GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

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SpectralDragon
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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby SpectralDragon » Dec 9 2020, 9:47

Another thing that would be nice is if the Merchant Guild in Ravenshore could be made to not respawn. I think it's set to respawn after two years, along with the Ravenshore area itself? That's a long enough time if you have teleportation magic, but on solo playthroughs, you can run into trouble with that. And you really need the extra inventory space. I feel like this place was intended to be for storage, like the Harmondale castle in MM7, but having it respawn along with the area ruins that. But maybe it's hardcoded that way? I know I could use the adventurer's inn character inventory for storage, but that always feels a little unintended/cheaty. Either way, it feels bad when the game tells you to use it for storage and then overwrites your storage.

I don't remember if Goblinwatch in MM6 was set to not respawn at some point? It would obviously be good if it didn't for the same reason. I think people use that place for storage as well.
They're actually using Goblinwatch to store their stuff in many videos I've saw, so I'm supporting all of that.
:gong:
As is written above and another question, how are the color-coordinated enemies going on (ones that you don't see to be color-coordinated in the vanilla version, like Boulders, Elementals and Crystal Dragons)? :)
Yes?

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby cthscr » Dec 9 2020, 10:05

Take 'mapstats.txt' from EnglishT.lod, change 'Refill Days' column value for row '20'/'Merchant House of Alvar' to something like 67200. Put file into DataFiles directory.

Goblinwatch has refill value of 672 days set in mapstats.txt. As well as Castle Harmondale.
Last edited by cthscr on Dec 9 2020, 10:07, edited 1 time in total.

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby Macros the Black » Dec 9 2020, 12:19

Take 'mapstats.txt' from EnglishT.lod, change 'Refill Days' column value for row '20'/'Merchant House of Alvar' to something like 67200. Put file into DataFiles directory.

Goblinwatch has refill value of 672 days set in mapstats.txt. As well as Castle Harmondale.
Done, thanks. :applause: :)
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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby J. M. Sower » Dec 24 2020, 13:31

GrayFace, I saw someone was writing about bug with consuming potions etc. when using UI layout. I have the same. And I saw something confusing. Problem disappears after instaling MMMerge mod, also with newest updates where is used that newest MM8 patch. So maybe Rodril have found some way to fix it? But I tried to replace some files in my mod to his, and still there is the bug. :wall: There is any way to fix that? Or maybe we need to wait for your next patch? Huh, below is my error log.

Code: Select all

Time: 24.12.2020 14:31:31 (24.12.2020 13:31:31 UTC) Windows Version 4.10 Exception EAccessViolation in module MM8patch.dll at 0005B74D. Access violation at address 03B1B74D in module 'MM8patch.dll'. Read of address 043EA108. Function Calls: 03B1B74D | D:\Might and Magic VIII LOD\MM8patch.dll + 5B74D 03B1B80A | D:\Might and Magic VIII LOD\MM8patch.dll + 5B80A 03B283AE ? D:\Might and Magic VIII LOD\MM8patch.dll + 683AE 03B1BCD8 | D:\Might and Magic VIII LOD\MM8patch.dll + 5BCD8 03B1C0A2 ? D:\Might and Magic VIII LOD\MM8patch.dll + 5C0A2 03B2824A | D:\Might and Magic VIII LOD\MM8patch.dll + 6824A 03B32885 | D:\Might and Magic VIII LOD\MM8patch.dll + 72885 0049D247 | D:\Might and Magic VIII LOD\mm8.exe + 9D247 03B32D56 ? D:\Might and Magic VIII LOD\MM8patch.dll + 72D56 0048FB88 ? D:\Might and Magic VIII LOD\mm8.exe + 8FB88 0043E374 | D:\Might and Magic VIII LOD\mm8.exe + 3E374 00461856 | D:\Might and Magic VIII LOD\mm8.exe + 61856 00461114 ? D:\Might and Magic VIII LOD\mm8.exe + 61114 00460FAE ? D:\Might and Magic VIII LOD\mm8.exe + 60FAE 779CD791 ? C:\Windows\SYSTEM32\ntdll.dll + 4D791 779F341A ? C:\Windows\SYSTEM32\ntdll.dll + 7341A 74852B0C ? C:\PROGRA~1\AVASTS~1\Avast\x86\aswhook.dll + 2B0C 7763EFE4 ? C:\Windows\System32\KERNELBASE.dll + 10EFE4 616661ED ? C:\Windows\SYSTEM32\AcGenral.DLL + 461ED 03B1CD57 ? D:\Might and Magic VIII LOD\MM8patch.dll + 5CD57 03B1CD73 ? D:\Might and Magic VIII LOD\MM8patch.dll + 5CD73 03B2C52F ? D:\Might and Magic VIII LOD\MM8patch.dll + 6C52F 03B37E10 ? D:\Might and Magic VIII LOD\MM8patch.dll + 77E10 03B36801 ? D:\Might and Magic VIII LOD\MM8patch.dll + 76801 004DC906 ? D:\Might and Magic VIII LOD\mm8.exe + DC906 776215BB ? C:\Windows\System32\KERNELBASE.dll + F15BB 77466357 ? C:\Windows\System32\KERNEL32.DLL + 16357 779E8942 ? C:\Windows\SYSTEM32\ntdll.dll + 68942 779E890F ? C:\Windows\SYSTEM32\ntdll.dll + 6890F Registers: EAX = 043EA108 EBX = 00000500 ECX = 000000EF EDX = 000007FF ESI = 00000001 EDI = 3ACEBA30 EBP = 0019FAF4 ESP = 0019FAE8 Stack Trace: 0019FAE8: 0019FB78 0019FAEC: 000007FF 0019FAF0: 00000280 0019FAF4: 0019FBCC | Last EBP 0019FAF8: 03B1B80F | D:\Might and Magic VIII LOD\MM8patch.dll + 5B80F 0019FAFC: 000000F0 0019FB00: 0439F108 0019FB04: 00000140 0019FB08: 000000F0 0019FB0C: 1E0739C8 0019FB10: 7FD20010 0019FB14: 03B283B3 ? D:\Might and Magic VIII LOD\MM8patch.dll + 683B3 0019FB18: 0019FDAC | TExcFrame.next 0019FB1C: 03B285ED | D:\Might and Magic VIII LOD\MM8patch.dll + 685ED 0019FB20: 0019FBCC | TExcFrame.hEBP 0019FB24: 04353E88 0019FB28: 03DC2600 0019FB2C: 3ACEBA30 0019FB30: 00000000 0019FB34: 00000000 0019FB38: 00000000 0019FB3C: 00000000 0019FB40: 00000000 0019FB44: 00000000 0019FB48: 00000000 0019FB4C: 00000000 0019FB50: 00000000 0019FB54: 00000000 0019FB58: FFFFF936 0019FB5C: FFFFFEF9 0019FB60: 000000B6 0019FB64: 00000331 0019FB68: 000000F0 0019FB6C: 00000000 0019FB70: 00000690 0019FB74: 00000438 0019FB78: 00000000 0019FB7C: 00000000 0019FB80: 00000281 0019FB84: 0000022A 0019FB88: 3ACA1AF8 0019FB8C: 3ACA1C26 0019FB90: 1E0739C8 0019FB94: 000001E0 0019FB98: 00000280 0019FB9C: 42FF0010 0019FBA0: 04353E88 0019FBA4: 0000005B 0019FBA8: 00000124 0019FBAC: 000000AD 0019FBB0: 0000022A 0019FBB4: 00000000 0019FBB8: 00000000 0019FBBC: 3ACEBA30 0019FBC0: 03DC2600 0019FBC4: 00000000 0019FBC8: 00000000 0019FBCC: 0019FC14 | Last EBP 0019FBD0: 03B1BCDB | D:\Might and Magic VIII LOD\MM8patch.dll + 5BCDB ================================================================================

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GrayFace
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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby GrayFace » Dec 26 2020, 15:53

As is written above and another question, how are the color-coordinated enemies going on (ones that you don't see to be color-coordinated in the vanilla version, like Boulders, Elementals and Crystal Dragons)? :)
I have so many things I should release...
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 MM8 Patch v2.4.1 [Sep 20, 2019]

Postby SpectralDragon » Dec 26 2020, 16:04

I have so many things I should release...
No doubt. Still eager for ´em all ... and I hope you´re staying safe in those insane times we´re in.
Yes?

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby raekuul » Mar 15 2021, 12:02

I know from experimenting with Might and Magic 7 that you can play arbitrary music instead of the "official" soundtrack. Which cd tracks in MM8 correspond to which regions? (Note: having this list would also let us make "improved" album tags for the official soundtrack since then we could say "Ironsand Desert" instead of "Exploration Theme 5")
Last edited by raekuul on Mar 15 2021, 12:04, edited 3 times in total.

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby cthscr » Mar 15 2021, 19:25

Which cd tracks in MM8 correspond to which regions?
See "Redbook track" column of MapStats.txt.

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby Xfing » Jun 9 2021, 20:13

There's this one thing, it's a global issue and has been there ever since vanilla MM7 and 8, so I didn't want to post about it in the merge thread:

the Heal spell says it's possible to cast it on distant targets from Expert level onwards. But it works that way from Normal already. The cursor should be idle on Normal when clicking on anything else than character portraits, like it is with party-specific spells like normal Bless etc.
Last edited by Xfing on Jun 9 2021, 22:19, edited 2 times in total.

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby Corylea » Jun 28 2021, 23:54

I started a new MM8 game, for the first time in several years, and I was thrilled to find your mod that allows us to make ALL of our own party members, instead of only one. Thanks for the enormous amount of work you've put into this and for your generosity in sharing it with all of us.

I used to mod The Witcher -- the first one -- and I know that if ten thousand people download a mod, maybe a dozen of those people will bother to say thanks. So I wanted to make sure to say thank you!

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby tomchen1989 » Jul 7 2021, 21:41

Same as the one discussed here:
https://www.celestialheavens.com/forum/ ... 96#p380696

In <GAME_FOLDER>\Scripts\General\, create a text file named "RanOnce.lua", put the following code in the file and save it:

Code: Select all

-- We have to watch the whole introductory movie after a fresh new installation of MM6, 7 or 8 (including MMMerge). -- With this script, you can close the movie with Esc key. local mmver = offsets.MMVersion if mmver == 8 then mem.nop(0x463EF0, 2) elseif mmver == 6 then mem.nop(0x457BA4, 2) end
(it seems MM7 does not have this problem, it only exists in MM6 and 8. And the above code is a complete solution for MM6/8 with GrayFace Patch and MMExtension)

It will allow Esc key during the first-time introductory movie.

This should be put into the next version of the MM6 and 8 patch.
Last edited by tomchen1989 on Jul 7 2021, 21:45, edited 1 time in total.

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby Xfing » Jul 9 2021, 6:31

Another thing that would be nice is if the Merchant Guild in Ravenshore could be made to not respawn. I think it's set to respawn after two years, along with the Ravenshore area itself? That's a long enough time if you have teleportation magic, but on solo playthroughs, you can run into trouble with that. And you really need the extra inventory space. I feel like this place was intended to be for storage, like the Harmondale castle in MM7, but having it respawn along with the area ruins that. But maybe it's hardcoded that way? I know I could use the adventurer's inn character inventory for storage, but that always feels a little unintended/cheaty. Either way, it feels bad when the game tells you to use it for storage and then overwrites your storage.
Yeah, this is one of the ills of MM8 - and worse still, the Merchant House of Alvar can sometimes fool you into thinking that it doesn't respawn, because it does only every 2 years, which is a rather long time. But still, it does - so storing items there is a no-no, even though the game itself encourages you to do so (only to bitterly disappoint you later). I do recall GrayFace releasing a text file based fix for this years ago already, it was called MerchAlvFix or something like this - I think this was in the early years of MMExtension actually. I don't remember if I still have it or whether it actually worked for me, but an integrated, permanent solution would definitely beat it. It could be equally helpful for the Merge, because there are plenty of artifacts and relics to store and not many places to do so. I personally usually just clean out most adventurers' inventories in the Adventurers' Guild and then just start dumping the rare stuff into their inventories, I've found that to work nicely. But yeah, it'd be nice to be able to use (all three?) chests in the Merchant House without fearing they'll disappear.

As for Goblinwatch, I'm not sure if it was ever intended for player inventory storage, though granted, many players seem to use it that way in their playthroughs. But yeah, that building also respawns every 2 years, so maybe it didn't in the base game or it was a bug? Some people are pretty sure they've used it for storage reliably, so no idea about that.

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby raekuul » Jul 9 2021, 10:31

MM6 never really needed long-term storage, though, since the seer was actually smart there and wouldn't give back quest items for quests you'd already completed and almost every persistent item gets turned in at some point (or is in the Super Goobers chest, which gets stopped by the "quests you'd already completed" clause) or can be ditched without loss of quest completion.

MM7 offered long-term storage but you only really needed that if you intended to go back to the Shoals after delivering the Oscillation Overthruster, since the Wetsuits are the single largest items you can carry. ...now that I think about it, will your Judge give you new wetsuits if you somehow lose yours?

MM8 is the one that needs long-term storage the most, simply because you have too many persistent items and the Seer doesn't properly distinguish between "quest completed" and "quest incomplete." That stupid Retrieve The Sarcophagus quest most readily comes to mind, but you also cannot rid yourself of the Axe of Balthazar or the Sword of Whistlebone, both of which regenerate with their associated regions (Dark Dwarf Compound and Garrote Gorge, respectively).

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby justl » Jul 15 2021, 4:25

hi grayface,

xfing meant to put that too your attention:
https://www.celestialheavens.com/forum/ ... 00#p384916

justl

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby GrayFace » Jul 15 2021, 18:01

Another thing that would be nice is if the Merchant Guild in Ravenshore could be made to not respawn.
Yes, that definitely needs fixing.
MM6 never really needed long-term storage, though, since the seer was actually smart there and wouldn't give back quest items for quests you'd already completed and almost every persistent item gets turned in at some point (or is in the Super Goobers chest, which gets stopped by the "quests you'd already completed" clause) or can be ditched without loss of quest completion.
I strongly disagree. Quest items are a tiny fraction in the items I need to store.
MM8 is the one that needs long-term storage the most
It has by far the best long-term storage, easily accessible from 2 maps, it's the Adventurers' Inn.
As for Goblinwatch, I'm not sure if it was ever intended for player inventory storage, though granted, many players seem to use it that way in their playthroughs. But yeah, that building also respawns every 2 years, so maybe it didn't in the base game or it was a bug? Some people are pretty sure they've used it for storage reliably, so no idea about that.
MM6 games rarely last for 2 years.

@justl, I'm reluctant to fix texts in MM8 for now, but I've added it to the list.
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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby GrayFace » Jul 15 2021, 18:12

I do recall GrayFace releasing a text file based fix for this years ago already, it was called MerchAlvFix or something like this - I think this was in the early years of MMExtension actually.
It's a very easy MapStats.txt fix. I don't even remember doing it, but I still have it: https://www.dropbox.com/s/kew58i88sjlw5 ... x.rar?dl=1
I'll ping cthscr about it for the Merge.
[edit] cthscr responded that it's already fixed there.
Last edited by GrayFace on Jul 15 2021, 18:28, edited 1 time in total.
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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby Xfing » Jul 16 2021, 6:17

I don't think it is in Rodril's main branch.

Also, MM6 games rarely coming up to 2 years? Wow, I had no idea, mm6 is by far the biggest of the games. Does training work somewhat differently there or something?
Last edited by Xfing on Jul 16 2021, 6:42, edited 1 time in total.

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby raekuul » Jul 16 2021, 10:29

I believe MM6 is subtly bugged and that it's one week per session rather than one week per level, but I haven't tested exhaustively. I do know that Enroth areas are more likely to cycle over in Merge than in Vanilla (the Hive being a notable exception since its refresh timer is one week) so there is a difference in something.
Last edited by raekuul on Jul 16 2021, 10:30, edited 2 times in total.

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Re: GrayFace MM8 Patch v2.4.1 [Sep 20, 2019]

Postby Tomsod » Jul 16 2021, 11:09

I believe MM6 is subtly bugged and that it's one week per session rather than one week per level, but I haven't tested exhaustively. I do know that Enroth areas are more likely to cycle over in Merge than in Vanilla (the Hive being a notable exception since its refresh timer is one week) so there is a difference in something.
Yep, in MM6 training always lasts 8 days, no matter how many levels you gain. Although I never considered that a bug, but rather a feature, and one NWC should have kept in the later games. 8 days per level is rather unfair to players that try to get a high score; I usually complete MM7 at level 15-20 as the result.


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