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. 03.06.2021]
hi,
dont know if its original mm8 behaviour or not, but the prophecies of the sun (for stephen in murmurwood, found in the abandoned temple on daggerwound isle) dont disappear after completing the quest.
justl
dont know if its original mm8 behaviour or not, but the prophecies of the sun (for stephen in murmurwood, found in the abandoned temple on daggerwound isle) dont disappear after completing the quest.
justl
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html
https://www.mightandmagicworld.de/fileb ... index.html
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 03.06.2021]
hi,
problem with the shoals:
when i want to open to the spellbook to cast something the game tells me "you cant do that, while underwater".
when i am in combat quickspells (only outdoor ones of course, dragonbreath, rock blast, etc.) work fine
seems, there is a bit of an inconsistency here.
justl
edit: another smallish issue
when i "fly to high" in the shoals i get ask if i wanted to leave the map - usually it only asks at the edges of the maps but not above.
the mountain in the northwest edge of the map is higher then flying but doesnt ask if i wanna leave - dont know how or if that can be solved
problem with the shoals:
when i want to open to the spellbook to cast something the game tells me "you cant do that, while underwater".
when i am in combat quickspells (only outdoor ones of course, dragonbreath, rock blast, etc.) work fine
seems, there is a bit of an inconsistency here.
justl
edit: another smallish issue
when i "fly to high" in the shoals i get ask if i wanted to leave the map - usually it only asks at the edges of the maps but not above.
the mountain in the northwest edge of the map is higher then flying but doesnt ask if i wanna leave - dont know how or if that can be solved
Last edited by justl on 04 Jul 2021, 13:15, edited 1 time in total.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html
https://www.mightandmagicworld.de/fileb ... index.html
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 03.06.2021]
To add to my previous bug list, I've also got autosave with a very strange problem. Merge version was Base, from 2020, can't remember exact date. The problem is that sometimes after loading this autosave (try it multiple times), or after going to harmondale, characters would randomly get dead or insane, as if from waiting too long. I couldn't pinpoint exact reason why this happens.
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 03.06.2021]
hi,
mm7, the nwc-dungeon (temple in a flask, found in the shoals):
there are 2 closets which give old potions/ingriedient/flasks (x-8452, y-630 are the kinda coords)
justl
mm7, the nwc-dungeon (temple in a flask, found in the shoals):
there are 2 closets which give old potions/ingriedient/flasks (x-8452, y-630 are the kinda coords)
justl
Last edited by justl on 04 Jul 2021, 17:20, edited 1 time in total.
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html
https://www.mightandmagicworld.de/fileb ... index.html
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 03.06.2021]
New version of localization available! (patch 06.03)
Ru_06.03
Ru_06.03
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 03.06.2021]
Hello. New patch is ready. It fixes two possible crashes by Pathfinder, restores linebreaks in english texts of the game and does couple of minor fixes. Broken reputation values in MM6 should be fixed now.
Link: https://drive.google.com/file/d/1KoHmJk ... sp=sharing - doubled to the first post.
Link: https://drive.google.com/file/d/1KoHmJk ... sp=sharing - doubled to the first post.
I've added it to the first post, thank you.Maslyonok wrote:New version of localization available! (patch 06.03)
Ru_06.03
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 03.06.2021]
Rodril wrote:Hello. New patch is ready. It fixes two possible crashes by Pathfinder, restores linebreaks in english texts of the game and does couple of minor fixes. Broken reputation values in MM6 should be fixed now.
Link: https://drive.google.com/file/d/1KoHmJk ... sp=sharing - doubled to the first post.
I've added it to the first post, thank you.Maslyonok wrote:New version of localization available! (patch 06.03)
Ru_06.03
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
If you want, here's an alternative icon for the Dimension Door scroll (since it says it's a scroll, but looks like a book):
Merge Convergence Modling: https://www.celestialheavens.com/forum/10/17343
Asset Storage: http://www.celestialheavens.com/forum/10/16074
MM8MM: http://www.celestialheavens.com/forum/10/16079
Asset Storage: http://www.celestialheavens.com/forum/10/16074
MM8MM: http://www.celestialheavens.com/forum/10/16079
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Awesome! Thank you.Echo wrote:If you want, here's an alternative icon for the Dimension Door scroll (since it says it's a scroll, but looks like a book):
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
So I'm new to patching the community merge when patches like what Rodril posted earlier go live. Should I setup from scratch or can I just shuffle files around? Overlaying today's patch over community merge leads to the below on startup
Code: Select all
———————————————————————————————————————————————————————————————————————————————————
D:\Games\Might and Magic Merge\Scripts\General\Races.lua:176: attempt to index a nil value
stack traceback:
D:\Games\Might and Magic Merge\Scripts\General\Races.lua: in function 'ProcessRacesTxt'
D:\Games\Might and Magic Merge\Scripts\General\Races.lua:205: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>
local variables of 'ProcessRacesTxt':
(*temporary) = 2
(*temporary) = (table: 0x11780aa8)
(*temporary) = (table: 0x11780a08)
(*temporary) = (table: 0x11780bb0)
(*temporary) = (table: 0x11780ca0)
(*temporary) = (table: 0x11780d90)
(*temporary) = (table: 0x11780e80)
(*temporary) = (table: 0x11780f70)
(*temporary) = (table: 0x11781060)
(*temporary) = 8
(*temporary) = 5
(*temporary) = 10
(*temporary) = (table: 0x11781150)
(*temporary) = 11
(*temporary) = ("file (0x03878550)")
(*temporary) = "#\9StringId\9Mature\9BaseRace\9Family\9Kind\9Name\9Plural\9Adjective"
(*temporary) = (function: 0x11782240)
(*temporary) = (function: 0x11782240)
(*temporary) = nil
(*temporary) = "11\9MatureDarkElf\0091\00910\0090\0092\9Mature Dark Elf\9Mature Dark Elves\9Mature Dark Elven"
(*temporary) = "11\9MatureDarkElf\0091\00910\0090\0092\9Mature Dark Elf\9Mature Dark Elves\9Mature Dark Elven"
(*temporary) = (table: 0x117822d0)
(*temporary) = 11
(*temporary) = 1
(*temporary) = nil
(*temporary) = (table: 0x117822d0)
(*temporary) = 10
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "11\9MatureDarkElf\0091\00910\0090\0092\9Mature Dark Elf\9Mature Dark Elves\9Mature Dark Elven"
(*temporary) = 61
(*temporary) = -1
(*temporary) = "attempt to index a nil value"
-----------------------------------------------------------------------------------
>
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Updates are intended for base merge, you have to wait untill community branch will include today's changes.
To revert to community version - apply it's files to updated version.
To revert to community version - apply it's files to updated version.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Is it save to overwrite this change over the changed mmmerge.T.lod file and so on? I don't wanna reimport the altered item files.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
If you overwrite entire mmmerge.T.lod, it will overwrite your item changes. You'd need to pluck out the updated files separately, and then insert them into your modified mmmerge.T.lod. Or you'll need to pluck out your Items.txt from your current T.lod, overwrite the T.lod with the update, and then insert your items.txt back in (the way to go if you've only modified items.txt).Xfing wrote:Is it save to overwrite this change over the changed mmmerge.T.lod file and so on? I don't wanna reimport the altered item files.
Sorry if I misunderstood the question
Merge Convergence Modling: https://www.celestialheavens.com/forum/10/17343
Asset Storage: http://www.celestialheavens.com/forum/10/16074
MM8MM: http://www.celestialheavens.com/forum/10/16079
Asset Storage: http://www.celestialheavens.com/forum/10/16074
MM8MM: http://www.celestialheavens.com/forum/10/16079
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Yeah, it was more about asking if Rodril had updated the item files with the latest versions, since they include new repaint coordinates, flavor text fixes and other fixed properties like all ore having vendor value etc.Echo wrote:If you overwrite entire mmmerge.T.lod, it will overwrite your item changes. You'd need to pluck out the updated files separately, and then insert them into your modified mmmerge.T.lod. Or you'll need to pluck out your Items.txt from your current T.lod, overwrite the T.lod with the update, and then insert your items.txt back in (the way to go if you've only modified items.txt).Xfing wrote:Is it save to overwrite this change over the changed mmmerge.T.lod file and so on? I don't wanna reimport the altered item files.
Sorry if I misunderstood the question
Last edited by Xfing on 06 Jul 2021, 06:54, edited 3 times in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Hey, so after ~2 years I started a new group... and while back then I knew "MM8 has light priest and lich" and started with MM8 classes.
Now I did start in MM6, relying on the new systems, but the promotion to Lich seems to be not possible for my master wizard (mm6). I click on it but nothing happens, I have lich jars from mm7 and mm8 but the click goes into void. Also master necromancer also does just not happen, void click.
Are there some more requirements? Maybe the mm8 lich promoter that later can be hired is the problem? Is the backup the real thing? Will try out dark priest tomorrow, but I guess it will be similar.
Now I did start in MM6, relying on the new systems, but the promotion to Lich seems to be not possible for my master wizard (mm6). I click on it but nothing happens, I have lich jars from mm7 and mm8 but the click goes into void. Also master necromancer also does just not happen, void click.
Are there some more requirements? Maybe the mm8 lich promoter that later can be hired is the problem? Is the backup the real thing? Will try out dark priest tomorrow, but I guess it will be similar.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
I believe that in Base Merge the promotions are still continent-specific: if you want the MM6-style Archmage/High Priest, promote in Enroth. If you want one of the split-path versions, promote in Erathia. If you started with an MM8 Necromancer, promote in Jadame.
With that said, the Lich/Master Necromancer/Archmage thing isn't something I've really messed with and there's allegedly a way to go back and forth in Base Merge.
EDIT: So I got annoyed about trying to track down trainers for Peasant training and made a spreadsheet; does anybody know why Ranger isn't associated with Axes?
With that said, the Lich/Master Necromancer/Archmage thing isn't something I've really messed with and there's allegedly a way to go back and forth in Base Merge.
EDIT: So I got annoyed about trying to track down trainers for Peasant training and made a spreadsheet; does anybody know why Ranger isn't associated with Axes?
Last edited by raekuul on 07 Jul 2021, 14:26, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
hi,
a question about the beginning cutscene from mm8.
the mm6 cutscene is seen as the intro, the ending cutscene as you leave the hive
the mm7 cutscene is seen as you enter emerald island, the ending cutscene after completing the last quest.
i have either not noticed it or it didnt happen, but i havent seen the beginning cutscene of mm8 - not even, when entered daggerwound islands via dimension door the first time.
can anyone check this plz?
thx
justl
a question about the beginning cutscene from mm8.
the mm6 cutscene is seen as the intro, the ending cutscene as you leave the hive
the mm7 cutscene is seen as you enter emerald island, the ending cutscene after completing the last quest.
i have either not noticed it or it didnt happen, but i havent seen the beginning cutscene of mm8 - not even, when entered daggerwound islands via dimension door the first time.
can anyone check this plz?
thx
justl
V2: Compendium of mm6-8 Secrets + Details about the base merge and DaveHer's redone merge (its in english!)
https://www.mightandmagicworld.de/fileb ... index.html
https://www.mightandmagicworld.de/fileb ... index.html
- tomchen1989
- Pixie
- Posts: 140
- Joined: 21 Jun 2008
- Location: Europe / China
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Localization-related problem report:
If you change Game.NPCText[???], NPC greeting messages (mainly in Enroth) will not change.
This causes a pretty big localization issue: for these NPC greeting messages, "\Data\Text localization\LANG_NPCText.txt" file does not work, LANG_NPCText.txt file has indeed been loaded, and Game.NPCText[???] have all been changed as expected, but it still shows the original, English NPC greeting messages.
This problem exists in both 2021 and old 2020 versions.
Only these NPC greeting messages are affected. NPC topics, news, quest text, etc work fine.
A quick fix is moving the NPCText file from "Text localization" folder into the "0? LocLANG.EnglishT.lod" archive file.
If you change Game.NPCText[???], NPC greeting messages (mainly in Enroth) will not change.
This causes a pretty big localization issue: for these NPC greeting messages, "\Data\Text localization\LANG_NPCText.txt" file does not work, LANG_NPCText.txt file has indeed been loaded, and Game.NPCText[???] have all been changed as expected, but it still shows the original, English NPC greeting messages.
This problem exists in both 2021 and old 2020 versions.
Only these NPC greeting messages are affected. NPC topics, news, quest text, etc work fine.
A quick fix is moving the NPCText file from "Text localization" folder into the "0? LocLANG.EnglishT.lod" archive file.
Last edited by tomchen1989 on 08 Jul 2021, 21:03, edited 1 time in total.
- tomchen1989
- Pixie
- Posts: 140
- Joined: 21 Jun 2008
- Location: Europe / China
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Questions:
Why 6intro.bik, citytrtr.bik, and mm6end1.bik, mm6end2.bik etc. which are originally .smk files, have been converted to .bik format?
It's not a big issue, but mm6end1.bik and mm6end2.bik have black margin. Originally they do not have that.
Also, archie.bik and citytrtr.bik should be 460 x 344 px, not 640 x 480 px.
I've made the "correct" versions of these bik video files with the official RAD Tools, and I uploaded them here:
https://www.dropbox.com/sh/vlc6onb6js3f ... OI9Ka?dl=0
------------------------
------------------------
I was just updating my MMMerge localization project (only Chinese exists for now) and MMMerge Update Patch when I found some issues (including above issues and maybe more)
Many resource files are relocated in MMMerge Version 2021-05-11 (the reason probably can be traced back to an idea posted by myself), this makes it pretty complicated to update my Update Patch (feasible, but lots of work). So I think the Update Patch will stop supporting older versions, it'll support 2021-05-11 and later.
It looks like the strings to be localized are not changed. But there are still some issues, including that NPCText issue, to be solved.
I also made some localized video files. It seems to me that the latest RAD Video Tools are not perfectly compatible with M&M's .smk and .bik files, I had to use an older version of the RAD Tools. I also needed Audacity to merge sound tracks, then mixed the sound with the video file with RAD Tools. In the future we can make localization patches. For the video localization, the patch could include sound files, mmarch and RAD Tools. Because no video file is included, the patch file's size would be minimal.
Why 6intro.bik, citytrtr.bik, and mm6end1.bik, mm6end2.bik etc. which are originally .smk files, have been converted to .bik format?
It's not a big issue, but mm6end1.bik and mm6end2.bik have black margin. Originally they do not have that.
Also, archie.bik and citytrtr.bik should be 460 x 344 px, not 640 x 480 px.
I've made the "correct" versions of these bik video files with the official RAD Tools, and I uploaded them here:
https://www.dropbox.com/sh/vlc6onb6js3f ... OI9Ka?dl=0
------------------------
------------------------
I was just updating my MMMerge localization project (only Chinese exists for now) and MMMerge Update Patch when I found some issues (including above issues and maybe more)
Many resource files are relocated in MMMerge Version 2021-05-11 (the reason probably can be traced back to an idea posted by myself), this makes it pretty complicated to update my Update Patch (feasible, but lots of work). So I think the Update Patch will stop supporting older versions, it'll support 2021-05-11 and later.
It looks like the strings to be localized are not changed. But there are still some issues, including that NPCText issue, to be solved.
I also made some localized video files. It seems to me that the latest RAD Video Tools are not perfectly compatible with M&M's .smk and .bik files, I had to use an older version of the RAD Tools. I also needed Audacity to merge sound tracks, then mixed the sound with the video file with RAD Tools. In the future we can make localization patches. For the video localization, the patch could include sound files, mmarch and RAD Tools. Because no video file is included, the patch file's size would be minimal.
Last edited by tomchen1989 on 09 Jul 2021, 12:25, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
There is, you "choose the path of darkness" or "light" at Su Lang Manchu or Ki No Lee, which is jus a dialogue option. You can do that for fully promoted clerics, sorcs, paladins and archers. Promoting from the central class is a one-way ticket though (can't revert to being a High Priest or Master Wizard at the moment), but then you can go back and forth between the promoted classes of Master Necromancer and Archmage however many times you want at no cost (though you'll be losing your spells in the transition). Master Necromancers can be promoted to liches at least using the MM8 quest (Lathean), which will of course not be reversible if chosen - it will no longer be possible to return to being an Archmage (which is kinda to be expected). There was a small bug where the MM8 Lich Jar you used for the promotion didn't disappear if it were from a Master Necromancer, haven't checked yet if Rodril has fixed it in the latest patch. As for promoting at the MM7 Lich promoter, don't know if it will work for a Master Necromancer (haven't tested it), but you'd need to be following the dark path anyway.raekuul wrote:I believe that in Base Merge the promotions are still continent-specific: if you want the MM6-style Archmage/High Priest, promote in Enroth. If you want one of the split-path versions, promote in Erathia. If you started with an MM8 Necromancer, promote in Jadame,
With that said, the Lich/Master Necromancer/Archmage thing isn't something I've really messed with and there's allegedly a way to go back and forth in Base Merge.
Another good question, though I personally think Axe and Regeneration should associate with the Mino and Troll classes, respectively. Last I checked those two skills don't have any associations, and those two classes don't have any skills associated with them - these two seem like a perfect match for those, and you already have a skill to become a Ranger with. But I've mentioned this already.EDIT: So I got annoyed about trying to track down trainers for Peasant training and made a spreadsheet; does anybody know why Ranger isn't associated with Axes?
Last edited by Xfing on 09 Jul 2021, 06:21, edited 2 times in total.
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