This is driving me nuts, but in 7 is there a way to keep the full screen while using the original display and not the borderless one? I had it done at one point but now disabling it just makes it shrink to a small box.
Also, I can't disable the wands sticking around after using all their charges in 7 or the attack spell thing. I put it in the ini and nothing happened.
MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
- theorclair
- Peasant
- Posts: 66
- Joined: 18 Jun 2013
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Hi; this sounds pretty valuable! Thanks! I'll certainly be trying those 2 features soon enough, in the MMMerge branches; then I'll mention, if I succeed or not. And it's good to know that, there is this additional, alternative possibible event.Rodril wrote: ↑31 Oct 2023, 13:59I did not try it in Redone. It current version of Base TrainPerWeek(n) is functional: TrainPerWeek(2) correctly sets it to 2 levels per week. Also there is event related to training time, put this script into General or Global folder to see it in action:Code: Select all
function events.CalcTrainingTime(t) -- t.Time - time taken -- t.House - house, where current character is about to train t.Time = const.Day -- spend one day, instead of one week end
It's because, right now, I just got installed MMMerge Redone; but there, unfortunately, I could'nt reproduce anything so far indeed.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Hello. I have this error.
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
Debug Message at line 5 of ...- Day of the Destroyer\Scripts\Modules\PathfinderDll.lua:
Could not find MMPathfinder.dll - pathfinding disabled.
--------------------------------------------------------------------------------------------------------------------------
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
...y of the Destroyer\Scripts\Global\MonsterPathfinding.lua:473: attempt to index global 'PathfinderDll' (a nil value)
stack traceback:
...y of the Destroyer\Scripts\Global\MonsterPathfinding.lua: in function 'v'
... VIII - Day of the Destroyer\Scripts/Core/EventsList.lua:101: in function <... VIII - Day of the Destroyer\Scripts/Core/EventsList.lua:96>
local variables of 'v':
(*temporary) = nil
(*temporary) = "MonstersProcessed"
(*temporary) = (function: 0x1566ad00)
(*temporary) = "attempt to index global 'PathfinderDll' (a nil value)"
upvalues of 'v':
MonsterWays = (table: 0x158b36a0)
MonStuck = (table: 0x158b36c8)
PathfinderTick = (function: 0x1566b280)
PositionCheck = (function: 0x1566ad00)
IsOutdoor = false
--------------------------------------------------------------------------------------------------------------------------
I have MMPathfinder.dll in ExeMods folder. But game cant find it. How to fix?
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
Debug Message at line 5 of ...- Day of the Destroyer\Scripts\Modules\PathfinderDll.lua:
Could not find MMPathfinder.dll - pathfinding disabled.
--------------------------------------------------------------------------------------------------------------------------
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
...y of the Destroyer\Scripts\Global\MonsterPathfinding.lua:473: attempt to index global 'PathfinderDll' (a nil value)
stack traceback:
...y of the Destroyer\Scripts\Global\MonsterPathfinding.lua: in function 'v'
... VIII - Day of the Destroyer\Scripts/Core/EventsList.lua:101: in function <... VIII - Day of the Destroyer\Scripts/Core/EventsList.lua:96>
local variables of 'v':
(*temporary) = nil
(*temporary) = "MonstersProcessed"
(*temporary) = (function: 0x1566ad00)
(*temporary) = "attempt to index global 'PathfinderDll' (a nil value)"
upvalues of 'v':
MonsterWays = (table: 0x158b36a0)
MonStuck = (table: 0x158b36c8)
PathfinderTick = (function: 0x1566b280)
PositionCheck = (function: 0x1566ad00)
IsOutdoor = false
--------------------------------------------------------------------------------------------------------------------------
I have MMPathfinder.dll in ExeMods folder. But game cant find it. How to fix?
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
What is your operation system? Have you installed the game into "Program Files" folder?
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Please, do the following:
1. Launch the game.
2. On main menu press ctrl+f1 to open debug console.
3. Put this code there:
4. Press ctrl + enter to execute it
5. Send output here.
1. Launch the game.
2. On main menu press ctrl+f1 to open debug console.
3. Put this code there:
Code: Select all
print(mem.dll["MMPathfinder"])
print(AppPath)
for i, v in path.find(AppPath .. "ExeMods\\*") do
print(v.FileName)
end
5. Send output here.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
---- Log File Output: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
nil
C:\Games\Might and Magic VIII - Day of the Destroyer\
MMExtension.dll
MMPathfinder.dll
nil
C:\Games\Might and Magic VIII - Day of the Destroyer\
MMExtension.dll
MMPathfinder.dll
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
That's interesting. Cannot say why it happens. I'll respond later today.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Apparently, there's unnecessary dependency in pathfinder library.vavi wrote: ↑26 Dec 2023, 10:37 ---- Log File Output: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
nil
C:\Games\Might and Magic VIII - Day of the Destroyer\
MMExtension.dll
MMPathfinder.dll
You need microsoft visual c redistributable to make it work in current state, you can get one here:
https://aka.ms/vs/17/release/vc_redist.x86.exe
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
It's working! Thank you, kind man.
Re: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Hello again;Rodril wrote: ↑31 Oct 2023, 13:59I did not try it in Redone. It current version of Base TrainPerWeek(n) is functional: TrainPerWeek(2) correctly sets it to 2 levels per week. Also there is event related to training time, put this script into General or Global folder to see it in action:Code: Select all
function events.CalcTrainingTime(t) -- t.Time - time taken -- t.House - house, where current character is about to train t.Time = const.Day -- spend one day, instead of one week end
As I've mentioned before, I'd bring some feedback, as I would restart playing MMMerge Base.
So, in principle, the script works nicely. And that's enough for the playability that I was looking for.
With just 2 caveats:
1) After Training, on this approach, the Time/clock doesn't automatically goes to 09:00 (am) as conventional Training operates. For some reason, it works, instead, as Travelling. E.g., if Trained at 05:59 (pm), then immediately after Training the Party ends up being at 05:59 (pm) on the next Day(s), instead of being at 09:00 (am) on the next Day(s). What I mean is that it would be nice if the original behavior were maintained.
PS: Maybe, a 'switcher' ON/OFF piece of code, that would allow to toggle between the 2 different ways? and that the default would be Time reseted to 09:00 (am)?
2) As I understand, the script (or something not shown behind its functionality) makes it that the Week (or at least the original 8 Days of Training), becomes the "1 Day"; this whole thing, in itself, solves lots of things in my opinion. But it would be even better if we could set/customize the amount of Days through the script. In such sense, for example: if we could play with the system and customize it even more freely (note that this is not about the Taining 'stacking functionality', which you've already rendered possible to customize in the script): 1 Day of Training (which is the default in the script), to 2 Days of Training, ..., or even 8 Days of Training (exactly like the 'Week' or 8 Days of the original), or even more! and, then, on top of that, we'd be still able to regulate the 'stacking functionality'!
I'm not a programmer, so I don't know if a single script, code-block, in the Mod's context for this game, could handle (make it fit) all those different features/functionalities simultaneously; but it would be really nice if it could.
Anyways, thanks for the attention on the Modding upgrades and to the community!
Who is online
Users browsing this forum: No registered users and 20 guests