I believe the reason we got MM8 bottles is that the original game is MM8 we put the merge on, so there's no actual textures from previews games but lord I'd be complete with that!Treesprite17 wrote:Hello! I cannot help you as I do not know myself but I would also love to know if this is possible. I love both MM6 and MM7 potion bottles so much more than MM8'sRoxterat wrote:Hello all,
I like MM7 bottle (potions) textures more than those in merged game,
is there a way to replace (activate) those instead?
Thank you, big fan here!
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. 12.07.2020]
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Still having fun with this merge. I'm enjoying the additions as they come
There seems to be an interesting issue with at least some Enrothian quests now - they grant way too much reputation. I did "Destroy the evil crystal" in Bootleg Bay, and my Reputation immediately rose by 50 points. This plummeted all shop and training prices. "End the Winter" increased Reputation by 200, which is of course insane and made money a non-issue for the rest of the game. Have those numbers accidentally been pulled straight off of MM6 data without converting them to MM7/MM8 reputation?
I found a list by Mike Marcelais and J. Pike detailing quest rewards in MM6 and put it to the bottom part of this post. It seems accurate to me. Since reputation is counted differently in MM6, I would estimate that 50 points of Enroth reputation (referred to as "karma" in the link) would roughly equal 5 points of MM7/MM8 reputation. Another difference is that in MM6 reputation declines, whereas in MM7-8, it doesn't go down over time. If it does indeed stay constant in the merge, I would divide the rewards by an additional 2 in order to keep Enroth reputation from sky-rocketing, so 50 points would be 2,5. Since reputation in MM6 is shared through the continent, completing all the quests results in the decline of all the shopping prices everywhere in the land. This is why I think you might want to consider not giving more than 5 for any quest, so that Enroth isn't the only place worth doing shopping in. It will eventually become the cheapest land to shop anyway, but at least now you'd have to work for it.
I would suggest scaling the rewards listed in that link so that that 50 points become 2 and 100/200 become 5 to avoid sky-high reputation. Even this would result in high reputation toward the end. If you donate first at a temple, then complete all the quests except the candelabra (which would be -5) and do a couple of bounty hunts, it will be something like 90 before freeing Archibald. From MM7's Troglodyte Slaying quest, we know that 50 is enough to make trade prices really sweet. I would fix the bug with Loretta's price fixing quest and give it +5 to reputation instead of the penalty (or 0 if you want), and I would maybe give a penalty of 20-40 for freeing Archibald to stay true to the original (and I would give the same penalty for becoming a Baa follower or healing with the Curator of Kriegspire). I suppose -5 would be a suitable penalty for other actions such as looting sarcophaguses.
https://the-spoiler.com/RPG/New.World.C ... m6.html#tq
There seems to be an interesting issue with at least some Enrothian quests now - they grant way too much reputation. I did "Destroy the evil crystal" in Bootleg Bay, and my Reputation immediately rose by 50 points. This plummeted all shop and training prices. "End the Winter" increased Reputation by 200, which is of course insane and made money a non-issue for the rest of the game. Have those numbers accidentally been pulled straight off of MM6 data without converting them to MM7/MM8 reputation?
I found a list by Mike Marcelais and J. Pike detailing quest rewards in MM6 and put it to the bottom part of this post. It seems accurate to me. Since reputation is counted differently in MM6, I would estimate that 50 points of Enroth reputation (referred to as "karma" in the link) would roughly equal 5 points of MM7/MM8 reputation. Another difference is that in MM6 reputation declines, whereas in MM7-8, it doesn't go down over time. If it does indeed stay constant in the merge, I would divide the rewards by an additional 2 in order to keep Enroth reputation from sky-rocketing, so 50 points would be 2,5. Since reputation in MM6 is shared through the continent, completing all the quests results in the decline of all the shopping prices everywhere in the land. This is why I think you might want to consider not giving more than 5 for any quest, so that Enroth isn't the only place worth doing shopping in. It will eventually become the cheapest land to shop anyway, but at least now you'd have to work for it.
I would suggest scaling the rewards listed in that link so that that 50 points become 2 and 100/200 become 5 to avoid sky-high reputation. Even this would result in high reputation toward the end. If you donate first at a temple, then complete all the quests except the candelabra (which would be -5) and do a couple of bounty hunts, it will be something like 90 before freeing Archibald. From MM7's Troglodyte Slaying quest, we know that 50 is enough to make trade prices really sweet. I would fix the bug with Loretta's price fixing quest and give it +5 to reputation instead of the penalty (or 0 if you want), and I would maybe give a penalty of 20-40 for freeing Archibald to stay true to the original (and I would give the same penalty for becoming a Baa follower or healing with the Curator of Kriegspire). I suppose -5 would be a suitable penalty for other actions such as looting sarcophaguses.
https://the-spoiler.com/RPG/New.World.C ... m6.html#tq
Last edited by Phobos on 24 Aug 2020, 15:01, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Speaking of reputation, I was wondering if it could now be implemented to MM8 quest rewards? I made a suggestion for the possible bonuses; here's a link:
https://drive.google.com/file/d/1VXRPnZ ... sp=sharing
https://drive.google.com/file/d/1VXRPnZ ... sp=sharing
Last edited by Phobos on 24 Aug 2020, 15:35, edited 2 times in total.
- LordInsane
- Leprechaun
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- Location: Occupied Norway
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
You might want to change the permissions on that link, it doesn't seem to be publicly viewable.Phobos wrote:Speaking of reputation, I was wondering if it could now be implemented to MM8 quest rewards? I made a suggestion for the possible bonuses; here's a link:
https://drive.google.com/file/d/1VXRPnZ ... sp=sharing
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
I've just made it to certain point in game and.. Verdant? Really? WHY?
Nothing kills the mood of this game series more like a rawring pathetic little girl.
Just letting it happen, to be able to travel everywhere would come a lot better.
It's my opinion but excuse me, that rascal doesn't belong there, as if we didn't got enoug of the sci-fi manure.
There's a lot of good content in the project for sure, just this part is all cringe worthy killer.
Regards anyway.
Nothing kills the mood of this game series more like a rawring pathetic little girl.
Just letting it happen, to be able to travel everywhere would come a lot better.
It's my opinion but excuse me, that rascal doesn't belong there, as if we didn't got enoug of the sci-fi manure.
There's a lot of good content in the project for sure, just this part is all cringe worthy killer.
Regards anyway.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
What about now?LordInsane wrote:You might want to change the permissions on that link, it doesn't seem to be publicly viewable.Phobos wrote:Speaking of reputation, I was wondering if it could now be implemented to MM8 quest rewards? I made a suggestion for the possible bonuses; here's a link:
https://drive.google.com/file/d/1VXRPnZ ... sp=sharing
- LordInsane
- Leprechaun
- Posts: 27
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- Location: Occupied Norway
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Works now, indeed.Phobos wrote:What about now?LordInsane wrote:You might want to change the permissions on that link, it doesn't seem to be publicly viewable.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
In the place you get the heart of the wood in the building in Tatalia, when you click on the wine holders, an Icon comes out instead of the bottle. There must be missing textures/meshes?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Hey, can I ask you developing people where can I found the algorithm for what music is played on some Enroth palces? I'd like to take a look at that..
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Also, why are there no fines to pay or even reputation penalties when I kill any citizens? I often like to do that. Citizens and guards seem to not even care about each other getting smashed by me..
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- Leprechaun
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
First time posting, fantastic work on this mod, boy is this fun and very exciting to play through in current state.
Content wise, I couldn't be happier with this mod, my reason for posting is I am experiencing some pretty serious performance issues. My rig is a 9900k and 2070 super, I usually can run anything, however, it seems that in areas with just semi-dense enemies I go down to what must be 3-5 fps. Serious clipping and pauses so long I will have sworn I've crashed but always do seem to recover. Is there anything I can do to fix this? Has anyone else had this severe of an issue? Just to cite to locations both evenmorn island and corligan's estate were particularly bad. But I've had a shakey experience elsewhere. It's pretty frequent.
Thanks again for hard work, I overall really enjoy this mod.
Content wise, I couldn't be happier with this mod, my reason for posting is I am experiencing some pretty serious performance issues. My rig is a 9900k and 2070 super, I usually can run anything, however, it seems that in areas with just semi-dense enemies I go down to what must be 3-5 fps. Serious clipping and pauses so long I will have sworn I've crashed but always do seem to recover. Is there anything I can do to fix this? Has anyone else had this severe of an issue? Just to cite to locations both evenmorn island and corligan's estate were particularly bad. But I've had a shakey experience elsewhere. It's pretty frequent.
Thanks again for hard work, I overall really enjoy this mod.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
If you are playing on bolster monster, probably you got too many monsters in one area. Game engine wasnt designed to handle that many.
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- Leprechaun
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Maybe I'm not completely understanding but I had thought that bolster would only apply to a party that had beaten one of the story lines, or at least traveled to another continent. The issues I experienced in corligan's estate were with a level 6 party, I always rush that quest line in mm6. I do have the mod settings default so if this isn't the case then maybe it is the problem.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
I think it's because there are no penalties for killing civilians in vanilla mm8, so if we want them back for mm6/mm7 they would have to be implemented into the game.Roxterat wrote:Also, why are there no fines to pay or even reputation penalties when I kill any citizens? I often like to do that. Citizens and guards seem to not even care about each other getting smashed by me..
Right-click mm8.exe and go to properties, then uncheck the compatibility mode, if I remember correctly it is set to w95 and that's putting a handicap on your machine, regardless of how powerful it is.Swish3rTwist3r wrote:My rig is a 9900k and 2070 super, I usually can run anything, however, it seems that in areas with just semi-dense enemies I go down to what must be 3-5 fps.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
-1 Reputation for killing a peasant plus a small fine would make sense IMO.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
It was -1 for MM7 if I remember well and much more for MM6, also fine value based on current reputation in region in MM7..Phobos wrote:-1 Reputation for killing a peasant plus a small fine would make sense IMO.
Rep mechanics are just so different in all of the 3 games, so it's kinda challenging to make up for them, but somewhat doable.. I'd love to perhaps try and do some things myself..
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Yeah like joanthedark said, took me 2 hours to find out that my game was running with win95 compatibility, like duh..Swish3rTwist3r wrote:First time posting, fantastic work on this mod, boy is this fun and very exciting to play through in current state.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
The Reputation.lua file in \Scripts\Global looks promising, but obviously doesn't work in the way it describes.. wanna make a change in that..joanthedark wrote:I think it's because there are no penalties for killing civilians in vanilla mm8, so if we want them back for mm6/mm7 they would have to be implemented into the game.Roxterat wrote:Also, why are there no fines to pay or even reputation penalties when I kill any citizens? I often like to do that. Citizens and guards seem to not even care about each other getting smashed by me..
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
I experienced this but only in really large density dungeons like Castle Alamos. It doesn't seem to be related to the density of enemies per se, but the "activated" enemies (ones that have detected your presence and started moving around), so I think it's just single-core bottlenecking of the game's AI. I think it's worse when there is a mix of enemy types since there are different AIs to process. For example I didn't have the problem in places with really high density of homogeneous enemy types such as the huge cavern of dwarves in Snergle's.Swish3rTwist3r wrote:Content wise, I couldn't be happier with this mod, my reason for posting is I am experiencing some pretty serious performance issues. My rig is a 9900k and 2070 super, I usually can run anything, however, it seems that in areas with just semi-dense enemies I go down to what must be 3-5 fps. Serious clipping and pauses so long I will have sworn I've crashed but always do seem to recover. Is there anything I can do to fix this? Has anyone else had this severe of an issue? Just to cite to locations both evenmorn island and corligan's estate were particularly bad. But I've had a shakey experience elsewhere. It's pretty frequent.
I can't say for certain if this happened on original hardware but I don't remember it being a problem. Oddly, I seem to have experienced it less than you, even though my 9920X 12-core is slower per-core than your 9900K and all of those extra cores don't matter for MM.
Last edited by Wondersausage on 26 Aug 2020, 22:28, edited 1 time in total.
- unknownone
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
I guess that these slowdowns may be due to the improved pathing algorithm added by Rodril. If I'm not wrong, there should be a setting to turn it off if this problem makes some areas impossible to play.
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4
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