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[Party Plugin] SimpleFollow - Multi-Bot Party Plugin

Here are a few items I've learned that eventually got the plugin working for me.

1. Leave the SimpleFollow config at "localhost" on the character that is your leader.
2. On the character that will be following, enter the IP address of the computer that your leader is running on (I use two computers, so not sure how it works if they're both on the same PC)
3. Be sure the character that is the leader is also set as the party leader in game.
4. Either turn of Windows firewall totally or create a rule to allow inbound port 10920, if you're familiar with advanced firewall configuration (again, if you're using two computers).
5. I've found that it works best if my monk is the leader instead of my furious charge barb, because the barb will run ahead and abandon the monk if he's leader. The result is that many times only one character ends up getting shards and loot in regular rifts because they may be on different floors of the dungeon when the RG is killed.

After figuring out these tweaks, I'm now able to use R-Rift or RiftBot and let my two characters run for long periods of time with no issues. I haven't tried armory yet, so I come back from time to time, pause the game and spend shards. Sometimes my characters get a blood shard goblin when I'm out of the room and when I come back they're just running circles trying to pick up the excess shards and can't do it, but I'm okay with that.
 
Is there a way to make my bot follow a friend from my friendslist ?
 
I keep learning and tweaking and this plugin has really helped me be able to bot. Thanks so much for this.

I am having a problem that I see mentioned in this forum, but I've been unable to find any answer posted for it. When running bounties, my leader leaves after getting his bounty, but the follower stays in game so the leader can't start another game. I'm not sure if this is a SimpleFollow issue or a Trinity issue or a DB issue. I'm using SimpleFollow 2.1.1.

Does anyone have any helpful hints for this? I'd love to be able to turn my characters loose for a few hours and come back for my stashes. Right now I have to manually help my follower leave game after every bounty. Please help.

One other issue: every time my bots kill the Skeleton King, my leader teleports to the next bounty, but my follower goes through the portal behind SK and just keeps teleporting back and forth through that portal. Anybody have any idea what setting I need to change to fix this?
 
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Rex, on Simplefollow plugin, you can untick "stay in party" thus your leader will leave game and party, once he is out, leader will make a new game, then invite your friends (bots) which will have them leave. (I think this is logical, I haven't tested it)

I currently have the plugin running incredibly well, I wouldn't advise using this plugin while running GRIFT, however with T6 Rifts, it runs amazingly well. Using custom loot rules purely for less stashing which tends to be a problem.

Edit - Using the Powerleveling profile, along with editing the profile to enable combat. It haven't seen it leave game, and it follows more effectively.
 
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Thanks Oggy. You are so helpful. I really appreciate your willingness to help out a noob and your suggestions usually either resolve my problem or help me find the right place to make changes.

By the way, do you know what is the difference between the regular plugin and the powerleveling one?
 
Regular profile has combat enabled, power leveling profile just forces your follower to only follow and loot, which is good if your main bot can kill before your follower dies. Follows won't become "desynced" by charging or getting too big of distance away.
 
Followers will not interact with Urshi.

I seem to be running into an issue with Simplefollow (I think its Simplefollow). I am running the profile R-Rift with 4 bots and Simplefollow, and also DB .492. The problem comes at the end of the GRift. The leader bot interacts with Urshi, but the follower bots just stand there. has anyone else experienced this? Is this a Simplefollow issue? When will a new build of Simplefollow be ready to release?

Thanks in advance.



Same issue here, has this been addressed? If upgrade keystones is selected in quest tools, followers will not upgrade gems after failed rift. Only the leader.
 
Hi.
I'm use profile "UberFarm 2.1.2" with plagin "[Party Plugin] SimpleFollow - Multi-Bot Party Plugin". 1 leader(only 2 friends) and 2 folowers.
After 1 full run(4 ubers) leader leaving game. 2 folowers leaving game too. But Leader don't start new run. After 2 min, reloager close and open D3+DB(for Leader). After that do 1 run and same error.
Log:
[SimpleFollow] Exception receiving update from client!
[SimpleFollow] Zeta.Game.Internals.ACDAttributeLookupFailedException: ACD was disposed! Cannot lookup attribute: HitpointsCur
в Zeta.Game.Internals.FastAttribGroupsEntry.[](Int32 , ACD )
в Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
в Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
в Zeta.Game.Internals.Actors.DiaUnit.get_HitpointsCurrent()
в Zeta.Game.Internals.Actors.DiaUnit.get_IsDead()
в SimpleFollow.Party.Social.CheckInvites() в e:\DB\Demonbuddy 1.1.2216.392\Plugins\SimpleFollow\Party\Social.cs:строка 217
в SimpleFollow.Network.LeaderService.PulseInbox() в e:\DB\Demonbuddy 1.1.2216.392\Plugins\SimpleFollow\Network\LeaderService.cs:строка 197
[SimpleFollow] Waiting for followers to connect to SimpleFollow server...
Exception during bot tick.Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> Zeta.Game.Internals.ACDAttributeLookupFailedException: ACD was disposed! Cannot lookup attribute: HitpointsCur
в Zeta.Game.Internals.FastAttribGroupsEntry.[](Int32 , ACD )
в Zeta.Game.Internals.Actors.ACD.GetAttribute[T](Int32 attribute)
в Zeta.Game.Internals.Actors.ACD.GetAttribute[T](ActorAttributeType attributeType)
в Zeta.Game.Internals.Actors.DiaUnit.get_HitpointsCurrent()
в Zeta.Game.Internals.Actors.DiaUnit.get_IsDead()
в Zeta.Bot.Logic.BrainBehavior.<HandleDeath>d__28.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
в System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
в System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
в Zeta.Bot.ActionRunCoroutine....()
--- Конец трассировки внутреннего стека исключений ---
в Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled)
в Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
в Buddy.Coroutines.Coroutine.Resume()
в Zeta.Bot.ActionRunCoroutine.Run(Object context)
в Zeta.TreeSharp.Action.RunAction(Object context)
в Zeta.TreeSharp.Action..()
в Zeta.TreeSharp.Composite.Tick(Object context)
в Zeta.TreeSharp.PrioritySelector..()
в Zeta.TreeSharp.Composite.Tick(Object context)
в Zeta.Common.HookExecutor.Run(Object context)
в Zeta.TreeSharp.Action.RunAction(Object context)
в Zeta.TreeSharp.Action..()
в Zeta.TreeSharp.Composite.Tick(Object context)
в Zeta.TreeSharp.PrioritySelector..()
в Zeta.TreeSharp.Composite.Tick(Object context)
в Zeta.Bot.BotMain.()
 
Mew version posted on Page 1

Leaders should now teleport to followers if the leader is in town and the follower is in combat
Followers will no longer re-teleport to leader after town-portaling while the leader is still teleporting to town
Follower/Leader communication is now asynchronous (should reduce lag spikes/improve framerates)
Additional stability, reliability and performance fixes.
FollowTag will no longer use Waypoints when going to town (causes a disconnect).
FollowTag will no longer attempt to follow leader through portals when in town.
Ran CodeCleanup
 
Problem is solved, now all right. Thanx! )
I go to test and post here, if got some problem.
 
I have a new problem...
Leader after TP in the boss location, sometime(about 1 of 20) don't start boss fight.
In DB window, he try to use town portal.
Is this problem in profile or plugin?
 
so, is it possible to run from 2 different computers on the same network? or do it has to be ran from the same system.
 
Mew version posted on Page 1

Leaders should now teleport to followers if the leader is in town and the follower is in combat
Followers will no longer re-teleport to leader after town-portaling while the leader is still teleporting to town
Follower/Leader communication is now asynchronous (should reduce lag spikes/improve framerates)
Additional stability, reliability and performance fixes.
FollowTag will no longer use Waypoints when going to town (causes a disconnect).
FollowTag will no longer attempt to follow leader through portals when in town.
Ran CodeCleanup

Thx for the update, big time!
 
I had used one computer for all 3 account.
Yeah I could do the same, but Im playing my main char on a laptop which isnt that strong. So i thougt maybe its also possible to run one DB account from another machine and still be able to run simplefollow to let them communicate.

any1 knows if this is possible ?
 
running 3 bots ,1 leader two followers ,there is always one of the followers not working ,keep getting this error ,can someone help? thx

SimpleFollow] Out of game, Waiting for Invite
[SimpleFollow] Clicking Party Invite button
[YetAnotherRelogger] Plugins Compiled matched
[SimpleFollow] We are party leader and out of game, leaving party to re-create
[SimpleFollow] Clicking Leave Party Button button
[SimpleFollow] We are party leader and out of game, leaving party to re-create
Inserting Armory Behaviors into BotBehavior Hook
System.NullReferenceException: Object reference not set to an instance of an object.
at Zeta.Bot.GameStats.(Object , EventArgs )
at Zeta.Bot.GameEvents.[](EventHandler`1 , Object ,  )
Loaded profile YAR Profile Kickstart: SimpleFollow_Relogger.xml
Game joined, Resetting profile caches.
[Trinity] New Game - resetting everything
System.ArgumentNullException: Value cannot be null.
Parameter name: source
at System.Linq.Enumerable.Where[TSource](IEnumerable`1 source, Func`2 predicate)
at Trinity.Helpers.DebugUtil.LogBuildAndItems(TrinityLogLevel level) in e:\Game App\DB\Plugins\Trinity\Helpers\DebugUtil.cs:line 93
at Trinity.Trinity.TrinityOnJoinGame(Object src, EventArgs mea) in e:\Game App\DB\Plugins\Trinity\Helpers\GameEvents.cs:line 172
at Zeta.Bot.GameEvents.[](EventHandler`1 , Object ,  )
[Trinity] New Game, resetting Gold Inactivity Timer
[Trinity] New Game - resetting everything
[Trinity] New Game, resetting Gold Inactivity Timer
[Trinity] Starting up Generic Cache Manage thread
[Trinity] Starting up Generic Blacklist Manager thread
Loaded profile SimpleFollow Relogger
Loaded profile SimpleFollow
[SimpleFollow] Disabling Inactivity Timer
[SimpleFollow] Resetting Grid and clearing Navigator
[SimpleFollow] We're party leader - leaving game and party!
 
awesome i encountered a problem i fixed

leader waits in town for follower to open portal whom after trial of only "1" wave selected in drop down box. Follower tp's out and just waits with db plugin "waiting for trial to finish".

(on both follower/leader) I changed the 1-2...so in questlog Plugin..config- Rift Control TAB ...Trial Rifts:disable combat at wave... tick box and set to "2". Follower/Leader should do one wave and Teleport out and it should work as intended from there.

Not sure why it doesn't move forward when the dropbox set to "1".
 
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