Highly unlikely.any way of including q4 KW to get the plan as well? thanks for the contribution!
Yeah, it kind of does. 50% on Torment 6. 20 or 25 on Torment 1.but the droprate sucks :/
It definitely works. It works for everyone else. Most likely you mixed up the archives and installed one of the old profiles. Just remove all the profiles you already have as well as any old KeyRun plugin, then download the archive from the first post again (the name is "KeyHunt332.zip"), unpack it to your DB directory, start DB, enable the plugin and load the "A1-A3_START_HERE.xml" file from the "Profiles\KeyHunt" directory.thanks for trying though man, much appreciated
Make sure you have the required quests unlocked. They are listed in the first post.It gives me error when creating games using this plugin and profile! Anyone else? Any ideas? I'm using trinity 1.8.5 + beta build
Not necessary. The profile will ask the plugin how many keys you got and select the appropriate act accordingly. Only requirement is, that you actually have your keys in either your stash or the inventory of the character you do the run on, so the plugin can actually see them. Example:Any way to block a keywarden so that the profile only goes to act 2 & 3? I have tons of act 1 keys from previous adventures, but lack 2 & 3.
[KeyRun] Key Counts: Act 1 => 0, Act 2 => 0, Act 3 => 16
[KeyRun] Loading act 1
[KeyRun] Loading new profile.
[KeyRun] D:\...\DB\Profiles\KeyHunt\act1_start.xml
Not necessary. The profile will ask the plugin how many keys you got and select the appropriate act accordingly. Only requirement is, that you actually have your keys in either your stash or the inventory of the character you do the run on, so the plugin can actually see them. Example:
Code:[KeyRun] Key Counts: Act 1 => 0, Act 2 => 0, Act 3 => 16 [KeyRun] Loading act 1 [KeyRun] Loading new profile. [KeyRun] D:\...\DB\Profiles\KeyHunt\act1_start.xml
I have 16 Act 3 keys already, so the bot will run act 1 and act 2 until both caught up.
[KeyRun] Moving to last known Keywarden Location to ensure item pickup...
Is there anyway to stop it from this behaviour? It kinda just lags around for 30s before finally leaving the game.
I'm gonna add my two cents in
3. Its only done act 3 about 10 times now and act 3 once, in act 2 if you die you don't go right back to where you die, instead it starts to go around the map all over again where you have been already. Anyway to fix this?
4. Every time it starts a new game, it goes to the storage chest and sits there for a few seconds doing nothing then closes it. That could lead to a ban IMO
go to your plugins tab and select keyrun plugin then hit the config button.Can u make it so the toon will ignore every mob untill it finds the key warden? killing stuff is a waste of time
Here are the new level 70 key serial numbers for act 1-4, didn't verify the second key but it's running as expected.
key of bones:364694
key of gluttony: 364695?
key of war: 364696
key of evil: 364697
For the time being you can replace the keySNO line in KeyRun.cs (line 973) with this one to farm the new keys (1-3) as before.
keySNO = { 364694, 364695, 364696 };
You'll still need the fourth key, but you get that from the guy in Act 4. You need to be on torment, just as before. I hope this helps some, deeghs.
-edit-
Added fourth key
Here are the new level 70 key serial numbers for act 1-4, didn't verify the second key but it's running as expected.
key of bones:364694
key of gluttony: 364695?
key of war: 364696
key of evil: 364697
For the time being you can replace the keySNO line in KeyRun.cs (line 973) with this one to farm the new keys (1-3) as before.
keySNO = { 364694, 364695, 364696 };
You'll still need the fourth key, but you get that from the guy in Act 4. You need to be on torment, just as before. I hope this helps some, deeghs.
-edit-
Added fourth key
Just by adding that it should work for A4? Even if there's no log for A4 in the profile folder :O
Will test it out ty