Might and Magic 6, 7, 8 merge redone

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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floydnexus
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby floydnexus » 27 Aug 2022, 07:01

Thank you for this awesome work. I've just installed it and it seems to work like a charm. :applause:
For the fun I tried to import a save from the first merge and it worked for now even if all the data about what is already explored and monsters on map is reseted (I'll try try to see if I can find where the game store it) .
The second thing I tried to do is apply a localisation patch taken from the original merge and it worked (tested the french version).

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby Eksekk » 27 Aug 2022, 23:11

I have not played Merge Redone yet, but I really enjoyed Rev4 mod redone, so playing it is only a matter of time. If I will have enough time, I may adjust script for skill amount limitation as cthscr advised so it works here or maybe even update the mod to later base pack. Thanks for your amazing work, David! :-D :applause:
floydnexus wrote: 27 Aug 2022, 07:01 Thank you for this awesome work. I've just installed it and it seems to work like a charm. :applause:
For the fun I tried to import a save from the first merge and it worked for now even if all the data about what is already explored and monsters on map is reseted (I'll try try to see if I can find where the game store it) .
The second thing I tried to do is apply a localisation patch taken from the original merge and it worked (tested the french version).
All maps respawn if game detects any of maps in savefile (open it with MMArchive) is modified in games.lod. Idk exact mechanics, but that's basically what happens. To circumvent it would take a ton of work. I had similar problem when I played rev4 redone and the only solution was to pretend respawn didn't happen, throw horseshoes into the sea etc. :) (I couldn't just ignore them, they were taunting me :D )
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.

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floydnexus
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby floydnexus » 01 Sep 2022, 06:07

Oh ok, thank you. I think I'll finally switch to the redone version when I'll move from mm6 to mm7. Do you know if it's possible to change a character class using evt commands?

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby Eksekk » 01 Sep 2022, 15:31

floydnexus wrote: 01 Sep 2022, 06:07 Oh ok, thank you. I think I'll finally switch to the redone version when I'll move from mm6 to mm7. Do you know if it's possible to change a character class using evt commands?
Of course. First execute

Code: Select all

dump(const.Class)
(ctrl + F1 to open console, ctrl + enter to execute) so you get class constants. Then it's enough to simply write

Code: Select all

Party[0].Class = const.Class.Thief
(replace 0 with index of desired character left-to-right and starting from 0).
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.

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floydnexus
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby floydnexus » 02 Sep 2022, 05:26

Thank you very much :)

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 06 Sep 2022, 22:31

floydnexus wrote: 27 Aug 2022, 07:01 Thank you for this awesome work. I've just installed it and it seems to work like a charm. :applause:
For the fun I tried to import a save from the first merge and it worked for now even if all the data about what is already explored and monsters on map is reseted (I'll try try to see if I can find where the game store it) .
The second thing I tried to do is apply a localisation patch taken from the original merge and it worked (tested the french version).
You are welcome.
David

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 06 Sep 2022, 22:35

Eksekk wrote: 27 Aug 2022, 23:11 I have not played Merge Redone yet, but I really enjoyed Rev4 mod redone, so playing it is only a matter of time. If I will have enough time, I may adjust script for skill amount limitation as cthscr advised so it works here or maybe even update the mod to later base pack. Thanks for your amazing work, David! :-D :applause:
You welcome and any improvement you might want to do, by all means do so. :) David

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 07 Sep 2022, 01:29

WintersEmbers wrote: 20 Aug 2022, 02:27 I'm sorry but is it possible to cheer this loudly enough. I haven't opened my mm games folder in several years. I played 8 for about an hour and then remembered someone made a mod that allowed party generation. I went searching for that and found this instead. I feel so gigglicious at the moment I could just fizz over and melt. Or maybe that's the 100 degree heat! Anyway:

:tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup: :tsup:

:hug:
You are welcome. :) David

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby TartamPuan » 15 Oct 2022, 22:04

I noticed a problem with the circus at Bootleg bay. The entrance to the circus is right next to the wall. Did I install something wrong or is this the way it should be? It is not possible to enter it, only from above using a flying or jumping spell.

ps. Great mod, great work. :applause:

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 15 Oct 2022, 22:38

TartamPuan wrote: 15 Oct 2022, 22:04 I noticed a problem with the circus at Bootleg bay. The entrance to the circus is right next to the wall. Did I install something wrong or is this the way it should be? It is not possible to enter it, only from above using a flying or jumping spell.

ps. Great mod, great work. :applause:

Image
Thanks for the compliment. :) Thank you for letting me know about the problem. I will need to go into the editor and move the tent away from the wall and then upload a patch for the fix. I do not think a new game will have to be started.
David

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby floydnexus » 19 Nov 2022, 09:49

Hi :)
Just wanted to tell you that the portal to go to Jadame from evermorn (mm7) is not working with this version. It's supposed to be in front of the water guild. What I've done to bypass that was to copy my save in the regular MM Merge, use the teleport, and copy again my saves in the merge redone.

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 19 Nov 2022, 20:50

floydnexus wrote: 19 Nov 2022, 09:49 Hi :)
Just wanted to tell you that the portal to go to Jadame from evermorn (mm7) is not working with this version. It's supposed to be in front of the water guild. What I've done to bypass that was to copy my save in the regular MM Merge, use the teleport, and copy again my saves in the merge redone.
If you are talking about the spot where you open the town portal book, Then I believe that you will need to go to where the water guild was. Use the walk on water spell and walk around until you see that message. I did move the water guild.
David

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby justl » 06 Dec 2022, 17:17

Hi,

got a hardcrash to windows at the abandoned temple - to be precise at the lair of the spiderqueen

(see crashcode)

Code: Select all

Time: 06.12.2022 18:10:49 (06.12.2022 17:10:49 UTC)
Windows Version 5.1 Service Pack 3

Exception EAccessViolation in module MM8.exe at 0000898D.
Access violation at address 0040898D in module 'MM8.exe'. Read of address 7D94FFDC.

Function Calls:

0040898D | F:\GOG Games\Might and Magic 8\MM8.exe + 898D
00403FAA | F:\GOG Games\Might and Magic 8\MM8.exe + 3FAA
0042544A ? F:\GOG Games\Might and Magic 8\MM8.exe + 2544A
004024DB | F:\GOG Games\Might and Magic 8\MM8.exe + 24DB
6000D9D6 ? F:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + D9D6
600063E1 ? F:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + 63E1
6000508F ? F:\GOG Games\Might and Magic 8\ExeMods\MMExtension.dll + 508F
00461451 | F:\GOG Games\Might and Magic 8\MM8.exe + 61451
00460C3E ? F:\GOG Games\Might and Magic 8\MM8.exe + 60C3E
00461114 ? F:\GOG Games\Might and Magic 8\MM8.exe + 61114
00460F30 ? F:\GOG Games\Might and Magic 8\MM8.exe + 60F30
565CA25A ? C:\Windows\AppPatch\AcXtrnal.DLL + A25A
77789CE4 ? C:\Windows\syswow64\KERNELBASE.dll + 19CE4
77E80044 ? C:\Windows\SysWOW64\ntdll.dll + 20044
7777F038 ? C:\Windows\syswow64\KERNELBASE.dll + F038
7777F154 ? C:\Windows\syswow64\KERNELBASE.dll + F154
00450FFE ? F:\GOG Games\Might and Magic 8\MM8.exe + 50FFE
03798021 ? F:\GOG Games\Might and Magic 8\MM8patch.dll + 18021
03798058 ? F:\GOG Games\Might and Magic 8\MM8patch.dll + 18058
037C575A ? F:\GOG Games\Might and Magic 8\MM8patch.dll + 4575A
037C5A6B ? F:\GOG Games\Might and Magic 8\MM8patch.dll + 45A6B
037CA046 ? F:\GOG Games\Might and Magic 8\MM8patch.dll + 4A046
037C8AA1 ? F:\GOG Games\Might and Magic 8\MM8patch.dll + 48AA1
004DC906 ? F:\GOG Games\Might and Magic 8\MM8.exe + DC906
77E8E77B ? C:\Windows\SysWOW64\ntdll.dll + 2E77B
775D343B ? C:\Windows\syswow64\kernel32.dll + 1343B
77E99810 ? C:\Windows\SysWOW64\ntdll.dll + 39810
77CD7C4A ? (77CA0000) + 37C4A

Registers:

EAX = 0EAF01BC
EBX = FFFFAD8F
ECX = 00000078
EDX = 000001BD
ESI = 7D94FFB0
EDI = FFFFD660
EBP = 0018FBE8
ESP = 0018FB6C

Stack Trace:

0018FB6C: FFFFD75F
0018FB70: FFFF9D5A
0018FB74: 1A0E6AC0
0018FB78: 00245261
0018FB7C: 020A03AC
0018FB80: FFFF9FD2
0018FB84: 00000078
0018FB88: 003C005E
0018FB8C: 00000000
0018FB90: 00000000
0018FB94: FFFF9D5A
0018FB98: FFFFD75F
0018FB9C: 00000493
0018FBA0: FFFF9C73
0018FBA4: FFFF9D67
0018FBA8: FFFFD6CC
0018FBAC: FFFFD742
0018FBB0: FFFFF84C
0018FBB4: FFFFF85F
0018FBB8: FFFF1B40
0018FBBC: FFFF9160
0018FBC0: 000011D0
0018FBC4: 000001BD
0018FBC8: 00000000
0018FBCC: 00000008
0018FBD0: FFFFF85F
0018FBD4: FFFF9C73
0018FBD8: FFFFD6CC
0018FBDC: FFFFF84C
0018FBE0: FFFF9D67
0018FBE4: FFFFD742
0018FBE8: 0018FC64 | Last EBP
0018FBEC: 00403FAF | F:\GOG Games\Might and Magic 8\MM8.exe + 3FAF
0018FBF0: FFFFF84C
0018FBF4: FFFF9C66
0018FBF8: FFFFD6E9
0018FBFC: FFFFF85F
0018FC00: 00000000
0018FC04: 0000001C
0018FC08: 1A0E6AC0
0018FC0C: 00000009
0018FC10: 0000001A
0018FC14: 1A0E6D3C
0018FC18: 1A0E6AC0
0018FC1C: 0000E5E6
0018FC20: 00006F2E
0018FC24: FFFFEE1A
0018FC28: 0000010F
0018FC2C: 0000010F
0018FC30: 00000093
0018FC34: 00000001
0018FC38: 1A0E6AC0
0018FC3C: 0051D8F0
0018FC40: 0018FD54
0018FC44: 0042544F ? F:\GOG Games\Might and Magic 8\MM8.exe + 2544F
0018FC48: 1A0E6AC0
0018FC4C: 00200202
0018FC50: 0F8B0C75
0018FC54: FFFFF82F
0018FC58: 00000004
0018FC5C: FFFFF84C
0018FC60: 0000001C
0018FC64: 0018FD54 | Last EBP
0018FC68: 004024E0 | F:\GOG Games\Might and Magic 8\MM8.exe + 24E0

================================================================================

this workaround helped there also
toadking wrote: 02 Aug 2022, 09:44 Workaround:
Right click mm8.exe and mm8setup.exe respectively, uncheck "use administrator to execute" and "compatibility", then execute mm8setup.exe and select "software 3D" to play game, the issue disappears.Save the game and exit after entering stone city,then setup mm8.exe and mm8setup.exe, use hardware acceleration to play the game and load the saved progress, it could be continued.
edit: clean install, then your redone merge, patch1 and patch2 (new savegame)

justl
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge
https://www.mightandmagicworld.de/fileb ... index.html

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justl
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby justl » 07 Dec 2022, 17:30

Hi,

another thing i found out:

when wands go out of charges, the dont disappear like in vanilla, but go defect (you can repair and sell them afterwards)
is this intended or not?

justl
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge
https://www.mightandmagicworld.de/fileb ... index.html

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Re: Might and Magic 6, 7, 8 merge redone

Unread postby Eksekk » 07 Dec 2022, 18:56

justl wrote: 07 Dec 2022, 17:30 Hi,

another thing i found out:

when wands go out of charges, the dont disappear like in vanilla, but go defect (you can repair and sell them afterwards)
is this intended or not?

justl
Recent feature of Grayface's patch (can be disabled).
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.

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justl
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby justl » 07 Dec 2022, 21:45

Eksekk wrote: 07 Dec 2022, 18:56
justl wrote: 07 Dec 2022, 17:30 Hi,

another thing i found out:

when wands go out of charges, the dont disappear like in vanilla, but go defect (you can repair and sell them afterwards)
is this intended or not?

justl
Recent feature of Grayface's patch (can be disabled).
how and where?
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge
https://www.mightandmagicworld.de/fileb ... index.html

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justl
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby justl » 08 Dec 2022, 15:32

Hi,

another thing i noticed:

sometimes, when changing into turn based modus, some monster in the near vision vincinity dont seem to recognise this - they walk around and stop after only some seconds.

some other enemys simply try to walk, but get stuck in other enemys with the walk animation - making the turn based modus waiting endlessly (without your chars getting a turn)

justl
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge
https://www.mightandmagicworld.de/fileb ... index.html

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DaveHer
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 08 Dec 2022, 17:48

justl wrote: 08 Dec 2022, 15:32 Hi,

another thing i noticed:

sometimes, when changing into turn based modus, some monster in the near vision vincinity dont seem to recognise this - they walk around and stop after only some seconds.

some other enemys simply try to walk, but get stuck in other enemys with the walk animation - making the turn based modus waiting endlessly (without your chars getting a turn)

justl
It is not a good idea to install the game in drive C: Problems can occur. I have mind in drive D: No problems. I think it is in the ini file to disable that thing about the wands.
David

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justl
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby justl » 09 Dec 2022, 12:31

DaveHer wrote: 08 Dec 2022, 17:48 It is not a good idea to install the game in drive C: Problems can occur. I have mind in drive D: No problems. I think it is in the ini file to disable that thing about the wands.
David
my installation is on f-drive, so that cant be the issue.
ill have a look in to the ini-file for the wands.

thx
justl

edit: the same crash issues i have encountered at the temple of tsantsa and the thieves hideout in castle ironfist
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge
https://www.mightandmagicworld.de/fileb ... index.html

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justl
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Re: Might and Magic 6, 7, 8 merge redone

Unread postby justl » 10 Dec 2022, 20:06

justl wrote: 08 Dec 2022, 15:32 Hi,

another thing i noticed:

sometimes, when changing into turn based modus, some monster in the near vision vincinity dont seem to recognise this - they walk around and stop after only some seconds.

some other enemys simply try to walk, but get stuck in other enemys with the walk animation - making the turn based modus waiting endlessly (without your chars getting a turn)

justl
it seems that the game needs to have some kind of "line of sight" from the enemy to you (or vice versa) - it seems to happen very often, when a monster is stuck behind an obstacle bigger than it self.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge
https://www.mightandmagicworld.de/fileb ... index.html


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