Might and Magic 6, 7, 8 merge redone

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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floydnexus
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby floydnexus » Aug 27 2022, 7:01

Thank you for this awesome work. I've just installed it and it seems to work like a charm. :applause:
For the fun I tried to import a save from the first merge and it worked for now even if all the data about what is already explored and monsters on map is reseted (I'll try try to see if I can find where the game store it) .
The second thing I tried to do is apply a localisation patch taken from the original merge and it worked (tested the french version).

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby Eksekk » Aug 27 2022, 23:11

I have not played Merge Redone yet, but I really enjoyed Rev4 mod redone, so playing it is only a matter of time. If I will have enough time, I may adjust script for skill amount limitation as cthscr advised so it works here or maybe even update the mod to later base pack. Thanks for your amazing work, David! :-D :applause:
floydnexus wrote: Aug 27 2022, 7:01 Thank you for this awesome work. I've just installed it and it seems to work like a charm. :applause:
For the fun I tried to import a save from the first merge and it worked for now even if all the data about what is already explored and monsters on map is reseted (I'll try try to see if I can find where the game store it) .
The second thing I tried to do is apply a localisation patch taken from the original merge and it worked (tested the french version).
All maps respawn if game detects any of maps in savefile (open it with MMArchive) is modified in games.lod. Idk exact mechanics, but that's basically what happens. To circumvent it would take a ton of work. I had similar problem when I played rev4 redone and the only solution was to pretend respawn didn't happen, throw horseshoes into the sea etc. :) (I couldn't just ignore them, they were taunting me :D )

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floydnexus
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby floydnexus » Sep 1 2022, 6:07

Oh ok, thank you. I think I'll finally switch to the redone version when I'll move from mm6 to mm7. Do you know if it's possible to change a character class using evt commands?

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby Eksekk » Sep 1 2022, 15:31

floydnexus wrote: Sep 1 2022, 6:07 Oh ok, thank you. I think I'll finally switch to the redone version when I'll move from mm6 to mm7. Do you know if it's possible to change a character class using evt commands?
Of course. First execute

Code: Select all

dump(const.Class)
(ctrl + F1 to open console, ctrl + enter to execute) so you get class constants. Then it's enough to simply write

Code: Select all

Party[0].Class = const.Class.Thief
(replace 0 with index of desired character left-to-right and starting from 0).

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floydnexus
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby floydnexus » Sep 2 2022, 5:26

Thank you very much :)

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DaveHer
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » Sep 6 2022, 22:31

floydnexus wrote: Aug 27 2022, 7:01 Thank you for this awesome work. I've just installed it and it seems to work like a charm. :applause:
For the fun I tried to import a save from the first merge and it worked for now even if all the data about what is already explored and monsters on map is reseted (I'll try try to see if I can find where the game store it) .
The second thing I tried to do is apply a localisation patch taken from the original merge and it worked (tested the french version).
You are welcome.
David

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » Sep 6 2022, 22:35

Eksekk wrote: Aug 27 2022, 23:11 I have not played Merge Redone yet, but I really enjoyed Rev4 mod redone, so playing it is only a matter of time. If I will have enough time, I may adjust script for skill amount limitation as cthscr advised so it works here or maybe even update the mod to later base pack. Thanks for your amazing work, David! :-D :applause:
You welcome and any improvement you might want to do, by all means do so. :) David

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » Sep 7 2022, 1:29

WintersEmbers wrote: Aug 20 2022, 2:27 I'm sorry but is it possible to cheer this loudly enough. I haven't opened my mm games folder in several years. I played 8 for about an hour and then remembered someone made a mod that allowed party generation. I went searching for that and found this instead. I feel so gigglicious at the moment I could just fizz over and melt. Or maybe that's the 100 degree heat! Anyway:

:tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup:

:hug:
You are welcome. :) David


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