[NSFW] vladimir-maestro's MM7 mod

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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vladimir-maestro
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Unread postby vladimir-maestro » 19 Nov 2008, 18:20

What kind of list of chages you are speacking about?

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Variol
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Unread postby Variol » 24 Nov 2008, 23:26

I want to know what the new skills are for the new classes and to what level they can learn them.

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vladimir-maestro
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Unread postby vladimir-maestro » 25 Nov 2008, 05:44

:D
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

auralsun
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Unread postby auralsun » 27 Nov 2008, 06:41

maestro:

is this mod incompatible with vista? i'm running it and it says it's incompatible with 64bit applications. any suggestions?

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vladimir-maestro
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Unread postby vladimir-maestro » 27 Nov 2008, 08:49

MOD will work with it - simple LOD files.
But new classes won't work. Programm wasn't count under vista, win64.

How to do that:
If MM7 works under vista, win64 - install MM7, install MOD. Copy MM7.EXE and NEW_CLASS.EXE to other computer - win95-XP SP2 and try to patch it manually. Than copy patched MM7.EXE to your machine. It should help but not sure.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

auralsun
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Unread postby auralsun » 27 Nov 2008, 09:22

vladimir-maestro wrote:MOD will work with it - simple LOD files.
But new classes won't work. Programm wasn't count under vista, win64.

How to do that:
If MM7 works under vista, win64 - install MM7, install MOD. Copy MM7.EXE and NEW_CLASS.EXE to other computer - win95-XP SP2 and try to patch it manually. Than copy patched MM7.EXE to your machine. It should help but not sure.
when i try to patch it, it comes up with a message saying something to the effect of merger.exe is incompatible with running on a 64bit OS (i'm on vista 64bit). i've got mm7 (vanilla) running perfectly, just by dling some dx9 runtime stuff and configuring to the exe to be run in compatibility with win95.

so basically, when i run the mod it does nothing after unpacking (as far as i can see) and closes. are you suggesting to run the mod on a separate installation on an older version of windows and copy the files over? unfortunately i don't have access to another computer, so i can't do that.

auralsun
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Unread postby auralsun » 27 Nov 2008, 09:37

oh wow -- nevermind! i guess there are some changes, i just didn't notice 'em at first.

is the game balanced to be played with the original nine classes, or are the new classes you made imperative to play the game in this modded form?

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asterix15
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Unread postby asterix15 » 27 Nov 2008, 12:10

Question 1: Is this the link to the latest version of Maestro's Mod?

http://rapidshare.com/files/164679490/Maestro_2.exe

Question 2: Do I need to install all patches?

EDIT: I have installed all patches. The game works and it looks great!

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vladimir-maestro
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Unread postby vladimir-maestro » 27 Nov 2008, 17:07

You still can play with old classes. Maybe it will be easier to play with oldies.
But new classes will helps you much more with abilities to get Grand without promotions.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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Herry Hardfoot
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Unread postby Herry Hardfoot » 28 Nov 2008, 02:34

Vladimir, I tried to e-mail you at the maestro_mod@yahoo.com address, but the "Internet Connection Wizard" wanted my internet password, which concerned me (I don't know if Yahoo or my own software was asking for it).

I'm in the Barrow Downs on the fourth Courier Quest, at level 21. I've seen some more groups of monsters attacking their own:

Water Elementals in Avlee
Troglodytes below Stone City
Dwarves in the Tunnels to Nighon (I didn't go far enough in to see if the Warlocks and Gogs were fighting their friends)

On a different subject, I noticed the Mercury Reagent covers 4 squares instead of the usual 2.

Overall I love this mod. Your graphics are spectacular and the tougher monsters improve the game balance. I do have one suggestion, which is to reduce the numbers of monsters in some places (the overland Deyja map, and the 3 dungeons in the Barrow Downs--Troglodyte caves, Haunted Mansion, and Dwarven Barrows). I like how tough the undead and others have become, but there's just way too many of them--it takes the fun out of the fights to be endlessly hacking away. I think "tough but few" would balance much better.

I look forward to playing the rest of the game.

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bungleau
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Unread postby bungleau » 28 Nov 2008, 03:47

I think Vladimir's last patch addresses some of the summoned monster issues... they shouldn't all be attacking their summoners now. Perhaps he's missed a couple... I will say that berzerking one trog made cleaning out the troglodyte caverns a whole lot easier... it was apparently infectious :D]

*B*

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vladimir-maestro
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Unread postby vladimir-maestro » 28 Nov 2008, 05:45

No I didn't fix summoned attacks yet.
Waiting for some manual for that.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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Variol
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Unread postby Variol » 28 Nov 2008, 13:06

The only problem with berserk is that you don't get any exp for the kill. It does help, but has it's drawbacks as well.

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Storm-giant
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Unread postby Storm-giant » 28 Nov 2008, 18:28

Variol wrote:The only problem with berserk is that you don't get any exp for the kill. It does help, but has it's drawbacks as well.
But it lets you to not be attacked(so you can shoot at them from the safe distance :-D ). Also, with carnage bows you will hurt many at the same time, so you can easily kill most of them without being hurt. And for that, the spell is realy worthy. Lastly, don't forget that it's a level II spell, and it isn't meant to be perfect :)

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vladimir-maestro
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Unread postby vladimir-maestro » 28 Nov 2008, 23:17

Fixed 1st new NPC - elf
and added new one - noble human:
Image
I really starts to like their new look :-D
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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Storm-giant
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Unread postby Storm-giant » 28 Nov 2008, 23:26

WOW Maestro!! :hoo: He fits really well in game, great work!! :hail:
Can't wait to see new enemies in game :oex:

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vladimir-maestro
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Unread postby vladimir-maestro » 28 Nov 2008, 23:30

NPC is easiest to do!
Only 84 sprites and they do not have attacks =)

First monster to create...maybe it will be the troll...
I want to do NPCs...Woman in medieval dress, about 14-16 century.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.

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DarthVadre
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Unread postby DarthVadre » 29 Nov 2008, 05:54

I would really like to see new goblin sprites... but that might take quite a lot of work to make
Your perception determines your experience.

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Captain Emo
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Unread postby Captain Emo » 29 Nov 2008, 09:56

Hell yeah, this one looks really great and he fits good in the game.
Good job.

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Variol
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Unread postby Variol » 29 Nov 2008, 12:24

I don't like the MM7 Goblins. They're too well armoured and should look more crude.

And those swords that shoot arrows..?


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