BDJ I'm looking your way mostly ha ha. But I know you've just been through alot so don't sweat it, but if anyone know's how could you let me know, I have "dissected" MM6 every which way with the Lvleditor, hex, and I can't find out how. Any help would be appreciated. Thanks.
Otter
Any modder's here figure out how to change hostiles in MM6?
- motter28218
- Pixie
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- DarthVadre
- Peasant
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- Joined: 18 Oct 2008
- Location: United States
- Contact:
- Big Daddy Jim
- Swordsman
- Posts: 551
- Joined: 29 Oct 2007
- Location: Republic de Panama
Matt,
I'm not sure that you can 'change alignments' globally in MM6, and, unfortunately, the Spawn Definition is only 14-bytes in length, so you cannot control Creature Aligments by assigning a unique Group Number.
However, non-spawned creatures (in .dlv and .ddm databases) can be somewhat controlled via the Hostile Type parameter (set to '4' for Hostile) and alliances can be formed using the Summoner ID parameter (I think??).
So if you want to 'control' creature alignments in MM6, you might have to delete the Spawn Points, add each individual monster as a 'creature' in the appropriate .dlv/.dvm database, and control them from these databases. This would be a mammoth task!
If you discover an easier way to do this (other than .exe modification), let me know.
That's my story and I'm stickin' to it!
BDJ
I'm not sure that you can 'change alignments' globally in MM6, and, unfortunately, the Spawn Definition is only 14-bytes in length, so you cannot control Creature Aligments by assigning a unique Group Number.
However, non-spawned creatures (in .dlv and .ddm databases) can be somewhat controlled via the Hostile Type parameter (set to '4' for Hostile) and alliances can be formed using the Summoner ID parameter (I think??).
So if you want to 'control' creature alignments in MM6, you might have to delete the Spawn Points, add each individual monster as a 'creature' in the appropriate .dlv/.dvm database, and control them from these databases. This would be a mammoth task!
If you discover an easier way to do this (other than .exe modification), let me know.
That's my story and I'm stickin' to it!
BDJ
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.
http://www.mediafire.com/BDJs
http://www.mediafire.com/BDJs
- motter28218
- Pixie
- Posts: 118
- Joined: 30 Sep 2007
Thanks for the input, yeah I figured that was the only way but was hoping there was any easier way, well, time isn't a big issue for me as I have lot's of it at my job, so guess I'll just have to start doing them one by one. Will keep trying to find something easier, if I do I'll let you, and anyone who's interested know. Thanks again and hope things are going well for you.Big Daddy Jim wrote:Matt,
I'm not sure that you can 'change alignments' globally in MM6, and, unfortunately, the Spawn Definition is only 14-bytes in length, so you cannot control Creature Aligments by assigning a unique Group Number.
However, non-spawned creatures (in .dlv and .ddm databases) can be somewhat controlled via the Hostile Type parameter (set to '4' for Hostile) and alliances can be formed using the Summoner ID parameter (I think??).
So if you want to 'control' creature alignments in MM6, you might have to delete the Spawn Points, add each individual monster as a 'creature' in the appropriate .dlv/.dvm database, and control them from these databases. This would be a mammoth task!
If you discover an easier way to do this (other than .exe modification), let me know.
That's my story and I'm stickin' to it!
BDJ
Otter
- vladimir-maestro
- Genie
- Posts: 1034
- Joined: 19 Jun 2008
How is your MM6 MOD works going on?
Is the finish near?
Maybe some screens?
Is the finish near?
Maybe some screens?
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.
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.
- Big Daddy Jim
- Swordsman
- Posts: 551
- Joined: 29 Oct 2007
- Location: Republic de Panama
Matt,motter28218 wrote:
Thanks for the input, yeah I figured that was the only way but was hoping there was any easier way, well, time isn't a big issue for me as I have lot's of it at my job, so guess I'll just have to start doing them one by one. Will keep trying to find something easier, if I do I'll let you, and anyone who's interested know. Thanks again and hope things are going well for you.
Otter
There may be an easier way to do this. I'll send ya an email with the idea.
BDJ
"BDJ the Coding Wizard has moved out of the Coding Fortress, has retired from Might & Magic game modification, and now lives a peaceful life in Alto Lino, Republic de Panama.
http://www.mediafire.com/BDJs
http://www.mediafire.com/BDJs
- motter28218
- Pixie
- Posts: 118
- Joined: 30 Sep 2007
Hey Vladimir, didn't mean to take so long getting back to you, honestly my mod is "done" as far as what I could legally make available to the forum, however my full mod requires .exe editing which I understand violates copyright laws so unfortunately I can't put my mod out there for download. If you want to have my "legal" version I would be happy to E-mail you the files but really all it contains is some dungeons moved around, some monster's that are more powerful and in different places, all relics and artifacts are made available by completing certain quests or killing certain monsters.vladimir-maestro wrote:How is your MM6 MOD works going on?
Is the finish near?
Maybe some screens?
Great Job on your mod by the way, your graphics are incredible. Wish I knew how to do that stuff.
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