondering if a sellable version of Enchanted Velium Bits could be made available as a means of skilling up in smithing to 222. The current EVB's are Lore Items and cannot be sold. It seems a shame to have to destroy them all.
Thanks again Ngreth for you prompt and concise feedback! It is greatly appreciated by all!
Neranya
Also remember that EVBs are intended as a quest item. The fact that we use them to skill up is an added bonus.
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Thanks for all of your hard work, and the detailed heads up on this Ngreth!
I am looking forward to the changes, and I am glad I have a chance to use up all of my items before they are nerfed for a change
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That's good advice. I've gotten to where I will check the calculator when considering switching to a new recipe while following a skill up path. For example, my smithing skill is currently 264. Shadowscream caps out at 267. I could stick with shadowscream armor for 3 more points or look ahead to the next possible steps in the path and see if one of those actually makes more sense. At times I have switched to a recipe which had a trivial that was 50, 70 or even 100 points (or more!) above my current skill.Originally posted by EloMist View PostPlay with the calculators, mileage may vary trade to trade and skill range to skill range. /shrug
Now you may be thinking to yourself, "Hey, that makes no sense! Wouldn't your chances of a skill up drop quite a bit if you go to a recipe that was so far above your current skill?"
Yes, generally speaking it would, but if it's a recipe that requires me to spend vastly less time farming, or involves far fewer subcombines, or costs a lot less plat out of my pocket, or doesn't involve non-stacking or lore parts or results, or creates something that I can sell right back to a merchant for enough plat to offset the recipe's costs it might actually be a faster, more efficient, more sensible path for me.
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I've played with the calculator a bit to see if I can answer this. If I make a hash of it hopefully someone will jump in and correct me.Originally posted by Neranya View PostI have been told that when doing combines to skill-up in a given tradeskill, you have a better chance at skilling up on a successful combine than on a failure. Therefore, if you have a choice of making an item with a trivial that is close to your current skill vice one that is much higher than your skill, you should pick the former. The reason is, since your skill and the item trivial are close, you will succeed more frequently, and therefore your chances at skill-ups are improved.
Others have said the opposite is true, that you have a better skill-up chance if, for example, your skill / trivial is 200 / 250 than 200 / 210.
What is the real deal here?
Thanks much
Neranya
From what I've observed, your prime stat will improve your chance to skill-up on a failure only. The chance to skill-up on a success drops markedly as your skill improves regardless of the difference in the difficulty of the combine compared to your skill. (ie 221 - 222 = 5.62% chance of skill-up on success, 221 - 248 = 5.62% chance of skill-up on success OR no difference in the chance regardless of the disparity) and the chance of skill-up on a failure also remains the same. The only difference is in the chance to succeed on the combine, such that your OVERALL chance of a skill-up is improved by doing combines closer to your skill, because you are more likely to succeed.
Play with the calculators, mileage may vary trade to trade and skill range to skill range. /shrug
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The slot 12 on those (before I started at the company) was just done asOriginally posted by maybeso1 View PostIf you look at alot of the oow augs.... particularly the resist series, and most of the stat series, they are specifically for face, neck, shoulder, waist, and back. They are 7, 8, and 12. Its been a MAJOR frustration that I have YET to find an armor piece that these augs will fit in, that HAS a type 12 slot. If there's no armor w/ a type 12 slot to put them in, why make them type 12? It would breathe new life in to a stagnant aug type if there WAS armor to put them in.
"We want something in the 12 for now... lets make the OOW augments fit... Lets get a list of all OOW augments and add slot 12 to them" without looking at what body slots it can actually fit in.
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Yes.Originally posted by Grumpyheal View PostWith using the templates as a new skill up paths, will dwarves be able to make the templates with tailoring skill in order to skill up tailoring?
They just will not have a use inf dwarven cultural. So you will either just sell them back to an NPC or bazaar them for possibly someone that wants to skip a step.
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If you look at alot of the oow augs.... particularly the resist series, and most of the stat series, they are specifically for face, neck, shoulder, waist, and back. They are 7, 8, and 12. Its been a MAJOR frustration that I have YET to find an armor piece that these augs will fit in, that HAS a type 12 slot. If there's no armor w/ a type 12 slot to put them in, why make them type 12? It would breathe new life in to a stagnant aug type if there WAS armor to put them in.Originally posted by Ngreth Thergn View PostThe templates are something new. They are a base "skillup" path, that we also plan to use as a "Base" to a full revamp.
yes
correct.
I will not be changing this. #1 we would prefer you use the new skillpath, when it is in, and #2 that is still a questy thing, we want to leave it be.
It is a matter of time as dragonfire mentioned.
It also gives us more leeway to put some of the other things in other skills. Sure it leaves out the spirit of a "full suit" but at the same time, gives us more flexibility in how to handle the other parts.
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There's a problem here.....Originally posted by Ngreth Thergn View PostWhile I at least partially agree that the stats may not be worth the effort of making an AAAA... the price I do not agree on. People at that required level should be able to afford that, especially people able to go on the raids to get the Chronal stone in the first place. They cost about 18k to make, with many gnome hours of work. If your feel your Gnome is gouging you find a better gnome and/or farm the parts yourself (where I will at least admit the possibility of, though I have not decided, that the effort part may fail to come up to the standards of the aug...)
With the introduction of sunshard items on DoDH clockworks, the overall droprate of Clockwork Gnome Bolts has decreased sharply. These being one of the main limiting factors in making said AAAA.
I suspect that the global macro that was ran to intro sunshard items was a bit unbalancing upon some of the loot tables. Since mobs that traditionally had no loot tables suddenly started dropping sunshard items, this is how I gather that the macro was global. I mean, hey..... ya go forth, ya kill the armies in p5 time, and ya get sunshard ore.........
The only viable source that I know of, for clockwork parts for AAAAs are the clockworks in ccreep. I've slaughtered hapless clockworks n hapless creap reapers by the hour, to get a fair # of sunshard pebbles, and mayyyyyybe 1 or 2 gnome bolts. From some of the noises I've heard from Gnomie, farming the pelts for it has also hit drop rate issues. I know I've sent a # of feedbacks, etc on this issue. Prior to TBS / sunshard drops, drop rate of gnome bolts was unusual to get less than 2 gnome bolts / hour, when slaughtering alllll the creap reapers, and allllll the superplated clockworks.
The 18Kpp+ for steel for an AAAA is one thing. I've seen 36 to 50Kpp get gobbled up by making ONE AAAA when fails at particular areas occured. That's not counting failing 40ish difficulty combines, w/ 250+ skill <modified> w/ smithing mastery AAs to make the steel..... If I understand part of what's been said already, some of the min% chance to fail is being removed / lessened. I can understand some of the reason for combines having some chance to fail, but..... a guarenteed 2 to 5 pct on a combine that has a relative difficulty to skill possessed that you could do it blindfolded w/ one hand tied behind your back, upside down, spinning on a top, and do it reliably?
Proud owner of Signet of the Arcane, Marked Runed Signet, Velium Blue Diamond Ring, Blessed Coldain Prayer Shawl, and Runed Coldain Prayer Shawl
Maibesow, Drinal
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With using the templates as a new skill up paths, will dwarves be able to make the templates with tailoring skill in order to skill up tailoring?
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