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. [upd. 05.11.2023]
(just as a personal note i would trust CE more than mm8che simply because with CE you can amend the memory addresses on the fly where mm8che is limited to what's "still in the same place" relative to base MM8)
Started a new run-through - in Jadame because the two enforced NPC joins are actually pretty good in the context of "you can get EXP from all three continents" - with a Dwarf Fighter as the Hero of Jadame. I did a Minotaur Fighter once, but decided I didn't like losing the helmet and boots slots.
Started a new run-through - in Jadame because the two enforced NPC joins are actually pretty good in the context of "you can get EXP from all three continents" - with a Dwarf Fighter as the Hero of Jadame. I did a Minotaur Fighter once, but decided I didn't like losing the helmet and boots slots.
- tomchen1989
- Pixie
- Posts: 140
- Joined: 21 Jun 2008
- Location: Europe / China
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Press Ctrl+F1 to open the console (for some laptops, you may need to press "fn+F1" to trigger "F1", which means you need to press Ctrl+fn+F1 instead of Ctrl+F1).Kinox wrote: ↑08 Nov 2024, 00:18One main in-game solution is just to use the Adventurer's Inn.mmcrazy wrote: ↑07 Nov 2024, 18:33 My party is ---> Sorc-Sorc-Archer-Cleric-Paladin left to right
How can i change the characters placement. I want to set the first characters (left to right) as Archer then cleric then sorcerer, sorcerer, paladin. Any button to change character. Or clicking mechanism?
You can Dismiss from Party any Character on Slot 2-5, even outside.
But in order to Dismiss from Party the Character on Slot 1, you need to be inside the Adventurer's Inn! And have at least a 2 Characters' Party of course (Slot 1-2).
Any Character Dismissed from Party, will go immediately to the Adventurer's Inn of the current Continent --including the one on Slot 1. Then you can reorganize your Party.
Just make sure not to 'Double-Dismiss' any important Character; that means, if you select those squared slots/cases which appear inside the Adventurer's Inn to check on a resting Character, and Dismiss that resting Character, you'll lose it to the void. Not all 'Double-Dismissed' Characters will be able to be retrieved without cheats, but if that happens, it's perfectly feasible with mm8che --and CE I'm not sure.
Type `Party.PlayersIndexes[0]` and press Ctrl+Enter. You will see the index value of the character on slot 1, which is usually 0.
`Party.PlayersIndexes[1]` is for the 2nd slot, `Party.PlayersIndexes[2]` is for the 3rd slot, and so on.
If you want to switch slot 3 and 4, you can do this:
`Party.PlayersIndexes[2]`, Ctrl+Enter. Let's say you get 39, this is the index of the character on slot 3
`Party.PlayersIndexes[3]`, Ctrl+Enter. Let's say you get 40, this is the index of the character on slot 4
To switch them, assign 40 to slot 3 and 39 to slot 4:
Code: Select all
Party.PlayersIndexes[2] = 40
Party.PlayersIndexes[3] = 39
Now slot 3 and 4 are switched. However, although character detail interface (twice click a portrait) is now updated, the portraits are not updated. You need to save and reload the game to update the portraits.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Thanks for help. How can i change portrait of hero?
- tomchen1989
- Pixie
- Posts: 140
- Joined: 21 Jun 2008
- Location: Europe / China
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
`Party[0].Face` to see which "face" the first character of your party uses.
`Party[0].Face = 6` to assign "face" 6 to the first character (I don't have a list of faces here, you can just try any number)
After changing the "face", you may also want to change the voice, too, with `Party[0].Voice`.
(At the end of your modification, save and reload the game to update the portraits, like I said in the previous reply)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Max inventory space. I cant add another item.
Is this bug?
Waiting merchant skill upgrade to sell em all
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
In the original game, only the last four cells can't be filled though, here it's ten. Maybe it's ghost items again?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Hello,
Just now completed a play through of this excellent mod (Youtube playlist here: Experienced zero issues in MM6 and MM7. In MM8 I found that, if NPCs asked to join the party that they would disappear into the void of nothingness, never to return. Definitely a dead man walking scenario potentially, since it has 2 points where you need to swap out a party member for a NPC to access certain areas + progress key questlines. Luckily the game keeps autosaves.
Beyond that zero issues that weren't already in the games themselves, and been a blast to play through the 3 games again. 7 being my fav of this lot (Darkside of Xeen is my all time Might and Magic favourite). Thanks Rodril for making this mod. Need more mods like that for RPGs. Tale of Two Wastlelands is the only other similar-ish mod out there.
The mod itself, quest wise I found to be very MMORPG-like. Lots of item searching. I made it right to the final step of it, but couldn't find the focal ring, or phoenix feathers anywhere. As I'd just beaten MM8, that was enough for me. Would have been nice if the feathers and ring were more easy to find, and if it let you know from the get go of every item needed across all the World of Enroth questline. Beyond that, what the mod does best is merging the 3 games together, so for that, I'm happy.
Just now completed a play through of this excellent mod (Youtube playlist here: Experienced zero issues in MM6 and MM7. In MM8 I found that, if NPCs asked to join the party that they would disappear into the void of nothingness, never to return. Definitely a dead man walking scenario potentially, since it has 2 points where you need to swap out a party member for a NPC to access certain areas + progress key questlines. Luckily the game keeps autosaves.
Beyond that zero issues that weren't already in the games themselves, and been a blast to play through the 3 games again. 7 being my fav of this lot (Darkside of Xeen is my all time Might and Magic favourite). Thanks Rodril for making this mod. Need more mods like that for RPGs. Tale of Two Wastlelands is the only other similar-ish mod out there.
The mod itself, quest wise I found to be very MMORPG-like. Lots of item searching. I made it right to the final step of it, but couldn't find the focal ring, or phoenix feathers anywhere. As I'd just beaten MM8, that was enough for me. Would have been nice if the feathers and ring were more easy to find, and if it let you know from the get go of every item needed across all the World of Enroth questline. Beyond that, what the mod does best is merging the 3 games together, so for that, I'm happy.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
hi,not sure what's going on but i finished the plot of VII, then VIII then went to do the VI and thing that i noticed is that perception doesnt work for the VI (no button/tile/wall have changed color to red when there's something hidden here, but it worked well for VIII and VII). Why could that be? One of my characters is perception master with 15 points
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
It's because those facets have to have the "this will be highlighted with Perception X" property set. Might and Magic 6 didn't do that so no facets in MM6 will be highlighted due to high perception scores (much as this change would benefit certain dungeons...)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
hey if anybody's interested I created a new iteration of mapstats-overrides that's MMMerge-compliant (follow the link in my signature). I excised the stuff that had to do with monster randomization though, so right now all it'll do is mess with refill timers. But the framework is there for players who want to customize mapstats without having to edit lodfiles directly.
which one thing I want to experiment with is randomizing redbook audio tracks (like how MM6 does for the western regions) but I need to investigate that a fair bit more.
anyway next is item name/description modding, which I need the raw items.txt for that (all the items are in a single table, right? I don't need to do MMExt shenanigans for this part?), so that quest items all declare what NPC in what region they're for (and so that letters and keys are all disambiguated - too many journal entries with the same names, and there are a bunch of overlapping key names in MM6)
which one thing I want to experiment with is randomizing redbook audio tracks (like how MM6 does for the western regions) but I need to investigate that a fair bit more.
anyway next is item name/description modding, which I need the raw items.txt for that (all the items are in a single table, right? I don't need to do MMExt shenanigans for this part?), so that quest items all declare what NPC in what region they're for (and so that letters and keys are all disambiguated - too many journal entries with the same names, and there are a bunch of overlapping key names in MM6)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
I found "YORUBA" named Plate Armor "Artifact" And it says ((Immunity to disease, insanity, paralysis, poison, sleep, and stone conditions,
Endurance +25) but only +25 Endurance works Immunities dont work when drinking from well and still poisons or makes diseased.
And i found "Ghouls Bane" Named 2H Axe "Artifact" Its damage is pretty low cos of 1d9 + 19... That must be 2d9 + 19... How can i fix these bugs?
Endurance +25) but only +25 Endurance works Immunities dont work when drinking from well and still poisons or makes diseased.
And i found "Ghouls Bane" Named 2H Axe "Artifact" Its damage is pretty low cos of 1d9 + 19... That must be 2d9 + 19... How can i fix these bugs?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Ghoulsbane was 1d9+15 in MM7, IDK why it wasn't 3d7 like all other poleaxes.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
It is 2H axe ( halberds spear class in mm6-8 series) very insteresting.
Last edited by mmcrazy on 19 Nov 2024, 23:19, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Poleaxes in MM7 are 2H axes , not spears .
Halberds are spears though that use the damage for axes .
Compare the stats for the spear artifact gibbet with that of ghoulsbane, it very much looks like MM7 devs used spear damage values for ghoulsbane and axe damage values for gibbet.
Halberds are spears though that use the damage for axes .
Compare the stats for the spear artifact gibbet with that of ghoulsbane, it very much looks like MM7 devs used spear damage values for ghoulsbane and axe damage values for gibbet.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
GetBonusList().EffectImmunities of ExtraArtifacts.lua work only against monster attack bonus (via Player.DoBadThing). Direct ailment appliment (via Player.AddCondition) bypass them.
Setting ItemSpcBonuses 18-23 should help but this present in Revamp only.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Salute to all! Can something be done about this?
Excellent! Thank you very much!
Last edited by GothiCa on 25 Nov 2024, 00:17, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
In the current merge version, there are many top-level monster names that are duplicated but have different attributes, I have made a name change suggestion for reference:
70 Dragon
71 Dragon Flightleader
72 Great Wyrm ------> Great Dragon
511 Wyrm Wyrm
512 Giant Wyrm
513 Great Wyrm
514 Red Dragon
515 Blue Dragon
516 Gold Dragon
223 Green Dragon
224 Blue Dragon ------>Cyan Dragon
225 Red Dragon ------>Crimson Dragon
460 Mega Dragon ------>Mega Dragon
461 Mega Dragon ------>Ultra Dragon
462 Mega Dragon ------>Ancient Dragon
142 Boulder ------>Rock
143 Boulder
144 Boulder ------>Malevolent Boulder
70 Dragon
71 Dragon Flightleader
72 Great Wyrm ------> Great Dragon
511 Wyrm Wyrm
512 Giant Wyrm
513 Great Wyrm
514 Red Dragon
515 Blue Dragon
516 Gold Dragon
223 Green Dragon
224 Blue Dragon ------>Cyan Dragon
225 Red Dragon ------>Crimson Dragon
460 Mega Dragon ------>Mega Dragon
461 Mega Dragon ------>Ultra Dragon
462 Mega Dragon ------>Ancient Dragon
142 Boulder ------>Rock
143 Boulder
144 Boulder ------>Malevolent Boulder
Last edited by toadking on 26 Nov 2024, 13:02, edited 1 time in total.
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- Leprechaun
- Posts: 4
- Joined: 03 Jul 2022
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
I have an issue with the mod that I hope you all can help me with.
It started happening after I started a second party.
Basically, every school of magic shop is stuck at offering only 1 expert level spell (regeneration for body magic, jump for air magic, etc).
Regardless of how many resets of the shop I do (via load game or time passing), there is only ever 1 expert spell (with one or more copies).
Also, no spell shop, regardless of it's tier, offers more than basic spells and the expert spell it's stuck with.
I tested it across multiple maps, new games, etc. same thing.
I'm playing in MM6 if that makes any difference.
It started happening after I started a second party.
Basically, every school of magic shop is stuck at offering only 1 expert level spell (regeneration for body magic, jump for air magic, etc).
Regardless of how many resets of the shop I do (via load game or time passing), there is only ever 1 expert spell (with one or more copies).
Also, no spell shop, regardless of it's tier, offers more than basic spells and the expert spell it's stuck with.
I tested it across multiple maps, new games, etc. same thing.
I'm playing in MM6 if that makes any difference.
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