Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

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. 15.02.2022]

Postby cthscr » Jun 16 2022, 21:17

Kinox wrote: Jun 16 2022, 1:36 Unfortunately, I do not know yet any way to reverse the damage after it is done.
I'd check vars.MercenariesProps

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Re: Questions about basic info on how some things work

Postby Crasyhead » Jun 16 2022, 22:48

You're welcome.

There is a little bit more to race besides beginning stats (though even that by itself is very relevant for making a class more powerful at the start or shoring up it's weaknesses, and making your otherwise fragile sorcerer a dwarf might be a good idea for the extra early endurance within your obviously melee focused party). Down the line there are some artifacts which are usable only by characters of a particular sex/class/race in 7 & 8, though I'm not entirely sure how the mod handles this, since MM8's system puts race and class into a single thing. There are also monsters which are more inclined to attack certain party members according to the same sets of criteria.

Did you tweak the game so that characters can GM everything?

Play the game however you want to play it, and have fun. For what it may or may not be worth, I will say that part of the fun in a Might and Magic game is in the skill limitations and trade-offs created by the class system, and in figuring out how to make a powerful party while working within that scheme.
Nah i did not go that far as that would just be to much. i went and gave the 3 classes im playing with 9 things they could grandmaster each and removed the rest so they can't learn does. picked some combat things for each but around hafe is out of combat stuff like alchemy, ID item merchant ect. I did remake what skills they started with as well and what you can pick from so it lined up with the skills i wanted.
The reason i picked this way to begin with after finding out about how you could do it was that i thought it was silly that i was forced to pick a druid if i wanted Gmaster alchemy just seems more classes should be able to do it so it does not end up being a forced class for your party. I mean Only a upgraded dark elf can be a Gmaster merchant (i know you don't need all things Gmaster but still) there really should be at least 2-3 classes per skill so it does not end up like that and alchemy is a big deal seeing as black potions are a thing so without a druid you wont get them.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby Kinox » Jun 17 2022, 3:56

cthscr wrote: Jun 16 2022, 21:17
Kinox wrote: Jun 16 2022, 1:36 Unfortunately, I do not know yet any way to reverse the damage after it is done.
I'd check vars.MercenariesProps
Looks promising. Thanks.

But, ¿where is this data located exactly?

The farthest I've ever done was, when playing MM8, to check in a simple text editor the mm8.ini file and making changes to it. But in this case, this is not inside any .ini file. That if this doesn't require the use of a different, special tool to be able to access.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby cthscr » Jun 18 2022, 19:17

Merge Pack 2022-06-18 (mega) - nomedia, use with Media 2021 archive.

[*] MMExtension 2022-04-20
[*] Incorporates fixes from rodril-fixes branch (including items selling, town portal crash, entrances to Castle Ironfist and Breach, etc.)
[*] Fixes (hopefully) conflict with MMExtension's event MonsterCastSpell
[*] Fixes MM6/MM7 UI loading
[*] Fixes Escaton Riddles autonotes
[*] Fixes Jadame Oracle autonotes

Upd. Fixes and Revamp were updated.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby cuthalion » Jun 22 2022, 19:01

Hi, I've got a question on +skill item mechanics.
So, my d-elf has an amulet with +8 to disarm, and a ring with +5 to disarm. Rightclick says bonus is +8. It's been more than 20 years so I do not remember if this result is
1) As it should be in MM8 2) As it should be in Merged version even though it was not so in MM8 3) a bug

Thank you in advance, so many positive emotions from this project!

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby raekuul » Jun 22 2022, 20:41

All of the games used (1) for skill-improving items - only the highest bonus applies.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby cuthalion » Jun 23 2022, 14:33

Thanks!
Another question:
In Enroth, Druidess asks to fix prices in all 9 travelling stables. I remember I needed to visit each one and explicitly click a dialogue choice.
Now as I visit the stables I see nothing of the kind. How does it work? Is it enough just to visit all 9 or something else?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby Eksekk » Jun 23 2022, 16:49

cuthalion wrote: Jun 23 2022, 14:33 Thanks!
Another question:
In Enroth, Druidess asks to fix prices in all 9 travelling stables. I remember I needed to visit each one and explicitly click a dialogue choice.
Now as I visit the stables I see nothing of the kind. How does it work? Is it enough just to visit all 9 or something else?
There's no dialogue option due to technical limitations, you simply need to click on the door of stables and you should get price fixing message (or maybe you need to do it when stables are open).

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby cuthalion » Jun 23 2022, 20:33

thanks again! as I am playing MM6, I got a few more things to clarify though :)

1) My D-Elf at master merchant level is buying and selling stuff at real price. Is it a bug? GM merchant seems useless then.

2) regarding GM Light and Dark. There is quite a mess with all those starting characters and promotions. Cleric from MM6, Cleric from MM8 etc..
So my question: I promoted my cleric 2 times within Enroth. He can now learn M Light and M Dark, but both of GM are marked with Red.
I used character unlocker at the beginning but as far as I understand it does not influence this GM part.
So how can I learn GM - at least in one of the schools now? Or is it now impossible and I should have done promotion in MM8 for, for example, GM Light?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby cuthalion » Jun 23 2022, 20:40

OK, it seems as though it is as designed: Priest of Light (from MM7) can learn GM Light but no Dark, Priest of Dark - vice-versa. And High Priest from MM6 can do both Masters but neither at GM. Makes sense, though if we take only MM6, then in original version I was able to do both Masters and that gave me all spells out there...

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby rampage77t » Jun 24 2022, 3:03

cuthalion wrote: Jun 23 2022, 20:33 thanks again! as I am playing MM6, I got a few more things to clarify though :)

1) My D-Elf at master merchant level is buying and selling stuff at real price. Is it a bug? GM merchant seems useless then.

2) regarding GM Light and Dark. There is quite a mess with all those starting characters and promotions. Cleric from MM6, Cleric from MM8 etc..
So my question: I promoted my cleric 2 times within Enroth. He can now learn M Light and M Dark, but both of GM are marked with Red.
I used character unlocker at the beginning but as far as I understand it does not influence this GM part.
So how can I learn GM - at least in one of the schools now? Or is it now impossible and I should have done promotion in MM8 for, for example, GM Light?

1) It is because your reputation in Enroth is very high, and the more you have, the purchase and sale of items in stores is closer to the real value. That is something that only happens in Enroth, there your reputation is valid for the entire continent, while in Antagarich and Jadame the reputation level is per map. So it is still useful if you can be a GM in Merchant.

2) I understand that the promotion of clerics in Enroth is different from the rest. You can learn light and dark at Master level only. Now if what you want is that you can be a GM in one of the two magics, you have to go find NPCs that are in Blackshire. They change your character's promotion (The options say 'Dark Path' or 'Light Path' I think). You can change it to Priest of light or darkness and there you can be a GM.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby cuthalion » Jun 24 2022, 11:04

Thanks for answers.
My next question :) - I am not sure if it applies to Merged version or solely to MM8, but the only time I completed MM8 was 20 years ago and I remember next to nothing - except that I did not have any problems during main scenario quests.

So, I travelled to Jadame to promote my d-elf, minotaur and troll. I helped minotaurs in their lair, but the guy at the bottom does not do anything like inhabiting shops and stuff, so I cannot get promotion quest. He only says "blablabla thanks we will be friends etc". I googled for a bit and it says that I first need to get a quest to form alliances and then talk to him again. But who starts that quest? I visited Bastian in Alvar but he says nothing. Can someone please advise? Meanwhile, going to promote d-elf....

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby Eksekk » Jun 24 2022, 12:29

cuthalion wrote: Jun 24 2022, 11:04 Thanks for answers.
My next question :) - I am not sure if it applies to Merged version or solely to MM8, but the only time I completed MM8 was 20 years ago and I remember next to nothing - except that I did not have any problems during main scenario quests.

So, I travelled to Jadame to promote my d-elf, minotaur and troll. I helped minotaurs in their lair, but the guy at the bottom does not do anything like inhabiting shops and stuff, so I cannot get promotion quest. He only says "blablabla thanks we will be friends etc". I googled for a bit and it says that I first need to get a quest to form alliances and then talk to him again. But who starts that quest? I visited Bastian in Alvar but he says nothing. Can someone please advise? Meanwhile, going to promote d-elf....
The main line quest you probably have is deliver letter to Elgar Felmoon or convince smugglers to help Alvarian merchants. Do them and read the quest text you're given on finish carefully, continue main quest line and you'll eventually come to alliance quest. BTW: you can probably get quicker replies on MM Discord server. If you don't want to, that's fine, I'll help you here.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby cuthalion » Jun 24 2022, 14:05

Well, thank you. So, the general idea is that I have to follow the main quest line from as far as starting point. No problem. Just bad luck that minotaurs cannot be promoted otherwise: troll and d-elf have already been promoted :) .
And probably, it will be the same way with classes specific to MM7 (ranger, thief etc) ? Like, to do second promotion, I will need to go all the way from the beginning, choose a side etc. OK, will have to do it then...

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby Eksekk » Jun 24 2022, 16:25

Yeah. Unfortunately.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Postby cthscr » Jun 26 2022, 9:16

Kinox wrote: Jun 17 2022, 3:56
cthscr wrote: Jun 16 2022, 21:17
Kinox wrote: Jun 16 2022, 1:36 Unfortunately, I do not know yet any way to reverse the damage after it is done.
I'd check vars.MercenariesProps
Looks promising. Thanks.

But, ¿where is this data located exactly?

The farthest I've ever done was, when playing MM8, to check in a simple text editor the mm8.ini file and making changes to it. But in this case, this is not inside any .ini file. That if this doesn't require the use of a different, special tool to be able to access.
Stored in a savegame (as all other vars.*), accessed via lua debug console (Ctrl+F1). There you can do things like 'dump(vars.MercenariesProps)' etc.
There's also vars.FreeMercenaries


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