Elemental Mod for MM7 -- v4.0 open beta

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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raekuul
Blood Fury
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Posts: 459
Joined: 05 Jul 2019

Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby raekuul » Yesterday, 00:25

I'm pretty sure this was reported already but adding MMExt v2.2 to the install crashes with the below:

Code: Select all

——————————————————————————————————————————————————————————————————————————————————
...ntal with MMExt\Scripts\Structs\After\ElementalFixes.lua:41: attempt to index global 'DataTables' (a nil value)

stack traceback:
	...ntal with MMExt\Scripts\Structs\After\ElementalFixes.lua:41: in function 'dofile'
	Scripts\Core\main.lua:484: in main chunk

local variables of 'dofile':
	name = "Data/elemental.delete.txt"
	list = ("file (closed)")
	(*temporary) = nil
	(*temporary) = "Data/elemental.delete.txt"
	(*temporary) = true
	(*temporary) = nil
	(*temporary) = nil
	(*temporary) = "DataFiles/dsft.bin"
	(*temporary) = "attempt to index global 'DataTables' (a nil value)"
----------------------------------------------------------------------------------
> 
Additionally, elemental.delete.txt appears to delete itself when this happens. This crash does not happen when using the lastest code from github, but elemental.delete.txt still self-deletes so users won't be able to update MMExt.

Tomsod
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » Yesterday, 06:29

Oh, that's interesting! It crashes on 2.2 compatibility code specifically, and I think what happens is the scripts in Structs/After aren't run in alphabetical order for you, which I assumed they would (DataTablesSupport.lua which defines DataTables is just before my script), but apparently this is not actually guaranteed (works for me, though!) I guess I need more ugly hacks to make sure it works properly even without this assumption.

elemental.delete.txt is supposed to delete itself; there's no need to delete anything (else) after the mod is already installed, in fact all the deleted files are only (incorrectly) generated if the game is ever run with MMExt but without the mod.

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raekuul
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby raekuul » Yesterday, 15:02

what's funny is I stumbled onto the solution for room 2 by accident exactly because of the facet limit errors
Spoiler
- I was trying to use thrown items to see where the disappearing things were. Took me a bit to make the connection once I had everything visible. I don't believe there are any puzzles in retail 6-8 that use that mechanic? so it needs an antepiece somewhere before the trumpet quest but there isn't a good place to put one.

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Lone_Wolf
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » Yesterday, 23:18

My party now has probatory access and it's tempting to use it for finishing the arcomage quest , getting high level items, gm alchemy (assasssin) etc.

I thought about it, figured out a simple quest that gives a dark token
Spoiler
kill the griffins
Unfortunately that quest is one I refuse to do even on DP .(It just feels wrong to kill peaceful monsters)

How do I avoid getting the probatory access options after giving trumpet to arbiter ?
Should i stay away from castle H until the arbiter dies ?

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raekuul
Blood Fury
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby raekuul » Yesterday, 23:34

My understanding is that you get twilight time if you have enough time between completing the trumpet quest and the arbiter's regularly scheduled appointment with the great beyond.
Spoiler
You can also just complete the altar pieces quest for your chosen side, that'll end the probatory period immediately. And also give you another apprenticing token.
in any case the fastest way to get out of that space of time is to just... go train. If you've been saving up experience points you'll blow through it pretty quickly.
Re Altar of Wishes, Room 3
I think I understand what you're asking me to do, but as these are all ranged flyers (and therefore insist on staying at range), Air Elementals don't leave behind corpses, and MM7 doesn't have Turn to Stone (or any reliable way to reposition ranged flyers - Stun would work if they would stay still long enough for me to cast it twice) I'm at quite a loss as to how I'm supposed to do it. And honestly I'm surprised that the Party itself is insufficient - you can easily get up there with a Jump spell, which a Warrior Mage should have.


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