Monk dodge is overhyped. I don't know how this managed to escape public attention, but the ONLY thing Monks can dodge (with GM Unarmed) is arrows. Not melee attacks, not magic/elemental projectiles, not spells, only arrows. This might be a bug. So it's not particularly useful unless the mod changes it (mine will).
Might & Magic 7: Reimagined (Big Overhaul Mod)
Moderator: Moderators
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
Didn't know. Looks like bug to me.Tomsod wrote: ↑Nov 23 2021, 15:00Monk dodge is overhyped. I don't know how this managed to escape public attention, but the ONLY thing Monks can dodge (with GM Unarmed) is arrows. Not melee attacks, not magic/elemental projectiles, not spells, only arrows. This might be a bug. So it's not particularly useful unless the mod changes it (mine will).
- AzimovHaas8
- Leprechaun
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- Joined: 21 Nov 2020
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
Just uploaded a new version (link to version 1.2 - current newest version - in the first post) with new changes.
+ Added 3 new quests for town halls in Erathia, Harmondale and Tularean Forest.
+ Removed GM armsmaster skill teacher from Land of Giants, moved him to Nighon and changed teacher's old location to a temple.
+ Additional fixes and improvements for monsters, items and maps.
+ Changed starting screen and loading screens by a bit in a sensible manner.
+ Reworked description text (for classes and promotions) and changed notes for GM armsmaster teacher, so they match his new location.
+ Fixed poison damage part of script with new effects producing numerous error logs [big thanks for Eksekk's help].
Enjoy 0/
+ Added 3 new quests for town halls in Erathia, Harmondale and Tularean Forest.
+ Removed GM armsmaster skill teacher from Land of Giants, moved him to Nighon and changed teacher's old location to a temple.
+ Additional fixes and improvements for monsters, items and maps.
+ Changed starting screen and loading screens by a bit in a sensible manner.
+ Reworked description text (for classes and promotions) and changed notes for GM armsmaster teacher, so they match his new location.
+ Fixed poison damage part of script with new effects producing numerous error logs [big thanks for Eksekk's help].
Enjoy 0/
- AzimovHaas8
- Leprechaun
- Posts: 15
- Joined: 21 Nov 2020
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
I'm close to replaying Might & Magic 7 with my own mod, so will be updating Reimagined soon. I have new ideas for balance changes and small bug fixes all across the board.
By the way, reanimate spell works properly. It is moderately useful spell in itself, but here is no error in it's in-game effects (unlike, Immolation or Dodge skill effects).
By the way, reanimate spell works properly. It is moderately useful spell in itself, but here is no error in it's in-game effects (unlike, Immolation or Dodge skill effects).
- AzimovHaas8
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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
Reimagined mod is now updated to version 1.4
Link to newest version provided in the first post along with list of all noticable changes I made.
Cheers 0/
Link to newest version provided in the first post along with list of all noticable changes I made.
Cheers 0/
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
Savescumming with opening chests not allowed anymore?
and i found important chest in brakada being empty, it is missing golems part
and i found important chest in brakada being empty, it is missing golems part
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
You could never savescum chests, in any MM game (6-8), because their contents are determined when you first enter the region/dungeon. Although if the chest is near the entrance, you can savescum it along with the entire dungeon.
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
I ment that chests are empty, when loading after failing to disarm them
Golem quest definitely bugged, both chests in bracada missing heads, and on of them every day ganerates 4 relics, chest in tatalia always empty, and same with deyja
And want to report a bug in haunted mansion, there is a room which has picture with glowing red eyes, if you try to look at her, game will crash
Also new chests in tatalia cannot be open
Golem quest definitely bugged, both chests in bracada missing heads, and on of them every day ganerates 4 relics, chest in tatalia always empty, and same with deyja
And want to report a bug in haunted mansion, there is a room which has picture with glowing red eyes, if you try to look at her, game will crash
Also new chests in tatalia cannot be open
- AzimovHaas8
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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
I do not have same problems.Fedor_qq wrote: ↑Apr 20 2022, 8:37 I ment that chests are empty, when loading after failing to disarm them
Golem quest definitely bugged, both chests in bracada missing heads, and on of them every day ganerates 4 relics, chest in tatalia always empty, and same with deyja
And want to report a bug in haunted mansion, there is a room which has picture with glowing red eyes, if you try to look at her, game will crash
Also new chests in tatalia cannot be open
Just started a new game for test purposes and all golem pieces in their right places. New chests in Tatalia and one new chest in Avlee can be opened.
I noticed graphical glitch with one painting in Haunted Mansion, but it is not game breaking bug.
I'm not sure if you installed my mod properly.
NOTE: It is important to NOT check GrayFace patch "Install LOD archives" option.
Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
so, i did reinstall game, bracada and avli were like i first time step in it, and chest finally contained golem parts, but it didnt happen with tatalia and deija.
new chests in tatalia still cant be open, but i guess i did smth wrong again and have to start new game, if i want to work it properly.
BTW, want to say that mod is really good, i am enjoing it
P.s. for some reason after reinstalling game and mod my knight recieve identify monster and perception at grandmaster lvl and 60 points in each
new chests in tatalia still cant be open, but i guess i did smth wrong again and have to start new game, if i want to work it properly.
BTW, want to say that mod is really good, i am enjoing it
P.s. for some reason after reinstalling game and mod my knight recieve identify monster and perception at grandmaster lvl and 60 points in each
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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
Hey!
i have a problem in Harmondale Castle. I killed all Monsters that i see, but the quest isnt done
. The portraits are yellow, but i cant finde any mobs
i have a problem in Harmondale Castle. I killed all Monsters that i see, but the quest isnt done

Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
useBierzeltfee wrote: ↑May 13 2022, 23:28 Hey!
i have a problem in Harmondale Castle. I killed all Monsters that i see, but the quest isnt done. The portraits are yellow, but i cant finde any mobs
Code: Select all
for _, m in Map.Monsters do
if m.HP > 0 and m.Hostile then
evt.MoveToMap{X = m.X, Y = m.X, Z = m.Z, map = "0"}
break
end
end
That will teleport you to monster location. When you kill them, executing the same command again should tp you to next monster, and so on. If they are in the walls etc. use this kill script:
Code: Select all
for _, m in Map.Monsters do
if m.Hostile then
m.HP = 0
m.AIState = const.AIState.Dying
end
end
Also FYI: you can usually get quicker support if you post on MM discord.
- AzimovHaas8
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Re: Might & Magic 7: Reimagined (Big Overhaul Mod)
It is a bit of problem with Harmondale Castle.Bierzeltfee wrote: ↑May 13 2022, 23:28 Hey!
i have a problem in Harmondale Castle. I killed all Monsters that i see, but the quest isnt done. The portraits are yellow, but i cant finde any mobs
Some monsters are trapped outside of map boundaries, but still close enough to player's party and due to amount of potential bugs accociated with this particular map some monsters exist on map (and visible in map editor), but not directly presented in visible part of castle interiors.
You should finish quest by talking with Butler in Harmondale's tavern even if portraits are yellow inside castle, but monsters are killed.
If not (and here is new bug for one or another reason) - I will look into it.
Sorry for inconvinience : ]
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