Thanks - so after activating the teleporters, no reason to hang onto them?justl wrote:its a vanilla thing, but i have never found a third stone there eitherOssie wrote:OK haven't seen this mentioned previously in the thread but this is a change from (what I remember as) vanilla MM8.
The housed Cleric on DWI (Frederick Talimere sp?) has the Power Stone to activate the portals to other islands. But I've somehow acquired two Power Stones: the descriptions are different, with one described as having a "high bell tone" and one with a "medium bell tone", and the graphic for each Stone is slightly different.
Is this just something else that already existed in vanilla MM8 and both Stones do the same thing, and I just never noticed/can't remember, or is it a Merge Mod change with a meaning/purpose/quest I have not yet discovered? (for eg it seems like there might be a third with a "low bell tone" still to be found)
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. 05.07.2021]
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- Leprechaun
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
You still have them after activating the teleporter?
In my game the stones disappeared by themselves upon activating their respective teleporter (both for a MM8 party and a MM6 party that teleported over to Jadame).
In my game the stones disappeared by themselves upon activating their respective teleporter (both for a MM8 party and a MM6 party that teleported over to Jadame).
- tomchen1989
- Pixie
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- Location: Europe / China
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Many people who played the latest 2021-07-05 version reported to me that the hired NPC button could sometimes disappear, they had to switch to an old version of mmmerge where that button was shown so they could click it and do things to the hired NPCs before switching back to the 2021-07-05 version.
Is it a known bug?
And there's no shortcut key to open the hired NPC's conversation window? 5-8 do not seem to work.
Posted here: https://gitlab.com/templayer/mmmerge/-/issues/806
Is it a known bug?
And there's no shortcut key to open the hired NPC's conversation window? 5-8 do not seem to work.
Posted here: https://gitlab.com/templayer/mmmerge/-/issues/806
Last edited by tomchen1989 on 29 Oct 2021, 21:32, edited 2 times in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Yes, I still have them. Maybe that's why I don't remember this in vanilla - maybe they disappeared upon activation/talking to Fredrick. Perhaps this is the different behaviour in Merge Mod?NoNickNeeded wrote:You still have them after activating the teleporter?
In my game the stones disappeared by themselves upon activating their respective teleporter (both for a MM8 party and a MM6 party that teleported over to Jadame).
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- Leprechaun
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
But the two games I mentioned in the parenthesis were played with the merge mod.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
OK so I can't be sure whether I actually used the Stones to activate the teleporters BEFORE completing the related dialogue options/quests, as my party already had access to Fly. The Stones definitely don't disappear if you use the teleporters AFTER the related quests have already been completed. Given you couldn't get access to Water Walk or Fly before completing the quests in vanilla, this may have never been an issue, but potentially if you could survive the damage from walking across the water and get out of DWI without ever using the teleporters, same thing may have happened in vanilla?NoNickNeeded wrote:But the two games I mentioned in the parenthesis were played with the merge mod.
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- Leprechaun
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Possible... with the MM6 party I did have fly, but did go through the teleporters anyway.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Hi all, potential glitch: when collecting the gems for Verdant's quest, she didn't accept the ruby or emerald - the ones I had were named "Ruby" and "Emerald" as per any other, and described as an "Enrothian ruby" and an "Enrothian emerald". She subsequently accepted a different emerald, haven't yet found a different ruby that works. Given the different gem templates across the three games, suspect some were left off the list of "acceptable" objects to complete the quest
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Go grind The Earth dimension, that's what I've done...Ossie wrote: ↑19 Sep 2021, 21:52 Hi all, potential glitch: when collecting the gems for Verdant's quest, she didn't accept the ruby or emerald - the ones I had were named "Ruby" and "Emerald" as per any other, and described as an "Enrothian ruby" and an "Enrothian emerald". She subsequently accepted a different emerald, haven't yet found a different ruby that works. Given the different gem templates across the three games, suspect some were left off the list of "acceptable" objects to complete the quest
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Yep not expecting an issue with finding another one, I'm sure I will eventually, just pointing out that some of the gem templates don't work when I'm assuming they shouldMaslyonok wrote: ↑20 Sep 2021, 04:59Go grind The Earth dimension, that's what I've done...Ossie wrote: ↑19 Sep 2021, 21:52 Hi all, potential glitch: when collecting the gems for Verdant's quest, she didn't accept the ruby or emerald - the ones I had were named "Ruby" and "Emerald" as per any other, and described as an "Enrothian ruby" and an "Enrothian emerald". She subsequently accepted a different emerald, haven't yet found a different ruby that works. Given the different gem templates across the three games, suspect some were left off the list of "acceptable" objects to complete the quest
Last edited by Ossie on 27 Sep 2021, 07:05, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
No "ruby" item purchased from stores in any of MM6-8 worlds works to complete this quest - DEFINITE BUG. Please post item code for a "ruby" item that actually satisfies Verdant questOssie wrote: ↑19 Sep 2021, 21:52 Hi all, potential glitch: when collecting the gems for Verdant's quest, she didn't accept the ruby or emerald - the ones I had were named "Ruby" and "Emerald" as per any other, and described as an "Enrothian ruby" and an "Enrothian emerald". She subsequently accepted a different emerald, haven't yet found a different ruby that works. Given the different gem templates across the three games, suspect some were left off the list of "acceptable" objects to complete the quest
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
According to scripts, anything that has Equip Stat == "Gem" and has item name exactly matching corresponding MM8 gem should work. If it doesn't, for sure MM8 ruby (185) at least should work. If it doesn't, that is a big bug. Write in console (ctrl + F1):Ossie wrote: ↑26 Sep 2021, 06:36No "ruby" item purchased from stores in any of MM6-8 worlds works to complete this quest - DEFINITE BUG. Please post item code for a "ruby" item that actually satisfies Verdant questOssie wrote: ↑19 Sep 2021, 21:52 Hi all, potential glitch: when collecting the gems for Verdant's quest, she didn't accept the ruby or emerald - the ones I had were named "Ruby" and "Emerald" as per any other, and described as an "Enrothian ruby" and an "Enrothian emerald". She subsequently accepted a different emerald, haven't yet found a different ruby that works. Given the different gem templates across the three games, suspect some were left off the list of "acceptable" objects to complete the quest
Code: Select all
vars.Quest_SavingGoobers.GemsLeftNums[9] = false
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Thanks - what is console command to add MM8 ruby (185) to inventory?Eksekk wrote: ↑26 Sep 2021, 16:01 According to scripts, anything that has Equip Stat == "Gem" and has item name exactly matching corresponding MM8 gem should work. If it doesn't, for sure MM8 ruby (185) at least should work. If it doesn't, that is a big bug. Write in console (ctrl + F1):and press ctrl+enter. After this Verdant should recognize you've already brought ruby. If you consider this as a cheat, just throw one of your gem rubies into water.Code: Select all
vars.Quest_SavingGoobers.GemsLeftNums[9] = false
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Can confirm that vanilla pattern in Gharik's forge for lever puzzle to open secret treasure room does not work (ie upper NE lever opens treasure room in vanilla, does not in merge mod). Looks like previously reported on p21 of this thread. Is this intentionally changed, and if so, what is pattern to open treasure room in merge mod?
Also, shrines in vanilla MM6 gave stat bonuses whether you had previously visited the Oracle or not. In merge mod, some work, but some don't. Previous posts on this thread suggest visiting Oracle first will trigger this: is this intended behaviour for some shrines or has month order changed?
Also, shrines in vanilla MM6 gave stat bonuses whether you had previously visited the Oracle or not. In merge mod, some work, but some don't. Previous posts on this thread suggest visiting Oracle first will trigger this: is this intended behaviour for some shrines or has month order changed?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Code: Select all
evt.GiveItem{Id = 185}
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
Thanks - that worked. Just couldn't find one anywhere in Jadame (would have eventually but it soon becomes boring), and the ones from Enroth & Erathia definitely did NOT work
- ElGaboVantas
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
So I'm doing MM8's main quest and I'm kinda stuck, I have been using the same party since MM6 and everyone is almost level 110, but there's a problem, I need to dismiss an adventurer to get Overdune Snapfinger in my party and I don't want to throw my character progress to the trash. Is there another medium or way to complete the quest?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
You will find your character in the Adventurers inn after dismissing himElGaboVantas wrote: ↑30 Sep 2021, 12:30 So I'm doing MM8's main quest and I'm kinda stuck, I have been using the same party since MM6 and everyone is almost level 110, but there's a problem, I need to dismiss an adventurer to get Overdune Snapfinger in my party and I don't want to throw my character progress to the trash. Is there another medium or way to complete the quest?
- ElGaboVantas
- Leprechaun
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- Location: Perú
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
THANKS! Really really thank you, I didn't knew about the feature because this is the first time I'm experiencing 8Maslyonok wrote: ↑30 Sep 2021, 13:35You will find your character in the Adventurers inn after dismissing himElGaboVantas wrote: ↑30 Sep 2021, 12:30 So I'm doing MM8's main quest and I'm kinda stuck, I have been using the same party since MM6 and everyone is almost level 110, but there's a problem, I need to dismiss an adventurer to get Overdune Snapfinger in my party and I don't want to throw my character progress to the trash. Is there another medium or way to complete the quest?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]
u r welcomeElGaboVantas wrote: ↑30 Sep 2021, 14:02 THANKS! Really really thank you, I didn't knew about the feature because this is the first time I'm experiencing 8
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