Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby cthscr » 10 Mar 2020, 10:23

Check your filesystem.
Check your 'Saves' directory. (Perhaps try to move all files out of this directory and then add by one and check if it works properly.)
Last edited by cthscr on 10 Mar 2020, 10:24, edited 1 time in total.

KeyOfGeneralUse
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby KeyOfGeneralUse » 10 Mar 2020, 10:56

cthscr wrote:Check your filesystem.
Check your 'Saves' directory. (Perhaps try to move all files out of this directory and then add by one and check if it works properly.)
This seems to have worked. I've cleared the "Saves" folder and just inserted the Autosave back in. From this I was able to create save states again. Thank you.

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tomchen1989
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby tomchen1989 » 10 Mar 2020, 13:55

I listed all data tables and scripts changes made by me in my https://github.com/might-and-magic/mm678-i18n/ project.

Most of them are related to i18n readiness issues. But some are about other issues.

I create a "rodril-diff-demo" branch in my mm678-i18n project and create a compare view page ( https://github.com/might-and-magic/mm67 ... -diff-demo ) between rodril's 2019-10-08 vanilla version and my version. Note that the compare is reversed, it is the change "from my version to rodril's 2019-10-08 vanilla version". Some files changes listeds in the compare view page were just taken from community branch or other place and are not made by me, I don't expect them to be merged into vanilla or community branch and didn't list them below.

I guess I will probably create a new branch in https://gitlab.com/templayer/mmmerge/ and submit merge requests. But for now I'm just listing them here.


Scripts/General/FNT_DBCS.lua
https://github.com/might-and-magic/mm67 ... 4cf3d7f3e3

Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/26

Double-byte character set support.

However I do not expect it to be merged into rodril version or community branch, at least not for now. I'll release the localization packages separately and this file will be put in the packages (zh_CN has already been released).

----------------------

Scripts/General/NPCNewsTopics.lua
https://github.com/might-and-magic/mm67 ... 4c557c3fc1
Change to function ProcessNamesTXT()

One of the i18n readiness issues:
NPC names i18n

It works along with another new file:
https://github.com/might-and-magic/mm67 ... CNames.txt

NPCNewsTopics.lua file also contains another change to function ProcessMapNewsTXT(). Which works with Data/Tables/News topics - area.txt (the last one in my list)

To be merged into rodril version and community branch

----------------------

Scripts/General/ProgramName.lua
https://github.com/might-and-magic/mm67 ... be5be29d6b

I created this file along with another new file:
https://github.com/might-and-magic/mm67 ... zeConf.ini
to make the program's title "Might and Magic® VIII" i18n-ready
and to specify language, encoding and the exact game version number, so that developers can use them when writing other lua files

This file will be put in the localization packages. I expect it to be merged into rodril version and community branch *probably in the future* (maybe not now).

----------------------

Scripts/Global/ExtraArtifacts.lua
https://github.com/might-and-magic/mm67 ... 23542568d6

Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/95

Bow and Blaster recovery time limit (30 and 5). GrayFace does not have these limits. Rodril has them and are defaults and non configurable.

To be merged into rodril version and community branch (not sure why Rodril made this change but I expect the limits to be removed just like GrayFace original version)

----------------------

Scripts/Global/PromotionTopics.lua
https://github.com/might-and-magic/mm67 ... ca641d74a5

One of the i18n readiness issues:
Promotion-related NPC topics i18n

It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3093

To be merged into rodril version and community branch

----------------------

Scripts/Global/Quest_CrossContinents.lua
https://github.com/might-and-magic/mm67 ... 23c8dbf43f

One of the i18n readiness issues:
Runaway Chaos NPCs' names i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3102

Also in Quest_CrossContinents.lua, I fixed issus where you answer right/wrong but the NPC says you're wrong/right

To be merged into rodril version and community branch

----------------------

Scripts/Global/Quest_SavingGoobers.lua
https://github.com/might-and-magic/mm67 ... f8efd2f11c

One of the i18n readiness issues:
Saving Goobers Quest related Verdent conversations i18n

It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3097

To be merged into rodril version and community branch

----------------------

Scripts/Maps/BrAlvar.lua
https://github.com/might-and-magic/mm67 ... 5f47bd2722

One of the i18n readiness issues:
BrAlvar map strings i18n

It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... rAlvar.STR

To be merged into rodril version and community branch

----------------------

Scripts/Maps/BrBase.lua
https://github.com/might-and-magic/mm67 ... 6d388fe818

One of the i18n readiness issues:
BrBase map strings i18n

It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... BrBase.STR

To be merged into rodril version and community branch

----------------------

Scripts/Structs/After/HardcodedTopicFunctions.lua
https://github.com/might-and-magic/mm67 ... 05a0b78de1

A bug that crashes the game at Shadow Guild riddles, Darkmoor corpses, etc. where the game reads user's input (`Question()`)

As noted by Rodril `AltQuestion()` is "temporary, while MMPatch 2.3 have this bug". Now GrayFace 2.4+ has fixed the problem, and we don't need `AltQuestion()` any more.

To be merged into rodril version and community branch

----------------------

Data/Tables/Bolster - formulas.txt
https://github.com/might-and-magic/mm67 ... b10436ea8f

Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/24

For the formula, here I'm using:
`*((BolsterMul+1)^BolsterMul-1))`

The community branch is using:
`*((BolsterMul+1)^BolsterMul)`

Rodril's vanilla version is simply using:
^BolsterMul

I guess it would be better for rodril vanilla version to change it to either of the other two, otherwise it'll be bad for 200% bolster

----------------------

Data/Tables/Continent settings.txt
https://github.com/might-and-magic/mm67 ... de5ecc2282

Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/25

It fixes blue sky problem

To be merged into rodril version and community branch

----------------------

Data/Tables/News topics - area.txt
https://github.com/might-and-magic/mm67 ... edbcc6b9d8

One of the i18n readiness issues:
Emerald Island NPC topics i18n

It works along with the modified file:
https://github.com/might-and-magic/mm67 ... CTopic.txt
(I think no change has been made in NPCText.txt for this issue. The fours strings exist there)
https://github.com/might-and-magic/mm67 ... PCText.txt

It should work with this change as well (mentioned above):
Scripts/General/NPCNewsTopics.lua change to function ProcessMapNewsTXT()

To be merged into rodril version and community branch
Last edited by tomchen1989 on 10 Mar 2020, 14:07, edited 1 time in total.

eilacomeva
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby eilacomeva » 10 Mar 2020, 20:39

Templayer wrote:...
It has already been fixed by cthscr, like yesterday or today or something. :D
It should be at least in the rodril-fixes branch.
CastFollowersSpell(27, 10, 3) means "mastery=3(M/GM?), skill=10", so ten hours instead of three.
I don't have a master of flight or whatever it's called, so I can't verify in the merge; in vanilla mm6 I just checked and it's 2 hours; CastFollowersSpell(21,10,2) casts fly for ten hours (which makes me believe that it's actually 0=novice, 1=expert, 2=master, 3=grandmaster)

--

Off topic for you, since you despise windows essentials: https://inks.tedunangst.com/l/4512 :D

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby cthscr » 10 Mar 2020, 21:18

eilacomeva wrote:
Templayer wrote:...
It has already been fixed by cthscr, like yesterday or today or something. :D
It should be at least in the rodril-fixes branch.
CastFollowersSpell(27, 10, 3) means "mastery=3(M/GM?), skill=10", so ten hours instead of three.
I don't have a master of flight or whatever it's called, so I can't verify in the merge; in vanilla mm6 I just checked and it's 2 hours; CastFollowersSpell(21,10,2) casts fly for ten hours (which makes me believe that it's actually 0=novice, 1=expert, 2=master, 3=grandmaster)
Ok, things are skrewed up. Though Mastery 10 shouldn't come. Later Mastery used in JoinSkill(), so 3 is Master, 4 is GM. Fly doesn't have Expert parameters, but MM8 engine is quite silly sometimes (yes, if you somehow has learnt spell, it will never check for spells requirements while casting).
Last edited by cthscr on 10 Mar 2020, 21:36, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby eilacomeva » 10 Mar 2020, 22:31

cthscr wrote:
eilacomeva wrote:
Templayer wrote:...
It has already been fixed by cthscr, like yesterday or today or something. :D
It should be at least in the rodril-fixes branch.
CastFollowersSpell(27, 10, 3) means "mastery=3(M/GM?), skill=10", so ten hours instead of three.
I don't have a master of flight or whatever it's called, so I can't verify in the merge; in vanilla mm6 I just checked and it's 2 hours; CastFollowersSpell(21,10,2) casts fly for ten hours (which makes me believe that it's actually 0=novice, 1=expert, 2=master, 3=grandmaster)
Ok, things are skrewed up. Though Mastery 10 shouldn't come. Later Mastery used in JoinSkill(), so 3 is Master, 4 is GM. Fly doesn't have Expert parameters, but MM8 engine is quite silly sometimes (yes, if you somehow has learnt spell, it will never check for spells requirements while casting).
Oh, ok, thank you; I assumed M because I remembered that in mm6 you can fly without skill requirements (it's something like 5 minutes/point for novice, 10 min/point for experts and 1 hour/point for masters)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Rodril » 11 Mar 2020, 15:21

tomchen1989 wrote:Scripts/General/NPCNewsTopics.lua
I've added changes made to this file, except loading NPCNames.txt - modified LocalizeTables.lua instead.
tomchen1989 wrote:Scripts/Global/ExtraArtifacts.lua
...
Bow and Blaster recovery time limit (30 and 5). GrayFace does not have these limits. Rodril has them and are defaults and non configurable.
Without these limits we having "machinegun" issue: characters able to decrease recovery time of ranged attacks too much and after applying haste, they firing arrows too fast (seen video on YT, but cannot find link now).
tomchen1989 wrote:Scripts/Global/Quest_CrossContinents.lua
I've added fixes for readiness issue, but rest lines left unchanged for now, i want to test them a bit more.
tomchen1989 wrote:Scripts/Global/PromotionTopics.lua
NPCText.txt
Scripts/Global/Quest_SavingGoobers.lua
Scripts/Maps/BrAlvar.lua
Scripts/Maps/BrBase.lua
Scripts/Structs/After/HardcodedTopicFunctions.lua
Data/Tables/Bolster - formulas.txt
Data/Tables/Continent settings.txt
Data/Tables/News topics - area.txt
I've put all changes into my version (related .STR files aswell).
Changes to NPCNewsTopics.lua are very convenient, thank you.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby SpectralDragon » 12 Mar 2020, 15:37

Rodril wrote:
tomchen1989 wrote::scripts/Global/ExtraArtifacts.lua
...
Bow and Blaster recovery time limit (30 and 5). GrayFace does not have these limits. Rodril has them and are defaults and non configurable.
Without these limits we having "machinegun" issue: characters able to decrease recovery time of ranged attacks too much and after applying haste, they firing arrows too fast (seen video on YT, but cannot find link now).
I found this one, but it˙s with Blasters. ^^; https://www.youtube.com/watch?v=e87w5njhO8U
Yes?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby AllVladin » 12 Mar 2020, 17:19

Guys I am sorry, but I have to do something wrong.

All three games finished, Verdant quest for telelocator also finished yet I cannot figure out how to enter Breach.
Please give me a hint,

Thanks,
AV

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 12 Mar 2020, 19:45

Rodril wrote:
joanthedark wrote:Is there a way to make it so stunning doesn't override paralyzing effects? Those 2 are the reasons why I stopped using my Paladin playthrough (I wanted to dual wield Mace/Sword and have a high damage + paralyze chance).
Should be fixed in upcoming update, I hope to update first post at today's evening.
This will probably be closed real soon, I haven't got through my mail yet... and the last page of the thread.

Stunning overrides paralysis
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 12 Mar 2020, 19:49

astropheonix wrote:
KeyOfGeneralUse wrote:Is it supposed to be that when dual wielding sword & mace neither skill raises the damage value? When wielding a mace alone the damage is increased normally, as per weapon skill.
While dualweilding +DMG modifiers only contribute from off hands, not main hand, so basically only daggers. I believe this change came in one of the grayface patches quite awhile ago.
I probably posted this a few times already...
Dual Wielding Formulas fix
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 12 Mar 2020, 19:52

KeyOfGeneralUse wrote:
cthscr wrote:Check your filesystem.
Check your 'Saves' directory. (Perhaps try to move all files out of this directory and then add by one and check if it works properly.)
This seems to have worked. I've cleared the "Saves" folder and just inserted the Autosave back in. From this I was able to create save states again. Thank you.
You could give us the save folder contents for analysis so we could make sure nobody else gets that problem in the future (ideally).
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 12 Mar 2020, 19:57

tomchen1989 wrote:I listed all data tables and scripts changes made by me in my https://github.com/might-and-magic/mm678-i18n/ project.

Most of them are related to i18n readiness issues. But some are about other issues.

I create a "rodril-diff-demo" branch in my mm678-i18n project and create a compare view page ( https://github.com/might-and-magic/mm67 ... -diff-demo ) between rodril's 2019-10-08 vanilla version and my version. Note that the compare is reversed, it is the change "from my version to rodril's 2019-10-08 vanilla version". Some files changes listeds in the compare view page were just taken from community branch or other place and are not made by me, I don't expect them to be merged into vanilla or community branch and didn't list them below.

I guess I will probably create a new branch in https://gitlab.com/templayer/mmmerge/ and submit merge requests. But for now I'm just listing them here.


Scripts/General/FNT_DBCS.lua
https://github.com/might-and-magic/mm67 ... 4cf3d7f3e3

Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/26

Double-byte character set support.

However I do not expect it to be merged into rodril version or community branch, at least not for now. I'll release the localization packages separately and this file will be put in the packages (zh_CN has already been released).

----------------------

Scripts/General/NPCNewsTopics.lua
https://github.com/might-and-magic/mm67 ... 4c557c3fc1
Change to function ProcessNamesTXT()

One of the i18n readiness issues:
NPC names i18n

It works along with another new file:
https://github.com/might-and-magic/mm67 ... CNames.txt

NPCNewsTopics.lua file also contains another change to function ProcessMapNewsTXT(). Which works with Data/Tables/News topics - area.txt (the last one in my list)

To be merged into rodril version and community branch

----------------------

Scripts/General/ProgramName.lua
https://github.com/might-and-magic/mm67 ... be5be29d6b

I created this file along with another new file:
https://github.com/might-and-magic/mm67 ... zeConf.ini
to make the program's title "Might and Magic® VIII" i18n-ready
and to specify language, encoding and the exact game version number, so that developers can use them when writing other lua files

This file will be put in the localization packages. I expect it to be merged into rodril version and community branch *probably in the future* (maybe not now).

----------------------

Scripts/Global/ExtraArtifacts.lua
https://github.com/might-and-magic/mm67 ... 23542568d6

Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/95

Bow and Blaster recovery time limit (30 and 5). GrayFace does not have these limits. Rodril has them and are defaults and non configurable.

To be merged into rodril version and community branch (not sure why Rodril made this change but I expect the limits to be removed just like GrayFace original version)

----------------------

Scripts/Global/PromotionTopics.lua
https://github.com/might-and-magic/mm67 ... ca641d74a5

One of the i18n readiness issues:
Promotion-related NPC topics i18n

It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3093

To be merged into rodril version and community branch

----------------------

Scripts/Global/Quest_CrossContinents.lua
https://github.com/might-and-magic/mm67 ... 23c8dbf43f

One of the i18n readiness issues:
Runaway Chaos NPCs' names i18n
It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3102

Also in Quest_CrossContinents.lua, I fixed issus where you answer right/wrong but the NPC says you're wrong/right

To be merged into rodril version and community branch

----------------------

Scripts/Global/Quest_SavingGoobers.lua
https://github.com/might-and-magic/mm67 ... f8efd2f11c

One of the i18n readiness issues:
Saving Goobers Quest related Verdent conversations i18n

It works along with the newly added lines in NPCText.txt:
https://github.com/might-and-magic/mm67 ... .txt#L3097

To be merged into rodril version and community branch

----------------------

Scripts/Maps/BrAlvar.lua
https://github.com/might-and-magic/mm67 ... 5f47bd2722

One of the i18n readiness issues:
BrAlvar map strings i18n

It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... rAlvar.STR

To be merged into rodril version and community branch

----------------------

Scripts/Maps/BrBase.lua
https://github.com/might-and-magic/mm67 ... 6d388fe818

One of the i18n readiness issues:
BrBase map strings i18n

It works along with the newly added file:
https://github.com/might-and-magic/mm67 ... BrBase.STR

To be merged into rodril version and community branch

----------------------

Scripts/Structs/After/HardcodedTopicFunctions.lua
https://github.com/might-and-magic/mm67 ... 05a0b78de1

A bug that crashes the game at Shadow Guild riddles, Darkmoor corpses, etc. where the game reads user's input (`Question()`)

As noted by Rodril `AltQuestion()` is "temporary, while MMPatch 2.3 have this bug". Now GrayFace 2.4+ has fixed the problem, and we don't need `AltQuestion()` any more.

To be merged into rodril version and community branch

----------------------

Data/Tables/Bolster - formulas.txt
https://github.com/might-and-magic/mm67 ... b10436ea8f

Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/24

For the formula, here I'm using:
`*((BolsterMul+1)^BolsterMul-1))`

The community branch is using:
`*((BolsterMul+1)^BolsterMul)`

Rodril's vanilla version is simply using:
^BolsterMul

I guess it would be better for rodril vanilla version to change it to either of the other two, otherwise it'll be bad for 200% bolster

----------------------

Data/Tables/Continent settings.txt
https://github.com/might-and-magic/mm67 ... de5ecc2282

Related issue:
https://gitlab.com/templayer/mmmerge/-/issues/25

It fixes blue sky problem

To be merged into rodril version and community branch

----------------------

Data/Tables/News topics - area.txt
https://github.com/might-and-magic/mm67 ... edbcc6b9d8

One of the i18n readiness issues:
Emerald Island NPC topics i18n

It works along with the modified file:
https://github.com/might-and-magic/mm67 ... CTopic.txt
(I think no change has been made in NPCText.txt for this issue. The fours strings exist there)
https://github.com/might-and-magic/mm67 ... PCText.txt

It should work with this change as well (mentioned above):
Scripts/General/NPCNewsTopics.lua change to function ProcessMapNewsTXT()

To be merged into rodril version and community branch
Holy sh.it. :D

Also if you have any information pertaining to said Issues be sure to put it into their comments yourself.

Because I am lazy! :P
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 12 Mar 2020, 20:15

AllVladin wrote:Guys I am sorry, but I have to do something wrong.

All three games finished, Verdant quest for telelocator also finished yet I cannot figure out how to enter Breach.
Please give me a hint,

Thanks,
AV
Quite recently I've translated the Merge parts into Czech, and there are A LOT of dialogues.

So I should remember what should happen after getting the telelocator.

But I don't. :D :D

Somebody else will help, surely. :P
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby raekuul » 13 Mar 2020, 15:12

Try casting Town Portal where Escaton's Crystal used to be.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby NotABroom » 13 Mar 2020, 16:26

Can I allow MM8 races to be playable in MM6 somehow? I would like to play a dark elven knight.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 13 Mar 2020, 20:50

NotABroom wrote:Can I allow MM8 races to be playable in MM6 somehow? I would like to play a dark elven knight.
Of course you can. Go to the Tracker in my signature, go into the Optional Modifications section and download the Unlocker.

The unlocker will allow you to play any race class combination on any continent.

Some content made by us will also become available to you by doing that. Like for example if you make a Dragon Necromancer and later promote him to a Dragon Lich, he will become a Dracolich, with custom community made paperdoll and portrait animations. :^)

Same for a minotaur. :)

Also you can make more than one character at the character creation. There are additional buttons for that there.
Just saying, because some people thought so and didn't notice them. Right Eila? :D :D :D
Last edited by Templayer on 13 Mar 2020, 20:54, edited 1 time in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 13 Mar 2020, 20:52

Templayer wrote:
AllVladin wrote:Guys I am sorry, but I have to do something wrong.

All three games finished, Verdant quest for telelocator also finished yet I cannot figure out how to enter Breach.
Please give me a hint,

Thanks,
AV
Quite recently I've translated the Merge parts into Czech, and there are A LOT of dialogues.

So I should remember what should happen after getting the telelocator.

But I don't. :D :D

Somebody else will help, surely. :P
raekuul wrote:Try casting Town Portal where Escaton's Crystal used to be.

reakuul didn't use a quote, so there is a chance of you not getting his message, so I am "thudding" you this way to see it just in case.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF

cthscr
Swordsman
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Posts: 587
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby cthscr » 13 Mar 2020, 20:56

NotABroom wrote:Can I allow MM8 races to be playable in MM6 somehow? I would like to play a dark elven knight.
Yes, change Data/Tables/Character selection.txt, Enroth, Available races. MM8 races are 1(Vampire),2(Dark Elf),3(Minotaur),4(Troll),5(Dragon)

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Templayer
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Posts: 1334
Joined: 21 Jan 2013
Contact:

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]

Unread postby Templayer » 13 Mar 2020, 21:38

cthscr wrote:
NotABroom wrote:Can I allow MM8 races to be playable in MM6 somehow? I would like to play a dark elven knight.
Yes, change Data/Tables/Character selection.txt, Enroth, Available races. MM8 races are 1(Vampire),2(Dark Elf),3(Minotaur),4(Troll),5(Dragon)
Did you read my response to him? :D
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF


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