https://ibb.co/X4BkRPnEnable the hardware acceleration mode.
GTX1080 videocard. Nvidia 461.40 driver is installed. Windows 10 64bit.
Can't enable hardware acceleration... why?)
https://ibb.co/X4BkRPnEnable the hardware acceleration mode.
Try launching the setup app in some compatibility mode like Windows XP - I had to mess around a bit but I got it to work eventually - then you'll be getting hi-res widescreen by defaultDrDeft wrote:https://ibb.co/X4BkRPnEnable the hardware acceleration mode.
GTX1080 videocard. Nvidia 461.40 driver is installed. Windows 10 64bit.
Can't enable hardware acceleration... why?)
Yes! That helped! That must be in installation manual! About Windows XP SP2 compatibility mode.Try launching the setup app in some compatibility mode like Windows XP - I had to mess around a bit but I got it to work eventually - then you'll be getting hi-res widescreen by default
if you are in the endgame, go to ravenshore where the crystal was standing and do town portal there ... just a hunch, dont know if it is that, what you meanGodwinson wrote:Please . Where can I find the Controlled Breach.
On which map is that ?
killeroid356 wrote:My mother has been playing this and has an issue where the game keeps crashing at MM7 land of the giants, does anyone else have this issue or is it known?
any help is appreciated
Rodril wrote:Looks very similar to recent pathfinder bug, try this: put this file into your "Scripts\Modules" folder, replacing existing.programmdude wrote:I'm getting a crash just after entering Land of the Giants, right after archibald talks to you. This is with the latest game files (03.06.2021, and community patch from cthscr's branch). It seems to be a repeatable issue.
Download containing the save and error log is here. It seems to be a null pointer issue. I tried with PlayMP3=0, didn't seem to change anything.
Ohhh you'll be finding plenty more little things like this But overall the state is pretty good already, mostly little things left to fix.Echo wrote: Just some quick impressions cause obviously I have to check it out too while at it
Races are restricted to continents, you have different choices depending on what continent you start on. I think that was designed to kind of match the races available in the original games, or what tends to be found on each given continent. With Templayer's Unlocker mod you can play any race/class combo anywhere, even lore unfriendly combos such as zombies by default, skeletal dragons etc.Echo wrote: 1. I see some races are not available when starting in MM6 - is that intended? Is there a way I can enable them all there?
The comm branch probably has a bit more possibilities (couldn't tell you, haven't played it), and like I said there's also the unlocker mod. But the base branch itself actually sets you up with whatever you need, since you can convert Peasants to any class by visiting teachers for appropriate skills. It's quite intuitive, for example elemental magic expert teachers will offer you to become a Sorcerer, Sword teachers will offer you to become a Knight etc. You can get any class that way, including Vamp and Dark Elf, but you can't get the Minotaur and Troll classes as of yet I think Axe and Regeneration teachers should be bound to those respectively, but as of right now those skills are not bound to any race (so they're obvious picks). No idea if Rodril plans to address this, but I'm rather optimistic2. Following from that - I'm a little confused about the way race-class works in the merge. I see if I pick say a Dark Elf, it can be a Dark Elf, a Knight, or a peasant. So I assume it's not possible to make a Dark Elf Sorcerer for instance? Or is this what the community branch does? Haven't installed it yet, trying to figure out what's what with the basics first. (EDIT: I installed the community pack, I see I can pick different races and they have some of MM6 classes available in MM6, it looks like a more complex system than I anticipated, lol).
It's tied to your party's level, not to the continent you're on. So it will start as early as level 20 or 30 for the weakest of monsters - they'll get tougher than normal by the time your party is at that level. Of course you can adjust the magnitude of the boost, but I find 100% to be just fine and just about best for a good but not exaggerated challenge. Above 100% there's some exponentiality to the formula, so at 200% even Peasants will be reaching 30,000 HP real soon.3. When it comes to monster bolstering - does it activate if someone simply plays through one continent first? My mom likes to play it slow, explore stuff, get over-powered for late game. Usually ends up having several world resets and she would rather the monsters didn't get bolstered because she got stronger due to getting more xp this way - the point is to get stronger than the monsters If it does start bolstering this way - is there some file/variable I should edit to prevent bolstering from kicking in before she's done with whatever continent she starts in?
Shouldn't be an issue, hirelings should work normally, but I've found the number you can have with you to vary somehow - I think it can be higher than the usual two from the vanilla games, I think I've had three at one point. So yeah, probably some bug. The game can still behave rather unpredictably at times.4. I made a test party of 5 characters in MM6 and it appears I cannot get any hirelings anymore? This would make stuff like the fix-the-temple quest impossible, right? Possibly also with quest NPCs? Did I muck something up and got it bugged?
Yea that's because only Liches and Great Wyrms have it (I think) - check out my skill table mod a few pages back, I try to address the discrepancy between the MM7 and MM8 sorcerer (and promotions) skill caps, making them all equal regardless of promotion path (among other things). It's just a small table adjustment and not official, but I find it to be fun to play. It's this post here: https://www.celestialheavens.com/forum/ ... 80#p3843455. Out of the several MM6 classes, I don't think anyone can get Identify Item on GM level actually Unless I missed someone.
Master trainers now provide GM as well by default. Alchemy and Armsmaster have been added too, though I wouldn't know their locations. Just discover them and treat it like an adventure I guess?6. Since there were no GM trainers in MM6 - do you get those skills trained on the other continents then? Have skills been unified in a way that say Sword is the exact same across all 3 games? And what of characters in MM6 that are knights and start with Armsmaster - do those trainers require travel to other continents or have there been traders added in MM6?
I think Priests/Wizards are still banned from learning these schools. But the highest promotion of both classes can do it. There is a gimmick though - something akin to the original classes from MM6 was kept, called the High Priest and Master Wizard - and they can learn both Light and Dark at the same time, though only to Master level. After that you've got the choice to visit the master teachers for Light or Dark magic and commit to just one path, which will allow you to GM it at the cost of access to the other one. The promotions are the usual Archmage and a non-lich dark variant called the Master Necromancer. Sadly you can't revert to a neutrally aligned class from there, but you can swap between light and dark at will with those classes (unless you have a Lich from MM7 or 8, those are understandably stuck). And that's the only way to get a non-Lich GM Dark caster - the Master Necromancer - you need to go from being a Master Wizard and visit the dark magic master trainer. Master Necros can still get promoted to Liches at Lathean's, but the Lich Jar won't disappear for some reason like it does in case of normal Necromancers (a bug to be addressed). I would also really like it if the MM6 Wizard promotion quest also worked for MM8 Necromancers (it doesn't), since the promoted class can also go up to master in Dark Magic, which the Necros already have. So kinda feels like a path of neutrality could be something they could choose. Also, it should be an option for Necros to get promoted without losing their cool and individualistic paperdolls.7. How does Light and Dark magic work starting in MM6? I see you can't learn it right away on either Sorcerer or Cleric. What unlocks them? Both promotions? One? And can they learn both of them or just one? Taking a very quick peek at the tables, it looks like MM6 classes cannot achieve Grandmaster in them? Does it change with promotions from other regions?
lightbringer23 wrote:Welcome back Echo!
You'll discover all kinds of neat things as you go. I started in MM6 with 5x a custom druid class I edited to allow GM in all skills, so I got to explore lots of things. I focused on Master Air, Master Water, the two druid promotions, and a few key spell purchases in Free Haven -- then it was off to Jadame for the normal progression.
In MM6, the Master magic trainers will also train you to Grandmaster. Also, the requirements are standardized to MM8. For example, Master Water requires expert 7, not expert 12. Also, Master Air doesn't require the 2nd Sorcerer promotion -- just expert 7.
Are you checking out my MM7 Refilled alongside your MM8 Monstrosity? If so, let me know in the MM7 Refilled thread
I mean, in MM6 there's no Master and GM separately thoughXfing wrote:No, GM still requires Master 10. Also, the bolster function can be turned on and off or have its intensity altered at will.
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