I guess you'd better ask GrayFace in MM8Patch topic. Especially if it's the same for vanilla MM8 patched by his patch.ReiVerme wrote:But there's a problem. The pixel scaling seems off, especially when you look at the text, unlike when I run the game in software mode. Is there a INI option to improve it? Also, is there an option to completely disable texture filtering on 3D elements?
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]
I found that i have -200 in reputation (I'm Hatred with the shotkey W) without killing any civilians or guards. I just finish the Abandonned Temple.Chateman wrote:Hello everyone !Rodril wrote:Thank you. I could not figure out, what causes that. When i load this savegame, guards are not hostile for me (at least in New Sorpigal).Wondersausage wrote:Help sure appreciated - Save game http://www.pcdominion.com/quicksave.lod
Try to do following:
1. Put this file into "Data\Tables" folder, replacing existing: https://www.dropbox.com/s/qg1ynu8r5aaxh ... s.txt?dl=0
2. Launch game and load your savegame.
3. Enter any map with previously hostile guards, if they are hostile, open debug console with ctrl+f1 and execute this code with ctrl+enter:4. Check if they will become hostile again anytime soon, and tell me if they do.Code: Select all
for i,v in Map.Monsters do if v.Group == 38 or v.Group == 55 then v.Hostile = false end end
I need more time to understand what could cause it.
I had the same issue just after doing "Abandonned Temple". I clear the rooms and pick-up what i could. But when i coming back to City, i have 3 characters in poison statuts and 1 of them is in yellow poison statut. However, guards become hostile when i approach the city.
I tried to open the debug console but the shortkey doesn't work. I delete and reinstall MM8 + Merge MOD, but same thing. I open the "DebugConsoleKey" file to see the shortkey but it seems it's still Ctrl + F1. These opens nothing :/ I can't fixe it by my own. (But when i do CTRL+F2 i got double speed just like it a pushed F2 alone).
How can i open the debug console or how i can change the shortkey ?
Thanks a lot for this huge mod, it's a new game
I will try to change this value in tables without the console (which doesn't want to appear. But when if the game crashed, it is there ^^)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
@Chateman Delivering the Candelabra gives a penalty to Reputation. -200 is the value from original MM6, which seems to have carried over to the merge.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Well, you get the highest and lowest possible reputation categories at 25 and -25, and I remember having -40 in Stone City after killing all the Trogs - it made all prices extremely low already even despite the mediocre skill of my cleric in Merchant at the moment.cthscr wrote:I suspect it's -10000..10000 like in MM8 actually.Xfing wrote:In MM7:
- It went from -50 to +50
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Great. Now the next step - to open a .lod file.cthscr wrote:NPCData.txt, of course. And ID is in Monsters.txt. (And both of them are inside EnglishT.lod.)Roxterat wrote:Now, I've found ID number in \Data\Tables\MonList.txt (+1 to use), but where can find the NPC ID?
Any recommendations?
Anyways, thanks for advice..
Edit: Never mind, MMArchive, got it. (Thanks GrayFace!)
Last edited by Roxterat on 30 Aug 2020, 18:19, edited 2 times in total.
- Treesprite17
- Leprechaun
- Posts: 16
- Joined: 12 Mar 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Hey, on your screenshot, Where it says 'Gwydion The Knight: Good' , how do I make this writing appear in that place, as in above the character portraits? Since reinstalling from fresh with all latest patches my writing which shows info is now AT THE TOP of the screen, instead of above the character portraits. I mush prefer it above the character portraits like yours as it is how it used to be and I can read it better. ThanksReiVerme wrote:This patch is absolutely amazing! I still can't believe I can play these classic RPGs in ultrawide!
But there's a problem. The pixel scaling seems off, especially when you look at the text, unlike when I run the game in software mode. Is there a INI option to improve it? Also, is there an option to completely disable texture filtering on 3D elements?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
I've made it.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!
Download MMArchive here to open .lod files (scroll down):
https://grayface.github.io/mm/
Open icons.lod in Data.
Extract 7item160 - 7item7item181.
Rename those to item177 - item198.
Replace 178 and 183 (red and purple are probably mixed up).
Move items into icons.lod (replacing mm8 original skins - backup will be created in folder).
--You can also use an icon with some better skin for red potion, 7obj161 in sprites.lod but you might need to edit that a little, replacing everything teal into black and black parts or bottle into non-black to make it work as it's supposed to.
Salute!
Last edited by Roxterat on 31 Aug 2020, 01:23, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Oh thanks you ! -200 is awful ! It is very high. The value has to be changed ?Phobos wrote:@Chateman Delivering the Candelabra gives a penalty to Reputation. -200 is the value from original MM6, which seems to have carried over to the merge.
I went to Church after doing other quests to donate and get back to +5 Neutral.
Thanks you !
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Yeah, if you're concerned about reputation effects, the MM6 quests will have the widest swings - Candelabra is -200, Exposing the Traitor is something like +5000 (enough to go from Neutral to Saintly in one go, I think? I almost always have to do this right before I go get Master Light in vanilla), and obtaining the Ritual of the Void is a penalty whose value I don't actually remember at the moment.
- Treesprite17
- Leprechaun
- Posts: 16
- Joined: 12 Mar 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Wow! Amazing, thank you so much for this. I have just successfully changed the potion bottles to a mix of MM6 and MM7 bottles for variety :D so much cuter now!Roxterat wrote:I've made it.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!
Download MMArchive here to open .lod files (scroll down):
https://grayface.github.io/mm/
Open icons.lod in Data.
Extract 7item160 - 7item7item181.
Rename those to item177 - item198.
Replace 178 and 183 (red and purple are probably mixed up).
Move items into icons.lod (replacing mm8 original skins - backup will be created in folder).
--You can also use an icon with some better skin for red potion, 7obj161 in sprites.lod but you might need to edit that a little, replacing everything teal into black and black parts or bottle into non-black to make it work as it's supposed to.
Salute!
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
I know right? It just feels so much better with favorite bottles.Treesprite17 wrote:Wow! Amazing, thank you so much for this. I have just successfully changed the potion bottles to a mix of MM6 and MM7 bottles for variety :D so much cuter now!Roxterat wrote:I've made it.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's
Download MMArchive here to open .lod files (scroll down):
https://grayface.github.io/mm/
Open icons.lod in Data.
Extract 7item160 - 7item7item181.
Rename those to item177 - item198.
Replace 178 and 183 (red and purple are probably mixed up).
Move items into icons.lod (replacing mm8 original skins - backup will be created in folder).
--You can also use an icon with some better skin for red potion, 7obj161 in sprites.lod but you might need to edit that a little, replacing everything teal into black and black parts or bottle into non-black to make it work as it's supposed to.
Salute!
Much welcome, enjoy!
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Hey there, I see many Helms, Boots etc. remain as "Pending" (specially artifacts and relics), is there a way one can at least activate their stats wearing them, never mind not being shown on paperdoll?
Thanks.
Thanks.
Last edited by Roxterat on 31 Aug 2020, 23:12, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Non-MM8 artifacts and relics should be coded - see Scripts/Global/ExtraArtifacts.lua (some asm patches are in Scripts/General/MiscTweaks.lua).Roxterat wrote:Hey there, I see many Helms, Boots etc. remain as "Pending" (specially artifacts and relics), is there a way one can at least activate their stats wearing them, never mind not being shown on paperdoll?
Thanks.
See also Community Branch files (scripts and lods) and related issues
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Great, I'll check that out, thanks! Now I can add the promised bonuses to items..cthscr wrote:Non-MM8 artifacts and relics should be coded - see Scripts/Global/ExtraArtifacts.lua (some asm patches are in Scripts/General/MiscTweaks.lua).Roxterat wrote:Hey there, I see many Helms, Boots etc. remain as "Pending" (specially artifacts and relics), is there a way one can at least activate their stats wearing them, never mind not being shown on paperdoll?
Thanks.
See also Community Branch files (scripts and lods) and related issues
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Well, what I can't figure out is how to make a FeatherFall bonus to items, apparently the other items doesn't have it as well..cthscr wrote:Non-MM8 artifacts and relics should be coded - see Scripts/Global/ExtraArtifacts.lua (some asm patches are in Scripts/General/MiscTweaks.lua).Roxterat wrote:Hey there, I see many Helms, Boots etc. remain as "Pending" (specially artifacts and relics), is there a way one can at least activate their stats wearing them, never mind not being shown on paperdoll?
Thanks.
See also Community Branch files (scripts and lods) and related issues
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Well, the only coded party buff item is Horn of Ros (2055) - MiscItemsEffects - but it works also for non-equipped items.
Probably, SetBuffs has to be patched (and StoreEffects as well).
Probably, SetBuffs has to be patched (and StoreEffects as well).
Last edited by cthscr on 01 Sep 2020, 18:22, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
https://gitlab.com/cthscr/mmmerge/-/com ... fa192ce38eRoxterat wrote:Well, what I can't figure out is how to make a FeatherFall bonus to items, apparently the other items doesn't have it as well..
Igraine becomes test item. To get it through Debug Console:
Code: Select all
evt[0].Add("Inventory", 2033)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
I've put the code in but it's a spell effect for the entire party, Hermes Boots now keep them all flying.cthscr wrote:https://gitlab.com/cthscr/mmmerge/-/com ... fa192ce38eRoxterat wrote:Well, what I can't figure out is how to make a FeatherFall bonus to items, apparently the other items doesn't have it as well..
Igraine becomes test item. To get it through Debug Console:Code: Select all
evt[0].Add("Inventory", 2033)
Well it is so far the closest solution, thank you for that!
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
FeatherFall always was party buff, wasn't it?Roxterat wrote:I've put the code in but it's a spell effect for the entire party, Hermes Boots now keep them all flying.
Well it is so far the closest solution, thank you for that!
I've fixed a bug with WaterWalk/Fly party buff and set Lady's Escort ring buffs according to MM7. https://gitlab.com/cthscr/mmmerge/-/com ... e5226cfbfc
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 12.07.2020]
Feather Fall yes, as a spell, but taking no damage from falling is a thing for a single character in the original game, at least MM7 I'm pretty sure..cthscr wrote:FeatherFall always was party buff, wasn't it?Roxterat wrote:I've put the code in but it's a spell effect for the entire party, Hermes Boots now keep them all flying.
Well it is so far the closest solution, thank you for that!
I've fixed a bug with WaterWalk/Fly party buff and set Lady's Escort ring buffs according to MM7. https://gitlab.com/cthscr/mmmerge/-/com ... e5226cfbfc
So is water walking that actually worked nicely for a single char, sorry, don't mean to argue but I'm pretty sure that's the case.
(Not 100% sure about Lady's Escort, but I know single char affection about featherfall/waterwalk was a thing back there..)
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