GrayFace MM7 Patch v2.5.5 [Jan 13, 2022]

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Mareneusz002
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Re: GrayFace MM7 Patch v2.5.4 [Dec 29, 2021]

Postby Mareneusz002 » Jan 11 2022, 5:13

Mareneusz002 wrote: Jan 5 2022, 4:05 hello,
i have been using this patch for some time now. probably from version 2.4 and now the newest 2.5.2, but i just realised that i dont have some things in mm7.ini

for example i dont have ProgressiveDaggerTrippleDamage
and my thief doesnt do 3x damage

but the new things from 2.5.2 like "quick attack spell" i do have in mm7.ini

i have tried to do it by myself and put "ProgressiveDaggerTrippleDamage=1" in the mm7.ini
but it doesnt help

any solutions?
please help ;l

thanks!

does somebody know why i dont have "ProgressiveDaggerTrippleDamage" in mm7.ini even while downloading newest Grayface patch?

does somebody know how to fix it by myself?

still looking for help ;[

thanks!

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Re: GrayFace MM7 Patch v2.5.4 [Dec 29, 2021]

Postby Tomsod » Jan 11 2022, 9:04

The patch won't add this line if you already have an INI without it. You can add it yourself, but it doesn't really matter as 1 is the default value, i.e. without this line the fix is on. The reason your thief doesn't do triple damage is that Master Dagger skill only triples the damage of the dagger itself (and then only sometimes), which is around 10 at most. The bonuses from skills, stats, and spells are not tripled. So it's not very noticeable.

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Re: GrayFace MM7 Patch v2.5.4 [Dec 29, 2021]

Postby Novi » Jan 11 2022, 11:49

Speaking of added damage. I was using hammerhands on my last playthrough and noticed that it only adds your body magic skill amount of damage (at GM 10, it increased my fist damage by flat 10 amount when tested against no resistance creatures), but the description states that "Damage of these attacks is equal to the character’s unarmed attack."

Considering my monk had over 20 skill points in unarmed GM, I expected it to do more than that. Is it bugged or am I just reading it wrong?

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Re: GrayFace MM7 Patch v2.5.4 [Dec 29, 2021]

Postby raekuul » Jan 11 2022, 13:14

You're misinterpreting it - "damage of these attacks is equal to the character's unarmed attack" is a fancy way to say "this spell causes the target's unarmed attacks to deal body damage instead of physical"

with hammerhands on, you're not dealing 20 physical plus 22 body, you're only dealing 22 body.

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Re: GrayFace MM7 Patch v2.5.4 [Dec 29, 2021]

Postby Novi » Jan 11 2022, 14:09

That certainly hasn't been the case when using it.

At one point, I was testing it out against goblins. I hit for about 30 damage (1~3 points variance) each hit, then with hammerhands on, I'd do consistently 40 damage. It definitely is meant to increase your damage, but I think the calculation is wrong.

Another reason this definitely isn't the case is that I was still doing damage against body immune monsters with unarmed and hammerhands on.

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Re: GrayFace MM7 Patch v2.5.4 [Dec 29, 2021]

Postby Tomsod » Jan 11 2022, 16:13

Novi is right, Hammerhands adds body damage equal to the caster's Body skill, just like elemental damage weapon enchantments, but for unarmed attacks. I'm sure of that as I investigated that code. The spell description is wrong. BTW, it doesn't trigger if you use staff at GM skill, even though other unarmed skill bonuses do apply.

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Re: GrayFace MM7 Patch v2.5.4 [Dec 29, 2021]

Postby hurtad0 » Jan 12 2022, 10:13

mistake sorry...
Last edited by hurtad0 on Jan 12 2022, 13:18, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.5.4 [Dec 29, 2021]

Postby raekuul » Jan 12 2022, 13:15

This is the MM7 Patch thread, not the MM678 Merge Thread. Upload your save there.

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Re: GrayFace MM7 Patch v2.5.2 [Dec 25, 2021]

Postby GrayFace » Jan 13 2022, 20:48

Novi wrote: Dec 29 2021, 21:58 https://www.dropbox.com/s/l1tylu6t7t189 ... e.mm7?dl=0

Go to turn based (so they don't move away) and try shooting the gogling right in front of you.
I checked with a very old version of the patch and it's the same there, so probably a vanilla bug to look into at some point. Will check with the GOG version later.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.5.5 [Jan 13, 2022]

Postby GrayFace » Jan 13 2022, 23:31

Version 2.5.5
<< MM6 - MM8 >>
[-] My bug: Possible character resistances corruption when taking an item from the inventory.
[-] My bug: FixChests option got broken by 2.5.4 changes.
<< MM7, MM8 >>
[*] FixUnmarkedArtifacts option now also respects the 13 artifacts limit imposed by the game.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.5.4 [Dec 29, 2021]

Postby Mareneusz002 » Jan 15 2022, 5:00

Tomsod wrote: Jan 11 2022, 9:04 The patch won't add this line if you already have an INI without it. You can add it yourself, but it doesn't really matter as 1 is the default value, i.e. without this line the fix is on. The reason your thief doesn't do triple damage is that Master Dagger skill only triples the damage of the dagger itself (and then only sometimes), which is around 10 at most. The bonuses from skills, stats, and spells are not tripled. So it's not very noticeable.
hi

thanks for answer! yea that might be possible because i sometimes saw a bit higher hits ;l

do you maybe know if it is possible to change dagger 3x damage to higher? for example to 10x damage?
i have MMarchive but no idea where should i change it



also, other question, is it possible to change skills? change who can be grandmaster, who master? etc etc

for example i would like to have Druid who can be able to get Grandmaster in Body and Earth magic,
but Sorcerer won't be able to get Grandmaster, but only Master in Earth
and Priest only Master in Body magic

or maybe Druid would be able to be Master in Dark/Light magic

is it possible?

thanks!

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Re: GrayFace MM7 Patch v2.5.5 [Jan 13, 2022]

Postby Tomsod » Jan 15 2022, 8:57

Unfortunately, there's no easy way to tweak triple damage. It's very hard-coded. As for changing learnable skills, you'll want to install MMExtension (see nearby thread), then run the game twice, and it will create a few editable tables in (game folder)\Data\Tables. "Class Skills" is the one you want, just edit it with notepad or whatever.

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Re: GrayFace MM7 Patch v2.5.5 [Jan 13, 2022]

Postby Tomsod » Jan 22 2022, 11:38

I'm getting occasional weird crashes with v2.5.5 of your patch on travelling to a new region, apparently in MMHooks.pas:ArtifactsFoundCount(). Somehow, chest data is being overwritten with endless 0xd7d7d7d7 or 0xd6d6d6d6, and then your code tries to access ArtifactsFound[0xd7d7d7d7], which results in a crash. If I disable that hook, however, the corrupted data seems to disappear later (chest contents are OK). Now, I'm not sure if this is specific to my mod or not (happens rarely, wasn't able to reproduce in a fully vanilla install), but the crashes would most likely disappear if the code checked whether i < 0, or if i were declared as unsigned. Since this is a good idea anyway, please consider fixing it.

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Re: GrayFace MM7 Patch v2.5.5 [Jan 13, 2022]

Postby GrayFace » Jan 22 2022, 15:33

Tomsod wrote: Jan 22 2022, 11:38 I'm getting occasional weird crashes with v2.5.5 of your patch on travelling to a new region, apparently in MMHooks.pas:ArtifactsFoundCount().
Send me the ErrorLog.txt. Though, by that time it's probably too late, better to try to find what causes 0xd7d7d7d7 and 0xd6d6d6d6 in the first place with data breakpoint or something.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: GrayFace MM7 Patch v2.5.5 [Jan 13, 2022]

Postby Tomsod » Jan 22 2022, 17:41

I've tried, it's a rep movsd in some obscure function I've never seen before, and I wasn't able to figure it out. I you wish to investigate it, here's a slightly modified Harmondale map (really, I just opened it in MMEditor and immediately recompiled it back, w/o any changes) that reliably causes the crash to me on a fresh (otherwise vanilla) install. But I'm pretty sure that just adding the check for item ID being less than the first artifact will fix this as well.

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Re: GrayFace MM7 Patch v2.5.5 [Jan 13, 2022]

Postby Mareneusz002 » Jan 22 2022, 23:42

Tomsod wrote: Jan 15 2022, 8:57 Unfortunately, there's no easy way to tweak triple damage. It's very hard-coded. As for changing learnable skills, you'll want to install MMExtension (see nearby thread), then run the game twice, and it will create a few editable tables in (game folder)\Data\Tables. "Class Skills" is the one you want, just edit it with notepad or whatever.
Hi,

The class skills works excellent, thanks again for help!

i should have read about MMextension by myself before, but theres really many info about MM modding in few places,
and sadly im not really good in modding ;l


too bad its not easy to change tripple damage ;l
i really like Thief profession, but the tripple damage isnt really so strong compared to for example Knight profession which is strongest melee dps and tank at once. changing it to 10x damage or even more could balance Thief i think. maybe GrayFace can help with it in some next updates :) :P



i have also few other questions if possible please:

i wanted to upgrade some mobs, and for example change spells they use.
it works good, but some spells which arent used by any monster in game, cannot be added.

for example some mobs use Lightning bolt or Sparks or Shrapmetal and when i change mob spell "Shrapmetal" to "Sparks", it works good, so now mob uses Sparks instead Shrapmetal.

but when i want to change mob spell to spell which isnt in "monsters.txt" file so theres error and it doesnt work
for example change "Sparks" to "Jump" or "Soul drinker"

is it possible to make mobs being able to use for example spell "Jump" or "Soul drinker"?



also, is possible to change power of spells?
for example spell "Day of the gods" at Grandmaster skill does "Increases all seven stats of your characters by (5 * Skill Level)."
is it possible to change it to 10x skill level instead 5x skill level?

or "Shrapmetal" at Grandmaster skill does "Dires nine fragments, fastest recovery time."
is it possible to change it to 1 fragment or 15 fragments instead 9?



also, i dont know if its only me, but most of my .txt files from MM like "monsters.txt" or "mapstats.txt" and probably more files are really "chaotic" and its hard to find anything in right collumn / section / table

hard to explain but theres really mess.
when i want to change anything in these files, for example HP of the mob, i need to spend some time to locate the right collumn..

i have Polish version of MM7 if it matters, and GrayFace patch "Patch for other localized versions of the game"

i can try to upload some screens of it later

any solution to fix it?


Thanks!

Tomsod
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Re: GrayFace MM7 Patch v2.5.5 [Jan 13, 2022]

Postby Tomsod » Jan 23 2022, 0:56

The table text files are tab-separated. There are tricks to have the columns align, depending on the text editor you use, but it's probably simplest to just use TxtEdit, which was made specifically for this purpose.

As for other stuff you asked, none of it is impossible, but it's certainly not easy. You'd need programming skills and experience with a disassembler. Unless you're already a pro, it's probably not worth the effort.


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