Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Thanks for the quick fix! There's another error now: I can't enter Clanker's Lab. The game says it cannot find 71d12.blv, crashes and goes to windowed mode the next time the game is started.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Oh, I've made typ-o there, reapply this file: https://www.dropbox.com/s/tolzylefrix18 ... 4.lua?dl=0 put it into "...Scripts\Maps" folder.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Yay, thank you again! I'll keep on playing
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- Leprechaun
- Posts: 40
- Joined: 11 Apr 2018
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Hello Rodril
Another question, love what you have done so far.
Is it possible to change the damage weapons do in Magic or such ?
Example : Adds 6-15 points of Electrical damage
Change this value for more or less damage ?
Thanks.
Another question, love what you have done so far.
Is it possible to change the damage weapons do in Magic or such ?
Example : Adds 6-15 points of Electrical damage
Change this value for more or less damage ?
Thanks.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
hi,Rodril wrote:Hello, patch link have been updated. ..., mm6/7 bounty hunts will increase "monsters hunted" value and will correctly shown in "awards" section of character's sheet (in old savegames you have to complete at least one more bounty hunt to make it appear), ...
found out that it worx only for char 1, #2-5 doesnt get it in the awards section.
best regards,
justl
Last edited by justl on 12 Jun 2018, 20:29, edited 1 time in total.
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
https://www.mightandmagicworld.de/fileb ... index.html
-
- Leprechaun
- Posts: 4
- Joined: 13 Jun 2018
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
When I enter the commandRodril wrote:Probably it is consequence of killing glitched cactuses (I really should not make monster inspired by bug, ha ha). I'll look how to recount exp. You can try to do it manually via debug console: open it with ctrl+f1, type "Party[0].Experience = *recounted value*" without quotes, use 1,2,3,4 instead of 0 for other characters, press ctrl+enter to execute it.Xfing wrote:and it says I require an obscene amount of exp to level up higher.
Party[0].Experience = *recounted value*
It gives me
[string ""]:1: unexpected symbol near '*'
What am I doing wrong? I'd prefer to not have to get 188 million xp to go to level 32.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Execute this code in debug console to bring experience values in line:
If possible, send me your savegame, so i can check what's exactly going on there.
Code: Select all
for i,v in Party do
v.Experience = v.LevelBase * (v.LevelBase-1) * 500
end
Yes, but i'm not sure it is possible to do it without scripting. Check ExtraArtifacts.lua for examples. Also, there are few examples at new Graydace's site: https://grayface.github.io/mm/ext/ref/#Artifact-Bonuses.UnknownHuman wrote:Another question, love what you have done so far.Is it possible to change the damage weapons do in Magic or such ?
-
- Leprechaun
- Posts: 40
- Joined: 11 Apr 2018
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Thanks Rodril, great info !
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
got this error, when a casting stick (a brown stick with a small skelettonhead on top) ran out of enchantments:
happened in the bracada mines, so i dont know if there may be something location related to there)
——————————————————————————————————————————————————————————————————————————————————
...II - Day of the Destroyer\Scripts\General\MiscTweaks.lua:344: array index (0) out of bounds [1, 138]
stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua in function '__index'
...II - Day of the Destroyer\Scripts\General\MiscTweaks.lua:344: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>
arguments of '__index':
t = (table: 0x15ee0c68)
a = 0
v = nil
local variables of '__index':
aorig = 0
a1 = -1
n = 138
upvalues of '__index':
ptr = nil
u4 = (table: 0x0142fb08)
GetPtr = (function: 0x01420228)
obj = (table: 0x1365ea50)
o = 1192
assertnum = (function: 0x0143f5a8)
error = (function: 0x01437200)
type = (function: builtin#3)
SetLen = nil
low = 1
GetLen = (function: 0x04b5bda8)
lenP = nil
lenA = nil
count = 138
size = 36
_index = nil
_newindex = nil
tonumber = (function: builtin#17)
beyondLen = nil
f = (function: 0x04b5bd18)
format = (function: builtin#91)
sOutOfBounds = "array index (%s) out of bounds [%s, %s]"
tostring = (function: builtin#18)
tostring2 = (function: 0x0440a278)
----------------------------------------------------------------------------------
>
happened in the bracada mines, so i dont know if there may be something location related to there)
——————————————————————————————————————————————————————————————————————————————————
...II - Day of the Destroyer\Scripts\General\MiscTweaks.lua:344: array index (0) out of bounds [1, 138]
stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua in function '__index'
...II - Day of the Destroyer\Scripts\General\MiscTweaks.lua:344: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>
arguments of '__index':
t = (table: 0x15ee0c68)
a = 0
v = nil
local variables of '__index':
aorig = 0
a1 = -1
n = 138
upvalues of '__index':
ptr = nil
u4 = (table: 0x0142fb08)
GetPtr = (function: 0x01420228)
obj = (table: 0x1365ea50)
o = 1192
assertnum = (function: 0x0143f5a8)
error = (function: 0x01437200)
type = (function: builtin#3)
SetLen = nil
low = 1
GetLen = (function: 0x04b5bda8)
lenP = nil
lenA = nil
count = 138
size = 36
_index = nil
_newindex = nil
tonumber = (function: builtin#17)
beyondLen = nil
f = (function: 0x04b5bd18)
format = (function: builtin#91)
sOutOfBounds = "array index (%s) out of bounds [%s, %s]"
tostring = (function: builtin#18)
tostring2 = (function: 0x0440a278)
----------------------------------------------------------------------------------
>
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
https://www.mightandmagicworld.de/fileb ... index.html
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Hi Rodril, there is something wrong with creating priests in Jadame. No matter what skill you choose for them at party selection stage, they always start game with NONE skills at weapon and armor. They also don't have body magic despite the fact that this is their default magic skill.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
And they get Bodybuilding (or was it Armsmaster?) only after their last promotion - though that is more of a skill balance complaint rather than a bugMortis wrote:Hi Rodril, there is something wrong with creating priests in Jadame. No matter what skill you choose for them at party selection stage, they always start game with NONE skills at weapon and armor. They also don't have body magic despite the fact that this is their default magic skill.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Just wanted to say thank you so much for this only just started playing through but it is a pleasure to see a few surprises along another play through!
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Hey. I either found a bug or mistakenly did a stupid thing.
I have no info about winning Arccomage on starting island (Emerald Island?) and I can't go back.
I actually won Arcomage on 10 places (according to awards).
What I can do to make my game (which my main character is level 11, so a bit late game) register the starting island match as won?
PS: of course it's during playing your mod not the regular game
PPS: I think your mod is great anyway
I have no info about winning Arccomage on starting island (Emerald Island?) and I can't go back.
I actually won Arcomage on 10 places (according to awards).
What I can do to make my game (which my main character is level 11, so a bit late game) register the starting island match as won?
PS: of course it's during playing your mod not the regular game
PPS: I think your mod is great anyway
Last edited by majaczek on 22 Jun 2018, 13:57, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Emerald Island isn't required for the ArcoMage championship, so you'll be fine! You can't go back but you don't need to anyway :-)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
Hello. Patch link have been updated. Generaly only minor fixes this time: no more issues with sounds of wands/clubs, few correction in removal of quest notes, fixed issue with cleric generation in Jadame (and all other classes with uneven class index).
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
hi,
anyone can give me a hint, when and where traveling from mm7 to mm8 is possible?
thx
justl
anyone can give me a hint, when and where traveling from mm7 to mm8 is possible?
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
https://www.mightandmagicworld.de/fileb ... index.html
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
As soon as you have a master of Water Magic with the Town Portal spell or a new item, the Dimension Door scroll. Town Portal has to be activated in a specific place on each of the continents to work like that. You need to look for... circular areas and objects, where the master of WM will sense powerful magic. Dimension Door can be bought in high-end shops, and sometimes it's dropped by powerful enemies.justl wrote:hi,
anyone can give me a hint, when and where traveling from mm7 to mm8 is possible?
thx
justl
Last edited by Phobos on 26 Jun 2018, 08:10, edited 2 times in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
sorry, you may have misunderstood me:Phobos wrote:As soon as you have a master of Water Magic with the Town Portal spell or a new item, the Dimension Door scroll. Town Portal has to be activated in a specific place on each of the continents to work like that. You need to look for... circular areas and objects, where the master of WM will sense powerful magic. Dimension Door can be bought in high-end shops, and sometimes it's dropped by powerful enemies.justl wrote:hi,
anyone can give me a hint, when and where traveling from mm7 to mm8 is possible?
thx
justl
i know about the magical places on the continents from which town portal works to other continents and the dd-scrolls.
what i wanted to know, at what point (i couldnt find it in the thread here) could you go from one continent from another per ship (from mm6 i know its some time before you could do the hive) - i wanted to know the knackpoints of mm7 and mm8 (though i think in mm8 it was some time about being able getting to regna)
Last edited by justl on 26 Jun 2018, 16:12, edited 1 time in total.
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
https://www.mightandmagicworld.de/fileb ... index.html
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
IIRC:
- Ship from Ravenshore when you can visit Regna.
- Ship from Turlean Forest after you repair Harmondale Castle.
- Ship from Ravenshore when you can visit Regna.
- Ship from Turlean Forest after you repair Harmondale Castle.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine.
I've removed possibility to travel by ships, because it does not fit time-travel storyline. Only dimension doors left.
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