[NSFW] vladimir-maestro's MM7 mod

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Herry Hardfoot
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Unread postby Herry Hardfoot » 16 Dec 2008, 02:12

The new classes have different skill levels than before. Alchemists, for instance, can GrandMaster Repair right from the start. (That's a good test for whether the new classes are working properly in your game.)

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DarthVadre
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Unread postby DarthVadre » 16 Dec 2008, 04:35

Maestro Mod v2.7 is available to download from my site.
Your perception determines your experience.

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vladimir-maestro
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Unread postby vladimir-maestro » 16 Dec 2008, 06:41

Variol wrote:I'm still confused about the new classes. Are they all the same as before, but just have a different name? Or do they also have higher or lower skill levels than before?
They've got not only different names - they've got differ skills for training.

Alchemists - are craftsfull masters of alchemy and item creations. So they'vve got good skills in ID items, repair, alchemy and water magic.

Barbarian - ultimate machine of destruction - grand in axe, club, leather armor.

Crusader - leader of the fighters. has got perfect skills in plate, shield, sword, spirit magic. Spirit magic at grand is his only ability!!! Even Acolyte cannot reach this level

E.t.c.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
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Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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Herry Hardfoot
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Unread postby Herry Hardfoot » 16 Dec 2008, 07:03

Hurrah! I've loaded it and it works! My fearless adventurers have secured Castle Harmondale.

Thanks so much, Vladimir, for this great mod. :D

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vladimir-maestro
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Unread postby vladimir-maestro » 16 Dec 2008, 07:15

ck out Orc Women now ;)
They've changed from greeny "shrek" women :)
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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Variol
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Unread postby Variol » 16 Dec 2008, 11:47

I just created a new party and the Acolyte only gets master in Water magic, the same as Earth. Does this mean I did not do something in the install? I know you said something about moving or changing files around, but that means nothing to me.
We're obviously "not" all modders. So to me, right now, it looks like the same game with the class names changed.

Where is the read me file files that lists all the benefits of the new classes?

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Big Daddy Jim
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Unread postby Big Daddy Jim » 16 Dec 2008, 13:19

DarthVadre wrote:Maestro Mod v2.7 is available to download from my site.
Highly recommended! I downloaded the ZIPPed mod in under 25 minutes!

Thanks, DarthVadre!

Big Daddy Jim
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.

http://www.mediafire.com/BDJs

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DarthVadre
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Unread postby DarthVadre » 16 Dec 2008, 20:08

Big Daddy Jim wrote:Highly recommended! I downloaded the ZIPPed mod in under 25 minutes!

Thanks, DarthVadre!

Big Daddy Jim
No problem.
Your perception determines your experience.

Ins
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Unread postby Ins » 13 Jun 2009, 13:22

for a photoshop user, you sure lack the eye for detail.
the quality of your models done (ripped) in photoshop is too low. it looks like the only thing you did was use the function where it cuts everything automatically. could be 10x as pretty, for real. what a waste.
it's called a lack of effort son. white ugly edges are unnecessary.

other than that, good to see something new for MM7 yet again.

edit: and damn people.. torrents are not illegal. what the torrent may contain COULD be illegal, if it's a new game your downloading for example.

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Big Daddy Jim
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Unread postby Big Daddy Jim » 14 Jun 2009, 00:21

Ins wrote:for a photoshop user, you sure lack the eye for detail.
the quality of your models done (ripped) in photoshop is too low. it looks like the only thing you did was use the function where it cuts everything automatically. could be 10x as pretty, for real. what a waste.
it's called a lack of effort son. white ugly edges are unnecessary.

other than that, good to see something new for MM7 yet again.

edit: and damn people.. torrents are not illegal. what the torrent may contain COULD be illegal, if it's a new game your downloading for example.


I'd really enjoy seeing some of your contributions to the MM Community.


I'm afraid I am somewhat artistically 'challenged', and could not produce a stick-figure that would pass for either fish or foul. However, this was a first graphic effort for the Maestro, and to me and most of the Celestial Heavens Might and Magic community that played this mod-of-a-mod, it was graphically enjoyable.

However, I'd really love to see your artwork in 'action'. Could you point me and the rest of this community to the game/games that are published or currently being enjoyed that contain some of your fine creature sprite sets, 'stills', SMKs and the-like? I'm sure this entire community would enjoy the fruit of your diligence and labor in producing a complete, playable and graphically-enhanced game.

Anxiously awaiting the links to your game downloads.

Big Daddy Jim
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.

http://www.mediafire.com/BDJs

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Salamandre
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Unread postby Salamandre » 21 Jul 2009, 18:16

I started this mod and so far sprites look great but the NPC ladies are running very fast.

Problems:

In first location the floor tile is not showing, neither the NPC near it (which is supposed to hold a bow) so I had to add cheat
In Harmondale I cleaned the castle but Butter keeps telling me there are still goblins. there are not.

My install was done like this:

First, original game
Second, a small patch to allow XP to start the game (only compatibility patch)
Third, Gray face patch
Fourth, Mastro mod.

What could be the reasons some quests are screwed?

Thank you for your dedicated work.

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vladimir-maestro
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Unread postby vladimir-maestro » 21 Jul 2009, 19:40

There aren't any problems.
MOD buildt on BDJ's rev4mod. So harmondale's castle still got blue torch and hidden level.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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Salamandre
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Unread postby Salamandre » 21 Jul 2009, 20:15

blue torch? Hidden level? Well, then I guess its me who screwed. I use wizard eye, and it show there are no alive creatures. But never found any blue torch or hidden level.

I reinstalled all again, and my opinion is that the game search for all placed items on day one and changes them randomly. here is what I have instead of the floor tile:

Image

I tried 3 times and every time I got another artefact in this location, but never the quest artefact (floor tile). Can you check?

Edit: Nevermind, I read carefully the 22 pages of BDJ mod and saw that quest items was moved as well Harmondale got a hidden level. Maybe you should add a detailed read.me as well as a walkthrough, as I remember reading nowhere that important locations were moved. It will be highly appreciated. I had to restart 15 times but I guess it is not big deal compared to the amount of work you put in. I will try again.

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vladimir-maestro
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Unread postby vladimir-maestro » 22 Jul 2009, 19:05

BDJ didn't create any solutions so I won't ether/
When you will search Emerald Isle more carefully - you will find that tile and other items with ease.

Just be more careful to the new dialogues and you will win!
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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Variol
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Unread postby Variol » 22 Aug 2009, 23:47

My game keeps crashing in the gauntlet, right after the Coding Wizard gives me the key. Any advice?

I can skip it if I have to. I have a save from before I entered.

phamlongtuan
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Unread postby phamlongtuan » 22 Feb 2013, 11:23

Guys, everything works fine but new_class.exe , how can i apply it for 64-bit windows :(

boban89
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new maestro mod

Unread postby boban89 » 06 Apr 2013, 17:21

where can i download that new version with new things ? it looks interesting so i want try it . Write me a personal msg with links please . Thanks

M1ghty^brother
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Unread postby M1ghty^brother » 03 Feb 2014, 11:50

i installed the mod over an original, & I forgot to apply grayface's & original mm7 patches.
do i have to reinstall all stuff for the mod to work properly ?
& the sequence should be - mm7 - official patch - grayface patch - mod files?

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orzie
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Unread postby orzie » 03 Feb 2014, 17:30

phamlongtuan wrote:Guys, everything works fine but new_class.exe , how can i apply it for 64-bit windows :(
The already modded exe file can be downloaded from Mod Database.

M1ghty^brother wrote:i installed the mod over an original, & I forgot to apply grayface's & original mm7 patches.
do i have to reinstall all stuff for the mod to work properly ?
& the sequence should be - mm7 - official patch - grayface patch - mod files?
No, you should not install any official patches at all, only GrayFace's one. It's enough.

praxis
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Unread postby praxis » 13 Apr 2014, 16:32

Great mod, some questions regarding new classes though, to make sure everything is working properly.

1. Neither Mage nor Alchemist can expert Earth Magic without a promotion... ?! Why ?

2. "Enchanted Staff"(those that shoot) isn't actually a Staff. Hence bonuses from staff skill don't apply. Useless. Back to bows. And then mages can actually expert in swords, lol. I think I will do that for those ridiculous early game swords.

3. Numerous skills are still messed up. Like Acolyte's shield is yellowed out at normal skill level, druid mace is red at normal skill level etc...

Everyone has those or something not right with my install ? I'm using mm7_new.exe.


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