GrayFace made it years ago:alternatively we could make it deterministic
https://gitlab.com/GrayFace/mmext-scrip ... type=heads
GrayFace made it years ago:alternatively we could make it deterministic
Exactly the same, then.
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-- MM8
MapTres: 0 1 2 3 4 5 6
ItemLvl1: 1-1 1-1 1-1 1-1 1-1 1-1 1-1
ItemLvl2: 1-1 1-2 2-2 2-2 2-2 2-2 2-2
ItemLvl3: 1-2 2-2 2-3 3-3 3-3 3-3 3-3
ItemLvl4: 2-2 2-2 3-3 3-4 4-4 4-4 4-4
ItemLvl5: 2-2 2-2 3-4 4-4 4-5 5-5 5-5
ItemLvl6: 2-2 2-2 4-4 4-5 5-5 5-6 6-6
ItemLvl7: 7-7 7-7 7-7 7-7 7-7 7-7 7-7
-- MM7
1: 1-1 1-1 1-1 1-1 1-1 1-1 1-1
2: 1-1 1-2 2-2 2-2 2-2 2-2 2-2
3: 1-2 2-2 2-3 3-3 3-3 3-3 3-3
4: 2-2 2-2 3-3 3-4 4-4 4-4 4-4
5: 2-2 2-2 3-4 4-4 4-5 5-5 5-5
6: 2-2 2-2 4-4 4-5 5-5 5-6 6-6
7: 2-2 2-2 7-7 7-7 7-7 7-7 7-7
-- MM6
1: 1-1 1-1 1-1 1-1 1-1 1-1 1-1
2: 1-1 1-2 2-2 2-2 2-2 2-2 2-2
3: 1-2 2-2 2-3 3-3 3-3 3-3 3-3
4: 2-2 2-3 3-3 3-4 4-4 4-4 4-4
5: 2-3 3-3 3-4 4-4 4-5 5-5 5-5
6: 3-3 3-4 4-4 4-5 5-5 5-6 6-6
7: 7-7 7-7 7-7 7-7 7-7 7-7 7-7
Yeah, the one by the obelisk in Erathia. I never figured it was supposed to contain artifacts before I played the merge, because it doesn't do that in vanilla. Nice to know why that's the case. Another related thing I mentioned though is that in the merge it's possible to obtain endless copies of artifacts, while vanilla tended to be pretty good at avoiding that (one copy spawned, then goodbye). Obviously the former system had its flaws and even now artifacts you don't have yet are prioritized, but for one thing what's always bothered me is that you can obtain artifacts/relics from stalt-laced ore, just because it generates treasure level 6 items. Would be nice to put some exception in the code for thatcthscr wrote: ↑05 Dec 2024, 09:12 Speaking about obtaining artifacts. There was a report by Xfing about an artifact in Antagarich chest that doesn't give you one in MM7. Reason is that chest has random artifact-level item, but map setting (Tres) reduces it to level 2. Both MM8 and MM6 never reduces artifact-level items.
For this, the offsets in the item tables would have to be changed. I remember playing with that a long time ago when I was making tiers for remaining equipment such as gems etc, but I don't think I touched Yoruba for female paperdolls. What an amazing repaint btw
Hello. Most probably you have to switch compatibility mode of mm8.exe and MM8Setup.exe to WinXP SP 2 or higher. If it won't help, tell me, please.Vodun wrote: ↑10 Dec 2024, 14:06 I've installed the newest version of MM678 Merger and started in MM6 era. Quite sadly the game slows horrible at moments, especially when there is a lot of enemies on the screen or close by. Is there some way to remedy this? I got quite good pc, that can launch Cyberpunk on HIGH so that's probably not the hardware issue (not to mention recently did the marathon of MMX, MM9, MM8 and MM7 that all run smoothly). Help would be greatly appreciated.
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mem.asmpatch(0x48FEDE, "push 0x1B")
I've reported this to Grayface like two years ago. Hopefully he'll resume maintaining the patch some day, this kind of thing should be fixed there instead of MMExt or any other mods.
It was, now everything works just greatHello. Most probably you have to switch compatibility mode of mm8.exe and MM8Setup.exe to WinXP SP 2 or higher. If it won't help, tell me, please.
Thanks! One of the patch notes states:
As far as I remember from original mm6 the vulcano was triggered by clicking on the buoy at the coast that is near to the vulcano. In mm7 8 you then had the boats and the canons to shoot on them.EstelRandir wrote: ↑26 Dec 2024, 05:08Thanks! One of the patch notes states:
MM6:
-- volcano functionality in New Sorpigal have been restored;
Does this mean the volcano with the obelisk? And I assume that it will sometimes throw out red particles like the one in Jadame starting island? If so, it must not be very often.
At the end of one off the games completion cycles you can always get rid of all your items (Questitems, Scrolls, etc.) by giving them to npcs at the Adventurers Inn.EstelRandir wrote: ↑29 Dec 2024, 02:17 Speaking of "feature requests". Many might find this one odd, but it would be interesting to have a mod that resets all the quest/progress status as if you were starting a fresh game. But your characters retain all the items, skills, etc. Would make skill point farming more interesting. Just for fun, I am trying to max out my party members primary skills to max level (80). It's a lot of armegeddon farming, lol.
That will not reset the questline flags. For example, The Destroyer will still be defeated, Archibald will still be free, Harmondale Castle will still be yours and upgraded, etc, etc.
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