GrayFace MM7 Patch v2.4 [Sep 17, 2019]

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby Xfing » Oct 6 2019, 11:57

Anubis wrote:Elven Chainmail (The one you get from the Arcomage quest) -- it has the "Recovery" enchantment on it but I cannot figure out what it does. If that armor is supposed to reduce your recovery rate of your weapons, it doesn't seem to be working.


Aye, I think it's supposed to be that. Overall it seems that most unique items in the games are broken in one way or another, with most enchantments not working or doing something else than described. Not sure if it's been that way since vanilla or only in the patches/Merge, but I think all the unique items from all the games deserve a sweeping look at their code to see if they work as described once and for all. Error reports for individual artifacts or relics have been coming in for years now, looks like the devs were very sloppy when it comes to that part of the game :P

raekuul wrote:Let's talk Reanimate for a moment. The spell only works if the target has less max HP than the spell grants, right?

Well, about that...
Image
The description in both MM7 and MM8 is unclear/incorrect as to how much health each point of skill grants you.
The description is correct in MM6, where it revives 10 HP per point of skill, multiplied by your mastery rank.


I do recall a situation where I cast reanimate on a monster and it was raised only with a certain percentage of its HP (like say, 70% or so). But usually if your Dark skill isn't high enough, you just hear the failure sound play and a message saying "club" displaying on your status bar. A bit weird :D

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby raekuul » Oct 6 2019, 12:04

Anubis wrote:Elven Chainmail (The one you get from the Arcomage quest) -- it has the "Recovery" enchantment on it but I cannot figure out what it does. If that armor is supposed to reduce your recovery rate of your weapons, it doesn't seem to be working.
I think Gray was griping about this in discord a while back - instead of the Recovery enchantment reducing the recovery rate of your weapons, it's supposed to reduce your recovery rate after taking damage.

Xfing wrote:
raekuul wrote:Let's talk Reanimate for a moment. The spell only works if the target has less max HP than the spell grants, right?
I do recall a situation where I cast reanimate on a monster and it was raised only with a certain percentage of its HP (like say, 70% or so). But usually if your Dark skill isn't high enough, you just hear the failure sound play and a message saying "club" displaying on your status bar. A bit weird :D
pics or it didn't happen I have never seen it succeed when my skill level was less than what was needed for 100% success. I will say that I've seen the club failure thing a lot though. Either way, my issue is that the description is inaccurate, especially for MM8 and MMMerge where Basic Dark Magic being 20 HP/skill point would be very, very helpful
Last edited by raekuul on Oct 6 2019, 12:16, edited 3 times in total.
You need to install the base mod first, and then install the latest GrayFace patch on top of that.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby chiyolate » Nov 4 2019, 8:36

edit: nevermind :D
Last edited by chiyolate on Nov 4 2019, 8:49, edited 3 times in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby suzakureborn » Nov 8 2019, 16:14

Hi all,

I've been having some issues with the UI settings in the .ini file. I installed patch v2.4 and edited the scale but am seeing no difference. I am running this on windows 10, have tried running in compatibility mode, but nothing changes the way the UI displays. Any advice?

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby Anubis » Nov 8 2019, 22:03

First, make sure both MM7Setup.exe and MM7.exe are using the WinXP Service Pack 3 compatability mode. Next, go into MM7Setup.exe and change from "Software 3D" to "Hardware Accelerated 3D"

The new UI should work. At that point, you can just launch the game via MM7.exe

If the UI actually works for you and you're talking about tweaking UI settings from the ini file itself and nothing is changing, it could be a permissions issue. Move your MM7.ini file to your Desktop and make any changes there, then move the file back into your main MM7 folder.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby chiyolate » Dec 27 2019, 4:49

I have found something interesting, not sure if it's a bug or a legit advantage...

So, when you're a wizard and choose Dark, you will become a Lich, and it has immunity to Mind and Body spells.
But the strange thing is, there is a hidden cap for the other resistances too (only for Liches), which is 200 for all four Fire, Air, Water, and Earth.
AND if you reach 200 resistance (as a lich), whether using spells or equipping items, you will become immune to those elements!

But this 200-immunity only applies to Liches as far as I know.. I already tried 200 resistances with my Archmages but it still got damage pretty bad at 200 (exact 200) resistance.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby d2r » Mar 28 2020, 19:56

Apparently the "Quest 0" bug is still active (or was it re-introduced?); I have the 2.4 patch installed and working but I just got the "0" quest.

Actually, I just reviewed the patch notes and it looks like most of the "Black Phantom" fixes aren't actually working. The following issues - all fixed according to the patch notes in readme.txt - all occurred in my game:

    1. The anvil on Emerald Isle was labelled "button"

    2. The luck well there doesn't make an auto-note

    3. The guards in Deyja's northern town were hostile

    4. There's no teleporter to the shops in Bracada; just two to the temple.

Interestingly, the video still plays when you move between Thunderfist Mountain and Tunnels to Nighon.

Has anyone else been having similar issues with this version of the patch?

Is it possible to roll back to an earlier version the patch other than by reinstalling the game and then the patch? I could see if the bug was introduced in v2.4.

If you'd like, I can also email you my save files and a copy of the ini.

I'm using the GOG copy of the game, if that's relevant.
Last edited by d2r on Mar 28 2020, 20:39, edited 3 times in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby Anubis » Mar 28 2020, 22:24

Just to note, d2r's issue got resolved on Discord (it was a result of not checking the box that installed new LOD archives for maps or something like that)

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby d2r » Mar 28 2020, 22:42

Yes - although we did discover a separate issue with the installer relating to GOG copies of the game that should probably be looked at.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby d2r » Apr 2 2020, 17:58

A minor visual bug -- enemies with unique names don't reflect them when damaged.

What I mean by that is: when I attack a Cleric of Baa, it says that my character dealt damage to an "Acolyte of the Moon", when I attack Xenofex it says I dealt damage to a Devil Captain etc. The damage text reflects the monster's base type rather than the name it was assigned.

Oddly, this didn't happen when I was fighting Tolberti - it correctly said I did damage to Tolberti rather than "to Blaster Guy".

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby raekuul » Apr 2 2020, 21:25

Tolberti and Robert The Wise are defined as generic enemies rather than as variations of Blaster Guy (more accurately, much like how there's Goblin-Hobgoblin-Goblin Captain, there's Robert the Wise-Tolberti-Blaster Guy C). You could legitimately create a mod with a map populated with multiple Tolberti and Roberts the Wise on opposing factions without having to add new creatures to the creature table.

In other words, yes this is an error with Uniquely Named Monsters. Tolberti and Robert The Wise are not, within the definitions of the game, "Uniquely Named Monsters."
Last edited by raekuul on Apr 2 2020, 21:29, edited 4 times in total.
You need to install the base mod first, and then install the latest GrayFace patch on top of that.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby GrayFace » Apr 7 2020, 18:39

d2r wrote:Yes - although we did discover a separate issue with the installer relating to GOG copies of the game that should probably be looked at.

What issue?
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 v2.4 [Sep 17, 2019]

Postby d2r » Apr 7 2020, 19:14

This is a little complex to explain, so bear with me.

GOG Galaxy, by default, installs the game to C:\Program Files (x86)\GOG Galaxy\Games\Might and Magic 7.

When I attempted to apply the patch and set the GOG Galaxy folder as my game install folder, I received these options:Image

Which doesn't allow for me to fix, say, the MegaDragon, or Thunderfist exits.

However, when I uninstalled the game and then reinstalled it directly into C:\Program Files (x86)\Might and Magic VII instead of via the GOG app, I received these options:

Image

This results in the patch applying properly, although as an unfortunate side effect it breaks running the game via the GOG launcher and forces you to run the executable directly from the folder to play (which has the additional side effect of breaking cloud-based saves).

My theory is that the patch "expects" the game to be installed in C:\Program Files (x86)\Might and Magic VII and misbehaves if it isn't in that exact folder.
Last edited by d2r on Apr 7 2020, 19:16, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby keksua » Apr 8 2020, 20:53

I absolutely love your patches, @GreyFace.
there's some bug notes for next versions
- Flying without MouseLook flying is broken- you change your altitude in direction you face.
- FixMovement=0/1 does nothing. it is a good new experience not having the opportunity co climb whatever you want, but flying mobs cannot overcome any obstacles like they still walking on them but not flying, and all mobs and corpses are now sliding in dungeons.. so it would be nice to have an option to revert this..
Last edited by keksua on Apr 8 2020, 20:54, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby d2r » Apr 9 2020, 21:59

I found another, more obscure bug - when a character is turned into a zombie, the portrait art for other conditions does not appear.

What I mean by that is - there is unique character art for when a character who has been turned into a zombie is also suffering from other conditions (e.g. weakened, poisoned, drunk etc.). When I run a copy of the game without the patch, said art shows when the zombified character gains a condition. WITH the patch, it does not - it flashes the art for a moment and then returns to the regular neutral zombie face.

Normally this isn't super important, but it might become an issue if the zombie in question is knocked out, paralyzed, or turned to stone - their art STILL doesn't update even when it's a critical condition like one of those, meaning that they'd be unable to act and you wouldn't immediately know why.

This is so fringe it generally won't come up, but is worth observing. I can send screenshots if you like.
Last edited by d2r on Apr 9 2020, 22:04, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby Anubis » Apr 19 2020, 22:47

Hello, GrayFace. Hope all is well.

I've been playing DaveHer's MM7Rev4Mod Redone, and I'm getting constant crashes at the Barrow Downs. I suspect it's due to the gargoyles' ability to special summon bats in that mod. (There are other monsters in that mod that are able to special summon that crash me as well). Here is the error log:

If you feel that this is something you don't need to fix since this issue doesn't occur in vanilla MM7, I totally understand. :)

Code: Select all

Time: 2020-04-19 4:21:06 PM (19.04.2020 22:21:06 UTC)
Windows Version 5.1 Service Pack 3

Exception EAccessViolation in module mm7.exe at 00072596.
Access violation at address 00472596 in module 'mm7.exe'. Read of address 462A6686.

Function Calls:

00472596 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + 72596
0046BE13 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BE13
0046BDEB ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BDEB
00463476 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 63476
00462CC8 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 62CC8
00463026 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 63026
004CAC35 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CAC35
004CD889 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CD889
76EF6357 ? C:\WINDOWS\System32\KERNEL32.DLL + 16357
773D7C12 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67C12
773D7BDF ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67BDF

Registers:

EAX = 081A5F68
EBX = 0000178F
ECX = 45CA7620
EDX = 000003E7
ESI = 006A0A1E
EDI = 00000883
EBP = 0019FE14
ESP = 0019FDF8

Stack Trace:

0019FDF8: 00000001
0019FDFC: 00000000
0019FE00: 00DF1A68
0019FE04: 00000004
0019FE08: 00000A63
0019FE0C: 00000002
0019FE10: 00000883
0019FE14: 0050BA60 | Last EBP
0019FE18: 0046BE18 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BE18
0019FE1C: 00DF1A68
0019FE20: 00000001
0019FE24: 000004E7
0019FE28: 00000787
0019FE2C: 3F800000
0019FE30: 00001208
0019FE34: 00000000
0019FE38: 0000014C
0019FE3C: 00000001
0019FE40: 00000004
0019FE44: 0046BDF0 ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6BDF0
0019FE48: 0046347B ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6347B
0019FE4C: 0019FED8
0019FE50: 00000001
0019FE54: 00ACCE38
0019FE58: 00000000
0019FE5C: 00000000
0019FE60: 00000000
0019FE64: 00000000
0019FE68: 0019FED8
0019FE6C: 0019FEE8
0019FE70: 00462CCD ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 62CCD
0019FE74: 00000000
0019FE78: 00000113
0019FE7C: 00005F02
0019FE80: 211129D0
0019FE84: 173CB812
0019FE88: 000002AB
0019FE8C: 00000159
0019FE90: 00000179
0019FE94: 00000000
0019FE98: 00000113
0019FE9C: 00005F02
0019FEA0: 211129D0
0019FEA4: 173C4524
0019FEA8: 000002F8
0019FEAC: 0000025B
0019FEB0: 0046302B ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + 6302B
0019FEB4: 004D7F7E
0019FEB8: 0019FF70
0019FEBC: 00000000
0019FEC0: 004DF174
0019FEC4: 004CAC3A ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CAC3A
0019FEC8: 00000000
0019FECC: 00000000
0019FED0: 00000000
0019FED4: 00000000
0019FED8: 00000000
0019FEDC: 00000000
0019FEE0: 00000000
0019FEE4: 00000000
0019FEE8: 004CD88E ? C:\Program Files (x86)\Might & Magic VII\mm7.exe + CD88E
0019FEEC: 00400000
0019FEF0: 00000000
0019FEF4: 00000000
0019FEF8: 00000001
0019FEFC: 004D7F7E
0019FF00: 004D7F7E
0019FF04: 0031E000
0019FF08: C0000005
0019FF0C: 0122297B
0019FF10: 00000000
0019FF14: 00000044
0019FF18: 01247740
0019FF1C: 01294E98
0019FF20: 01235980
0019FF24: 00000000
0019FF28: 00000000
0019FF2C: 00000000
0019FF30: 00000000
0019FF34: 00000000
0019FF38: 00000000
0019FF3C: 00000000
0019FF40: 00000C01
0019FF44: 00000001
0019FF48: 00000000
0019FF4C: 00000000
0019FF50: 00010001
0019FF54: 00000000
0019FF58: 0019FEFC
0019FF5C: 0019F7BC
0019FF60: 0019FFCC | TExcFrame.next
0019FF64: 004D0F20 | C:\Program Files (x86)\Might & Magic VII\mm7.exe + D0F20
0019FF68: 004DB160
0019FF6C: 00000000
0019FF70: 0019FF80
0019FF74: 76EF6359 ? C:\WINDOWS\System32\KERNEL32.DLL + 16359
0019FF78: 0031E000
0019FF7C: 76EF6340
0019FF80: 0019FFDC
0019FF84: 773D7C14 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67C14
0019FF88: 0031E000
0019FF8C: 88FBBC1F
0019FF90: 00000000
0019FF94: 00000000
0019FF98: 0031E000
0019FF9C: 00000000
0019FFA0: 00000000
0019FFA4: 00000000
0019FFA8: 00000000
0019FFAC: 00000000
0019FFB0: 00000000
0019FFB4: 00000000
0019FFB8: 00000000
0019FFBC: 00000000
0019FFC0: 00000000
0019FFC4: 0019FF8C
0019FFC8: 00000000
0019FFCC: 0019FFE4 | TExcFrame.next
0019FFD0: 773EA040 | C:\WINDOWS\SYSTEM32\ntdll.dll + 7A040
0019FFD4: FFA5206B
0019FFD8: 00000000
0019FFDC: 0019FFEC
0019FFE0: 773D7BE4 ? C:\WINDOWS\SYSTEM32\ntdll.dll + 67BE4
0019FFE4: FFFFFFFF | TExcFrame.next
0019FFE8: 773F8FF6 | C:\WINDOWS\SYSTEM32\ntdll.dll + 88FF6

================================================================================
Last edited by Anubis on Apr 19 2020, 22:50, edited 1 time in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby DaveHer » Apr 19 2020, 22:56

Hi, GrayFace.
I myself got a crash to the desk top at Alvee and other places. I use mm7che.exe to give myself invisibility spell and the fly spell. I flew around for a long time at Alvee with no problem, but the minute I became visible, the monsters at Alvee started using there spell and crash to desk top. There is one other person that reported crashes to desk top. I uploaded this mod to the Modjob website as well. Can you help.
David
Update: I fixed the problem at Alvee, but the problem at Barrow Downs still exist. It is caused be monsters summoning other monster. I may have to disable that feature. I know how. I did not want to.
David
Last edited by DaveHer on Apr 23 2020, 15:40, edited 2 times in total.

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby GrayFace » Apr 24 2020, 4:23

d2r wrote:My theory is that the patch "expects" the game to be installed in C:\Program Files (x86)\Might and Magic VII and misbehaves if it isn't in that exact folder.

It doesn't. That's some weird thing happening with the installer script I'll need to look into.

keksua wrote:- Flying without MouseLook flying is broken- you change your altitude in direction you face.

What do you mean?

keksua wrote:- FixMovement=0/1 does nothing. it is a good new experience not having the opportunity co climb whatever you want, but flying mobs cannot overcome any obstacles like they still walking on them but not flying, and all mobs and corpses are now sliding in dungeons.. so it would be nice to have an option to revert this..

Looks like you're using an old version.

d2r wrote:I found another, more obscure bug - when a character is turned into a zombie, the portrait art for other conditions does not appear.

Doesn't happen for me. Send me the save game and the situation in which it happens plz.

DaveHer wrote:Update: I fixed the problem at Alvee, but the problem at Barrow Downs still exist. It is caused be monsters summoning other monster. I may have to disable that feature. I know how. I did not want to.

The summon effect is what's causing the crash. Have you changed spells in Data\Tables\ObjList.txt? Would it happen if you just give gargoyles summon in the regular MM7 + my patch?
Last edited by GrayFace on Apr 24 2020, 4:24, edited 1 time in total.
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 v2.4 [Sep 17, 2019]

Postby d2r » Apr 24 2020, 4:53

GrayFace wrote:Doesn't happen for me. Send me the save game and the situation in which it happens plz.


What email address should I send it to?

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Re: GrayFace MM7 Patch v2.4 [Sep 17, 2019]

Postby GrayFace » Apr 24 2020, 6:11

d2r wrote:What email address should I send it to?

sergroj at mail ru
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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