Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

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Templayer
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Templayer » Apr 29 2019, 15:45

On the Tracker:

Reported by: Polyhedricus » Apr 28, 2019, 21:21
I couldn’t figure out exactly why it happened, but the first three times I killed the Reactor in the Devil Hive, the walls did not lower. When I killed it slowly, it opened as normal. I think maybe killing it too fast might’ve bugged it out, or possibly killing it with Dragonfire.
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: www.youtube.com/Templayer

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby kristal » Apr 29 2019, 18:10

Errors I found yesterday:
Margarita in the greeting does not tell about the emerald Isle.
On the emerald Isle, you can learn the skill of Plate.
An old judge in Harmondale gives horseshoes and quest items from the emerald Isle.
Troglodytes don't fight with the slugs in the cave of the White rock.

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DaveHer
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby DaveHer » Apr 29 2019, 18:29

Rodril wrote:
DaveHer wrote:I exported a map, from the game, of Castle Ironfist and imported it in to blender and got a tiny land mass. Would this be correct?

MM models are quiet big compared to Blender measure system, setup camera to view them properly: https://www.dropbox.com/s/h6jf5zx2vw6ki ... a.png?dl=0
Not necessary to change any settings for import neither for export. I'm using default.

I have been using an old version of blender (2.6.2) because it is the only version that can export morrowind meshes. I am going to have to get the new version and learn it. They should be similar. The old version can not clip the camera end at 100000. Also check my morrowind mod click on images and see if there are any meshes you might use in the merge. You are welcome to them. The link is under all my posts. Thanks again for your help. :tsup: I took a screen shot of the set up. You may remove it if you like.
David
Last edited by DaveHer on Apr 29 2019, 18:32, edited 1 time in total.
My Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
monstrosity compatible/MM678merge here is link https://www.nexusmods.com/mightandmagicviii/mods/2

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Templayer » Apr 29 2019, 18:54

kristal wrote:Errors I found yesterday:
Margarita in the greeting does not tell about the emerald Isle.
On the emerald Isle, you can learn the skill of Plate.
An old judge in Harmondale gives horseshoes and quest items from the emerald Isle.
Troglodytes don't fight with the slugs in the cave of the White rock.

Added to the Bug Tracker.
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: www.youtube.com/Templayer

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Daedros » Apr 29 2019, 22:27

Supreme Plate doesn't have a graphic for Trolls. Kind of wierd, since Zeus and Pellinore do, both are Artifact/Relic Plates as well.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Daedros » Apr 30 2019, 4:58

Completing quests in Jadame does not appear to be giving regional reputation.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby justl » Apr 30 2019, 7:53

hi,

mm6: anyone noticed that the shield-master in blackshire doesnt give grandmaster also?

found this beauty in the alchemy shop@eel infested waters:
Image
(seemingly with no selling text)

justl
Last edited by justl on Apr 30 2019, 8:05, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Xfing » Apr 30 2019, 13:12

justl wrote:hi,

mm6: anyone noticed that the shield-master in blackshire doesnt give grandmaster also?

found this beauty in the alchemy shop@eel infested waters:
Image
(seemingly with no selling text)

justl


LOL :D

I think as a rule no tier 6 items should be appearing in shops, and that counts for relics/artifacts as well as the highest quality generic gear.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby justl » Apr 30 2019, 15:40

one more thing i noticed:

the memory crystals gave some kind of buzzing sound at the 4 locations (where you had to procure them) ... this is now missing

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Templayer » Apr 30 2019, 18:06

Daedros wrote:Supreme Plate doesn't have a graphic for Trolls. Kind of wierd, since Zeus and Pellinore do, both are Artifact/Relic Plates as well.

Daedros wrote:Completing quests in Jadame does not appear to be giving regional reputation.

justl wrote:mm6: anyone noticed that the shield-master in blackshire doesnt give grandmaster also?
found this beauty in the alchemy shop@eel infested waters:
*picture*
(seemingly with no selling text)

justl wrote:the memory crystals gave some kind of buzzing sound at the 4 locations (where you had to procure them) ... this is now missing

Added to the Bug Tracker.
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: www.youtube.com/Templayer

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Zephez » May 1 2019, 1:50

I'm very excited to try this for the first time! However, when I start the game it crashes almost directly after the starting video. The image of a woman sitting at a table with a skull appears for a few seconds then the game just crashes to the desktop. I installed MM8 via CD, then the MM 6,7,8 merge, then Greyface's MM8 patch V 2.2.
I want to attach a copy of my errorlog.txt, but I see no way to do it and it's way too long to post here.
It does say "Exception EAccessViolation in module mm8.exe at 000527BE.
Access violation at address 004527BE in module 'mm8.exe'. Read of address 00000001.", if that helps at all.

Anyone have any thoughts on why it keeps crashing?
Last edited by Zephez on May 1 2019, 2:34, edited 1 time in total.

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Rodril » May 1 2019, 8:01

Zephez wrote:Access violation at address 004527BE in module 'mm8.exe'. Read of address 00000001.", if that helps at all.

This happens, when Placemon.txt from EnglishT.lod have less than 130 lines. Are you sure, you've installed mod (1.7 gb) and not the update? Also you should not install patch, it is already included. Try to do following:
1. Download mod files from MEGA: https://mega.nz/#!6vRXHKIJ!DcZJCAEt1RHh ... h8Zn2QA_sE
2. Unpack them into game folder replacing existing.
3. Download latest update: https://www.dropbox.com/s/sbjfuef2n16gr ... 9.zip?dl=0
4. Unpack it into game folder, replacing existing files.
5. Launch game, first start have to take up to 15 min.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Templayer » May 1 2019, 9:15

Zephez wrote:I'm very excited to try this for the first time! However, when I start the game it crashes almost directly after the starting video. The image of a woman sitting at a table with a skull appears for a few seconds then the game just crashes to the desktop. I installed MM8 via CD, then the MM 6,7,8 merge, then Greyface's MM8 patch V 2.2.
I want to attach a copy of my errorlog.txt, but I see no way to do it and it's way too long to post here.
It does say "Exception EAccessViolation in module mm8.exe at 000527BE.
Access violation at address 004527BE in module 'mm8.exe'. Read of address 00000001.", if that helps at all.

Anyone have any thoughts on why it keeps crashing?

As Rodril has already mentioned, you are NOT supposed to install the GrayFace's patch on top of the Merge. Use his instructions.
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: www.youtube.com/Templayer

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Templayer » May 1 2019, 15:20

So I had some time today, so I have reworked the Tracker. Enjoy. ^_^

Now it should be much easier to use and read.

Few new sections (like the very first one).
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: www.youtube.com/Templayer

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Double_Trouble » May 1 2019, 17:36

Will I lose out much if i play MM6 for the first time with this mod? The looks of the game are just so much better. I have completed MM7 and MM8 multiple times, so im not a noob to the series overall.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby justl » May 1 2019, 18:50

some time, when i wanna update a skill with an expert/master i get this error message and the game quits:
——————————————————————————————————————————————————————————————————————————————————
...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360: attempt to index a nil value

stack traceback:
...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360: in function <...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:356>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1653: in function <Scripts/Core/RSMem.lua:1650>

arguments of '...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360':
d = (table: 0x131e7ca8)

local variables of '...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360':
PromotionName = "High Priest"
(*temporary) = nil
(*temporary) = 50
(*temporary) = 3
(*temporary) = "attempt to index a nil value"

upvalues of '...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360':
GetPromName = (function: 0x04acb3c8)
SkillToLearn = 2
NamesCache = (table: 0x04acb3a0)
----------------------------------------------------------------------------------
>

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Templayer » May 1 2019, 20:43

Double_Trouble wrote:Will I lose out much if i play MM6 for the first time with this mod? The looks of the game are just so much better. I have completed MM7 and MM8 multiple times, so im not a noob to the series overall.

This mod adds stuff on top of MM6, it doesn't really detract from the MM6 experience. It is even purist enough to not allow monster races like Minotaurs and Trolls from MM8 when starting on MM6 unless you use an unlocker from the Tracker.
So you shouldn't really lose anything by the Merge version of MM6 being your first time playing MM6. In fact a lot of stuff from MM7 and 8 is added, and you would probably find the absence of such things jarring (like the absence of Grandmaster level of things in MM6 - that was added in MM7!).
The only thing that you will find missing are some spells that were removed in MM7 and MM8 (or replaced with other spells), which aren't implemented, and that you won't be able to play with quite a lot of MM6 armours, since the paperdoll inventory sprites were repainted to the MM8 style, so only MM8 armours, MM6&7 artifact and relic armours and a few fan-repainted armours from MM6&7 are available.
Weapons though are combined from all three games.

My recommendation? Play it within the Merge. You can then proceed to MM7 and MM8 continents, and also do the new storyline as well. Check the tracker in my signature for quite a lot of additional info (I have reworked it today to be more laic-friendly).

EDIT: Don't forget to select the MM6-themed user interface! :hoo:

justl wrote:some time, when i wanna update a skill with an expert/master i get this error message and the game quits:
——————————————————————————————————————————————————————————————————————————————————
...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360: attempt to index a nil value

stack traceback:
...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360: in function <...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:356>
[C]: in function 'pcall'
Scripts/Core/Common.lua:102: in function 'pcall2'
Scripts/Core/RSMem.lua:1653: in function <Scripts/Core/RSMem.lua:1650>

arguments of '...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360':
d = (table: 0x131e7ca8)

local variables of '...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360':
PromotionName = "High Priest"
(*temporary) = nil
(*temporary) = 50
(*temporary) = 3
(*temporary) = "attempt to index a nil value"

upvalues of '...he Destroyer\Scripts\Structs\After\RemoveClassLimits.lua:360':
GetPromName = (function: 0x04acb3c8)
SkillToLearn = 2
NamesCache = (table: 0x04acb3a0)
----------------------------------------------------------------------------------
>

Added to the Bug Tracker.
Last edited by Templayer on May 1 2019, 20:51, edited 1 time in total.
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: www.youtube.com/Templayer

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Double_Trouble » May 1 2019, 21:32

Cool, I will play with the merge then. Then one more (probably stupid) question: how do I use the MM6 themed user interface?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Liivvulonkulaas » May 1 2019, 23:17

Hey, I'm new here but not new to mm7 and 8, lol. Anyway, I didn't know if anybody else has asked this, so apologies, but whenever I start in Jadame all the places the doors on Dagger Wound Island are shuffled. Basically, without leaving the island, I can play ~10 games of acromage and see several kings, queens, princes, princesses, and other royals. I have also seen late-game items from 7 on the island. I've only put this merge and a patch on an otherwise clean installation of MM8. I also should tell you this is not a GoG copy of it; I've been playing this merge mod tho, as it seems to work except for a save game starting in Jadame renders me trapped on the island.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Daedros » May 1 2019, 23:39

Unicorn King isn't spawning on June 24th.


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