Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
rhaidor
Leprechaun
Leprechaun
Posts: 1
Joined: 17 Dec 2022

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

Unread postby rhaidor » 17 Dec 2022, 13:05

Hello!
Can somebody help me please?
How can I complete the Dragon Flight Leader quest with the egg?
I am running around the Plane of Fire for 2 hours looking for any clues, but cant find anything.

User avatar
justl
Demon
Demon
Posts: 345
Joined: 26 Dec 2017

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

Unread postby justl » 19 Dec 2022, 19:29

rhaidor wrote: 17 Dec 2022, 13:05 Hello!
Can somebody help me please?
How can I complete the Dragon Flight Leader quest with the egg?
I am running around the Plane of Fire for 2 hours looking for any clues, but cant find anything.
afaik the dragon egg is not in the plane of fire but in the barbarian fortress in ravage roaming
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

User avatar
justl
Demon
Demon
Posts: 345
Joined: 26 Dec 2017

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

Unread postby justl » 19 Dec 2022, 21:30

hi,

quick question from my side:

in mm6 vanilla you needed perception 4 and expert to search skullpiles, also you needed spear 4 and expert to break of crystals in the various caves

what are the requirements in the merge? could anyone plz be so kind to look it up in the code for me?

thx.

justl

edit: nvmd, it is probably master in perception and spear with at least skill level 7
Last edited by justl on 20 Dec 2022, 17:44, edited 1 time in total.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

User avatar
Caligula Wellington
Leprechaun
Leprechaun
Posts: 36
Joined: 28 Jan 2021

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

Unread postby Caligula Wellington » 19 Dec 2022, 22:37

Is there somewhere I can read what the difference is between the different extensions/branches?

I know some have extra promotion levels and quests etc. Not sure what the difference is, but I have only used the base merge and should update what is considered to be the most "cannon" if there should be any point with my moding. I work on classes, skills and races so far. And still learning and exploring.

Eksekk
Assassin
Assassin
Posts: 259
Joined: 19 Jul 2016

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

Unread postby Eksekk » 19 Dec 2022, 23:11

Caligula Wellington wrote: 19 Dec 2022, 22:37 Is there somewhere I can read what the difference is between the different extensions/branches?

I know some have extra promotion levels and quests etc. Not sure what the difference is, but I have only used the base merge and should update what is considered to be the most "cannon" if there should be any point with my moding. I work on classes, skills and races so far. And still learning and exploring.
Some of it is here (first part is general merge description, feel free to skip to the end). I don't know where (or even if) is more detailed information.

There's no "canon", but your options for modding are base merge and revamp (community isn't maintained anymore). Rodril has as of now almost stopped updating base (last release was by cthscr I believe) so I'd choose revamp as modding platform. It has more tools like ability to set various hardcoded spell properties (like sparks amount; not finished yet but very close). I once was making a "mod" (more of a port of other mod) for revamp and it was pretty smooth. Cthscr (main revamp developer) visits mm discord pretty often, so you can ask for advice and discuss issues with him (or even me, but I no longer make something significant for merge, so knowledge is lacking).
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.

User avatar
Caligula Wellington
Leprechaun
Leprechaun
Posts: 36
Joined: 28 Jan 2021

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

Unread postby Caligula Wellington » 19 Dec 2022, 23:18

Interesting. 'Would I also be able to rename a Skill? I'm remaking Dark Elf-class into a Bard, and Minotaur into Warrior Mage, allowing archers to be Marksmen as a second promotion. I also turned Hero and Villain into Templar and Inquisitor, which makes more sense considering that they are Paladin promotion.

Does the revamp include the extra promotion steps/quests for mm8? I think they were added to community.

User avatar
Vinicius_Zoio
Leprechaun
Leprechaun
Posts: 12
Joined: 09 Jan 2019
Location: Brazil

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

Unread postby Vinicius_Zoio » 20 Dec 2022, 01:44

cthscr wrote: 16 Dec 2022, 09:08 Call MMExtension debug console via Ctrl+F1

Code: Select all

Party[0].MightBase = 255
Party[0] is first character. Ingame events limit you to 255 here, but bigger values can be assigned manually.

Code: Select all

evt[0].Add("Inventory", 500)
500 is item_id from items.txt
Ahhhh, that should GREATLY ease my quest through Enroth. Thank you, friend! You've made an old lich happy! ;)

User avatar
justl
Demon
Demon
Posts: 345
Joined: 26 Dec 2017

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

Unread postby justl » 20 Dec 2022, 05:31

hi,

recently i began a new playthrough with the latest version.
i saw that the door-riddle in ghariks forge (mm6, new sorpigal) is still bugged.
anyone ever solved this or can the door be opened via console commands too?

thx for answers

justl
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

cthscr
Swordsman
Swordsman
Posts: 590
Joined: 12 Jan 2020

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

Unread postby cthscr » 20 Dec 2022, 08:20

rhaidor wrote: 17 Dec 2022, 13:05 Hello!
Can somebody help me please?
How can I complete the Dragon Flight Leader quest with the egg?
I am running around the Plane of Fire for 2 hours looking for any clues, but cant find anything.
For now just visiting Plane of Fire with an egg is enough.

cthscr
Swordsman
Swordsman
Posts: 590
Joined: 12 Jan 2020

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

Unread postby cthscr » 20 Dec 2022, 08:31

Eksekk wrote: 19 Dec 2022, 23:11 Rodril has as of now almost stopped updating base (last release was by cthscr I believe)
Rodril's making new pathfinder dll btw, you can check his gitlab repo. (And you personally can check/submit patch for Win XP compat, I guess.)
Eksekk wrote: 19 Dec 2022, 23:11 It has more tools like ability to set various hardcoded spell properties (like sparks amount; not finished yet but very close).
Player-casted spells are finished (btw2).

cthscr
Swordsman
Swordsman
Posts: 590
Joined: 12 Jan 2020

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

Unread postby cthscr » 20 Dec 2022, 08:35

Caligula Wellington wrote: 19 Dec 2022, 23:18 Interesting. 'Would I also be able to rename a Skill? I'm remaking Dark Elf-class into a Bard, and Minotaur into Warrior Mage, allowing archers to be Marksmen as a second promotion. I also turned Hero and Villain into Templar and Inquisitor, which makes more sense considering that they are Paladin promotion.
Skilldes.txt from T.lod and other mentions in npc topics (might be quite a lot).
Caligula Wellington wrote: 19 Dec 2022, 23:18 Does the revamp include the extra promotion steps/quests for mm8? I think they were added to community.
They were added to Revamp only.

User avatar
Caligula Wellington
Leprechaun
Leprechaun
Posts: 36
Joined: 28 Jan 2021

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

Unread postby Caligula Wellington » 20 Dec 2022, 08:58

Thank you. I will take a look at it once I get it running again. :)

User avatar
Caligula Wellington
Leprechaun
Leprechaun
Posts: 36
Joined: 28 Jan 2021

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

Unread postby Caligula Wellington » 20 Dec 2022, 12:00

Btw, I have a Skill suggestion.

Marksmanship: It works like Armsmaster, but for ranged weapons. If it's used as a magic skill in a similar way as Dragon Ability (spells + stat changes) it can contain the unused MM6 Arrow spells (Spirit, Fire and Magic arrows) + Precision. I could be used as a way to give both Arches and Rangers an extra edge in ranged combat compared to the more melee or magic specialised classes. The Marksman bonuses (To Hit and Damage) could be added to the Arrow Spells in addition to to the Bow skill. Spirit Arrow can do Poison damage, and be called Poison Arrow instead.

Normal: Gives access to Precision
Expert: Skill = To Hit bonus, Poison Arrow (Spirit arrow reworked to cause poison damage)
Master: Skill = Damage, Fire Arrow
Grand: To Hit and DmgX2, Magic Arrow

The skill should be taught by a Trainer, just like Armsmaster.

I have no idea of how to do any of these things though.

Khazahm
Leprechaun
Leprechaun
Posts: 2
Joined: 20 Dec 2022

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

Unread postby Khazahm » 20 Dec 2022, 18:08

Hello, I am German and would therefore like to use the German language and audio files,
I followed everything as described in the instructions, but in the game he doesn't use the German sounds, e.g. Speaking of the characters, inventory, menu, since I don't know how things are related here, mod technically, it would be nice if someone could take a look or give me instructions so that it works with the latest version 2022-08-30
Many thanks in advance

pavel.stumpa.prace
Leprechaun
Leprechaun
Posts: 4
Joined: 25 Nov 2022

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

Unread postby pavel.stumpa.prace » 21 Dec 2022, 16:07

Any idea how to make a brand new group [5] during the game? I would like to start lvling brand new characters [basic values etc. from "New Game"] but not the hireable ones.

I would be so happy to have a solution.

Thank you!!! :)))

User avatar
justl
Demon
Demon
Posts: 345
Joined: 26 Dec 2017

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

Unread postby justl » 21 Dec 2022, 16:17

pavel.stumpa.prace wrote: 21 Dec 2022, 16:07 Any idea how to make a brand new group [5] during the game? I would like to start lvling brand new characters [basic values etc. from "New Game"] but not the hireable ones.

I would be so happy to have a solution.

Thank you!!! :)))
thats probably never gonna happen, imho there is no possibility of creating new ones, just hiring them midgame.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

User avatar
toadking
Peasant
Peasant
Posts: 79
Joined: 22 Jul 2022

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

Unread postby toadking » 22 Dec 2022, 04:06

I have been meet 2 cases, maybe 1 is a bug, detail as below:
1. When failed to cast "Reanimate" on a dead teammate,an error will be received:

Code: Select all

...iles\MMMerge\Scripts\General\ZombiePlayers.lua:342: array index (750) out of bounds [0, 749]

stack traceback:
	[C]: in function 'error'
	D:\Program Files\MMMerge\Scripts/Core/RSMem.lua:1426: in function '__index'
	...iles\MMMerge\Scripts\General\ZombiePlayers.lua:342: in function 'v'
	...gram Files\MMMerge\Scripts/Core/EventsList.lua:101: in function <...gram Files\MMMerge\Scripts/Core/EventsList.lua:96>

arguments of '__index':
	t = (table: 0x05859538)
	a = 750
	v = nil

local variables of '__index':
	aorig = 750
	a1 = 750
	n = 750

upvalues of '__index':
	ptr = nil
	u4 = (table: 0x030bf0b0)
	GetPtr = (function: 0x030c0618)
	obj = (table: 0x05a51838)
	o = 6296648
	assertnum = (function: 0x0317b020)
	error = (function: 0x03094248)
	type = (function: builtin#3)
	SetLen = nil
	low = 0
	GetLen = (function: 0x05a16538)
	lenP = nil
	lenA = nil
	size = 4
	count = 750
	_index = nil
	_newindex = nil
	tonumber = (function: builtin#17)
	beyondLen = nil
	f = (function: 0x030c13b8)
	format = (function: builtin#91)
	sOutOfBounds = "array index (%s) out of bounds [%s, %s]"
	tostring = (function: builtin#18)
	tostring2 = (function: 0x0315bf78)
2. The attack frequency of magic wand is very high , like a 0-btu bow. eg, The magic wand for 40 times in one's hand will be used up in a few seconds.

Please help , case 2 is the setting of the new version, or a bug?

cthscr
Swordsman
Swordsman
Posts: 590
Joined: 12 Jan 2020

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

Unread postby cthscr » 22 Dec 2022, 18:42

Khazahm wrote: 20 Dec 2022, 18:08 Hello, I am German and would therefore like to use the German language and audio files,
I followed everything as described in the instructions, but in the game he doesn't use the German sounds, e.g. Speaking of the characters, inventory, menu, since I don't know how things are related here, mod technically, it would be nice if someone could take a look or give me instructions so that it works with the latest version 2022-08-30
Many thanks in advance
Rename "01 LocGR.EnglishD.lod" into "n10_LocGR.D.lod" (first "n" is important).

User avatar
Kinox
Peasant
Peasant
Posts: 97
Joined: 14 Sep 2019

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

Unread postby Kinox » 22 Dec 2022, 21:17

pavel.stumpa.prace wrote: 21 Dec 2022, 16:07 Any idea how to make a brand new group [5] during the game? I would like to start lvling brand new characters [basic values etc. from "New Game"] but not the hireable ones.

I would be so happy to have a solution.

Thank you!!! :)))
That would be a great feature for MMMerge.
But I guess it would be overly complicated.

Still; there would be some workarounds. I'm talking here only about Base Merge:
The Recruit Randomizer system (which is not exactly customizable Character Creation in the middle of the game as we do in Party Creation) is only limited to the randomized creation of 8 Characters. With some knowledge of how the system works, it is fairly possible (with a bit of patience), using Save-Load scum tactics, to obtain the 'perfect' additional Character(s) (Portrait and/or Class), although the Name, the Level, the Promotion(s), the Stats and the Skills might not match desired output.

I've learned a few tricks using mm8che and CE (Cheat Engine), that make it possible to (in theory) customize all of the 50 playable Characters in the game, but it would take a LOT of time and of out-of-game hardwork to do so, in a quite 'unoptimal' way, in relation to what would be an ideal in-game feature as a Party Creation system even after the game has started.
Note: depending on the type of Portraits and Classes, and the amount of Characters required, it is much easier, or nearly at-hand, to make this out-of-game customization with those tools. You can PM me if you want to try out that path and require information.
Note2: I can't confirm this, but it could be possible that MMExtension may be able to customize the Characters (out-of-game), but if this is true, I do not know the level of difficulty.

Khazahm
Leprechaun
Leprechaun
Posts: 2
Joined: 20 Dec 2022

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

Unread postby Khazahm » 23 Dec 2022, 01:30

@cthscr
Rename "01 LocGR.EnglishD.lod" into "n10_LocGR.D.lod" (first "n" is important).
first of all the file 01 LocGR.T.lod has to be renamed to 01 LocGR.D.lod so that the abilities are translated.
02 LocGR.D.lod must be in/ or it is sufficient if you rename it to n02_LocGR.D.lod.

at least that's what I did to make it all translate. :applause:

Thanks to your help, I can now play it in German, so thank you. :tsup:
The above is for anyone who might want to read it or want/can revise the translation.


Return to “Might and Magic”

Who is online

Users browsing this forum: No registered users and 30 guests