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 » 27 Aug 2022, 07:01

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 » 27 Aug 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: 27 Aug 2022, 07:01 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 » 01 Sep 2022, 06:07

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 » 01 Sep 2022, 15:31

floydnexus wrote: 01 Sep 2022, 06:07 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 » 02 Sep 2022, 05:26

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 » 06 Sep 2022, 22:31

floydnexus wrote: 27 Aug 2022, 07:01 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 » 06 Sep 2022, 22:35

Eksekk wrote: 27 Aug 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 » 07 Sep 2022, 01:29

WintersEmbers wrote: 20 Aug 2022, 02:27 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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Re: Might and Magic 6, 7, 8 merge redone

Unread postby TartamPuan » 15 Oct 2022, 22:04

I noticed a problem with the circus at Bootleg bay. The entrance to the circus is right next to the wall. Did I install something wrong or is this the way it should be? It is not possible to enter it, only from above using a flying or jumping spell.

ps. Great mod, great work. :applause:

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

Unread postby DaveHer » 15 Oct 2022, 22:38

TartamPuan wrote: 15 Oct 2022, 22:04 I noticed a problem with the circus at Bootleg bay. The entrance to the circus is right next to the wall. Did I install something wrong or is this the way it should be? It is not possible to enter it, only from above using a flying or jumping spell.

ps. Great mod, great work. :applause:

Image
Thanks for the compliment. :) Thank you for letting me know about the problem. I will need to go into the editor and move the tent away from the wall and then upload a patch for the fix. I do not think a new game will have to be started.
David

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

Unread postby floydnexus » 19 Nov 2022, 09:49

Hi :)
Just wanted to tell you that the portal to go to Jadame from evermorn (mm7) is not working with this version. It's supposed to be in front of the water guild. What I've done to bypass that was to copy my save in the regular MM Merge, use the teleport, and copy again my saves in the merge redone.

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

Unread postby DaveHer » 19 Nov 2022, 20:50

floydnexus wrote: 19 Nov 2022, 09:49 Hi :)
Just wanted to tell you that the portal to go to Jadame from evermorn (mm7) is not working with this version. It's supposed to be in front of the water guild. What I've done to bypass that was to copy my save in the regular MM Merge, use the teleport, and copy again my saves in the merge redone.
If you are talking about the spot where you open the town portal book, Then I believe that you will need to go to where the water guild was. Use the walk on water spell and walk around until you see that message. I did move the water guild.
David


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