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).
mrStoun
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby mrStoun » 06 Nov 2023, 12:05

Rodril wrote: 06 Nov 2023, 12:01 1. You can become Lich in mm8 or mm7 part of the game. You cannot become Lich in mm6, instead you can become Master Necromancer via dialog topic with teachers of Light / Dark magic, once you reach Master Wizard class.
2. No, unless you edit class tables.
3. Original MM6 did not have grandmaster teachers, master was higher skill level. In MM6 part of the Merge, master teachers also function as grandmaster teachers (you have both topics at same NPC).
4. They cannot be grandmasters of both, but they can use "Choose path..." topic with Dark / Light skill teachers to change their class to Archmage or Master Necromancer, who are able to grandmaster respective skill, at cost of loosing access to other.
Thank you!
2. Maybe there was a not very correct translation into English, I meant is it possible to have some different characters in one company - one grandmaster of darkness, another of light?

3. Yes, I already understood that. Well, the Master/Grandmaster of Light is not in Eel-Infested Waters, where he was in the original version. There is a tavern on the island, it seems like he used to be in this tavern, but now he is not there.

P.S. How to install a new patch? I’m just a complete newbie, to be honest, I actually downloaded a ready-made assembly with the mod already installed.
Last edited by mrStoun on 06 Nov 2023, 12:14, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby mrStoun » 06 Nov 2023, 12:13

Demran wrote: 06 Nov 2023, 10:07 1. You can choose a Path with a character of yours thanks to some NPC's in houses. In MM6 - Blackshire, there are 2 houses next to each other (Behind the Stable), which can help you choose a path so that you can go Grandmaster on that Path. There are more NPC's in the game, but I like this spot specifically, since they are next to each other and can get there with a Town Portal easily.

I found these two houses in Blackshire. When I click on the option in the "Path of Darkness" dialog, I am prompted to make a choice (type Yes/But)
I type Yes, the character shakes his head and nothing happens.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Rodril » 06 Nov 2023, 12:26

mrStoun wrote: 06 Nov 2023, 12:05 2. Maybe there was a not very correct translation into English, I meant is it possible to have characters in one company - one grandmaster of darkness, another of light?

3. Yes, I already understood that. Well, the Master/Grandmaster of Light is not in Eel-Infested Waters, where he was in the original version. There is a tavern on the island, it seems like he used to be in this tavern, but now he is not there.

P.S. How to install a new patch? I’m just a complete newbie, to be honest, I actually downloaded a ready-made assembly with the mod already installed.
2. Yes it is possible, you can transform one Master Wizard to Master Necromancer and another - into Archmage.
3. He is there, but not in the Tavern, you have to go around building and take back door.

Best way is to make clean installation:
1. Install GOG version.
2. Download archive from link in the first post (first GoogleDrive link there), and unpack it into game folder, replacing existing files.
3. Set compatibility mode of mm8.exe and mm8setup.exe to WinXP SP2.
Done.

If you playing base version of the game (not Revamp / Community / Redone), you can just apply patch (unpack files into game folder, replacing existing): https://drive.google.com/file/d/1rfRsR2 ... sp=sharing

mrStoun wrote: 06 Nov 2023, 12:13 I found these two houses in Blackshire. When I click on the option in the "Path of Darkness" dialog, I am prompted to make a choice (type Yes/But)
I type Yes, the character shakes his head and nothing happens.
Character, who is about to change class, should be selected, if you use localization, you might need to type your language equivalent of "yes". Try it with first letter capitalized.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby mrStoun » 06 Nov 2023, 13:55

Rodril wrote: 06 Nov 2023, 12:26 3. He is there, but not in the Tavern, you have to go around building and take back door.
Yes, found him)
Rodril wrote: 06 Nov 2023, 12:26 Character, who is about to change class, should be selected, if you use localization, you might need to type your language equivalent of "yes". Try it with first letter capitalized.
yes, problem was with first letter capitalized
just made one the grandmaster of light and the other the grandmaster of darkness
Thank you very much for your help. We should start creating a knowledge base where we can record all this)))
And then I started reading the forum, read about 20 pages. Interesting, of course, but for a very long time)))

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

Unread postby mrStoun » 06 Nov 2023, 14:41

And one more question. I'm studying the Class Skills file which is here \Data\Tables
And there is an inconvenient arrangement of columns - since the class names are quite long - because of this, it turns out that the column names, as far as I understand, do not correspond to the columns. What's the best way to watch this?

Screenshot here
https://ibb.co/M1qTPR8

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

Unread postby Arch-vile » 06 Nov 2023, 19:42

mrStoun wrote: 06 Nov 2023, 14:41 And one more question. I'm studying the Class Skills file which is here \Data\Tables
And there is an inconvenient arrangement of columns - since the class names are quite long - because of this, it turns out that the column names, as far as I understand, do not correspond to the columns. What's the best way to watch this?

Screenshot here
https://ibb.co/M1qTPR8
You can use the tables editor ;)

https://ibb.co/thGXGLX

https://uloz.to/file/ujr3554mH7NR/txtedit-zip

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby toadking » 08 Nov 2023, 02:29

hellishbubble wrote: 07 Nov 2023, 10:41
toadking wrote: 01 Oct 2023, 13:01 The Dead Prophetess of Dagger Wound Island, if I forgets to pick it up and left the Dagger Wound Island, sometimes it will be gone the second time I comes back, so Acolyte of the Dark upgrade to Necromancer will be failed. Maybe following code would be better :D :

Code: Select all

evt.map[410] = function()
	if Party.QBits[296] and (not table.find(vars.NPCFollowers,53)) then
		evt.SetMonGroupBit(15, const.MonsterBits.Invisible, false)		
		local mon_id = MF.GetNPCMapMonster(53)
		if mon_id then			
			Map.Monsters[mon_id].X, Map.Monsters[mon_id].Y, Map.Monsters[mon_id].Z = 6142, -15870, 350  ----Add the appearance animation of the prophet, can skip
			Map.Monsters[mon_id].HP = 0
			Map.Monsters[mon_id].AIState = 5
			Map.Monsters[mon_id].AIType = 2
			Map.Monsters[mon_id].GraphicState = 6
		end
	end
Thanks for sharing this code! It looks like a helpful modification for avoiding issues with The Dead Prophetess of Dagger Wound Island in Might and Magic 6, 7, 8. I'll give it a try.
In addition, after several tests, delete the following line can make the prophet appear in her original place, which can reduce the skeleton pillar from being revisited and causing the prophet to die again. :)

Code: Select all

Map.Monsters[mon_id].X, Map.Monsters[mon_id].Y, Map.Monsters[mon_id].Z = 6142, -15870, 350 ----Need Remove

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

Unread postby justl » 08 Nov 2023, 18:11

mrStoun wrote: 06 Nov 2023, 14:41 And one more question. I'm studying the Class Skills file which is here \Data\Tables
And there is an inconvenient arrangement of columns - since the class names are quite long - because of this, it turns out that the column names, as far as I understand, do not correspond to the columns. What's the best way to watch this?
you can also use excel - just drag and drop the class skills file into a sheet and you can edit it there too (but back up the file first)
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge
https://www.mightandmagicworld.de/fileb ... index.html

masterserge379
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby masterserge379 » 08 Nov 2023, 18:36

Item identification specialists (which you can take with you) stopped working. In older versions they worked without problems. I tried several specialists, but they take money and do not identify the items.

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

Unread postby Arch-vile » 09 Nov 2023, 15:36

Update 05.11.2023

Is there a detailed description of the changes and improvements somewhere?

So far, I have only noticed a change in the structure of localization files. The Czech localization by Templayer is still not functional anyway.

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

Unread postby Rodril » 09 Nov 2023, 21:56

Arch-vile wrote: 09 Nov 2023, 15:36 Update 05.11.2023

Is there a detailed description of the changes and improvements somewhere?

So far, I have only noticed a change in the structure of localization files. The Czech localization by Templayer is still not functional anyway.
There's link in first post: https://www.celestialheavens.com/forum/ ... 37#p390537
Could you state, what exactly is wrong with that localization? I do not understand Czech, and besides shifted NPC names (I've updated link with fix), I could not spot other problems.

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

Unread postby Avatar86 » 10 Nov 2023, 13:10

Hi! Has the Artifact & Relic bug (about some of them dissappearing / not showing up) been fixed?

Problem: first playthrough of mm8mm i got Staff of Emelents. Second playthrough it doesn’t appear, no matter where I check (dragon loot, garanteed chests & locations) or how many times i reload!

So… i’ve read that a probable cause could be that they spawn in Escatons palace (garanteed chets) and if they are not taken from there befor the whole map respawns (1 year later or something) they dissapear for good. (Even if you haven’t been to escatons palace yet…? That I don’t know)

Is there a way to fix this? And how exactly?

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

Unread postby Arch-vile » 10 Nov 2023, 19:30

Rodril wrote: 09 Nov 2023, 21:56
Arch-vile wrote: 09 Nov 2023, 15:36 Update 05.11.2023

Is there a detailed description of the changes and improvements somewhere?

So far, I have only noticed a change in the structure of localization files. The Czech localization by Templayer is still not functional anyway.
There's link in first post: https://www.celestialheavens.com/forum/ ... 37#p390537
Could you state, what exactly is wrong with that localization? I do not understand Czech, and besides shifted NPC names (I've updated link with fix), I could not spot other problems.
I don't even know where to start.
- basic interface buttons are not translated
- broken diacritics (Verdant quests)
- incomplete or bad labeling of some spells, scrolls, potions, etc.
- changed labels castles, locations, dungeons etc.
- mixed up NPC names
- a lot of untranslated or missing text


I have been working on the Czech translation of Merge for more than a year. Now I'm just waiting for the corrected entries ("Miscellaneous", "Seer", "Auto Notes" and "Awards")
The Merge, translated by me, was successfully completed by eight players.


Clean GOG MM8 + MM678_Merged_05.11.2023.7z (to same savegame for all)

I am attaching a few examples:

Translation by Templayer vs my translation
https://ibb.co/W6QK4vP
https://ibb.co/TwhfNdt
https://ibb.co/9YMDgNk
https://ibb.co/VBJLD92

Original language vs translation by Templayer vs my translation
https://ibb.co/Xsvh65p
https://ibb.co/1RJ9jty
https://ibb.co/mqsb0pX
https://ibb.co/sFMrDjh
https://ibb.co/VBJLD92
https://ibb.co/6n1MZxD
https://ibb.co/MVSmVkM

https://uloz.to/file/g1vl5ecbGfwG/mergeimages-zip

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

Unread postby Zage » 11 Nov 2023, 05:50

Rodril wrote: 04 Nov 2023, 10:46
Zage wrote: 04 Nov 2023, 04:02 Any update here, or fix for Stone City remaining closed?
Checked the script. It requires any character in party to have Award #3 - "Removed goblins from Castle Harmondale". In the merge, tho, character, who got the award could be dismissed, so i will change behaivor, to check quest completance (this is party-wide) instead of award.
Put this script into your "Scripts/Maps" folder: https://gitlab.com/letr.rod/mmmerge/-/r ... line=false
It should solve the problem, if not - send me your save game file, please.
Script worked like a charm. Very grateful. Thank you!

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

Unread postby labbrys » 11 Nov 2023, 10:48

Hi there,

I have just installed the game as ordered in the first page of this thread.
How to install:
1. Install GOG version of Might and Magic VIII (it is not recommended to install the game into "Program Files" folder).
2. Copy mod files into MM8 folder, replacing existing.
3. Set compatibility mode of MM8.exe and MM8Setup.exe to win XP SP2. First launch might take extra time.
I choose solo dragon and begin game hoping my dragon will fly but it doesnt. is it normal.

And there are lots of patches and mods flying over this forum it is a bit confusing. Do i need to apply anymore patches?

Thanks in advance

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

Unread postby mrStoun » 11 Nov 2023, 13:47

Gentlemen, who solves the issue of storing things in MM6?
I saw here in discussions what is stored in the characters who sit in the tavern.
I think I found a tavern in Free Heaven, but it’s not entirely clear how to add characters there.
I saw peasants who can be added, can they be gathered there as inventory keepers?

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

Unread postby seregavlg » 11 Nov 2023, 15:11

I downloaded the localization, where should I put the folder "Text Localization"? When I put in Data with the lods files is dont work.

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

Unread postby mrStoun » 11 Nov 2023, 16:15

And I have one more question.
Can't learn the learning master.
The text description says that you need an intelligence of 30 and a skill of 7, as well as expert knowledge.
I have all three points, but it says that I don’t meet the criteria.

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

Unread postby Arch-vile » 11 Nov 2023, 16:58

seregavlg wrote: 11 Nov 2023, 15:11 I downloaded the localization, where should I put the folder "Text Localization"? When I put in Data with the lods files is dont work.
For example, the Czech localization is:

MergeFolder\Data\
zz LocCZ.D.lod
zz LocCZ.T.lod

MergeFolder\Data\Text localization\
CZ_2DEvents.txt
CZ_AutonoteTxt.txt
CZ_AwardsTxt.txt
CZ_ClassDescriptions.txt
CZ_ClassNames.txt
CZ_ItemsTxt.txt
CZ_MapStats.txt
CZ_MessageScrolls.txt
CZ_Monsters.txt
CZ_NPCData.txt
CZ_NPCGreet1.txt
CZ_NPCGreet2.txt
CZ_NPCNews.txt
CZ_NPCText.txt
CZ_NPCTopic.txt
CZ_PlaceMonTxt.txt
CZ_QuestsTxt.txt
CZ_SpcItemsTxtNames.txt
CZ_SpcItemsTxtStats.txt
CZ_StdItemsTxtNames.txt
CZ_StdItemsTxtStats.txt
CZ_TransTxt.txt

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

Unread postby LadySoulCrystal » 12 Nov 2023, 03:10

labbrys wrote: 11 Nov 2023, 10:48 Hi there,

I have just installed the game as ordered in the first page of this thread.
How to install:
1. Install GOG version of Might and Magic VIII (it is not recommended to install the game into "Program Files" folder).
2. Copy mod files into MM8 folder, replacing existing.
3. Set compatibility mode of MM8.exe and MM8Setup.exe to win XP SP2. First launch might take extra time.
I choose solo dragon and begin game hoping my dragon will fly but it doesnt. is it normal.

And there are lots of patches and mods flying over this forum it is a bit confusing. Do i need to apply anymore patches?

Thanks in advance
Someone can correct me if I'm wrong, but you need to be Master in the Dragon Ability in order to cast Flight and fly around. Dragons do not have it from the beginning.


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