MM7Rev4modR1 a mod for might and magic 7 has been released!
In this case my guess is, you need to have this special Beauty Creme on hands. Otherwise topics could not appear and possible quests could be spoiled. (not sure 100%). While playing R1 without patch could not finish the game possibly because did not right sequence for the quests. At least never got quest for Zod Colony. It was no topic in Ressurectas dialog box.
She should talk to you after you get the creme for her.
In my game, I've already screwed up a couple of things, but I don't believe they have anything to do with the patch. I dropped the "Letter to Hairbaugh" scroll without reading it, so I can't accuse him of being a traitor. And I can't remember where I dropped it... it appears to be gone forever
I also stole the vase (and ticked off Markham) *before* getting the Quill quest... I don't think I'll be able to complete that one either
Strange... I haven't done those in regular gameplay, and here I make two major blunders in the same game....
Still enjoyable, though...although I may have to put BDJ on my bad list Seems I can't get to bed before 1AM any more... 2AM usually... and I get up at 5:45... :yawn:
In my game, I've already screwed up a couple of things, but I don't believe they have anything to do with the patch. I dropped the "Letter to Hairbaugh" scroll without reading it, so I can't accuse him of being a traitor. And I can't remember where I dropped it... it appears to be gone forever
I also stole the vase (and ticked off Markham) *before* getting the Quill quest... I don't think I'll be able to complete that one either
Strange... I haven't done those in regular gameplay, and here I make two major blunders in the same game....
Still enjoyable, though...although I may have to put BDJ on my bad list Seems I can't get to bed before 1AM any more... 2AM usually... and I get up at 5:45... :yawn:
- UndeadHalfOrc
- Titan
- Posts: 1363
- Joined: 13 Mar 2007
Yup.. sometimes quest items dissapear when you enter a dungeon without a reason. (This is normal in MM7 )Bit disappointed. Got Scroll of Wonka an suddenly, while fighting in different Barrows, this scroll disappered. So sad... And I dont know exactly time and place. Possible need to make saves more often
Good morning everybody ,
Running R2. Find out one thing (bug?). Saints Selinas scrolls locations could be the same (if I am right and BDJ did not make some changes) as in version R1. So, I did not find one in Braccada. Took a look at every blue spot and unfortunately no scroll.
Is it the same situation for anybody else? Just would like to know, if scroll is located somewhere else, I will find it afterwords. If not...that another story.
Thanks.
To Vilx. Here is answer from BDJ.
by: BigDaddyJim
Latest Upload
BigDaddyJim
To Vilx via Bimbasto,
Thanks for this report. Here are my responses.
"Some additional things/bug report (provided by Vilx).
Some more things until bug-free version.
Items:
Battleaxe (former dwarwen axe) - thingie, similar to Bat Queen from Morrowind, have sell value 0 (zero) gold in both Rev1 and Rev2.
If I recall correctly, this is one of the custom weapons kindly provided by the modder Pascal. Unfortunately, I failed to assign a monetary value to it when it was ‘imported’. I will fix this item.
In the original game were some items, never working properly, as described. Relic Kelebrim never had penalty to earth resistance, announced in item description; Taledon's helm at least in UK version wasn't "of Light magic"; item from obelisk treasure, ring "ladies escort" by description must be of water breathing and feather falling but doesn't have feather fall properties. Probably there are some more - i remember some reports on TELP's, that Ghost ring, Faerie ring and Clanker's amulet in some game versions have problems too. Artefact two handed sword Iron Feather is announced to be as lightweight, that skilled warriors can wield it single handedly, but it's not true.
The game engine controls the behavior of the original ‘artifacts’ and ‘relics’. To ‘correct’ this behavior, I’d have to issue a ‘patch’ for the .exe file, something I’m not willing to do. So we’ll just have to ‘live with’ their ‘shortcomings’.
Owerlooked thingie (Rev1) - all first promos, except Priest and Thief, are awailable only after Festival of Five Moons end (i.e., master courier status gaining). Cannot se, why thief must be an exception too. Cannot recall for sure about pal's promo.
Chronologically, the Priest Promo was issued before the festival began, and is perfectly legitimate within the chronology. The Paladin Promo, well that’s another story. It was issued ‘early on’ simply to provide the gamer with useful ‘activity’ while traveling about to complete the Courier Quest. Yes, it ‘ignores’ the Festival ‘restrictions’. A ‘plausible’ explanation **could** be that the Order of the Saints of Selinas doesn’t adhere to or recognize or is not limited by ‘earthly’ (local) festival guidelines. A bit of a stretch, but hey, this is fantasy.
I wasn't aware that the Thief Promo was available before the End of Festival. I'll look into this and correct, as necessary.
Quests - not really a bugs, but some discrepancies between announced and real things.
1. Erathian and Avlee ambassadors both are invitating party to meet their respective monarchs, but both of them have only response "get lost". Not a very logical approach, imho.
2. Trumpet quest. Playing Rev1, I gave trumpet to Judge Grey, but war outcome were "Peace, humans win". In original game you can give trumpet to five persons - both monarchs, both ambassadors in Castle Harmondale, and Judge. Monarchs give you 5t bucks in bank, ambassadors 5t in pocket, judge gives no money at all. All are giving a certain experience and war outcome is "Peace, humans win", "Peace, elves win" and "peace you win". In last case there is independent Kingdom of Harmondale founded, with our party as rightful, independant rulers. I do not see reason to change this; probably, not found all things yet.
3. After freing Roland and leaving colony zod there still is short cinematics with announcement of Archibald to be exiled on small isle near Tularea. I visited Clanker's Lab after it - no sign of Archie there.
4. Trees on Tularea are announced to be angry on "walkers" - all the time they stayed nice and green, no signs of any hostility."
Trumpet Quest. There is good reason why some quests have been ‘truncated’. The King’s quest for the ‘plans’, the Queen’s quest to ‘free Loren’, and the Trumpet are examples of this. The reason is ‘Game Space’. The game ‘interpreter’ imposes limits to the number of topics, text, greetings, etal that can appear in the game. In addition, there are limitations to global and local, static and dynamic database sizes. To accommodate the new game ‘mods’, I had to ‘terminate, truncate and/or delete’ certain pre-existing ‘activities’. The Trumpet quest was one such truncated ‘activity’.
Archie won’t appear during the game after his ‘exile’. I have ‘other plans for’ Clanker’s Lab.
Trees in Tulerea. That has me somewhat ‘stumped’, since I didn’t change the ‘logic’ concerning these tress. I’ll have to look into it to see what is happening.
Thanks again for these inputs. Hopefully, we are heading toward the "Bug Free Zone" ....
BDJ
[reply|quote]
Friday, March 14, 2008 10:13 AM
Running R2. Find out one thing (bug?). Saints Selinas scrolls locations could be the same (if I am right and BDJ did not make some changes) as in version R1. So, I did not find one in Braccada. Took a look at every blue spot and unfortunately no scroll.
Is it the same situation for anybody else? Just would like to know, if scroll is located somewhere else, I will find it afterwords. If not...that another story.
Thanks.
To Vilx. Here is answer from BDJ.
by: BigDaddyJim
Latest Upload
BigDaddyJim
To Vilx via Bimbasto,
Thanks for this report. Here are my responses.
"Some additional things/bug report (provided by Vilx).
Some more things until bug-free version.
Items:
Battleaxe (former dwarwen axe) - thingie, similar to Bat Queen from Morrowind, have sell value 0 (zero) gold in both Rev1 and Rev2.
If I recall correctly, this is one of the custom weapons kindly provided by the modder Pascal. Unfortunately, I failed to assign a monetary value to it when it was ‘imported’. I will fix this item.
In the original game were some items, never working properly, as described. Relic Kelebrim never had penalty to earth resistance, announced in item description; Taledon's helm at least in UK version wasn't "of Light magic"; item from obelisk treasure, ring "ladies escort" by description must be of water breathing and feather falling but doesn't have feather fall properties. Probably there are some more - i remember some reports on TELP's, that Ghost ring, Faerie ring and Clanker's amulet in some game versions have problems too. Artefact two handed sword Iron Feather is announced to be as lightweight, that skilled warriors can wield it single handedly, but it's not true.
The game engine controls the behavior of the original ‘artifacts’ and ‘relics’. To ‘correct’ this behavior, I’d have to issue a ‘patch’ for the .exe file, something I’m not willing to do. So we’ll just have to ‘live with’ their ‘shortcomings’.
Owerlooked thingie (Rev1) - all first promos, except Priest and Thief, are awailable only after Festival of Five Moons end (i.e., master courier status gaining). Cannot se, why thief must be an exception too. Cannot recall for sure about pal's promo.
Chronologically, the Priest Promo was issued before the festival began, and is perfectly legitimate within the chronology. The Paladin Promo, well that’s another story. It was issued ‘early on’ simply to provide the gamer with useful ‘activity’ while traveling about to complete the Courier Quest. Yes, it ‘ignores’ the Festival ‘restrictions’. A ‘plausible’ explanation **could** be that the Order of the Saints of Selinas doesn’t adhere to or recognize or is not limited by ‘earthly’ (local) festival guidelines. A bit of a stretch, but hey, this is fantasy.
I wasn't aware that the Thief Promo was available before the End of Festival. I'll look into this and correct, as necessary.
Quests - not really a bugs, but some discrepancies between announced and real things.
1. Erathian and Avlee ambassadors both are invitating party to meet their respective monarchs, but both of them have only response "get lost". Not a very logical approach, imho.
2. Trumpet quest. Playing Rev1, I gave trumpet to Judge Grey, but war outcome were "Peace, humans win". In original game you can give trumpet to five persons - both monarchs, both ambassadors in Castle Harmondale, and Judge. Monarchs give you 5t bucks in bank, ambassadors 5t in pocket, judge gives no money at all. All are giving a certain experience and war outcome is "Peace, humans win", "Peace, elves win" and "peace you win". In last case there is independent Kingdom of Harmondale founded, with our party as rightful, independant rulers. I do not see reason to change this; probably, not found all things yet.
3. After freing Roland and leaving colony zod there still is short cinematics with announcement of Archibald to be exiled on small isle near Tularea. I visited Clanker's Lab after it - no sign of Archie there.
4. Trees on Tularea are announced to be angry on "walkers" - all the time they stayed nice and green, no signs of any hostility."
Trumpet Quest. There is good reason why some quests have been ‘truncated’. The King’s quest for the ‘plans’, the Queen’s quest to ‘free Loren’, and the Trumpet are examples of this. The reason is ‘Game Space’. The game ‘interpreter’ imposes limits to the number of topics, text, greetings, etal that can appear in the game. In addition, there are limitations to global and local, static and dynamic database sizes. To accommodate the new game ‘mods’, I had to ‘terminate, truncate and/or delete’ certain pre-existing ‘activities’. The Trumpet quest was one such truncated ‘activity’.
Archie won’t appear during the game after his ‘exile’. I have ‘other plans for’ Clanker’s Lab.
Trees in Tulerea. That has me somewhat ‘stumped’, since I didn’t change the ‘logic’ concerning these tress. I’ll have to look into it to see what is happening.
Thanks again for these inputs. Hopefully, we are heading toward the "Bug Free Zone" ....
BDJ
[reply|quote]
Friday, March 14, 2008 10:13 AM
- Edwardas 3
- Pixie
- Posts: 125
- Joined: 26 Jan 2008
- Location: Stockholm
The sixth scroll is in Barrow Downs
Mine problem is password to Vori from Coding Fortress,former Clanker's.
change of professions is seemed to be someone limited and if you try to re-load in fortress Coding wizard turns hostile,probably it means that you must run this Coding Fortress gauntlet in one breath.
Don't right-click on Manticores - CTD'd occur changing acceleration might turn mantiors visible
With Wonka taking first on left,from first one you entered-where Wonka's scroll is located,, would get you to Meditation spot/Dwarven King burial barrow then from next move three times through right then you get to exit barrow.
Mine problem is password to Vori from Coding Fortress,former Clanker's.
change of professions is seemed to be someone limited and if you try to re-load in fortress Coding wizard turns hostile,probably it means that you must run this Coding Fortress gauntlet in one breath.
Don't right-click on Manticores - CTD'd occur changing acceleration might turn mantiors visible
With Wonka taking first on left,from first one you entered-where Wonka's scroll is located,, would get you to Meditation spot/Dwarven King burial barrow then from next move three times through right then you get to exit barrow.
found a little bug, maybe it's just a problem for me tho..
some earth elementals are located inside the walls in the white cliff caves.. luckily, with the bow of carnage you can shoot walls and monsters die on the other side
(consider the shooting through walls a bug aswell if not intended)
edit: if i remember correctly; the box in deyja containing the Golem Leg didnt have the leg in it. but i received the leg when "asking for something you lost" in harmondale, after searching that box.
edit2: Divine Cure potions have no effect at all for me.
some earth elementals are located inside the walls in the white cliff caves.. luckily, with the bow of carnage you can shoot walls and monsters die on the other side
(consider the shooting through walls a bug aswell if not intended)
edit: if i remember correctly; the box in deyja containing the Golem Leg didnt have the leg in it. but i received the leg when "asking for something you lost" in harmondale, after searching that box.
edit2: Divine Cure potions have no effect at all for me.
- Edwardas 3
- Pixie
- Posts: 125
- Joined: 26 Jan 2008
- Location: Stockholm
The effect of Carnage bows are as of spell fireball-area damage.
I've been hit by Dragon Breath casted by Lich King behind the corner also area damage spell so it is normal game feature.
Anywhere me and one more poster getting to end and it seems ,...alas...that there's no password,there's one spoiled, to access Vori so 'Don't Vori,be happy..' or unhappy but anywhere no Vori in sight
I've been hit by Dragon Breath casted by Lich King behind the corner also area damage spell so it is normal game feature.
Anywhere me and one more poster getting to end and it seems ,...alas...that there's no password,there's one spoiled, to access Vori so 'Don't Vori,be happy..' or unhappy but anywhere no Vori in sight
Actually there are two chests in Deja and two legs should be in them. Did not find any, so assume BDJ put the legs somewhere else.
This bug (Elementals in walls) is not deadly. Bow of carnage is o'kay. You could do in different way also. Just leave the Cave an when return, Elementals should be out of walls. I did in that way in MM8, Plane of Earth (the same thing).
This bug (Elementals in walls) is not deadly. Bow of carnage is o'kay. You could do in different way also. Just leave the Cave an when return, Elementals should be out of walls. I did in that way in MM8, Plane of Earth (the same thing).
- Edwardas 3
- Pixie
- Posts: 125
- Joined: 26 Jan 2008
- Location: Stockholm
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