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).
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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby justl » 27 Sep 2023, 17:41

Hi there,

i am playing with the thought of having all 3 merges installed (rodrils original, community one from/with cthscr, revamped from daveher).

is this even possibly, and if, how it is it done - meaning windows-registry and such?

anyone ever tried that before?
if yes, plz let me know how to.

best regards,
justl
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html

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toadking
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby toadking » 28 Sep 2023, 07:08

cthscr wrote: 27 Sep 2023, 12:54
toadking wrote: 27 Sep 2023, 00:06 Hi, guys, sorry to bother you again, I found some issues, detail as below:
1. The duration of the divine transcendence effect is relatively long, far greater than 30*power minutes.
I suspect it's till rest. Or other bonus reset events (travel/level up).
2. In MM6, two houses east of the tavern in New Sorpigal , some topic don't respond if clicking:
----House1: House string is "Harold Hess the Laborer", clicking 'Blade's End Membership' doesn't respond.
----House2: House string is "Hejaz Mawsil the Mystic" , clicking 'Buccaneer's Lair Membership' does not respond.
But it seems that two guilds in mm6 don't need to be members to learn skills, these does not affect visiting the guild.
In Revamp they should work and membership is required. In Base events weren't implemented.
3. I hired a non-combat NPC, scholar, who is no longer able to identify items.
Item types 7-18 (ie non-weapon, non-armor).
4. After applied the patch mmmerge-master.zip (time stamp:2023.09.22), cast the magic "Town Portal" on Ravenshore in MM8 will cause following error:

Code: Select all

D:\MMMerge\Scripts\Maps\out02.lua:35: attempt to call global 'InBreachRange' (a nil value)
need your help.

My program :Gog mm8+MM678_Merged_2023_07_23.zip+MM678_Patch_2023_07_25_2.zip+MM678_Patch_2023_08_01.zip+MM678_Patch_2023_08_10.zip, for your reference.
(My git-)merge failed. Should be fixed now.
Got it,thank you very much. in Issue 3,Can the scholar be the same as the old version, which can identify any item? If so, what should be done?

pyrahead
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby pyrahead » 28 Sep 2023, 11:45

Hello again,

could someone please explain in detail what I have to do, to get german audio and text? I have read a lot in this forum about renaming files, changing files but nothing seems really clear what to edit. Thanks in advance.

pyrahead
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby pyrahead » 28 Sep 2023, 12:00

pyrahead wrote: 20 Sep 2023, 18:51
cthscr wrote: 20 Sep 2023, 08:39
justl wrote: 19 Sep 2023, 15:47
well for me it looks like the game is searching for windows registry-keys (as arch-vile said) which are obviously not there on a linux-installation (steamdeck is based on arch 3 ) - so the game cant locate they reg-keys for the keyboard-keys.
this question is probably better answered in a linux forum or directly on the steam forum (maybe someone also has had a similar issue posted there already)
But how can I update and use such keys on my debian? :) Registry is obviously present on wine/proton.
There was a discussion about non-working switch to turn-based mode on steam deck last year: https://gitlab.com/cthscr/mmmerge/-/issues/19 - maybe it could help somebody.
This looks very helpful. I will try that in the next days.
UPDATE: Thank you for that gitlab link. To everyone who wants to play it on their Steamdeck. Just get the attached DLL and put it in your folder. It fixed everything regarding the keybinds. :yes:

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby cthscr » 28 Sep 2023, 14:26

toadking wrote: 28 Sep 2023, 07:08 in Issue 3,Can the scholar be the same as the old version, which can identify any item? If so, what should be done?
Scripts/Global/NPCFollowersSkills.lua, function events.CanIdentifyItem(t). I guess easiest way is to use 'if Type >= 1 and ...'

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Question about minimum recovery time.

Unread postby LavenderSpectre » 28 Sep 2023, 14:42

Hello, I am a new user. Wonderful work! I love the program. I like how easy it is to customize class rules in the tab-delimited text files. Just one question: In MM6 Grayface patch there is a switch in mm6.ini to control the minimum recovery time for ranged weapons. Can I use this same switch in the Merge ini file? If not, where can I check it?

Thank you!

Edit: Also, my installation works great on my desktop computer, but when I did the same installation procedure (and also tried copying the working install directory) to my laptop pc, it runs OK from main menu and character creation, then in the main game screen it has many flickering graphics, then crashes. I updated my GPU, same behavior. Any ideas there?
Last edited by LavenderSpectre on 29 Sep 2023, 03:09, edited 2 times in total.

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toadking
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby toadking » 29 Sep 2023, 02:56

cthscr wrote: 28 Sep 2023, 14:26
toadking wrote: 28 Sep 2023, 07:08 in Issue 3,Can the scholar be the same as the old version, which can identify any item? If so, what should be done?
Scripts/Global/NPCFollowersSkills.lua, function events.CanIdentifyItem(t). I guess easiest way is to use 'if Type >= 1 and ...'
it works after replace the string "Type >= 7 and Type <= 18" with "if Type >= 1" ,thank you very muck.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby cthscr » 29 Sep 2023, 07:40

justl wrote: 27 Sep 2023, 17:41 Hi there,

i am playing with the thought of having all 3 merges installed (rodrils original, community one from/with cthscr, revamped from daveher).

is this even possibly, and if, how it is it done - meaning windows-registry and such?

anyone ever tried that before?
if yes, plz let me know how to.
Several mmmerge installations just work. I even use common Anims and Music for all of them (using symlinks with 'ln -s' in linux and 'mklink /d' in windows).
(And I even use additional registry keys in Revamp. They have no effect on vanilla MM8/Base Merge/whatever.)

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Re: Question about minimum recovery time.

Unread postby Rodril » 29 Sep 2023, 08:34

LavenderSpectre wrote: 28 Sep 2023, 14:42 Hello, I am a new user. Wonderful work! I love the program. I like how easy it is to customize class rules in the tab-delimited text files. Just one question: In MM6 Grayface patch there is a switch in mm6.ini to control the minimum recovery time for ranged weapons. Can I use this same switch in the Merge ini file? If not, where can I check it?
mm8.ini does not have this option. Blaster minimal attack delay is limited to 5, and every other weapon is limited to 30 in Scripts/Global/ExtraArtifacts.lua at lines 282 - 284, though I am not sure, changing 30 to lower value will work for all weapon types.
LavenderSpectre wrote: 28 Sep 2023, 14:42 Edit: Also, my installation works great on my desktop computer, but when I did the same installation procedure (and also tried copying the working install directory) to my laptop pc, it runs OK from main menu and character creation, then in the main game screen it has many flickering graphics, then crashes. I updated my GPU, same behavior. Any ideas there?
I had same issue with my laptop, it was caused by usage of Intel Iris graphics for hardware rendering (launch MM8Setup.exe to see, what adapter game going to use). I've fixed it by switching to discrete graphics mode (i.e. forcing game and all other apps to use nvidia card). Alternatively you could try to use dgVoodoo (https://www.celestialheavens.com/forum/10/16658), maybe it will fix the issue too. Topic says you don't need to, but it could help, because it actually switches game from DirectX 7 to modern one, and might eliminate problems with faulty intel support of DX7.
pyrahead wrote: 28 Sep 2023, 11:45 could someone please explain in detail what I have to do, to get german audio and text? I have read a lot in this forum about renaming files, changing files but nothing seems really clear what to edit. Thanks in advance.
Localization files were not modified since 2021, and there were reports of some specific issues, that I still have not fixed yet.
To use them as is now, you have to:
1. download this archive https://www.dropbox.com/sh/l44xd3is36ix ... Dwb0a?dl=0
2. unpack it into your "Game/Data" folder
3. Rename "01 LocGR.D.lod" and "02 LocGR.T.lod" to "z LocGR.D.lod" and "z LocGR.T.lod".

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby LavenderSpectre » 29 Sep 2023, 11:58

Thank you very much! I also changed it in MergeSettings.Lua, line 137 through 149

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby justl » 29 Sep 2023, 12:19

cthscr wrote: 29 Sep 2023, 07:40
justl wrote: 27 Sep 2023, 17:41 Hi there,

i am playing with the thought of having all 3 merges installed (rodrils original, community one from/with cthscr, revamped from daveher).

is this even possibly, and if, how it is it done - meaning windows-registry and such?

anyone ever tried that before?
if yes, plz let me know how to.
Several mmmerge installations just work. I even use common Anims and Music for all of them (using symlinks with 'ln -s' in linux and 'mklink /d' in windows).
(And I even use additional registry keys in Revamp. They have no effect on vanilla MM8/Base Merge/whatever.)
do you maybe have a document / note where the how to is stepbystep explained?
(where to save what, what to put where, etc.)

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

cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby cthscr » 29 Sep 2023, 12:29

LavenderSpectre wrote: 29 Sep 2023, 11:58 Thank you very much! I also changed it in MergeSettings.Lua, line 137 through 149
There is a [generated] file MMMergeSettings.lua in game root directory (where mm8.exe is located) where you suppose to add your preferable changes, overwriting values from Scripts/Structs/10_MergeSettings.lua. Otherwise you'll have some extra work to do when 10_MergeSettins.lua will be updated. Or lost your changes.
Note that it isn't Base Merge. You better tell what you use next time - answers could be completely different.
PS. Minimal melee is still 30.

cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby cthscr » 29 Sep 2023, 12:41

justl wrote: 29 Sep 2023, 12:19
cthscr wrote: 29 Sep 2023, 07:40 Several mmmerge installations just work. I even use common Anims and Music for all of them (using symlinks with 'ln -s' in linux and 'mklink /d' in windows).
(And I even use additional registry keys in Revamp. They have no effect on vanilla MM8/Base Merge/whatever.)
do you maybe have a document / note where the how to is stepbystep explained?
(where to save what, what to put where, etc.)
Nothing but https://gitlab.com/cthscr/mmmerge/-/wik ... al/Install. Anything specific?
Note current pack (2023-07-23) has some issues regarding unneeded lods that might (and will) break things in non-Base variants.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby LavenderSpectre » 29 Sep 2023, 18:17

I love how the bounty hunt feature randomizes monsters from a certain level range from all the games . Maybe this could be an option to randomize dungeon monsters (within same level range) too?

Also, I noticed that if I kill a MM8 monster via the bounty hunt (example Pirate Mage), he drops a blood splatter, but killing mm6 monsters does not. Is this intended behavior?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby toadking » 30 Sep 2023, 06:40

I have a problem that bothers me a little bit:
How to understand equipment that Increases skill's Mastery? Taking skill of bow as an example, a man with expert bow skill can shoot an arrow, master bow is two. Now an expert bow skill's man with such equipment, mastery + 1, should be at the master level, but in fact, he only shoot one arrow too, it seems to be no change. Is it this kind of equipment that I misunderstood?
Thank you very much if you could provide some explanation.

cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby cthscr » 30 Sep 2023, 07:10

toadking wrote: 30 Sep 2023, 06:40 How to understand equipment that Increases skill's Mastery? Taking skill of bow as an example, a man with expert bow skill can shoot an arrow, master bow is two. Now an expert bow skill's man with such equipment, mastery + 1, should be at the master level, but in fact, he only shoot one arrow too, it seems to be no change. Is it this kind of equipment that I misunderstood?
Magic should work fully, armsmaster could, other will only if you're lucky - checks (different by approach) in game are all over the mm8.exe code and should be rewritten.
Note you can only obtain Light and Dark in non-modified game yet. ;)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby toadking » 30 Sep 2023, 08:58

cthscr wrote: 30 Sep 2023, 07:10
toadking wrote: 30 Sep 2023, 06:40 How to understand equipment that Increases skill's Mastery? Taking skill of bow as an example, a man with expert bow skill can shoot an arrow, master bow is two. Now an expert bow skill's man with such equipment, mastery + 1, should be at the master level, but in fact, he only shoot one arrow too, it seems to be no change. Is it this kind of equipment that I misunderstood?
Magic should work fully, armsmaster could, other will only if you're lucky - checks (different by approach) in game are all over the mm8.exe code and should be rewritten.
Note you can only obtain Light and Dark in non-modified game yet. ;)
Got it,This idea about equipment is really good, thank you very much.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby toadking » 30 Sep 2023, 14:32

Hi, guys, I found some equipment, such as a ring, if it have the special attribute of "Increased Value" , its value will exceed 10000 golds, some even have higher value than ordinary artifacts. Can I adjust this somewhere?
Thank you.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby Tomsod » 30 Sep 2023, 15:30

toadking wrote: 30 Sep 2023, 14:32 Hi, guys, I found some equipment, such as a ring, if it have the special attribute of "Increased Value" , its value will exceed 10000 golds, some even have higher value than ordinary artifacts. Can I adjust this somewhere?
Thank you.
You should be able to adjust the "X 10" (tenfold) price of antique items in SPCITEMS.TXT, unless Merge changed something in this regard.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 23.07.2023]

Unread postby toadking » 01 Oct 2023, 01:35

Tomsod wrote: 30 Sep 2023, 15:30
toadking wrote: 30 Sep 2023, 14:32 Hi, guys, I found some equipment, such as a ring, if it have the special attribute of "Increased Value" , its value will exceed 10000 golds, some even have higher value than ordinary artifacts. Can I adjust this somewhere?
Thank you.
You should be able to adjust the "X 10" (tenfold) price of antique items in SPCITEMS.TXT, unless Merge changed something in this regard.
SPCITEMS.TXT has not changed, based on your prompt, it seems that it is indeed due to the high original price.( I have encountered in the game is that a Item No=143 ring with the value 13000, I checked and the original price was 1300 later). Thank you for your explanation.


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