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).
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ElGaboVantas
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby ElGaboVantas » 29 Jul 2020, 05:03

Rodril wrote:Hello.

Here is thing i did for past time: merge of mm6, mm7, and mm8 on base of mm8 using MMExtension.

Game files v. 12.07.2020
MEGA: https://mega.nz/file/zvh3nJrQ#ABcmCuolD ... 1joc_GNnpQ
Update (if you have game files of previous version): https://mega.nz/file/n7oH3DZJ#VIxXt_S7T ... OUBvOU_H2Q
Update localiztion files after applying this update, if you use them.

How to install:
Warning: do not install MMPatch before applying game files.
1. Install GOG version of Might and Magic VIII.
2. Copy mod files into MM8 folder, replacing existing.
3. [Optional - skip this step if game already works] Install MMPatch 2.4.1 (https://github.com/GrayFace/Misc/releas ... v2.4.1.exe )
4. [Optional] - download localization files, links below.

Check community branch for hotfixes and additional features.

Known unfixed bugs/issues:
1. One half of double-leaf doors in MM6 dungeons sometimes stays impassable, second part usually works fine.
2. Check tracker for more.

Possible contributions if someone would:
1. Testing.
2. Repainting mm6/7 armors to fit mm8 dolls. (List of armors requiring to be repainted: https://www.dropbox.com/s/1uxa88lcbioif ... t.txt?dl=0)
(video-example at 1:18 : https://youtu.be/lipriutf3SI (video a bit outdated, use dump(*table*) function to find new fields of structures)).
3. Some texts have not been localized yet, translate any, and share them here, please.
Here is list: https://www.dropbox.com/s/3qzcvdzeajg5z ... t.txt?dl=0
put this file into "Data" folder to see new texts in game. Open debug console with ctrl+f1 and execute "RelocalizeTables()" (without quotes) with ctrl+enter to see new texts without relaunching game.

Current contributions:
- Two elf females and woman from MM7 by J.M.Sower.
- Two elf males and man from MM7 by Albahr.
- MM7 dwarves, goblins, and all MM6 characters by Jamesx.
- Two connective cross-continent questlines by Echo.
- Items splitted into subtiers by Xfing: Weapons, Armors (not fully implemented yet), Apparel (not implemented yet)
- Water frames, body armor conversion and code fixes by GrayFace.
- Suggestions/bugs/tasks tracker by Templayer: https://docs.google.com/document/d/1xf4 ... xmZ3o/edit#
- MM6 -alike interface by Vinevi

Localization:
This is English version based on GOG releases. I did external database to not get confused with all game files, i think, i can use it to automatically replace current files with other localization, send me your *.lod archives from game folder, so i can try to do it.

Existing localizations:
German: https://www.dropbox.com/sh/l44xd3is36ix ... Dwb0a?dl=0
- Texts and mm6/mm7/mm8 audio.

Polish: https://www.dropbox.com/sh/hs5tur167a50 ... bVeXa?dl=0
- Texts and mm7/mm8 audio. If mm6 sound localization exist, send it to me, please.

Russian: https://www.dropbox.com/sh/q5ld445zeqi8 ... o1B0a?dl=0
- Texts and mm6/mm7/mm8 audio + localized cross continent quests. There are two options: by Alexeevdenis and by Maslyonok.

French: https://www.dropbox.com/sh/8u2mgfe73vfk ... 9_Pla?dl=0
- Texts and mm6/mm7/mm8 audio + localized cross continent quests by Mozaki.

Czech: *awaits bugfixing*
- Only mm6/mm7/mm8 texts + localized cross continent quests by Templayer.

Spanish localization by Roor (might be outdated): https://www.dropbox.com/sh/chkqg9sonz7z ... c6dua?dl=0

- copy files in your "...\Data" folder to apply localization.

Note:
These localizations were made mostly automatically, and have not been tested enough yet. English texts were manually reviewed by Phobos, misspells and some quest descriptions were corrected, which stays in localizations, texts for new quests does not have existing translation, if you'll resolve some of this issues, please, share new texts here.

Tips:
1. At certain points of stories you will receive instructions about traveling to other continents and explanation of it's purpose.
2. Party can be filled up at start or during gameplay by hiring random followers.
3. Game have weather effects (snow and rain), these are toggleable by new button in "Controls" menu.
4. Simple way to achieve high resolution (provided by China community): https://www.celestialheavens.com/forum/10/16658
Grayface's mmpatch 2.1 supports high resolution without any side software, check it's "readme".
5. I've used Marcon Phoenix's world map for new game menu.
6. Game bolstering monsters to match them with high levelled parties, who have already finished one of continents, if this became gamebreaking or annoying - disable or adjust bolster in "Controls" menu.
7. Use "f4" button to switch windowed and fullscreen mode in game.
8. Music is disabled by default, to enable it: open file "mm8.ini" via notepad, find line "PlayMP3=0", change it to "PlayMP3=1".
9. If music does not loop, convert .mp3 files into .wav (all music files stored in "Music" folder).
10. Cheat engine for merge: http://fearlessrevolution.com/viewtopic.php?f=4&t=9058
11. "How-to" modify in-game graphics: https://www.celestialheavens.com/forum/10/16923
12. "How-to" encode .smk videos for MM engine: https://www.celestialheavens.com/forum/10/16916

So...Here ,where I live , MEGA it's pretty much impossible to reach via Opera , Firefox or Chrome and I've been looking for a link for this Mod (that I would really like to play) in other platforms like github , Dropbox and MediaFire.
Thanks for the attention and Help if you bring some :)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Waffel » 29 Jul 2020, 09:48

ElGaboVantas wrote: So...Here ,where I live , MEGA it's pretty much impossible to reach via Opera , Firefox or Chrome and I've been looking for a link for this Mod (that I would really like to play) in other platforms like github , Dropbox and MediaFire.
Thanks for the attention and Help if you bring some :)
Here you go: https://dropmefiles.com/nfS4E

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby ElGaboVantas » 29 Jul 2020, 13:25

Waffel wrote:
ElGaboVantas wrote: So...Here ,where I live , MEGA it's pretty much impossible to reach via Opera , Firefox or Chrome and I've been looking for a link for this Mod (that I would really like to play) in other platforms like github , Dropbox and MediaFire.
Thanks for the attention and Help if you bring some :)
Here you go: https://dropmefiles.com/nfS4E
Yay!
Many thanks!! :D

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby fkirenicus » 31 Jul 2020, 06:22

Waffel wrote:
ElGaboVantas wrote: So...Here ,where I live , MEGA it's pretty much impossible to reach via Opera , Firefox or Chrome and I've been looking for a link for this Mod (that I would really like to play) in other platforms like github , Dropbox and MediaFire.
Thanks for the attention and Help if you bring some :)
Here you go: https://dropmefiles.com/nfS4E
Much appreciated, thanks! Mega is somewhat difficult to use properly also for me (since I do not use Chrome normally).
Last edited by fkirenicus on 03 Aug 2020, 07:32, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby qtish » 05 Aug 2020, 14:21

Bug - entered Jadame, took the quest to cure the disease in Dager Wound Islands. Cured the disease, came back to quest giver for reward - it had no interaction texts.

Also idea to prevent save scumming magic guilds. To put 1 spellbook of each type accessible in that shop. So lets say in Novice Mind Guild there would be only 4 spellbooks per month.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Milky1988 » 10 Aug 2020, 17:55

Hello,

When I try to change the interface in video options in game, it crashes and two error messages appear reading;

Exception ELayoutException in module MM8Patch.dll at
00058CA3
UI Layout, line 60: Negative coordinate: (53, -21 .. 106, 31).

Does anyone know how to go about fixing this?

I can change the UI when the game is running in non-hardware accelerated mode.

Thanks very much.
Last edited by Milky1988 on 15 Aug 2020, 09:12, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby qtish » 12 Aug 2020, 18:23

Can the developers rework the current bolster monster system? It is beyond broken. Once you reach certain levels, rats have higher chance at killing you than dragons. I believe high level monsters shouldnt be discriminated against lower level ones. Also the part beyond broken is only spoken lightly from me. For example: At lvl10, with bolster monster +200%, Inferno bat https://mightandmagic.fandom.com/wiki/Inferno_bat has HP of 1080, and can kill warrior classes in just 2 hits, and almost oneshot magic classes. HP alone from 35 to 1080 is increase in 3100%, and then damage is multiplied by at least 4 times, making monster like 12000% the strength. I dont know what kind of mushrooms developer was using when making that bolster monster formula, but I want them too.
Last edited by qtish on 12 Aug 2020, 18:25, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Milky1988 » 15 Aug 2020, 09:11

Would this be a bug?

I've started a party of 5 on Jadame, and have been playing for a couple of hours now, but I've noticed that when I go into turn-based combat and engage the enemies, I never get hit in melee. My characters get hit by spells etc. but never anything else when in turn-based mode.

Update: Can confirm after playing for hours more, characters don't get hit when in turn-based combat mode.
Last edited by Milky1988 on 16 Aug 2020, 10:51, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Rodril » 16 Aug 2020, 14:31

Hello. I've updated first post with patch link. No features, only fixes of major bugs caused by previous update:
- monsters could not attack party in melee range in turn-based mode;
- characters were able to use extra quick spells while game was paused;
- monsters could not walk through passages, previously blocked by invisible walls.
Milky1988 wrote:Would this be a bug?
I've started a party of 5 on Jadame, and have been playing for a couple of hours now, but I've noticed that when I go into turn-based combat and engage the enemies, I never get hit in melee. My characters get hit by spells etc. but never anything else when in turn-based mode.
Yes, it is. Should be fixed in today's patch.
qtish wrote:Can the developers rework the current bolster monster system?
200% is not supposed to be "high difficulty", you won't get rewards neither extra exp by playing on that. It was made selectable for people who considered original 150% too easy. Anyway, you can adjust formulas in "Bolster - formulas.txt" from "Data\Tables" and try to find golden mean.
Last edited by Rodril on 16 Aug 2020, 14:31, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Milky1988 » 16 Aug 2020, 15:41

Rodril, thank you very much for your work. Much appreciated.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby qtish » 16 Aug 2020, 21:00

Rodril wrote:200% is not supposed to be "high difficulty", you won't get rewards neither extra exp by playing on that. It was made selectable for people who considered original 150% too easy. Anyway, you can adjust formulas in "Bolster - formulas.txt" from "Data\Tables" and try to find golden mean.
Well dunno if it's just me, but with higher bolster I find better treasures in chests and cabinets. What I also meant by bolstering, that it would be nice if you put +100% bolster and you are lvl10, even Dragons, which are far superior to you get bolstered, not just rats and bats. The whole nonsense stars when rats and bats become stronger than the dragon. If you dont believe me, Get level 100+, enter Emerald Isle dragon cave, and see dragon die within 30 seconds by 5 rats.Then for accurate science, kill the rats, dont kill the dragon, reanimate 1 rat, and have that rat have 1v1 versus the dragon and see who wins.

Question: Can Master Wizard become ArcheMage?
I started in Antagarich, had sorceror. My sorceror became Wizard. I moved to Enroth, completed Wizard quest. Then completed Master Wizard quest, got promoted to Master Wizard. Went back to Antagarich, completed ArcheMage quest, did not get promoted to ArchMage from Master Wizard - now cannot learn GM Light.
Last edited by qtish on 16 Aug 2020, 21:06, edited 4 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Rodril » 17 Aug 2020, 05:24

qtish wrote:Question: Can Master Wizard become ArcheMage?
Yes, you can "accept alignment" and become Master Necromancer or Archemage in Blackshire, by talking to NPC, who sells dark/light guild membership. You'll loose your dark spells and skill level (skill points will be refunded) upon becoming Archemage.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Wondersausage » 17 Aug 2020, 09:23

Help! I've started a new game in MM6 with the latest merge and Greyface patch and there is some bug that keeps turning the town guards hostile.

I can't figure out what triggers it, but it's certainly not my mistake. For example I just verified the guards were friendly, then went up to Goblinwatch and cleared it out, never coming near any NPCs. When I returned to town, the guards were hostile.

Is there any way to fix hostile town guards? There is nothing in cheat engine for it. I tried resting in a tavern for over a month and they were still hostile, in all cities. And I can't just kill them because for example in Ironfist there are hostile archers up high on unreachable battlements.

This is a game breaker for me, any help appreciated!

Oh, one other thing - the Cheat Engine for merged (mm8.CT) works on the first character but doesn't work on any of the others. Any fix for this? I'm not really cheating but I do like to set all of my characters to have ID item and Repair just to avoid busywork.

Thanks!

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Rodril » 17 Aug 2020, 11:04

Wondersausage wrote:Help! I've started a new game in MM6 with the latest merge and Greyface patch and there is some bug that keeps turning the town guards hostile.
Probably you have to reinstall game. Use clear version of mm8 and unpack merge files there. Install Grayface's patch only if mm8+merge does not work.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Ezeck » 17 Aug 2020, 12:46

Hello, first of all, thank you for this awesome mod, it is truly great to re-experience my favorites MM games all rolled into one. :tsup:

I have started differents games/party setup and lastly, i just finished the three games (MM7->MM8->MM6, in that order), with a bit of challenge, as all my (heavely melee oriented :knight/thief/monk/druid) characters are level 1. I completed Verdant quest to obtain the telelocator (did it after beating MM8), but now that I destroyed the Hive in MM6, Verdant congratulates me (and told me that the gem can be used to heal once/day) but that's it, there is no quest after this. I quickly read that I should be sent to "the breach" but how ?

Is there a level requirement ? Or should I wait a little ? I tried to train some characters (13M xp and still lvl1:p) but nothing happened either (even after 7 years of training). Any idea ?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Rodril » 17 Aug 2020, 13:53

Ezeck wrote:Is there a level requirement ? Or should I wait a little ? I tried to train some characters (13M xp and still lvl1:p) but nothing happened either (even after 7 years of training). Any idea ?
Could you send me your savegame?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Ezeck » 17 Aug 2020, 14:07

Rodril wrote:
Ezeck wrote:Is there a level requirement ? Or should I wait a little ? I tried to train some characters (13M xp and still lvl1:p) but nothing happened either (even after 7 years of training). Any idea ?
Could you send me your savegame?
Hi, here is my save
https://we.tl/t-JjHLf2L2ME

Edit : If it can help, I installed with the 19.06.20 version, and patched up with 12.07.20 when it was available, at this point, i already started the game with this party. Also, the druid is a Minotaur.
Last edited by Ezeck on 17 Aug 2020, 14:13, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Wondersausage » 17 Aug 2020, 18:26

Rodril wrote:
Wondersausage wrote:Help! I've started a new game in MM6 with the latest merge and Greyface patch and there is some bug that keeps turning the town guards hostile.
Probably you have to reinstall game. Use clear version of mm8 and unpack merge files there. Install Grayface's patch only if mm8+merge does not work.
Thanks but that's exactly what I did to install it. Clear MM8 from GOG in a non-program files directory, Grayface patch because it won't launch properly on Win10 without it. Everything works perfectly except for the hostile guards bug. I've done the first 2 dungeons and other stuff, several hours into the game. If I can't fix the hostile guards, it's game over.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Rodril » 17 Aug 2020, 22:45

Wondersausage wrote:Thanks but that's exactly what I did to install it. Clear MM8 from GOG in a non-program files directory, Grayface patch because it won't launch properly on Win10 without it. Everything works perfectly except for the hostile guards bug. I've done the first 2 dungeons and other stuff, several hours into the game. If I can't fix the hostile guards, it's game over.
From what you wrote, i understand, you've installed MMPatch before applying merge files, despite i tell you to not. MMPatch is already included in the merge files, as it stated in the first post, you must not install it yourself. When installed before applying merge files, it creates excess .lods, which breaks some aspects of merge gameplay.
If i'm wrong - send me your savegame, if i'm correct - reinstall your game following instructions in the first post.
Ezeck wrote:Hi, here is my save
Thank you. Everything seems fine. Try to install latest patch (link is in the fisrt post), load your save game, spend one week of game time somehow, then travel to any other map and wait 10 minutes of game time. Verdant should catch you right away. Tell me if it works.
Last edited by Rodril on 17 Aug 2020, 22:46, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]

Unread postby Wondersausage » 18 Aug 2020, 00:02

Rodril wrote: From what you wrote, i understand, you've installed MMPatch before applying merge files, despite i tell you to not. MMPatch is already included in the merge files, as it stated in the first post, you must not install it yourself. When installed before applying merge files, it creates excess .lods, which breaks some aspects of merge gameplay.
If i'm wrong - send me your savegame, if i'm correct - reinstall your game following instructions in the first post.
No I installed in the correct order, I left out the merge step in my post since I thought that was implicit, sorry. 1) Clean MM8 from GOG in non-Program Files directory, 2) latest merge files (game fails to launch at this point like all MM games do on Win10 for me), 3) apply latest Greyface patch (now game launches correctly). This is still following your first post which says to install Greyface if the game is not working correctly at that point.

Help sure appreciated - Save game http://www.pcdominion.com/quicksave.lod
Last edited by Wondersausage on 18 Aug 2020, 00:02, edited 1 time in total.


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