Modding MM6

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Goldgolem
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Modding MM6

Unread postby Goldgolem » 06 Apr 2009, 20:05

Hello first time :)

Hi there, I am modding at the moment MM6 that you will probably knoitw, from the 65 weapons in game I made 37 new ones and am changing gameplay to a level where it gets much harder.

Everything goes good till now, but I want to do new monsters, too, and that´s where my problems start. If you want to see the original thread where I am working (sorry, its on german), click here or let it be, doesnt matter so much :)

What I need to know is, how to implement the monsters in MM6, I saw here some guys doing this, but with MM6View / MM7View I dont get it, because it is not implemented :(

Help would be appreciated :S

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Vector
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Unread postby Vector » 06 Apr 2009, 20:56

Adding your own sprites is actually quite complex, and you will need a program called MM8LevelEditor. MM7View does not support adding new bitmaps to the Sprites LOD file.

First you should understand that each sprite uses a pallette of colors, and that there are actually 3 sprites for every 1 sprite; for example, you have the dragon, but it branches off to the Green Dragon, Red Dragon, and Blue Dragon. If you want to replace a sprite the easy way, just import your newly rendered sprite creations using MM8LevelEditor, but make sure your newly created sprites use the same colors that the sprite you are replacing uses. For example, if you created a green sprite, that sprite should replace an existing green sprite. If you do not follow this rule, your sprite will not display correctly in the game; believe me, others have tried with no luck.

If you want complete freedom in the sprites you create, you will need to import your own color pallettes for your associated 8-bit bitmap images. If you use this method, be prepaired to use a file converter for your pallette file as it will likely be in the wrong format in which you will not be able to import it back to the Might and Magic game files. Most people find that the first example is easier.

There are other ways in doing this, and I'm sure others will chime in to help you. I hope this helps.

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UndeadHalfOrc
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Unread postby UndeadHalfOrc » 06 Apr 2009, 21:10

And add an Armsmaster skill while you're at it (replace Diplomacy with it)

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Goldgolem
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Unread postby Goldgolem » 07 Apr 2009, 08:48

Ah thanks, but I really dont get MM8leveleditor, it is so ... confusing that I cant work with it without a guide that tells me how to do what (lol).

There are 2 places where I can set new skills, a ruin of a thievery skill that was first implemented in mm7 but not taken completly out of mm6 and diplomacy.

Ah, in the end I am sorry for that my mod will be in german language. But I could think about making an english version after finishing the german one, but it will take time, since I am doing the mod mostly alone (there´s somebody helping me with some databenches) :proud:

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Big Daddy Jim
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Unread postby Big Daddy Jim » 07 Apr 2009, 14:50

Goldgolem wrote:Ah thanks, but I really dont get MM8leveleditor, it is so ... confusing that I cant work with it without a guide that tells me how to do what (lol).
[You can download three modding tutorials from the following link. They illustrate using the MM8 Level Editor. You might find them of some assist.

http://hosted.filefront.com/BigDaddyJim

BDJ
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http://www.mediafire.com/BDJs

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Sure Valla
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Unread postby Sure Valla » 07 Apr 2009, 15:44

I can read/talk German. Whats the site name?


If you need any help i would be usefull

But not at moddeling... ;|
Last edited by Sure Valla on 17 Apr 2013, 20:57, edited 1 time in total.

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GrayFace
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Unread postby GrayFace » 07 Apr 2009, 18:23

There are 3 ways to do monsters sprites:
1) New sprite using the same palettes
Works good only if your creature is colored in a similar way.
2) 1 new sprite, 3 new palettes
This approach is used in original MM games. You are limited in actions, 'cause only palette can change between forms. This way is the hardest.
3) 3 new sprites with 3 new palettes. This wasn't used in the games, but is possible. You aren't limited at all. 3 forms of monster can differ not just by color, but by equipment and other aspects of look. Takes 3 times more disc space.

Besides adding sprites, it may be hard to add new monsters. I'm sure monsters.txt file can't be extended without changing source code. Though, I'm planning to make it possible in future.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Goldgolem
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Unread postby Goldgolem » 07 Apr 2009, 20:20

I already changed monsters.txt, it is easily possible :) (EDITOR) Like I see it is simply impossible to change spells.txt spellcost, description is okay, but not the rest :(

Thanks BDJ, tutorials are good I see, thanks :-D

SureValla, you can find a link in my first post, I would really like to see you in my team ;)

GrayFace, Vector already said it, but thanks anyway :)

37 weapons, 1 shield and 16 items are done B-)

EDIT: BDJ, the Tutorials are for MM7, is it the same when I change quests or monsters?[/b]

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GrayFace
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Unread postby GrayFace » 08 Apr 2009, 06:35

Goldgolem wrote:I already changed monsters.txt, it is easily possible :)
Nope, you didn't add new lines to it.
Goldgolem wrote:Like I see it is simply impossible to change spells.txt spellcost, description is okay, but not the rest :(
It can be changed in .exe. I haven't looked it up in MM6, but I will. Tell me when you need it.
Goldgolem wrote:GrayFace, Vector already said it, but thanks anyway :)
I think Vector was talking about first 2 ways.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Goldgolem
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Unread postby Goldgolem » 08 Apr 2009, 08:31

Goldgolem wrote:I already changed monsters.txt, it is easily possible :)
No, I didnt put in new lines, but we changed the .txt (MORE and STRONGER monsters will appear in game, except for minotaurs and specters, which will spawn less, because specters can kill immediatly and minotaur lords for example do have 1,8k hp :) )
Goldgolem wrote:Like I see it is simply impossible to change spells.txt spellcost, description is okay, but not the rest :(
Would be nice, if you could help me with that, because the weapons will be more expensive and strong + the monsters are stronger, but spells dont change then and most of them loose their cause for a longer existance than the monster :D
Goldgolem wrote:GrayFace, Vector already said it, but thanks anyway :)
I think Vector was talking about first 2 ways.[/quote]

Okay, thanks GrayFace ;)

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Unread postby Big Daddy Jim » 08 Apr 2009, 11:42

Goldgolem wrote:
Thanks BDJ, tutorials are good I see, thanks :-D

EDIT: BDJ, the Tutorials are for MM7, is it the same when I change quests or monsters?[/b]
Changing the 'monsters' stats should be the same; graphic sprites (both .bmp and .tga) is somewhat different due to the 'free-flow' of sprite pixel sizes in MM6 and the sprite 'display mask'. The MM6 event language is somewhat 'crude' and limited in MM6, but uses many of the same instructions as MM7 and MM8, only the instruction length (size) is often different.

I referenced the tutorials as a starting point for using the MM8LevelEditor, not as a de facto guide to modding MM6.

BDJ
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Goldgolem
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Unread postby Goldgolem » 08 Apr 2009, 12:06

Ah okay, is it possible to make new maps?

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Big Daddy Jim
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Unread postby Big Daddy Jim » 08 Apr 2009, 12:30

Goldgolem wrote:Ah okay, is it possible to make new maps?
Yes. Ask Vector for details.

BDJ
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http://www.mediafire.com/BDJs

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Goldgolem
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Unread postby Goldgolem » 08 Apr 2009, 13:12

thanks for tip :)

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Re: Modding MM6

Unread postby motter28218 » 08 Apr 2009, 13:47

If you are planning to mod using hex here is a basic list of the MM6 commands, I actually have Global.evt for MM6 parsed out with descriptions for most of the commands, some of the evts I just made small notations as I began to memorize things I needed less and less to write them all out, let me know.

Otter


1011 – Add Item
1E – Text
1210 or 1010 – Set Qbit
27 – Change NPC Dialogue
23 – Checky Party
0E11 – Check for Quest ITEM branch if found
0E10 – Branch if have Qbit
0E0C – Branch if Award
1111 – Delete Qitem
1110 – DQbit
100D – Give Exp
100C – Give Award
1015 – Give Gold
10D7 – Give Rep Pos
11D7 – Give Rep Neg
24 – Go To

GIVE LETTER TO ANDOVER POTBELLO QUEST

080A0000 1E0D000000 Text for the Quest
090A0001 121056000000 Set the Quest Bit
0D0A0002 2704000000000B000000 Change the NPC to next Event

050B0000 2305 - Check the Party
0A0B0001 0E11F301000004 - Check for Quest item branch if found
080B0002 1E0E000000 - Text reject if not found
050B0003 0100 - Stop Processing
080B0004 1E10000000 - Text if Successful
090B0005 1111F3010000 - Delete Quest Item (if applicable)
090B0006 1110B6000000 -Delete Qbit
090B0007 100D409C0000 - Give Experience
090B0008 100C02000000 - Give Award
050B0009 2304 - Modify by 4
090B000A 101588130000 - Give Gold
090B000B 10D7C8000000 - Give Reputation
0D0B000C 2704000000000C000000 - Change NPC to next event
090B000D 111056000000 - Del QBit

CHIME QUEST FOR NEW SCORPIGAL

08050000 1E07000000 - Chime Start
0D050001 27230100000006000000
09050002 101054000000

05060000 2305
0A060001 0E11DB01000004
08060002 1E08000000 - Chime Rejection
05060003 0100
08060004 1E09000000 - Chime Success
09060005 1111DB010000
09060006 100D10270000
09060007 100C36000000
05060008 2304
09060009 101588130000
0906000A 10D732000000
0906000B 1110 54000000
0D06000C 27230100000007000000

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Goldgolem
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Unread postby Goldgolem » 08 Apr 2009, 14:35

Cool, how can I change quests now?

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Goldgolem
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Unread postby Goldgolem » 08 Apr 2009, 17:09

BIG IMPORTANT QUESTION: I want to change the archer to an axethrower, the axethrower wont have bows, but axes he can throw and use in combat. He will probably have soulmagic and firemagic for bless, heroism and haste. He will then probably get chain-armor and shield, too. The axes he can throw are 2h-axes I replaced :)

So all I need is the position of where I can change classes :hoo:

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motter28218
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Unread postby motter28218 » 09 Apr 2009, 01:00

Goldgolem wrote:Cool, how can I change quests now?
Not sure what you mean, you can make new quests, or it's easier to mod existing one's, or do you want to keep the current quests as is? You can do it either way.

BDJ's tutorial are really good, even tho they are for 7. I can go more in depth if you want, just PM me, I have tons of new quests that I wrote that I can mail you as examples. Let me know.

Otter

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GrayFace
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Re: Modding MM6

Unread postby GrayFace » 09 Apr 2009, 02:26

I have plans for high-level events language. For now you can use my 010Editor templates to edit events.
motter28218 wrote:23 – Checky Party
Quite a strange name for a command that chooses a character to which the commands after it would be applied.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Goldgolem
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Unread postby Goldgolem » 09 Apr 2009, 04:57

Thanks very much :)


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