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How were u able to get simple follow to work? i've still be unable to get past this error:

[SimpleFollow] Initializing Client Service connection to http://192.******/Follow
[SimpleFollow] Error 203: Could not get an update from the leader using http://192.******/Follow. Is the leader running?
[SimpleFollow] System.Exception: Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 0000019C, Size: 12
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at Zeta.Game.Internals.Actors.DiaObject.get_Position()
at SimpleFollow.Network.FollowerService.ClientUpdate() in c:\Users\Admin\Desktop\Demonbuddy 1.1.2914.450\Plugins\SimpleFollow\Network\FollowerService.cs:line 141
[SimpleFollow] Initializing Client Service connection to http://192.******/Follow
 
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Hey guys, I just got home and updated all the files on first page. We are now using DemonBuddy 450 with Trinity 2.14.30. Please redownload all the files and new DBs, thanks. Apologize for the delay :)
 
I just notice ur trash mob, you set it as 15. So only attacking elites?

I was trying something new, I actually skip elites on leader. Can you try to mess around with the new trinity combat setting and see what's best. Trinity sometimes changes some algorithms on Weighting mobs. When there's a new Trinity, mostly like it is going to be a brand new day on combat settings.

Kill Elites when health is under certain percent used to work like charm, but it seems be broken. I might have had the wrong setting, and I can't get it to work on the last couple Trinities. I am hoping some one would help us out on that area.
 
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would love for some genius to make Globe builds work well D:

Easiest way me and a others have found is to just have a WD with the thing of the deep mojo which gives +20 yards globe radious along with a few other pieces with +yard globe and then it's pretty much a 100% pick up rate without even having any of the bots to move out of their way to collect them.
 
i get the error on the leader:

Waiting for party members to connect to the simple follower server

its all on the same computer, only started happening today when i downloaded the new files
 
how are you able to dps through the gr80 with this setup?

i have 2 dmo wizards, in 3 team setup, 0 deaths, 2kk+ unbuffed dps with gems 70+ and i cant dps enough to clear gr75 in time
 
how are you able to dps through the gr80 with this setup?

i have 2 dmo wizards, in 3 team setup, 0 deaths, 2kk+ unbuffed dps with gems 70+ and i cant dps enough to clear gr75 in time

It really depends on Map/Mobs composition. If you have high enough paragons, you can clear it almost everytime regardless of Maps/Mobs.

Have you tried Forbidden Palace Rune on Monk,
Magic Weapon instead of Teleport on Wiz, and
Time Warp Rune on one of the Wiz?
 
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i get the error on the leader:

Waiting for party members to connect to the simple follower server

its all on the same computer, only started happening today when i downloaded the new files

Try using the old SimpleFollow Folder on all new DBs.
 
I was trying something new, I actually skip elites on leader. Can you try to mess around with the new trinity combat setting and see what's best. Trinity sometimes changes some algorithms on Weighting mobs. When there's a new Trinity, mostly like it is going to be a brand new day on combat settings.

Kill Elites when health is under certain percent used to work like charm, but it seems be broken. I might have had the wrong setting, and I can't get it to work on the last couple Trinities. I am hoping some one would help us out on that area.
Im currently running solo on them to see highest exp i can guess, cuz im not doing well with 3 men rift lol
 
I have a 4-man group running (2 Energy Twister DMO Wizards, 1 Support Monk, 1 Support Barbarian), but I'm running into an issue where all of the characters except for the leader stop attacking and using abilities (other than teleport sometimes). I've been monitoring the characters for hours, and I notice that it only happens whenever a large cluster of mobs gather ontop of the main character in a very dense manner.

I've done many things to try to fix this, ranging from equiping Illusionary Boots on all characters and changing cluster ranges/min. monster counts on trinity, to increasing the follow distance before Combat is activated/de-activated in the SimpleFollow FollowerService.cs plugin code. I've also even written my own code using what I believe to be a legacy plugin feature designed in Trinity/Adventurer, where using the IPluginCommunicator it can set the CombatBase.CombatMode property to Trinity remotely from a seperate plugin (also had to update the property to return false whenever CombatMode.Off was detected). I eventually undid all of these changes and re-deployed using only the changes mentioned in the primary post of this thread. Please note this even includes every single property/setting in the screenshots of the Trinity pages for each character class, etc.

I'm at a loss here on why this is happening, and before I spend another 10 hours of development trying to debug this further (by seeing where in the Trinity Combat Sequence it's getting caught up on, or not detecting to start combat/targets), I wanted to know if anyone experienced this and found a fix for it.

// Edit:
Please note that the only easy fix I've found so far is to make sure options like "Attempt to Avoid AoE Effects" and "Avoid Fire Chains" are enabled in Trinity, so that the characters are more likely to move around when they get stuck in this inactive sequence and get their juices flowing again from another angle of attack. This still only works for 90% of the situations it would normally get stuck in. If a monster doesn't have an affix that triggers an AoE Effect avoidance, then it just sits there mindlessly still until I get disconnected/leave the game after dieing multitudes of times.


Regards
 
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good suggestion. I experiened that as well and will see if that changes anything
 
I have problems with my dmo wizards, they seem to be casting way too little spells bb/arcane orbs.
It seems like they prefer to teleport 2 yards away for better cluster point, and then cast anything - instead of spamming, that way i am missing a lot of dmg and actually all i can do right now is gr75 (barely and not 100% of the time)

Other then that, yesterday with that setup i did gr 78, updated bot/ trinity/ didnt change any settings, and i cant complete gr75 now altough my chars only improved by a bunch of paragon levels
 
I have a 4-man group running (2 Energy Twister DMO Wizards, 1 Support Monk, 1 Support Barbarian), but I'm running into an issue where all of the characters except for the leader stop attacking and using abilities (other than teleport sometimes). I've been monitoring the characters for hours, and I notice that it only happens whenever a large cluster of mobs gather ontop of the main character in a very dense manner.

I've done many things to try to fix this, ranging from equiping Illusionary Boots on all characters and changing cluster ranges/min. monster counts on trinity, to increasing the follow distance before Combat is activated/de-activated in the SimpleFollow FollowerService.cs plugin code. I've also even written my own code using what I believe to be a legacy plugin feature designed in Trinity/Adventurer, where using the IPluginCommunicator it can set the CombatBase.CombatMode property to Trinity remotely from a seperate plugin (also had to update the property to return false whenever CombatMode.Off was detected). I eventually undid all of these changes and re-deployed using only the changes mentioned in the primary post of this thread. Please note this even includes every single property/setting in the screenshots of the Trinity pages for each character class, etc.

I'm at a loss here on why this is happening, and before I spend another 10 hours of development trying to debug this further (by seeing where in the Trinity Combat Sequence it's getting caught up on, or not detecting to start combat/targets), I wanted to know if anyone experienced this and found a fix for it.

// Edit:
Please note that the only easy fix I've found so far is to make sure options like "Attempt to Avoid AoE Effects" and "Avoid Fire Chains" are enabled in Trinity, so that the characters are more likely to move around when they get stuck in this inactive sequence and get their juices flowing again from another angle of attack. This still only works for 90% of the situations it would normally get stuck in. If a monster doesn't have an affix that triggers an AoE Effect avoidance, then it just sits there mindlessly still until I get disconnected/leave the game after dieing multitudes of times.


Regards

Can you please remove teleport atm since we are using an unfinished version of DB. The version we all used last night was missing a lot of things like proper offsets.
 
I have problems with my dmo wizards, they seem to be casting way too little spells bb/arcane orbs.
It seems like they prefer to teleport 2 yards away for better cluster point, and then cast anything - instead of spamming, that way i am missing a lot of dmg and actually all i can do right now is gr75 (barely and not 100% of the time)

Other then that, yesterday with that setup i did gr 78, updated bot/ trinity/ didnt change any settings, and i cant complete gr75 now altough my chars only improved by a bunch of paragon levels

Can you please try the files on the latest DB and see if it works better? Ill work on it in an hour. The last patch broke a lot of things, I just barely got it the run for us temporarily. Gambling broke and some other things I am experiencing.
 
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Hey guys, all files work with DemonBuddy Beta 1.1.2914.596

Please redo everything from page 1 with new DB, and things should be functioning correctly.

Last checked teleport was functioning as intented, and Arcane Orb is casted only when Arcane Dynamo has reach 5 stacks as intented.

Gambling is working again as intended.
 
Can you please remove teleport atm since we are using an unfinished version of DB. The version we all used last night was missing a lot of things like proper offsets.

Thanks for the quick reply itsmebentang :)

The same issue is also occurring for the Support Barbarian in my group (usually at the same time too). The only character that seems to continue to attack is the Leader (Support Monk). I'll try to remove teleport first, and then try the DemonBuddy Beta 1.1.2914.596 version if necessary.

If I see that the issue is resolved, I will post a follow-up success response.


Regards
 
All in all, after looking at 2 hours of 4 men runs, I have to say it's somewhat buggy but not enough to take us out. Let's just say we'll need to wait for the real deal from the next stable DB release. I am quite happy that it works for most of the parts. Gambling is still buggy of which I thought it was fixed, based on solo runs. Not quite the same scenario in 4 men.
 
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