Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
StormyG7
Leprechaun
Leprechaun
Posts: 24
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby StormyG7 » 29 Oct 2021, 23:24

Oh, I think we're using two different versions of the Merge. I have a few other things installed which add new features. I made the script using the community-master file and I think I have Rodril's Pack too.


Try these links, get Rodril's fixes and the community merge master:
https://www.celestialheavens.com/forum/10/17261
https://gitlab.com/templayer/mmmerge/-/ ... al/Install

DragonBoy
Leprechaun
Leprechaun
Posts: 4
Joined: 28 Oct 2021

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby DragonBoy » 31 Oct 2021, 09:14

StormyG7 wrote: 29 Oct 2021, 23:24 Oh, I think we're using two different versions of the Merge. I have a few other things installed which add new features. I made the script using the community-master file and I think I have Rodril's Pack too.


Try these links, get Rodril's fixes and the community merge master:
https://www.celestialheavens.com/forum/10/17261
https://gitlab.com/templayer/mmmerge/-/ ... al/Install
Thank you so much! Will do that after the weekend as soon as I get back home! :D

FuzzySlippers
Lurker
Lurker
Posts: 2
Joined: 03 Nov 2021

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby FuzzySlippers » 03 Nov 2021, 23:24

I'm a little confused what I should install in which order. I want to play through M&M 7 with a full party of races able to be any class and I wanted them to get their race skills regardless. What should I install in what order? It seems like the extra scripts in the Merge documentation have been superseded by the Community Fixes but I need to install that over an older version of the Merge?

StormyG7
Leprechaun
Leprechaun
Posts: 24
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby StormyG7 » 05 Nov 2021, 10:39

FuzzySlippers wrote: 03 Nov 2021, 23:24 I'm a little confused what I should install in which order. I want to play through M&M 7 with a full party of races able to be any class and I wanted them to get their race skills regardless. What should I install in what order? It seems like the extra scripts in the Merge documentation have been superseded by the Community Fixes but I need to install that over an older version of the Merge?
The links and installation instructions are here; also pinned on the main post:
https://gitlab.com/templayer/mmmerge/-/ ... al/Install

I'm using the community master branch, and other races can be any class (e.g. a vampire cleric). There's an optional file to unlock races so that you can use any no matter which Might and Magic continent you start on. As it says in the instructions, just delete the entire scripts folder before installing the community master branch.

Ossie
Super Peasant
Super Peasant
Posts: 99
Joined: 24 Jan 2012
Location: Ossie

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby Ossie » 07 Nov 2021, 01:00

Hi - I think I remember seeing a link at some point to a list of all item codes for every item in the game, for use with the console. Does such a thing exist?

cthscr
Golem
Golem
Posts: 613
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby cthscr » 07 Nov 2021, 20:17

DaveHer wrote: 17 Oct 2021, 03:08As I was testing I was getting the pending symbol ( the red circle with the red slash) in the inventory. I went and checked the files and found that they were not installed correctly.
Check Game.IconsLod.Bitmaps.count first. If it hits 1000 - you have reached loaded icons limit.
I've decreased permanently loaded icons amount by ~50 with latest (2021-11-07) commits in Revamp. Still a long way to go.

cthscr
Golem
Golem
Posts: 613
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby cthscr » 07 Nov 2021, 20:18

Ossie wrote: 07 Nov 2021, 01:00 Hi - I think I remember seeing a link at some point to a list of all item codes for every item in the game, for use with the console. Does such a thing exist?
The thing is called Items.txt from mmmerge.T.lod.

Ossie
Super Peasant
Super Peasant
Posts: 99
Joined: 24 Jan 2012
Location: Ossie

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby Ossie » 07 Nov 2021, 20:37

cthscr wrote: 07 Nov 2021, 20:18
Ossie wrote: 07 Nov 2021, 01:00 Hi - I think I remember seeing a link at some point to a list of all item codes for every item in the game, for use with the console. Does such a thing exist?
The thing is called Items.txt from mmmerge.T.lod.
Thanks. But I'm not clear on how to get into another file within a LOD file. I've found mmmerge.T.lod in the Data directory, but I don't know what to do with it now. Is there a separate file with the item codes, or a list that someone has created outside that file? There is no Items.txt file within any of the game folders.

Alternately, can anybody please advise the item codes for the Focal Ring and the Phoenix Feather?

Thanks


User avatar
Maslyonok
Pixie
Pixie
Posts: 128
Joined: 18 Oct 2018

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby Maslyonok » 07 Nov 2021, 20:49

Ossie wrote: 07 Nov 2021, 20:37
cthscr wrote: 07 Nov 2021, 20:18
Ossie wrote: 07 Nov 2021, 01:00 Hi - I think I remember seeing a link at some point to a list of all item codes for every item in the game, for use with the console. Does such a thing exist?
The thing is called Items.txt from mmmerge.T.lod.
Thanks. But I'm not clear on how to get into another file within a LOD file. I've found mmmerge.T.lod in the Data directory, but I don't know what to do with it now. Is there a separate file with the item codes, or a list that someone has created outside that file? There is no Items.txt file within any of the game folders.

Alternately, can anybody please advise the item codes for the Focal Ring and the Phoenix Feather?

Thanks
You can open .lod files via MMarchive

It seems to be:
146 for Focal ring
204 for Phoenix Feather

Ossie
Super Peasant
Super Peasant
Posts: 99
Joined: 24 Jan 2012
Location: Ossie

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby Ossie » 08 Nov 2021, 02:19

cthscr wrote: 07 Nov 2021, 20:47 You can do it with GrayFace's MMArchive.
But people are lazy animals. :) https://gitlab.com/cthscr/mmmerge-data/ ... /ITEMS.txt
Perfect - I knew I'd seen that table before. Thanks

Ossie
Super Peasant
Super Peasant
Posts: 99
Joined: 24 Jan 2012
Location: Ossie

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby Ossie » 08 Nov 2021, 02:20

Maslyonok wrote: 07 Nov 2021, 20:49
Ossie wrote: 07 Nov 2021, 20:37
cthscr wrote: 07 Nov 2021, 20:18
The thing is called Items.txt from mmmerge.T.lod.
Thanks. But I'm not clear on how to get into another file within a LOD file. I've found mmmerge.T.lod in the Data directory, but I don't know what to do with it now. Is there a separate file with the item codes, or a list that someone has created outside that file? There is no Items.txt file within any of the game folders.

Alternately, can anybody please advise the item codes for the Focal Ring and the Phoenix Feather?

Thanks
You can open .lod files via MMarchive

It seems to be:
146 for Focal ring
204 for Phoenix Feather
Thank you

Sean1s
Leprechaun
Leprechaun
Posts: 9
Joined: 10 Mar 2021

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby Sean1s » 09 Nov 2021, 17:37

Hi.
Quoting from Revamp and Comm Readme: "# WILL ONLY WORK WITH MERGE VERSION 06/03/2021!"
This means that Comm or Revamp should be placed exactly on 03.06.2021 without upd. 07/05/2021?
Thanks.

cthscr
Golem
Golem
Posts: 613
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby cthscr » 10 Nov 2021, 16:44

Sean1s wrote:Quoting from Revamp and Comm Readme: "# WILL ONLY WORK WITH MERGE VERSION 06/03/2021!"
This means that Comm or Revamp should be placed exactly on 03.06.2021 without upd. 07/05/2021?
Both were updated towards patch 2021_07_05 [Scripts part] back in August. Data part changes are overridden by revamp*.lod (remember, you have to remove mm6.EnglishT.lod). So there should be no difference with or without patch.

User avatar
tomchen1989
Pixie
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]

Unread postby tomchen1989 » 10 Nov 2021, 17:10

cthscr wrote: 10 Nov 2021, 16:44
Sean1s wrote:Quoting from Revamp and Comm Readme: "# WILL ONLY WORK WITH MERGE VERSION 06/03/2021!"
This means that Comm or Revamp should be placed exactly on 03.06.2021 without upd. 07/05/2021?
Both were updated towards patch 2021_07_05 [Scripts part] back in August. Data part changes are overridden by revamp*.lod (remember, you have to remove mm6.EnglishT.lod). So there should be no difference with or without patch.
Is rodril-fixes branch in your repo also up-to-date with 2021-07-05?

Are they also compatible with rodril nightly build?

I want to have the latest base (rodril) version with all available and reasonable fixes (I guess I can call it "the most fixed base/vanilla version" / "the best official version"), so I should use Rodril's pack 2021-06-03, then patch Rodril's patch 2021-07-05 onto it (replacing everything), then patch rodril_nightly_build onto it (replacing everything), then ​patch your "rodril-fixes" files onto it (replacing everything), right?

cthscr
Golem
Golem
Posts: 613
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby cthscr » 10 Nov 2021, 17:33

tomchen1989 wrote: 10 Nov 2021, 17:10Is rodril-fixes branch in your repo also up-to-date with 2021-07-05?

Are they also compatible with rodril nightly build?
Yes and yes. It's always goes full way: 'Rodril_nightly_build' into 'rodril' into 'rodril-fixes' into 'comm' into 'master'. You can check commits
page for desired branch: https://gitlab.com/cthscr/mmmerge/-/com ... dril-fixes
I want to have the latest base (rodril) version with all available and reasonable fixes (I guess I can call it "the most fixed base/vanilla version" / "the best official version"), so I should use Rodril's pack 2021-06-03, then patch Rodril's patch 2021-07-05 onto it (replacing everything), then patch rodril_nightly_build onto it (replacing everything), then ​patch your "rodril-fixes" files onto it (replacing everything), right?
Pack 2021-06-03, then patch 2021-07-05 (remove that evil mm6.EnglishT.lod), then just update files from 'rodril-fixes'.

Sean1s
Leprechaun
Leprechaun
Posts: 9
Joined: 10 Mar 2021

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby Sean1s » 10 Nov 2021, 18:14

cthscr wrote: 10 Nov 2021, 16:44
Sean1s wrote:Quoting from Revamp and Comm Readme: "# WILL ONLY WORK WITH MERGE VERSION 06/03/2021!"
This means that Comm or Revamp should be placed exactly on 03.06.2021 without upd. 07/05/2021?
Both were updated towards patch 2021_07_05 [Scripts part] back in August. Data part changes are overridden by revamp*.lod (remember, you have to remove mm6.EnglishT.lod). So there should be no difference with or without patch.
I'm asking because the wiki does not say that Comm or RevAmp are updated to pack 05.07.2021.

Ossie
Super Peasant
Super Peasant
Posts: 99
Joined: 24 Jan 2012
Location: Ossie

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby Ossie » 12 Nov 2021, 03:48

Just finished what appears to be the final Verdant quest with the Focal Ring & lots of alchemical items - saving the Super Goobers. I've been given a Telelocator rod but there are no more quest dialogue options (I've visited several times) and no indication what to do with the rod. I've read here there are further quests including one where the main character needs to be able to survive deep water damage, but I can't progress any further. What am I doing wrong?

m&m_fan
Leprechaun
Leprechaun
Posts: 12
Joined: 02 May 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby m&m_fan » 12 Nov 2021, 07:55

I tried looking a little for this, but I'm not even sure what to search for. I'm on my second playthrough after finishing the breach, and the lantern of light wasn't in it's chest. Not a huge deal, but then the case of soul jars wasn't in it's chest either. I also checked in thunderfist mountain, hoping I could use those instead, but their chest only had normal items as well. The seer doesn't give me the item when using "I lost it", and I also grabbed the jars from the back of the walls of mist and that didn't work. I'm playing light side in MM7 on my second playthrough. I thought it might be a reset counter issue since I beat it reasonably fast, but I got both areas to reset and the chests still didn't have the key items. If this is a known bug, please lmk, otherwise my game is stuck for the time being. :(

User avatar
raekuul
Marksman
Marksman
Posts: 424
Joined: 05 Jul 2019

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.07.2021]

Unread postby raekuul » 12 Nov 2021, 13:11

Ossie wrote: 12 Nov 2021, 03:48 Just finished what appears to be the final Verdant quest with the Focal Ring & lots of alchemical items - saving the Super Goobers. I've been given a Telelocator rod but there are no more quest dialogue options (I've visited several times) and no indication what to do with the rod. I've read here there are further quests including one where the main character needs to be able to survive deep water damage, but I can't progress any further. What am I doing wrong?
Once you've beaten all three games and finished building the telelocator, there's a new high magic spot in Ravenshore. It follows different rules from the other six.


Return to “Might and Magic”

Who is online

Users browsing this forum: toadking and 4 guests