Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

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

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cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby cthscr » Aug 30 2020, 6:44

ReiVerme wrote:But there's a problem. The pixel scaling seems off, especially when you look at the text, unlike when I run the game in software mode. Is there a INI option to improve it? Also, is there an option to completely disable texture filtering on 3D elements?

I guess you'd better ask GrayFace in MM8Patch topic. Especially if it's the same for vanilla MM8 patched by his patch.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Chateman » Aug 30 2020, 8:49

Chateman wrote:
Rodril wrote:
Wondersausage wrote:Help sure appreciated - Save game http://www.pcdominion.com/quicksave.lod

Thank you. I could not figure out, what causes that. When i load this savegame, guards are not hostile for me (at least in New Sorpigal).
Try to do following:
1. Put this file into "Data\Tables" folder, replacing existing: https://www.dropbox.com/s/qg1ynu8r5aaxh ... s.txt?dl=0
2. Launch game and load your savegame.
3. Enter any map with previously hostile guards, if they are hostile, open debug console with ctrl+f1 and execute this code with ctrl+enter:

Code: Select all

for i,v in Map.Monsters do
      if v.Group == 38 or v.Group == 55 then
         v.Hostile = false
      end
   end

4. Check if they will become hostile again anytime soon, and tell me if they do.
I need more time to understand what could cause it.


Hello everyone !

I had the same issue just after doing "Abandonned Temple". I clear the rooms and pick-up what i could. But when i coming back to City, i have 3 characters in poison statuts and 1 of them is in yellow poison statut. However, guards become hostile when i approach the city.

I tried to open the debug console but the shortkey doesn't work. I delete and reinstall MM8 + Merge MOD, but same thing. I open the "DebugConsoleKey" file to see the shortkey but it seems it's still Ctrl + F1. These opens nothing :/ I can't fixe it by my own. (But when i do CTRL+F2 i got double speed just like it a pushed F2 alone).
How can i open the debug console or how i can change the shortkey ?

Thanks a lot for this huge mod, it's a new game :)


I found that i have -200 in reputation (I'm Hatred with the shotkey W) without killing any civilians or guards. I just finish the Abandonned Temple.

I will try to change this value in tables without the console (which doesn't want to appear. But when if the game crashed, it is there ^^)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Phobos » Aug 30 2020, 10:36

@Chateman Delivering the Candelabra gives a penalty to Reputation. -200 is the value from original MM6, which seems to have carried over to the merge.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Xfing » Aug 30 2020, 13:38

cthscr wrote:
Xfing wrote:In MM7:
- It went from -50 to +50

I suspect it's -10000..10000 like in MM8 actually.


Well, you get the highest and lowest possible reputation categories at 25 and -25, and I remember having -40 in Stone City after killing all the Trogs - it made all prices extremely low already even despite the mediocre skill of my cleric in Merchant at the moment.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Roxterat » Aug 30 2020, 17:43

cthscr wrote:
Roxterat wrote:Now, I've found ID number in \Data\Tables\MonList.txt (+1 to use), but where can find the NPC ID?

NPCData.txt, of course. And ID is in Monsters.txt. (And both of them are inside EnglishT.lod.)

Great. Now the next step - to open a .lod file. :D
Any recommendations?
Anyways, thanks for advice..

Edit: Never mind, MMArchive, got it. :D (Thanks GrayFace!)
Last edited by Roxterat on Aug 30 2020, 18:19, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Treesprite17 » Aug 30 2020, 20:00

ReiVerme wrote:This patch is absolutely amazing! I still can't believe I can play these classic RPGs in ultrawide!

But there's a problem. The pixel scaling seems off, especially when you look at the text, unlike when I run the game in software mode. Is there a INI option to improve it? Also, is there an option to completely disable texture filtering on 3D elements?

Image
Image


Hey, on your screenshot, Where it says 'Gwydion The Knight: Good' , how do I make this writing appear in that place, as in above the character portraits? Since reinstalling from fresh with all latest patches my writing which shows info is now AT THE TOP of the screen, instead of above the character portraits. I mush prefer it above the character portraits like yours as it is how it used to be and I can read it better. Thanks :)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Roxterat » Aug 31 2020, 1:17

Treesprite17 wrote:
Roxterat wrote:Hello all,
I like MM7 bottle (potions) textures more than those in merged game,
is there a way to replace (activate) those instead?
Thank you, big fan here!


Hello! I cannot help you as I do not know myself but I would also love to know if this is possible. I love both MM6 and MM7 potion bottles so much more than MM8's :D


I've made it. :D
Download MMArchive here to open .lod files (scroll down):
https://grayface.github.io/mm/
Open icons.lod in Data.
Extract 7item160 - 7item7item181.
Rename those to item177 - item198.
Replace 178 and 183 (red and purple are probably mixed up).
Move items into icons.lod (replacing mm8 original skins - backup will be created in folder).
--You can also use an icon with some better skin for red potion, 7obj161 in sprites.lod but you might need to edit that a little, replacing everything teal into black and black parts or bottle into non-black to make it work as it's supposed to.
Salute!
Last edited by Roxterat on Aug 31 2020, 1:23, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Chateman » Aug 31 2020, 10:02

Phobos wrote:@Chateman Delivering the Candelabra gives a penalty to Reputation. -200 is the value from original MM6, which seems to have carried over to the merge.


Oh thanks you ! -200 is awful ! It is very high. The value has to be changed ?
I went to Church after doing other quests to donate and get back to +5 Neutral.

Thanks you !

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby raekuul » Aug 31 2020, 10:05

Yeah, if you're concerned about reputation effects, the MM6 quests will have the widest swings - Candelabra is -200, Exposing the Traitor is something like +5000 (enough to go from Neutral to Saintly in one go, I think? I almost always have to do this right before I go get Master Light in vanilla), and obtaining the Ritual of the Void is a penalty whose value I don't actually remember at the moment.
You need to install the base mod first, and then install the latest GrayFace patch on top of that.
The key to cross-timeline travel is casting Town Portal at a High Magic Spot.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Treesprite17 » Aug 31 2020, 13:42

Roxterat wrote:
Treesprite17 wrote:
Roxterat wrote:Hello all,
I like MM7 bottle (potions) textures more than those in merged game,
is there a way to replace (activate) those instead?
Thank you, big fan here!


Hello! I cannot help you as I do not know myself but I would also love to know if this is possible. I love both MM6 and MM7 potion bottles so much more than MM8's :D


I've made it. :D
Download MMArchive here to open .lod files (scroll down):
https://grayface.github.io/mm/
Open icons.lod in Data.
Extract 7item160 - 7item7item181.
Rename those to item177 - item198.
Replace 178 and 183 (red and purple are probably mixed up).
Move items into icons.lod (replacing mm8 original skins - backup will be created in folder).
--You can also use an icon with some better skin for red potion, 7obj161 in sprites.lod but you might need to edit that a little, replacing everything teal into black and black parts or bottle into non-black to make it work as it's supposed to.
Salute!


Wow! Amazing, thank you so much for this. I have just successfully changed the potion bottles to a mix of MM6 and MM7 bottles for variety :D:D so much cuter now!

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Roxterat » Aug 31 2020, 21:30

Treesprite17 wrote:
Roxterat wrote:
Treesprite17 wrote:
Hello! I cannot help you as I do not know myself but I would also love to know if this is possible. I love both MM6 and MM7 potion bottles so much more than MM8's :D


I've made it. :D
Download MMArchive here to open .lod files (scroll down):
https://grayface.github.io/mm/
Open icons.lod in Data.
Extract 7item160 - 7item7item181.
Rename those to item177 - item198.
Replace 178 and 183 (red and purple are probably mixed up).
Move items into icons.lod (replacing mm8 original skins - backup will be created in folder).
--You can also use an icon with some better skin for red potion, 7obj161 in sprites.lod but you might need to edit that a little, replacing everything teal into black and black parts or bottle into non-black to make it work as it's supposed to.
Salute!


Wow! Amazing, thank you so much for this. I have just successfully changed the potion bottles to a mix of MM6 and MM7 bottles for variety :D:D so much cuter now!


I know right? It just feels so much better with favorite bottles. :)
Much welcome, enjoy!

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Roxterat » Aug 31 2020, 23:12

Hey there, I see many Helms, Boots etc. remain as "Pending" (specially artifacts and relics), is there a way one can at least activate their stats wearing them, never mind not being shown on paperdoll?
Thanks.
Last edited by Roxterat on Aug 31 2020, 23:12, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby cthscr » Sep 1 2020, 7:01

Roxterat wrote:Hey there, I see many Helms, Boots etc. remain as "Pending" (specially artifacts and relics), is there a way one can at least activate their stats wearing them, never mind not being shown on paperdoll?
Thanks.

Non-MM8 artifacts and relics should be coded - see Scripts/Global/ExtraArtifacts.lua (some asm patches are in Scripts/General/MiscTweaks.lua).
See also Community Branch files (scripts and lods) and related issues

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Roxterat » Sep 1 2020, 7:57

cthscr wrote:
Roxterat wrote:Hey there, I see many Helms, Boots etc. remain as "Pending" (specially artifacts and relics), is there a way one can at least activate their stats wearing them, never mind not being shown on paperdoll?
Thanks.

Non-MM8 artifacts and relics should be coded - see Scripts/Global/ExtraArtifacts.lua (some asm patches are in Scripts/General/MiscTweaks.lua).
See also Community Branch files (scripts and lods) and related issues

Great, I'll check that out, thanks! Now I can add the promised bonuses to items..

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Roxterat » Sep 1 2020, 8:50

cthscr wrote:
Roxterat wrote:Hey there, I see many Helms, Boots etc. remain as "Pending" (specially artifacts and relics), is there a way one can at least activate their stats wearing them, never mind not being shown on paperdoll?
Thanks.

Non-MM8 artifacts and relics should be coded - see Scripts/Global/ExtraArtifacts.lua (some asm patches are in Scripts/General/MiscTweaks.lua).
See also Community Branch files (scripts and lods) and related issues

Well, what I can't figure out is how to make a FeatherFall bonus to items, apparently the other items doesn't have it as well..

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby cthscr » Sep 1 2020, 18:15

Well, the only coded party buff item is Horn of Ros (2055) - MiscItemsEffects - but it works also for non-equipped items.
Probably, SetBuffs has to be patched (and StoreEffects as well).
Last edited by cthscr on Sep 1 2020, 18:22, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby cthscr » Sep 1 2020, 19:15

Roxterat wrote:Well, what I can't figure out is how to make a FeatherFall bonus to items, apparently the other items doesn't have it as well..

https://gitlab.com/cthscr/mmmerge/-/com ... fa192ce38e

Igraine becomes test item. To get it through Debug Console:

Code: Select all

evt[0].Add("Inventory", 2033)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Roxterat » Sep 1 2020, 20:25

cthscr wrote:
Roxterat wrote:Well, what I can't figure out is how to make a FeatherFall bonus to items, apparently the other items doesn't have it as well..

https://gitlab.com/cthscr/mmmerge/-/com ... fa192ce38e

Igraine becomes test item. To get it through Debug Console:

Code: Select all

evt[0].Add("Inventory", 2033)


I've put the code in but it's a spell effect for the entire party, Hermes Boots now keep them all flying. :D
Well it is so far the closest solution, thank you for that! :)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby cthscr » Sep 1 2020, 21:09

Roxterat wrote:I've put the code in but it's a spell effect for the entire party, Hermes Boots now keep them all flying. :D
Well it is so far the closest solution, thank you for that! :)

FeatherFall always was party buff, wasn't it?
I've fixed a bug with WaterWalk/Fly party buff and set Lady's Escort ring buffs according to MM7. https://gitlab.com/cthscr/mmmerge/-/com ... e5226cfbfc

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Postby Roxterat » Sep 1 2020, 21:26

cthscr wrote:
Roxterat wrote:I've put the code in but it's a spell effect for the entire party, Hermes Boots now keep them all flying. :D
Well it is so far the closest solution, thank you for that! :)

FeatherFall always was party buff, wasn't it?
I've fixed a bug with WaterWalk/Fly party buff and set Lady's Escort ring buffs according to MM7. https://gitlab.com/cthscr/mmmerge/-/com ... e5226cfbfc

Feather Fall yes, as a spell, but taking no damage from falling is a thing for a single character in the original game, at least MM7 I'm pretty sure..
So is water walking that actually worked nicely for a single char, sorry, don't mean to argue but I'm pretty sure that's the case.
(Not 100% sure about Lady's Escort, but I know single char affection about featherfall/waterwalk was a thing back there..)


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