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

Unread postby Gruslik » 14 Mar 2025, 10:10

YamiDragoon wrote: 13 Mar 2025, 23:27 Sorry, from your wording it sounded like you are loading an old save.. misunderstood!
Maybe the merge version you had before and the patch are incompatible then?
Might just wanna try and reinstall fully, if that might be the case..
Okay, thanks, I have to try!

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

Unread postby toadking » 14 Mar 2025, 10:46

Hi, based on the previous information, my understanding is that the melee recovery time of the dragon limited by the "Merge.Settings.Attack.MinimalMeleeAttackDelay" parameter, while the range attack of the dragon is limited by the "Merge.Settings.Attack.MinimalRangedAttackDelay" parameter, is this correct?
Thank you again.

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

Unread postby TR8q » 17 Mar 2025, 23:44

Hello. I've been trying to get this mod to work but there's so many old files and new files, and I don't know which ones to use. I have gotten the mod to install, because I have access to the start screen with the 3 worlds to choose from, but I can tell that the skills are not new/updated, and the monsters are not changed. When I go to the "Extra settings" button, The slider for "bolster" just gives me percentages from 0 to 200%, rather than options for difficulty levels like "hell" and "nightmare" etc.
So can anyone tell me what the latest file and/or files are to download, and in what order/instructions? I'd like to give this mod a try. Thank you much.

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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 » 18 Mar 2025, 11:27

Hello TR8q.

I had to download from another site were it was upploaded this year. Because I couldn't get it to work initially. And yes, it's hard to navigate, and things like branches don't have and descriptions. But the main mod should have some description somewhere. Like bug tracking.
There should be installment instructions through some of the links.

Really, this project is so big that it should probabl have it's own forum with different threads and topics for different things. Would be easier to navigate than 400+ pages in a thread. But everything should be here. Somewhere.

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

Unread postby YamiDragoon » 19 Mar 2025, 11:09

TR8q wrote: 17 Mar 2025, 23:44 Hello. I've been trying to get this mod to work but there's so many old files and new files, and I don't know which ones to use. I have gotten the mod to install, because I have access to the start screen with the 3 worlds to choose from, but I can tell that the skills are not new/updated, and the monsters are not changed. When I go to the "Extra settings" button, The slider for "bolster" just gives me percentages from 0 to 200%, rather than options for difficulty levels like "hell" and "nightmare" etc.
So can anyone tell me what the latest file and/or files are to download, and in what order/instructions? I'd like to give this mod a try. Thank you much.
First things first, for the Merge mod, you'd have to just follow the "How to install" part of the very first post here, or, if you want another branch, then follow that link, but in general, just the first post's "How to install"

BUT from what you say, you are not looking for Merge but for Merge MAW mod, which is yet a completely different mod on top of merge, and has its own thread and its own Discord server too!
Changed monsters, changed skills, and those difficulties you mentioned are all part of MAW, not part of Merge itself. Merge is mostly the vanilla experience of the 3 games with bugfixes, some QoL changes, slight balancing and a few new quests as well as a bolster system.

Anyway, you might want to look for the MAW mod!

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

Unread postby cthscr » 19 Mar 2025, 13:37

Caligula Wellington wrote: 13 Mar 2025, 08:52
cthscr wrote: 13 Mar 2025, 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.
The line with this exact content still existed though. (But I've committed this fix yesterday.)
toadking wrote: 14 Mar 2025, 10:46 Hi, based on the previous information, my understanding is that the melee recovery time of the dragon limited by the "Merge.Settings.Attack.MinimalMeleeAttackDelay" parameter, while the range attack of the dragon is limited by the "Merge.Settings.Attack.MinimalRangedAttackDelay" parameter, is this correct?
Dragon attack is a spell 137. Its recovery time is determined as melee at 0x4264D0 (same code with blasters). And in proc 0x48D62A it processed as regular bare-hand.If you use values from Races.txt than this is ignored and recovery just checked against being below 0 (see 'FIXME: compare with spc_minimal_cooldown' comment in CharacterOutfis.lua). And affected by Speed stat effect only.

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

Unread postby Gruslik » 19 Mar 2025, 15:03

YamiDragoon wrote: 13 Mar 2025, 23:27 Sorry, from your wording it sounded like you are loading an old save.. misunderstood!
Maybe the merge version you had before and the patch are incompatible then?
Might just wanna try and reinstall fully, if that might be the case..
I completely reinstalled the game as per the instructions. But it didn't help me. Tell me, are there any other ideas on how to fix this problem?

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

Unread postby Gruslik » 19 Mar 2025, 15:05

And I also discovered a new problem that only occurs on a laptop. Everything works fine on a regular PC. When starting the game, such graphical artifacts appear, and then the game crashes. I can assume that this is some kind of DirectX reading problem or something like that. Do you have any idea what the problem is?
Spoiler
Image

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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 » 20 Mar 2025, 00:04

cthscr wrote: 19 Mar 2025, 13:37 Dragon attack is a spell 137. Its recovery time is determined as melee at 0x4264D0 (same code with blasters). And in proc 0x48D62A it processed as regular bare-hand.If you use values from Races.txt than this is ignored and recovery just checked against being below 0 (see 'FIXME: compare with spc_minimal_cooldown' comment in CharacterOutfis.lua). And affected by Speed stat effect only.
I got it, thank you very much.

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

Unread postby Gruslik » 20 Mar 2025, 11:22

Is there any way to fix the problem with the crooked display of some items (as I understand it, Artifacts and Relics)?
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cthscr
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby cthscr » 20 Mar 2025, 16:05

Gruslik wrote: 20 Mar 2025, 11:22 Is there any way to fix the problem with the crooked display of some items (as I understand it, Artifacts and Relics)?
Your installation doesn't seem to be proper. Have you mixed latest patch with wrong (non-latest) pack?

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

Unread postby Gruslik » 20 Mar 2025, 20:05

cthscr wrote: 20 Mar 2025, 16:05
Gruslik wrote: 20 Mar 2025, 11:22 Is there any way to fix the problem with the crooked display of some items (as I understand it, Artifacts and Relics)?
Your installation doesn't seem to be proper. Have you mixed latest patch with wrong (non-latest) pack?
No, I did everything according to the instructions. Does this problem usually occur due to incorrect patches?

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

Unread postby Ossie » 29 Mar 2025, 05:20

I must be going mad: coming back to this after a couple of years. I thought I remembered that if you started as a MM8 "race-class" with special race skills - ie Dark Elf, Vampire, Dragon etc - that you could convert to another MM6/7 class in the relevant world. This would allow you to (say) max out Dark Elf skill, or get regen on your Troll or Vampire, or fly on a Dragon etc, before finally changing to Cleric or whatever. But it seems that you can only convert from Peasant?

Maybe I'm confused with being able to pick a Dark Elf/Dragon/etc portrait - but it seems your class always remains your class from the start, regardless of the portrait (except Peasant)?

It DOES seem that the portrait can give you some benefits if you pick a vampire or lich portrait, which grants immunity to Mind Magic (and possibly regeneration?). But it seems this is an inherent feature of the character, and your Skills are always tied to class only?

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

Unread postby raekuul » 29 Mar 2025, 13:07

There's a race-class unlocker, click the emblem in the upper right corner of the paperdoll during character creation. You can have your vampire cleric and your dragon druid and your troll sorcerer.

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

Unread postby Ossie » 29 Mar 2025, 22:06

raekuul wrote: 29 Mar 2025, 13:07 There's a race-class unlocker, click the emblem in the upper right corner of the paperdoll during character creation. You can have your vampire cleric and your dragon druid and your troll sorcerer.
Yep I'm using that, but the first part of all those - vampire, dragon, troll etc - don't have any of the race skills that the Vampire/Dragon/Troll "class" has. Your vampire cleric is a Cleric, with a vampire paper doll and the Vampire stat block (including Mind Magic immunity, but using Cleric HP and SP), but no Vampire Ability skill and can only be promoted as a Cleric, not a Vampire. Your dragon druid is a Druid, with a dragon paper doll and the Dragon stat block including the breath weapon (but using Druid HP and SP), but no Dragon Ability skill and can only be promoted as a Druid, not a Dragon. Your troll sorceror is a Sorceror, with a troll paper doll and the Troll stat block (but using Sorceror HP and SP), but no regeneration (because that's a Skill, not an inherent part of the Troll stat block) and can only be promoted as a Sorceror, not a Troll. Correct?

I'm keen to see if it's ever possible (without editing) to pick (say) a dark elf as your race, and Cleric as your class, and eventually have all abilities of the Dark Elf class as well as the Cleric class. But it seems that the only class that can eventually convert to another class is Peasant, yes?

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

Unread postby raekuul » 30 Mar 2025, 13:08

Ah, now I see what you're asking. You might be interested in the "Revamp" branch, which separates racial progression from class progression (so that the aforementioned Vampire Cleric can attain GM in Vampire Abilities)

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

Unread postby YamiDragoon » Yesterday, 14:01

Gruslik wrote: 19 Mar 2025, 15:05 And I also discovered a new problem that only occurs on a laptop. Everything works fine on a regular PC. When starting the game, such graphical artifacts appear, and then the game crashes. I can assume that this is some kind of DirectX reading problem or something like that. Do you have any idea what the problem is?
Spoiler
Image
Idk if you are still around, but I read sth on the Discord.. do you perhaps have Windows 11 on the laptop?
Someone recommended to get "dgvoodoo 2" to solve this


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