Code: Select all
Game.MinMeleeRecoveryTime
To test, create file like Scripts/General/MeleeRecovery.lua and write here
Code: Select all
Game.MinMeleeRecoveryTime = 15
Code: Select all
Game.MinMeleeRecoveryTime
Code: Select all
Game.MinMeleeRecoveryTime = 15
I see, that would make sense as to why it wasn't working when I tried to change the values, thank you for your answer Rodril!Rodril wrote: ↑20 Jun 2023, 23:29 Unfortunately, i don't remember. I think, 30 is hardcoded minimum for melee, and anything below is possible due to oversight in MM8 engine. Grayface's notes, says 30 is melee limit: https://grayface.github.io/mm/mechanics/#Recovery-Time .
I tried to create the file with the value in the new MMExtension 2.2 but it didn't work (crashed my save file), then again I don't have cthscr's revamp installed so that might have something to do with it not working, perhaps someone with the revamp could test it out. Maybe when Rodril updates vanilla Merge since my current version is probably using an older Grayface patch (2.5.7) and that could be causing conflict too.Eksekk wrote: ↑21 Jun 2023, 00:00 In newer MMExt there is variable, could it work? It's pretty recent, but I tested on newest revamp and it was present there.Code: Select all
Game.MinMeleeRecoveryTime
To test, create file like Scripts/General/MeleeRecovery.lua and write hereto reduce it to 15. If it works, it should work with any other number.Code: Select all
Game.MinMeleeRecoveryTime = 15
Ok, I re-downloaded and reinstalled the Merge using the base branch and the latest files (the ones currently distributed), extracted items.txt and rnditems.txt so I had the most recent base for updating, and made the previously introduced changes. Here are the files:
Thanks, i will check it out. Changes will be in multiplayer branch, tho. I'm afraid to change anything in base files at the moment, as it could break compatibility with other stuff.
well there is still a way for the game to f it up:masterserge379 wrote: ↑06 May 2023, 08:25 This problem with a crash on quests with the High Council was solved in a game way. But there are clearly errors in this game mode version anyway.
As I understand it, during the second play through of the game, all High Council quests are not reset. Therefore, if you immediately get to the Free Haven and go to the High Council, you will see that all the quests except for the quest to expose the traitor have already been completed. For this reason, you should first complete the entire associated quest line to expose the traitor. As a result, you will gain access to the Oracle. After that, you can do all the other quests of High Council. Absurd but true. In fact, you can really do these quests before, but this is very important, do not turn them in until you gain access to the Oracle. And we are talking only about the quests of the High Council. Other quests can be done at any time.
No worries, it only affects item stats, flavor text and treasure distributions + cleans up some minor problems with these. There is nothing added and nothing removed from either file, so I don't think it should break compatibility in any way.
Hello,Rodril wrote: ↑13 Nov 2017, 18:17Hello.cthscr wrote: ↑29 Jan 2021, 11:45 Installation instruction for latest fixes, Revamp and community branch:
https://www.celestialheavens.com/forum/10/17261
Here is thing i did for past time: merge of mm6, mm7, and mm8 on base of mm8 using MMExtension.
In case if info in this post becomes outdated, check link in the quote above.
Game files v. 15.02.2022 (includes MMPatch 2.5.6)
OneDrive: https://onedrive.live.com/?authkey=%21A ... ion=locate
How to install:
1. Install GOG version of Might and Magic VIII.
2. Copy mod files into MM8 folder, replacing existing.
...
GM spells are not found in the Alvar guild anymore, you need to get to Regna to buy them.Driego wrote: ↑01 Jul 2023, 13:39Hello,Rodril wrote: ↑13 Nov 2017, 18:17Hello.cthscr wrote: ↑29 Jan 2021, 11:45 Installation instruction for latest fixes, Revamp and community branch:
https://www.celestialheavens.com/forum/10/17261
Here is thing i did for past time: merge of mm6, mm7, and mm8 on base of mm8 using MMExtension.
In case if info in this post becomes outdated, check link in the quote above.
Game files v. 15.02.2022 (includes MMPatch 2.5.6)
OneDrive: https://onedrive.live.com/?authkey=%21A ... ion=locate
How to install:
1. Install GOG version of Might and Magic VIII.
2. Copy mod files into MM8 folder, replacing existing.
...
in the last year i started installing and playing the mm 678 megre and i was wondering about some diffferent things I read in foren and see in game.
On playing i see that the mm6 part uses the naming of mm7 spellname (e.g. Immolation instead FireRing) and spell mastery categories (grandmaster is needed for highest spells e.g. Lloyd's Beacon). So the naming is not the the problem but the spell mastery category. For I found no way without cheating to get Granfdmaster spells, so after month of playing an seaching internet topics I gave up and used the mm cosole commands(https://grayface.github.io/mm/ext/ref/) to learn this spells.
In some videos about the merge game it seems all players got such spells witout problems.
So I don't know who this could work my ponly theory is that the other players played the other parts mm7 or mm8 and used the dimension door ( I don't know if it is there available - I stuck in mm6 parts).
The installation described above i repeated many times with same effort.
i used GOG-game version V1.0 and this https://onedrive.live.com/?authkey=%21A ... ion=locate
I tried clean english installation and german version with translation files.
I few times i tried other mod-files.
All failed with the the spell problem.
is there a normal playing resolution or is there a fix I did not found?
Hey Rodril, when playing I found out why the leather belt from MM7 is displaying in such a wonky way, something we've reported a long time ago. It's defaulting to a different texture completely.
the problem is not to get the spells e.g Lloyd's Beacon(buyable in Freehaven Water guild) . the problem is you start a mm6 -game (see Screenshot) the spell system is based on mm7 so it is a GM-Spell but mm6 does not support Grandmaster skill.Xfing wrote: ↑01 Jul 2023, 15:51GM spells are not found in the Alvar guild anymore, you need to get to Regna to buy them.Driego wrote: ↑01 Jul 2023, 13:39Hello,Rodril wrote: ↑13 Nov 2017, 18:17
Hello.
Here is thing i did for past time: merge of mm6, mm7, and mm8 on base of mm8 using MMExtension.
In case if info in this post becomes outdated, check link in the quote above.
Game files v. 15.02.2022 (includes MMPatch 2.5.6)
OneDrive: https://onedrive.live.com/?authkey=%21A ... ion=locate
How to install:
1. Install GOG version of Might and Magic VIII.
2. Copy mod files into MM8 folder, replacing existing.
...
in the last year i started installing and playing the mm 678 megre and i was wondering about some diffferent things I read in foren and see in game.
On playing i see that the mm6 part uses the naming of mm7 spellname (e.g. Immolation instead FireRing) and spell mastery categories (grandmaster is needed for highest spells e.g. Lloyd's Beacon). So the naming is not the the problem but the spell mastery category. For I found no way without cheating to get Granfdmaster spells, so after month of playing an seaching internet topics I gave up and used the mm cosole commands(https://grayface.github.io/mm/ext/ref/) to learn this spells.
In some videos about the merge game it seems all players got such spells witout problems.
So I don't know who this could work my ponly theory is that the other players played the other parts mm7 or mm8 and used the dimension door ( I don't know if it is there available - I stuck in mm6 parts).
The installation described above i repeated many times with same effort.
i used GOG-game version V1.0 and this https://onedrive.live.com/?authkey=%21A ... ion=locate
I tried clean english installation and german version with translation files.
I few times i tried other mod-files.
All failed with the the spell problem.
is there a normal playing resolution or is there a fix I did not found?
Thanks. You are right .
Driego wrote: ↑01 Jul 2023, 16:51Xfing wrote: ↑01 Jul 2023, 15:51Can please someone tell how i came back from Antagarich (mm7) to Enroth(mm6) after use of dimension door ?Driego wrote: ↑01 Jul 2023, 13:39
Update 01/07/2023: I used dimesion door in dragon sand so i could travel to erathia (MM7) or Jadame(MM8) but in Antagarich (mm7) I could reach Harmondale and the GM-teacher and learned Lloyd's Beacon in time time but i came not back to Enroth (mm6), no ship will travel to Evenmorn Island where is the point to open the dimension door. Evtl. dimension travel to jadame (mm8) could work, back travel to Enroth is possiblIe.
I have never played MM7 so I asked google for travel routes (https://www.mightandmagicworld.de/mm7/Reisen.shtml) and dimsion door in Antagarich.
There was a few other ship travels to Evenmorn Island and only Tatalia has a requirement but i could never book a ship travel toEvenmorn Island - I troied it a fews every (sun)day.
Is that in the merge the same or are there different requirements like event triggers that are missing after use of dimension door?
To get between the continents, you need to either use the Dimension Door book, or if not available, cast Town Portal in very specific places on each continent. For Enroth, it's the center of the oasis at Dragonsand. For Antagarich, it's the water guild on Evenmorn Isle. For Jadame, it's the druid circle in Murmurwoods.Driego wrote: ↑01 Jul 2023, 16:51 Can please someone tell how i came back from Antagarich (mm7) to Enroth(mm6) after use of dimension door ?
I have never played MM7 so I asked google for travel routes (https://www.mightandmagicworld.de/mm7/Reisen.shtml) and dimsion door in Antagarich.
There was a few other ship travels to Evenmorn Island and only Tatalia has a requirement but i could never book a ship travel toEvenmorn Island - I troied it a fews every (sun)day.
Is that in the merge the same or are there different requirements like event triggers that are missing after use of dimension door?
finalized a little sprites, use for your own purposes. all sprites in lod. I don’t know how to upload to file hosting, I created a group in telegrams. Link https://t.me/+bk9_4TxFof4zNTQy.
Yes i n that, in every kontinent there is point where you can travel. And i know these place and i can travel :Xfing wrote: ↑02 Jul 2023, 12:33To get between the continents, you need to either use the Dimension Door book, or if not available, cast Town Portal in very specific places on each continent. For Enroth, it's the center of the oasis at Dragonsand. For Antagarich, it's the water guild on Evenmorn Isle. For Jadame, it's the druid circle in Murmurwoods.Driego wrote: ↑01 Jul 2023, 16:51 Can please someone tell how i came back from Antagarich (mm7) to Enroth(mm6) after use of dimension door ?
I have never played MM7 so I asked google for travel routes (https://www.mightandmagicworld.de/mm7/Reisen.shtml) and dimsion door in Antagarich.
There was a few other ship travels to Evenmorn Island and only Tatalia has a requirement but i could never book a ship travel toEvenmorn Island - I troied it a fews every (sun)day.
Is that in the merge the same or are there different requirements like event triggers that are missing after use of dimension door?
There were stated to be even more places too, but I haven't found them myself. Would be the most fun if they remained secret for players to find individually.
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