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

Unread postby Tomsod » 10 Mar 2025, 18:02

Just in case, you've written it here as 424EDO, with O as in the letter, while it should be zero since it's a hex number. If it's the same in mm8.ini, it naturally won't work properly.

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

Unread postby Gruslik » 11 Mar 2025, 10:36

Hello. I'm a big fan of MM 6-8 and have been through them many times. And many of these times, it was with Merge that I never delete from my computer. But recently, when I wanted to return to the project and downloaded a new patch that needs to be uploaded to the replacement game directory, when I try to download a saved game, I now constantly get errors. Is there any way to cure this? The errors themselves do not interfere with the game, they are easy to throw off. But their constant appearance is annoying.

And one more question, where can I view the patchnotes?

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

Unread postby cthscr » 11 Mar 2025, 14:01

Caligula Wellington wrote: 10 Mar 2025, 17:42 I wonder something about the DissableHooks command.

I have recently installed revised branch in the newest version of the game (I think).

When starting I got this message:

"Option FixConditionPriorities is not disabled in mm8.ini. Wrong player condition will be shown. Add FixConditionPriorities=0 to fix

Hooks 408ECC and 424EDO are not disabled in mm8.ini. Monster items could be lost. Add DisableHooks=408ECC, 42EDO to fix.

Option FixChests is not enabled in mm8.ini. Some chest items could be lost. Add FixChests=1 to fix."

I managed to fix the chest and condition priorities. But not the hooks. I still get the message to create the DisableHooks command, and I have. I even tried different ways of writing it, but get the same result. The code doesn't recognise it.

Any ideas of what to do? Should I get an older version? Or is there a fix somehow?
Exact line is written in MMMergeLog.txt.

Code: Select all

DisableHooks=408ECC,424ED0

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

Unread postby cthscr » 11 Mar 2025, 14:14

Albeoris wrote: 09 Mar 2025, 21:58 OK, I solved the problem:

1. I took a ready-made repack with installed localization and rodril-fixes.
2. I deleted all the files that are in the archive with rodril-fixes.zip, the Scripts folder, the .lua and .ini files in the root.
3. I installed mmmerge-master.zip from the link:
https://gitlab.com/cthscr/mmmerge/-/wik ... al/Install
Localization is incompatible. You can try to follow these steps: https://www.celestialheavens.com/forum/ ... 86#p392586

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

Unread postby Albeoris » 11 Mar 2025, 22:31

cthscr wrote: 11 Mar 2025, 14:14 Localization is incompatible. You can try to follow these steps: https://www.celestialheavens.com/forum/ ... 86#p392586
Got it, thank you.

Perhaps it would make sense to consider moving away from integer IDs to keys like $newGame = "New Game".

In this case, changing the order of texts and adding new entries will leave some of the text untranslated, but this will not lead to errors or wrong texts.

And maybe syncing the localization with something like Google Docs so that users can click a button to get the latest version of the game?

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

Unread postby toadking » Yesterday, 00:08

Hi, everyone,
I applied the latest patch in the game and found that this issue still exists, both base and master branch. Reproducing steps As follows:
1 Selected Dragon Teammate to start a new game.
2. Equipped the dragon with the "Hands of the Master" using evt.Add {"Inventory", 1313} .
3.Then I check the the Recovery Time of Attack on the panel and find that it has changed from 101 to 61. When attacking monsters, I can also see that the dragon's attack frequency has become very high.
Due to the existence of this issue, the difficulty of the game has been greatly reduced by the opening of the Dragon Teammate game. :)

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

Unread postby cthscr » Yesterday, 09:02

toadking wrote: Yesterday, 00:08 Hi, everyone,
I applied the latest patch in the game and found that this issue still exists, both base and master branch. Reproducing steps As follows:
1 Selected Dragon Teammate to start a new game.
2. Equipped the dragon with the "Hands of the Master" using evt.Add {"Inventory", 1313} .
3.Then I check the the Recovery Time of Attack on the panel and find that it has changed from 101 to 61. When attacking monsters, I can also see that the dragon's attack frequency has become very high.
Due to the existence of this issue, the difficulty of the game has been greatly reduced by the opening of the Dragon Teammate game. :)
If you want quick workaround, add line

Code: Select all

mov dword ptr [ebp - 0xB8], eax
right after
@f2:
in 'set spc attack recovery' asmpatch at line ~1482 of Scripts/Structs/CharacterOutfits.lua. It will use values from Data/Tables/Races.txt then (SpcMRecv, SpcRRecv).

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

Unread postby toadking » Yesterday, 10:26

cthscr wrote: Yesterday, 09:02
toadking wrote: Yesterday, 00:08 Hi, everyone,
I applied the latest patch in the game and found that this issue still exists, both base and master branch. Reproducing steps As follows:
1 Selected Dragon Teammate to start a new game.
2. Equipped the dragon with the "Hands of the Master" using evt.Add {"Inventory", 1313} .
3.Then I check the the Recovery Time of Attack on the panel and find that it has changed from 101 to 61. When attacking monsters, I can also see that the dragon's attack frequency has become very high.
Due to the existence of this issue, the difficulty of the game has been greatly reduced by the opening of the Dragon Teammate game. :)
If you want quick workaround, add line

Code: Select all

mov dword ptr [ebp - 0xB8], eax
right after
@f2:
in 'set spc attack recovery' asmpatch at line ~1482 of Scripts/Structs/CharacterOutfits.lua. It will use values from Data/Tables/Races.txt then (SpcMRecv, SpcRRecv).
The "SpcMRecv, SpcRRecv" of races related to dragons in my Races.txt are all 100, and after the change, the recovery time of attack in the panel still changes from 101 to 61. However, dragon's range attack speed is no longer as fast as before and has already taken effect, thank you very much. By the way, is the calculation process for the melee and ranged recovery time of dragons the same?

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

Unread postby Caligula Wellington » Yesterday, 19:20

Thanks for the help with the hook disabling. It worked. :)

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

Unread postby Caligula Wellington » Yesterday, 19:33

Btw, which was the name of the file that determines voices for races? When I upgraded to Revised the vampires started to sound like liches. I remember fixing this in the past by redefining them. I could compare the base vs revise and sort it out. I'll keep looking in the meanwhile.

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

Unread postby Caligula Wellington » Yesterday, 19:54

Just checked the Readme and saw this: "Training takes one week per level per visit, to a maximum of the number
of times any one single character trains."

Is it optional? Because it used to be a day per training session. Time based events like visiting shrines, or performing solstice quests would be tedious. And the characters would age a lot more. Three games should already be enough aging. Especially with the bolstering.

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

Unread postby raekuul » Yesterday, 19:56

Now you see this is why I decided I don't like bolstering generally. In the absence of Bolster there's no need to train past level 50, while with Bolster you constantly need more levels in order to keep up (especially with your artifact offset once you get done with MM8).

I still play with 5% bolster because the change to monster spell assignments is interesting - MM6 harpies don't really do much if they can't curse you and "Mass Curse" doesn't exist in MM8, and Bolster gives them new spells to play with - and I wish that was a separate option from the numerical bolstering

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

Unread postby Nirran » Today, 06:22

jmaster wrote: 06 Jan 2025, 16:20 Hello to everyone and happy holidays :)
Long ago I wanted to add light and dark interfaces from MM7 to Merge mod, but I haven't managed to get proper result. And I haven't seen any ready interfaces for now, so I decided to give another try. So, I would like to present to your attention a mod that adds light and dark interfaces!

All you need to do - unpack archive to your game folder. This will make active two additional states after MM6 interface in Controls -> Extra settings -> Interace settings
Limitations - can't get to work changing 4 icons to the left of the screen and NPC icon and can't do anything with that asymmetric 4 corner pictures around character picture. I've used original ones as sample, but their behavior is different of mine. This problem presents only if 1 or 2 characters are hired. If your party consists of 3 and more - no visual problems. If anyone can help with that, please help :)
And another one - I haven't changed buttons in inventory to make this mod language independent

Screenshots:
Image
Image
Image
Image

Download link: https://drive.google.com/file/d/1YuESyZ ... sp=sharing

And another one, but, I guess, that only the author of the patch can help me. (GrayFace, if you see this, can you help?)
I want to get UI look like more like the one in patched MM7 version without characters background and that corners just like this. I managed to get this screenshot by manually erasing background around characters in "basebar.bmp"(you can see small doubling around first character, I think that it is because that picture loads with shift somewhere in code), but it deals not only with in-game screen, but with inventory too.
So, to do this the only thing to do is to disable drawing "basebar.bmp" at all in the game and not in the inventory

UPD: Sorry, I wrote the idea wrong. If we disable drawing basebar, then there will be no infobar over it too. So we need to make dissappear only the part that is behind character faces, for example, setting it multiplier to zero
Image

Thanks to GrayFace, Rodril and all the authors of modifications for the game who made it possible to make my mod
how do i enable this ui?am currently in mm6 portion of merge,that matter?i downloaded and unzipped into mm8 folder,no differrence

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

Unread postby cthscr » Today, 08:34

Caligula Wellington wrote: Yesterday, 19:54 Just checked the Readme and saw this: "Training takes one week per level per visit, to a maximum of the number
of times any one single character trains."

Is it optional? Because it used to be a day per training session.
It never was. Vanilla MM7/MM8 have more than 7 full days (up to 8 full days) per level.
Caligula Wellington wrote: Btw, which was the name of the file that determines voices for races? When I upgraded to Revised the vampires started to sound like liches. I remember fixing this in the past by redefining them. I could compare the base vs revise and sort it out. I'll keep looking in the meanwhile.
Default voice for portrait is set in Data/Tables/Character portrait.txt. Current voice for player character is stored inside player structure.
toadking wrote: Yesterday, 10:26 The "SpcMRecv, SpcRRecv" of races related to dragons in my Races.txt are all 100, and after the change, the recovery time of attack in the panel still changes from 101 to 61. However, dragon's range attack speed is no longer as fast as before and has already taken effect, thank you very much. By the way, is the calculation process for the melee and ranged recovery time of dragons the same?
For special attack - yes, it's the same. Just note that melee special attack has bigger cooldown (which makes dragon to use regular - unarmed - melee attack in between).
Albeoris wrote: 11 Mar 2025, 22:31
cthscr wrote: 11 Mar 2025, 14:14 Localization is incompatible. You can try to follow these steps: https://www.celestialheavens.com/forum/ ... 86#p392586
Got it, thank you.

Perhaps it would make sense to consider moving away from integer IDs to keys like $newGame = "New Game".

In this case, changing the order of texts and adding new entries will leave some of the text untranslated, but this will not lead to errors or wrong texts.

And maybe syncing the localization with something like Google Docs so that users can click a button to get the latest version of the game?
Those localization tables are pure evil and should be removed entirely. My [gettext-based] approach is documented at https://gitlab.com/cthscr/mmmerge/-/wikis/DevGuide/l10n

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

Unread postby Caligula Wellington » Today, 08:52

cthscr wrote: Today, 08:34
Caligula Wellington wrote: Btw, which was the name of the file that determines voices for races? When I upgraded to Revised the vampires started to sound like liches. I remember fixing this in the past by redefining them. I could compare the base vs revise and sort it out. I'll keep looking in the meanwhile.
Default voice for portrait is set in Data/Tables/Character portrait.txt. Current voice for player character is stored inside player structure.



Looks very different from the previous fix.


Here is the old solution:

" cthscr wrote: ↑Oct 28 2022, 18:49

Line 242 of Scripts/Structs/CharacterOutfits.lua should be changed from

Code: Select all

and Game.Races[Portrait.Race].Family ~= const.RaceKind.Vampire then

to

Code: Select all

and Game.Races[Portrait.Race].Family ~= const.RaceFamily.Vampire then"

But the CharacterOutfits.lua has an entirelly different content this time, and line 242 does not contain the same text.

I have seen family and kind being mentioned in Races though. Found it when looking for references in order to decipher Character portraits.
Last edited by Caligula Wellington on 13 Mar 2025, 09:53, edited 2 times in total.

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

Unread postby Gruslik » Today, 09:41

Gruslik wrote: 11 Mar 2025, 10:36 Hello. I'm a big fan of MM 6-8 and have been through them many times. And many of these times, it was with Merge that I never delete from my computer. But recently, when I wanted to return to the project and downloaded a new patch that needs to be uploaded to the replacement game directory, when I try to download a saved game, I now constantly get errors. Is there any way to cure this? The errors themselves do not interfere with the game, they are easy to throw off. But their constant appearance is annoying.

And one more question, where can I view the patchnotes?

Image
Image
Friends, can you tell me how to solve my problem?


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