Search found 317 matches

by Rodril
May 2 2019, 7:20
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Got crash entering Stone City (so, MM7 part and merge quest are unplayable for my party now:( ) . Installed merge as said in first post, archive downloaded from MEGA. Also having crash when trying to loot Zog Send me your ErrorLog.txt from Game folder, please. some time, when i wanna update a skill...
by Rodril
May 1 2019, 8:01
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Access violation at address 004527BE in module 'mm8.exe'. Read of address 00000001.", if that helps at all. This happens, when Placemon.txt from EnglishT.lod have less than 130 lines. Are you sure, you've installed mod (1.7 gb) and not the update? Also you should not install patch, it is alrea...
by Rodril
Apr 29 2019, 5:58
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

I exported a map, from the game, of Castle Ironfist and imported it in to blender and got a tiny land mass. Would this be correct? MM models are quiet big compared to Blender measure system, setup camera to view them properly: https://www.dropbox.com/s/h6jf5zx2vw6kis3/BlenderCamera.png?dl=0 Not nec...
by Rodril
Apr 28 2019, 10:26
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Hello. I've added quickfix for weather effects and troll's plate armors (yes, somehow i've forgot to add them), reapply latest update, please. has anyone, by chance, already written down the new recipes? You can search forum for Xfing's posts, where he describe it. Or open "Potion.txt" fro...
by Rodril
Apr 14 2019, 10:54
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 675
Views: 186801

Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

I have question regarding portals in dungeons. Whenever i'm trying to "Import rooms" from custom .obj file I'm getting this error: —————————————————————————————————————————————————————————————————————————————————— ...II - Day of the Destroyer\Scripts\Global\Editor Base.lua:437: attempt to ...
by Rodril
Apr 13 2019, 6:24
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 675
Views: 186801

Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

On a similar note... how much of the contents of 2dEvents.txt controls the wares (types and treasure levels) of a shop and how much of that is hard-coded? It's one of the few text files I can't really make much sense of. 2DEvents.txt does not allow this. You'll need MM7 version of "RemoveHouse...
by Rodril
Apr 10 2019, 5:27
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

Templayer wrote:Where the heck is the list of all items with all indexes?

In ITEMS.txt from EnglishT.lod, you can open it with GrayFace's MMArchive. Same with other variables, most of them in text files there.
by Rodril
Apr 10 2019, 5:23
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 675
Views: 186801

Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Is this what I'm after, then? No, t.Stat is numerical code of Stat, 0 is Might, 1 is Intellect, etc: https://grayface.github.io/mm/ext/ref/#const.Stats And if you want to cap all stats, there's no need to traverse through items, this should work: function events.CalcStatBonusByItems(t) if t.Result ...
by Rodril
Apr 9 2019, 5:49
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 06.04.2019]

***EDIT*** After digging through even more posts, it looks like I'm using an old patch, I will update my game and see if I can get the wetsuits to populate. Umm, if someone has the item code to add the wetsuits that would be amazing though!!! (Not asking for cheats like that one kid) Hello. I have ...
by Rodril
Apr 9 2019, 5:44
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 675
Views: 186801

Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

I see the pieces... sort of. But I don't see how they fit together. My best guess is: Here are examples how to use events in MMExt (third one is what you need): https://grayface.github.io/mm/ext/ref/#Artifact-Bonuses You have to check if t.Stat is equal to stat, cap of which you want to alter, and ...
by Rodril
Apr 7 2019, 10:45
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 24.03.2019]

Templayer's note: What about the Learning skill +60 not working correctly? There was not specified problem with learning skill, i guess bug report was set before skill bonus limits have been removed. Templayer's note: Maybe a solution would be instead of the shopkeeper telling you that the item is ...
by Rodril
Apr 7 2019, 8:27
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 675
Views: 186801

Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

So... I GUESS what's happening here is that this is the global barrel initialization code. But this is a bit more advanced and I'm not sure exactly what's happening here outside of the fact that (1, 7) tells me that it is including white barrels (presumably this is 1, 6 by default?). You'll need to...
by Rodril
Apr 7 2019, 8:09
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 24.03.2019]

Hello, patch link have been updated. Game now use new approach to show weather effects, visualy nothing had changed, but bugs caused by it should disappear now. Fixed couple of minor bugs (marked on tracker). Thank you. my actual question should have been ... why is there nothing else in the chests ...
by Rodril
Apr 3 2019, 17:30
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 675
Views: 186801

Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

Am I able to add strings to this as necessary, or am I limited to only the blank spots that I have? In mm7 you are limited, i don't rememeber if you can use blank spots, probably yes. In mm8 (in merge mod) this limit is removed. It's also making me want to go back and look a the RemoveItemsLimits.l...
by Rodril
Apr 3 2019, 15:18
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 675
Views: 186801

Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

In either case, I can't seem to find where these event strings are located... any help? Also, where should this script be placed and is there anything functionally wrong with anything I just posted? These strings should be located in "NPCText.txt" from events.lod, you can open it with MMA...
by Rodril
Apr 2 2019, 15:31
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 675
Views: 186801

Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

So... just to get an example to work with... the barrel code: The simpliest solution would be: evt.Global[389] = function() local CurrentPlayer = math.max(Game.CurrentPlayer, 0) -- select first player, in case if there is no active if Party[CurrentPlayer]:GetRace() == const.Race.Goblin then evt.Add...
by Rodril
Apr 2 2019, 15:13
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 24.03.2019]

Dont know what to do to fix these problems, sad to day. Anyone got any clue ? Try these solutions: 1. Set compatibility mode of launcher and mm8.exe to win98. 2. If your screen resolution higher than 1920x1080, decrease it to 1920x1080. 3. Reinstall Grayface's patch into game folder and reapply lat...
by Rodril
Mar 30 2019, 8:57
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 24.03.2019]

Have you moved old Weather.lua out of "General" folder before applying new?
by Rodril
Mar 30 2019, 6:13
Forum: Might and Magic
Topic: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Replies: 5123
Views: 481228

Re: Might and Magic 6, 7, 8 merge based on mm8 engine.

Of course deactivating 3D worked, but that is of course not what I want. So, has anyone have another idea, how to solve this problem? I'm using win 98 compatibility, otherwise it does not work for me. If it won't help, chek this out: https://www.celestialheavens.com/forum/10/10078?start=280#p372781...
by Rodril
Mar 30 2019, 6:02
Forum: Might and Magic
Topic: MMExtension v2.2 + MMEditor v2.1 Level Editor [June 4, 2019]
Replies: 675
Views: 186801

Re: MMExtension v2.1 + MMEditor v2.1 Level Editor [Apr 22, 2016]

I'm afraid, everything. These features working in merge mod though. You could look into it's scripts for examples and modify it.

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