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

Unread postby Ossie » 22 Nov 2023, 02:01

Other than the three that V mentions (Dragonsands, Evermorn and Murmurwoods), has anyone discovered the other "high magic" locations that allow continent jumping?

Sean1s
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Sean1s » 22 Nov 2023, 04:27

Ossie wrote: 22 Nov 2023, 02:01 Other than the three that V mentions (Dragonsands, Evermorn and Murmurwoods), has anyone discovered the other "high magic" locations that allow continent jumping?
https://gitlab.com/cthscr/mmmerge/-/wik ... ensionDoor

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

Unread postby Maslyonok » 22 Nov 2023, 07:17

Arch-vile wrote: 21 Nov 2023, 21:12 But then what's the point of completing the task of stopping the snow when it doesn't snow anymore in the Frosty Highlands ?
Made me laugh, thanks

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

Unread postby Ossie » 22 Nov 2023, 20:28

hellishbubble wrote: 22 Nov 2023, 09:35
toadking wrote: 08 Nov 2023, 02:29
hellishbubble wrote: 07 Nov 2023, 10:41

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
Thanks for sharing the code modifications! I'll try it out and see if it helps with the Dead Prophetess issue. Also, thanks for the additional tip about deleting that line for the original appearance. Appreciate the help!
Is the Dead Prophetess a new thing? I don't remember that from vanilla? Or a skeleton pillar!

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

Unread postby cthscr » 23 Nov 2023, 07:51

Ossie wrote: 22 Nov 2023, 20:28 Is the Dead Prophetess a new thing? I don't remember that from vanilla?
Quest of promoting Dark Adept to Necromancer in Revamp.

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

Unread postby Ossie » 23 Nov 2023, 22:51

cthscr wrote: 23 Nov 2023, 07:51
Ossie wrote: 22 Nov 2023, 20:28 Is the Dead Prophetess a new thing? I don't remember that from vanilla?
Quest of promoting Dark Adept to Necromancer in Revamp.
Thanks. Looks like revamp is an entirely different custom campaign using the merge mod as a base? Will check it out!
Last edited by Ossie on 25 Nov 2023, 04:59, edited 1 time in total.

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

Unread postby Karol » 25 Nov 2023, 02:02

1) I had to install patch 2.5.7 on top of merge & revamp, despite it is mentioned, that it should be included (the game didn't run in High-Res, first after installing the patch it did)
2) Wasn't Revamp the kind of mod, that changes monsters, items, landscape?
I know about bolstering monsters, to add challenge when moving between planes/universes, but I also hoped every world would be a bit altered.
3) When starting on MM6 world, both cleric and sorcerer can choose promotion path, that locks them out from proper 2nd promotion. Luckily apart save&load there are ways for workaround, yet it didn't feel right. I guess the options are meant for inter-planar travelers?
4) despite it is easily editable, it would be fabulous, if there could be a very simple way to switch on/off monsters item drops. (optionally, getting a bit more gold as compensation)

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

Unread postby justl » 26 Nov 2023, 09:44

Ossie wrote: 22 Nov 2023, 02:01 Other than the three that V mentions (Dragonsands, Evermorn and Murmurwoods), has anyone discovered the other "high magic" locations that allow continent jumping?
Hi,

I have written a little compendium (see link in signature) concerning the base merge and davehers redone merge (with hd grafics and a few new quests).

If some would give me detailed infos about revamp and/or community merge (that differ from the 2 above mentioned) to put into the document, I will put them into it.

Best regards
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

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

Unread postby raekuul » 26 Nov 2023, 15:09

Ossie wrote: 22 Nov 2023, 02:01 Other than the three that V mentions (Dragonsands, Evermorn and Murmurwoods), has anyone discovered the other "high magic" locations that allow continent jumping?
Enroth's is in New Sorpigal (you have to drink one of the fountains), Erathia's is in Tularean Forest (actually on one of the islands that Clanker's Laboratory is on), and Jadame's is in Dagger Wound Islands (over the little circle lake on the big island, you'll probably want Water Walk for this)

I used to have a link in my signature back to another post in this thread that went a bit more in-depth about it.

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

Unread postby Ossie » 27 Nov 2023, 06:01

FYI, getting CTD when I try to enchant an item that previously failed - ie enchant, fail & item breaks, repair, try to enchant again. Repeatable. No issue if item enchants first time. Console msg below pops up, then game CTDs



D:\Games\Might and Magic 8\Scripts\General\SpellsTweaks.lua:200: array index (0) out of bounds [1, 138]

stack traceback:
: in function 'error'
D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1429: in function '__index'
D:\Games\Might and Magic 8\Scripts\General\SpellsTweaks.lua:200: in function 'v'
D:\Games\Might and Magic 8\Scripts/Core/EventsList.lua:66: in function 'docall'
D:\Games\Might and Magic 8\Scripts/Core/EventsList.lua:126: in function 'call'
D:\Games\Might and Magic 8\Scripts\General\ExtraEvents.lua:871: in function 'f'
D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1992: in function <D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1990>
[C]: in function 'pcall'
D:\Games\Might and Magic 8\Scripts/Core/Common.lua:203: in function 'pcall2'
D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1779: in function <D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1776>

arguments of 'v':
t = (table: 0x34fe6c70)

local variables of 'v':
item = 0
(*temporary) = (table: 0x21ca6e58)
(*temporary) = 4
(*temporary) = 1.2948173557067e-267
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
>
Last edited by Ossie on 27 Nov 2023, 21:57, edited 2 times in total.

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

Unread postby cthscr » 27 Nov 2023, 11:42

Karol wrote: 25 Nov 2023, 02:02 1) I had to install patch 2.5.7 on top of merge & revamp, despite it is mentioned, that it should be included (the game didn't run in High-Res, first after installing the patch it did)
Installation instruction contains an answer. If you need more in-depth - Windows sets up wrong compat settings after the first launch (from current path).
2) Wasn't Revamp the kind of mod, that changes monsters, items, landscape?
I know about bolstering monsters, to add challenge when moving between planes/universes, but I also hoped every world would be a bit altered.
No, that wasn't the idea behind. https://gitlab.com/cthscr/mmmerge/-/wik ... p/Features
3) When starting on MM6 world, both cleric and sorcerer can choose promotion path, that locks them out from proper 2nd promotion. Luckily apart save&load there are ways for workaround, yet it didn't feel right. I guess the options are meant for inter-planar travelers?
1. There is no lock - promotion is available for all 3 classes.
2. There is a way to get back to neutral class in Enroth.

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

Unread postby Leavesinspring » 27 Nov 2023, 17:43

Hi, been playing Merge quite a bit, but unsure who is working on it and who is active or where to officially send in these bug issues. In MM6, the temple of the fist, Bootleg Bay, using base and revamp, the curse skull piles only affect the first 4 characters, and there are barrels that look like they should be the +2 stat barrels, but are just inert item placed that can't be clicked. If someone can show me a better place to list these I will do so. Thank you!

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

Unread postby Karol » 27 Nov 2023, 21:02

So to get Merge fully functional (from High-RES point of view), it should be fixed just by setting compatibility setting of EXE file?

Set mm8.exe and mm8setup.exe files compatibility to Windows XP SP2 or Windows XP SP3, otherwise you might end with software rendering / "There aren't any D3D devices to init" error. Setting (or leaving) compatibility to Windows 95 (like GOG does) will cause lags with pathfinder module.

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

Unread postby Ossie » 28 Nov 2023, 04:03

Bug found: Faerie King now seems to promote to Hunter automatically, and the quest disappears from the list, but the guy who gives you the quest in the Tulerean Forest doesn't recognise that you've completed it

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

Unread postby cthscr » 28 Nov 2023, 09:48

Leavesinspring wrote: 27 Nov 2023, 17:43 Hi, been playing Merge quite a bit, but unsure who is working on it and who is active or where to officially send in these bug issues. In MM6, the temple of the fist, Bootleg Bay, using base and revamp, the curse skull piles only affect the first 4 characters
Spoiler: it's floor, not the pile. And for me it affects all 5 characters though animation seems to be broken. (Make sure you use latest pack, changes in events were lost in previous one.)
there are barrels that look like they should be the +2 stat barrels
Spoiler: but they shouldn't.

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

Unread postby cthscr » 28 Nov 2023, 10:24

Ossie wrote: 27 Nov 2023, 06:01 FYI, getting CTD when I try to enchant an item that previously failed - ie enchant, fail & item breaks, repair, try to enchant again. Repeatable. No issue if item enchants first time. Console msg below pops up, then game CTDs

Code: Select all

D:\Games\Might and Magic 8\Scripts\General\SpellsTweaks.lua:200: array index (0) out of bounds [1, 138]

stack traceback:
	[C]: in function 'error'
	D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1429: in function '__index'
	D:\Games\Might and Magic 8\Scripts\General\SpellsTweaks.lua:200: in function 'v'
	D:\Games\Might and Magic 8\Scripts/Core/EventsList.lua:66: in function 'docall'
	D:\Games\Might and Magic 8\Scripts/Core/EventsList.lua:126: in function 'call'
	D:\Games\Might and Magic 8\Scripts\General\ExtraEvents.lua:871: in function 'f'
	D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1992: in function <D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1990>
	[C]: in function 'pcall'
	D:\Games\Might and Magic 8\Scripts/Core/Common.lua:203: in function 'pcall2'
	D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1779: in function <D:\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1776>
'item' should be checked for being greater than 0 (and probably not bigger than 138) before line 200 in General/SpellsTweaks.lua,
Line 824 of General/ExtraEvents.lua should check for spell_id > 0 as well.

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

Unread postby Karol » 28 Nov 2023, 10:49

cthscr wrote: 27 Nov 2023, 11:42
Karol wrote: 25 Nov 2023, 02:02 1) I had to install patch 2.5.7 on top of merge & revamp, despite it is mentioned, that it should be included (the game didn't run in High-Res, first after installing the patch it did)
Installation instruction contains an answer. If you need more in-depth - Windows sets up wrong compat settings after the first launch (from current path).
Ok, reinstalled MM8 from scratch and followed the installation instructions.
Game was moved outside of Program Files - checked
Can't change compatibility - at least not in WINE (running Linux, using Wine)

Note: some mods have various caps sizes.
i.e. MM8.exe, mm8.exe, mm8.Exe etc and Linux consider caps sizes, hence it could be, that by copy&pasting mods, where various files (not only .exe files) are duplicated -> and hard to tell if the game will "pick up" the right one (modded / patched / updated)

Anyway, back to High-Res: Looks like the GrayFace's Patch can do the trick (when I cannot change .EXE compatibility), but it is best to install it first, as when installing it last, it might overlap with some MOD files.
I just need to delete 00 patch.*.lod file, correct?

Edited: Yep, it worked that way.
I just wonder if I can somehow manually change the resolution (i.e. to 2560x1440). In mm8.ini is no such option (unless it can be added manually?)
Last edited by Karol on 28 Nov 2023, 13:14, edited 1 time in total.

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

Unread postby cthscr » 28 Nov 2023, 11:54

Karol wrote: 28 Nov 2023, 10:49
cthscr wrote: 27 Nov 2023, 11:42
Karol wrote: 25 Nov 2023, 02:02 1) I had to install patch 2.5.7 on top of merge & revamp, despite it is mentioned, that it should be included (the game didn't run in High-Res, first after installing the patch it did)
Installation instruction contains an answer. If you need more in-depth - Windows sets up wrong compat settings after the first launch (from current path).
Ok, reinstalled MM8 from scratch and followed the installation instructions.
Game was moved outside of Program Files - checked
Can't change compatibility - at least not in WINE (running Linux, using Wine)

Note: some mods have various caps sizes.
i.e. MM8.exe, mm8.exe, mm8.Exe etc and Linux consider caps sizes, hence it could be, that by copy&pasting mods, where various files (not only .exe files) are duplicated -> and hard to tell if the game will "pick up" the right one (modded / patched / updated)

Anyway, back to High-Res: Looks like the GrayFace's Patch can do the trick (when I cannot change .EXE compatibility), but it is best to install it first, as when installing it last, it might overlap with some MOD files.
I just need to delete 00 patch.*.lod file, correct?
Uncheck that option mentioning Merge during MM8Patch install. Though now those lods shouldn't affect Merge due to renames made in 2021.
On my Debian 12 I just removed MM8.exe from english GOG setup - no other interactions. Have wine32:i386 and i915 though.

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

Unread postby Karol » 28 Nov 2023, 13:20

Ha! A fellow Linux enjoyer :D
My native Wine is : https://imgur.com/eXptiXr
But for MM8 I am using Heroic Game Launcher, not sure what Wine version is Heroic using.

Sean1s
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Sean1s » 28 Nov 2023, 14:45

The problem is in the new localization (in my case Russian) with RU_NPCNews.txt - all texts from this table were not included in the game.
In fact, the untranslated texts from NPCNews.txt mmmerge.T.lod archive.
RU_NPCNews.txt, as far as I know, corresponds to the "Texts" column from NPCNews.txt, but which file from the "Text localization" folder corresponds to the "Notes/Topic" column?
I tried in RU_NPCNews.txt insert the column name in "fields" сolumn (IMHO is logical), but it gives an error.
As a result, I just added the translated NPCNews.txt (from the previous translation - it hasn't changed) in zz Loc_RU.T.lod and everything worked out, but what's wrong with RU_NPCNews.txt ?


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