Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 10.06.2019]

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

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Lucius
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Lucius » May 2 2019, 2:06

Got crash entering Stone City (so, MM7 part and merge quest are unplayable for my party now:( ) . Installed merge as said in first post, archive downloaded from MEGA.

Also having crash when trying to loot Zog

Using dgVoodoo didn't solve the crash
Last edited by Lucius on May 2 2019, 2:57, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Phobos » May 2 2019, 3:58

Liivvulonkulaas wrote:Hey, I'm new here but not new to mm7 and 8, lol. Anyway, I didn't know if anybody else has asked this, so apologies, but whenever I start in Jadame all the places the doors on Dagger Wound Island are shuffled. Basically, without leaving the island, I can play ~10 games of acromage and see several kings, queens, princes, princesses, and other royals. I have also seen late-game items from 7 on the island. I've only put this merge and a patch on an otherwise clean installation of MM8. I also should tell you this is not a GoG copy of it; I've been playing this merge mod tho, as it seems to work except for a save game starting in Jadame renders me trapped on the island.
I don't think that's happened to others yet. I would uninstall and reinstall MM8 and the merge; that might fix the problem.

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equs
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby equs » May 2 2019, 7:04

Lucius wrote:Got crash entering Stone City (so, MM7 part and merge quest are unplayable for my party now:( ) . Installed merge as said in first post, archive downloaded from MEGA.

Also having crash when trying to loot Zog

Using dgVoodoo didn't solve the crash



Sounds like a new issue. I played the merge mod in the early stages of development and had no problems in stone city (started to play in MM8), with no quest or location. Even traveled to Nighon without a single error.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Rodril » May 2 2019, 7:20

Lucius wrote:Got crash entering Stone City (so, MM7 part and merge quest are unplayable for my party now:( ) . Installed merge as said in first post, archive downloaded from MEGA.
Also having crash when trying to loot Zog

Send me your ErrorLog.txt from Game folder, please.
justl wrote:some time, when i wanna update a skill with an expert/master i get this error message and the game quits:

Replace RemoveClassLimits.lua from "Scripts\Structs\After" folder with this one: https://www.dropbox.com/s/4d3w741sl2uaw ... s.lua?dl=0 , tell me if it works, please.
Daedros wrote:Unicorn King isn't spawning on June 24th.

Have you visited all obelisks? He won't appear if you did not.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Lucius » May 2 2019, 8:23

Rodril wrote:
Lucius wrote:Got crash entering Stone City (so, MM7 part and merge quest are unplayable for my party now:( ) . Installed merge as said in first post, archive downloaded from MEGA.
Also having crash when trying to loot Zog

Send me your ErrorLog.txt from Game folder, please.

There is it:
https://pastebin.com/M76CXpyc

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Rodril » May 2 2019, 11:00

Lucius wrote:There is it:
https://pastebin.com/M76CXpyc

Thank you. I can not reproduce this issue, but maybe solution is: put this file into "Scripts\Structs\After" folder: https://www.dropbox.com/s/7py8vvoa7tgwo ... s.lua?dl=0
Tell me how will it affect both Zog and Stone city bugs.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Lucius » May 2 2019, 11:25

Rodril wrote:
Lucius wrote:There is it:
Thank you. I can not reproduce this issue, but maybe solution is: put this file into "Scripts\Structs\After" folder: https://www.dropbox.com/s/7py8vvoa7tgwo ... s.lua?dl=0
Tell me how will it affect both Zog and Stone city bugs.

Unfortunately this does not help. I will now upload save files before crashes
https://ufile.io/idqu7hsm - Zog crash
https://ufile.io/y39608ll - Stone City crash

P.S. Started new game to test, executed

Code: Select all

evt.MoveToMap {179, -5386, 33, 240, 0, 0, 408, 2, "7d24.blv"}
in console - crashed as on usual enter
Last edited by Lucius on May 2 2019, 11:32, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Rodril » May 2 2019, 15:44

Lucius wrote:Unfortunately this does not help. I will now upload save files before crashes

Try this:
Extract scripts, replacing existing: https://www.dropbox.com/s/a54mc8wd4vmi4 ... s.zip?dl=0
Put this file into "Data" folder replacing existing: https://www.dropbox.com/s/61b6erfifghvu ... s.lod?dl=0
Zog crash should be fixed. Stone City - maybe, if not, try to execute this line:

Code: Select all

evt.MoveToMap {-16, -1551, 1, 508, 0, 0, 408, 2, "7d24.blv"}

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Templayer » May 2 2019, 15:55

Double_Trouble wrote:Cool, I will play with the merge then. Then one more (probably stupid) question: how do I use the MM6 themed user interface?

I believe it is an option in the game's option menu. The in-game one.

Thanks to the efforts of GrayFace and Rodril, we can even make new in-game buttons with custom functionality, if we wish to do so. ^_^

I believe Rodril already implemented it (a button in the menu, I think... and maybe it switches to that automatically when playing on the MM6 continent?).

If I am wrong, you will have to search this thread for the posts of Vinevi, and Vinevi has files that if put in-game will switch the user interface. He made links to it in his posts. Beware though, there might be various (and some outdated) versions. Still, it is only a matter of Drag and Drop if I remember correctly.

Liivvulonkulaas wrote:Hey, I'm new here but not new to mm7 and 8, lol. Anyway, I didn't know if anybody else has asked this, so apologies, but whenever I start in Jadame all the places the doors on Dagger Wound Island are shuffled. Basically, without leaving the island, I can play ~10 games of acromage and see several kings, queens, princes, princesses, and other royals. I have also seen late-game items from 7 on the island. I've only put this merge and a patch on an otherwise clean installation of MM8. I also should tell you this is not a GoG copy of it; I've been playing this merge mod tho, as it seems to work except for a save game starting in Jadame renders me trapped on the island.

This has been reported here before, and if I remember correctly, it was an installation error. I hope the patch wasn't GrayFace's patch, because that is already included in the Merge and shouldn't be installed for that reason. Are you using some sort of localization? My memory is quite hazy. On the other hand, I have read all the 1000+ posts in this thread, so ... :D :D :D
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: www.youtube.com/Templayer

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Lucius » May 2 2019, 16:00

Rodril wrote:
Lucius wrote:Unfortunately this does not help. I will now upload save files before crashes

Try this:

Code: Select all

evt.MoveToMap {-16, -1551, 1, 508, 0, 0, 408, 2, "7d24.blv"}

Zog crash is fixed, thank you!
Stone city one, unfortunately, is not. Using this code I also get a crash (I appear in center of city and see NPC, then game freezes and crashes after a moment. During this moment, game renders some movement (I have time to see NPC walking a bit or camera moving a bit if I start to move mouse) and then crashes. This is like I crashed before, just my point of enter map changed by this script.
Some adresses in error log are different now: https://pastebin.com/wCHdbkDF

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Templayer » May 2 2019, 16:01

CRUD there was a whole new page of the thread that I didn't know about! ARRGH :D :D

Daedros wrote:Unicorn King isn't spawning on June 24th.

Added to the Bug Tracker, with Roril's note, until replied.

I won't add Lucius' bug into the Bug Report since Rodril is already solving that, but I will add Lucius to the list of Bug Catchers. :)
MMMerge Tracker (= Info + Paint Tracker + Bug Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

My youtube retro channel: www.youtube.com/Templayer

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Rodril » May 2 2019, 16:47

Lucius wrote:Some adresses in error log are different now: https://pastebin.com/wCHdbkDF

One last test, please, put this file into "Scripts\Maps" folder: https://www.dropbox.com/s/6r46guldjqu7j0j/7d24.lua?dl=0
Seems problem is somwhere in monsters processing, but need to be sure, because i can not reproduce this crash. File above will remove all monsters from map, if it will work, it could be used as temporary workaround.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby kristal » May 2 2019, 19:15

Another mistake: In Erathia, where the obelisk and the griffins are, I found an artifact in a chest.
And one question: how on the Emerald Isle in the tavern to include an arcomage game.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby justl » May 2 2019, 20:16

Rodril wrote:
justl wrote:some time, when i wanna update a skill with an expert/master i get this error message and the game quits:

Replace RemoveClassLimits.lua from "Scripts\Structs\After" folder with this one: https://www.dropbox.com/s/4d3w741sl2uaw ... s.lua?dl=0 , tell me if it works, please.


hi,
it works, but it says "you have to be promoted to <classname> (insert any class in here, text changes with class and teacher) to learn that skilllevel".
classname is actually always the class/promotion the character currently has (even if the skill is unlearnable by that class).
but at least no crashes anymore ... so - minor inconvinience with that text, i can live with that solution ;)

@templayer: you were right with the skullpiles of death needing gm of perception now - but the scrolls (t1 and t2?) you get out of them, are way to puny for gm perception skill (imho ...)

btw. anyone noticed that there is a significant imbalance with potion-ingridients? maybe its just bad luck for me, but i seem to find way more blue > red > yellow ones.

justl
Last edited by justl on May 2 2019, 21:09, edited 3 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby EQmonk » May 2 2019, 21:41

Thanks for this fantastic mod!!!

I've been playing it since last week, simply can't stop!

Though I'm really hate myself from keeping S/L to get the dragon loot lol (greedy can't control man!),

So can anyone tell me how can i tweak the tables/lua/lod etc to make the dragon corpse not disappearing after I loot please? Been search for days, and I see there is event.PickCorpse in event.Lua under scripts folder, yet can't get any further. Thanks in advance!
Last edited by EQmonk on May 2 2019, 22:18, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby EQmonk » May 2 2019, 22:52

Oh btw

Still got the Troll Knight Paint Doll Problem: Troll Knights don't show any Plate/Chain armor paint doll. I created a new game with the Character Creation Unlocker and Racial Skills. Troll Knights are able to equip Plate Armor, but it doesn't have a graphic at all for them unfortunately.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Lucius » May 2 2019, 23:14

Rodril wrote:
Lucius wrote:Some adresses in error log are different now: https://pastebin.com/wCHdbkDF

One last test, please, put this file into "Scripts\Maps" folder: https://www.dropbox.com/s/6r46guldjqu7j0j/7d24.lua?dl=0
Seems problem is somwhere in monsters processing, but need to be sure, because i can not reproduce this crash. File above will remove all monsters from map, if it will work, it could be used as temporary workaround.

This works - no monsters and no more crash :D

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby DaveHer » May 2 2019, 23:34

justl wrote:
Rodril wrote:
justl wrote:some time, when i wanna update a skill with an expert/master i get this error message and the game quits:

Replace RemoveClassLimits.lua from "Scripts\Structs\After" folder with this one: https://www.dropbox.com/s/4d3w741sl2uaw ... s.lua?dl=0 , tell me if it works, please.


hi,
it works, but it says "you have to be promoted to <classname> (insert any class in here, text changes with class and teacher) to learn that skilllevel".
classname is actually always the class/promotion the character currently has (even if the skill is unlearnable by that class).
but at least no crashes anymore ... so - minor inconvinience with that text, i can live with that solution ;)

@templayer: you were right with the skullpiles of death needing gm of perception now - but the scrolls (t1 and t2?) you get out of them, are way to puny for gm perception skill (imho ...)

btw. anyone noticed that there is a significant imbalance with potion-ingridients? maybe its just bad luck for me, but i seem to find way more blue > red > yellow ones.

justl

For me, the same thing was happening when I tried to get expert or master training. Crash to desk top. I found out why. It was because I used the console to get extra money. When I used the console to get extra money in the original MM6 and it too started crashing when I tried to get expert and master training. So I stop using the console for that. Several page back some one put the script for doing that. Maybe there was something wrong with the script. I do not know.
David
My Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
monstrosity compatible/MM678merge here is link https://www.nexusmods.com/mightandmagicviii/mods/2

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby Liivvulonkulaas » May 3 2019, 1:01

i also tried using mm8che to give one of my characters a couple of horseshoes but the next time I cast a spell the game crashes. I guess maybe the editor is not meant for a modded mm8 game.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Postby DaveHer » May 3 2019, 2:42

Liivvulonkulaas wrote:i also tried using mm8che to give one of my characters a couple of horseshoes but the next time I cast a spell the game crashes. I guess maybe the editor is not meant for a modded mm8 game.
Go back to Page 105. There is a link for a CheatEngine Table that was made for the merge. Do you know how to use a cheatengine Table?
David :)
My Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
monstrosity compatible/MM678merge here is link https://www.nexusmods.com/mightandmagicviii/mods/2


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