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).
User avatar
Pol
Admin
Admin
Posts: 10254
Joined: 29 Nov 2005
Location: IN SOMNIS VERITAS
Contact:

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Pol » 13 Jan 2022, 14:59

"We made it!"
The Archives | Collection of H3&WoG files | Older albeit still useful | CH Downloads
PC Specs: A10-7850K, FM2A88X+K, 16GB-1600, SSD-MLC-G3, 1TB-HDD-G3, MAYA44, SP10 500W Be Quiet

cthscr
Golem
Golem
Posts: 613
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby cthscr » 16 Jan 2022, 15:27

MM8Patch 2.5.5 has no new hooks (therefore install procedure is the same as with 2.5.4) but has possibly quite important fix (that might help with some of previously added crashes).

molloy84
Lurker
Lurker
Posts: 1
Joined: 18 Jan 2022

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby molloy84 » 18 Jan 2022, 01:09

Hey all. I installed the latest merge mod recently, and started a game of MM8 creating my own party. Everything was going well until a few minutes ago when I tried to take the boat from Dagger Wound to Ravenshores. Game crashes every time. I apologize if this is a known issue. First time posting here, and I thank in advance anyone who might be able to help.

keksua
Leprechaun
Leprechaun
Posts: 28
Joined: 08 Nov 2018

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby keksua » 19 Jan 2022, 17:47

Just ended MM6 part with latest original version 04.01.2022 with patch 05.01.2022 and found some bugs:
- Journeyman mage(mm6 green) doesn’t use spells, only melee
- Bolstered Liches(mm6) doesn’t use their spells
- knights cannot use fly and water walk scrolls
- you can buy maces and Deco of Fate in alchemist store
- Medusa Enchantress has Sun Ray without bolster
- Skull Piles required level of perception counts incorrectly. “of death” should require lvl8 perception (lvl4 for expert etc) but now expertise level is ignored.
- Maximum hirelings count is 4 (I have 2 gate masters, wind master and a scholar)
- Points into spear doesn’t add damage( maybe I’m missing some mechanics here, but I had a knight with 60 armsmaster and 10 sword/spear, then added spear to 42 and it didn’t add a single point of damage)

Karol
Peasant
Peasant
Posts: 54
Joined: 02 Jan 2022

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Karol » 20 Jan 2022, 18:14

keksua wrote: 19 Jan 2022, 17:47 Just ended MM6 part with latest original version 04.01.2022 with patch 05.01.2022 and found some bugs:
- Journeyman mage(mm6 green) doesn’t use spells, only melee
- Bolstered Liches(mm6) doesn’t use their spells
- knights cannot use fly and water walk scrolls
- you can buy maces and Deco of Fate in alchemist store
- Medusa Enchantress has Sun Ray without bolster
- Skull Piles required level of perception counts incorrectly. “of death” should require lvl8 perception (lvl4 for expert etc) but now expertise level is ignored.
- Maximum hirelings count is 4 (I have 2 gate masters, wind master and a scholar)
- Points into spear doesn’t add damage( maybe I’m missing some mechanics here, but I had a knight with 60 armsmaster and 10 sword/spear, then added spear to 42 and it didn’t add a single point of damage)
Aren't the maces at Alchemist store actually clubs? Clubs are considered "items" (not weapons) - they can be used without any weapons skill also.
I am also far into MM6 with the latest build (community pack), and I have found Deck of Fate only lying around randomly in high-end areas (found like 5-6 in total)

I have observed even funnier behavior of Journeyman - in Mire of the Damned, near the settlement - one of them is not attacking at all and is just fleeing (while having 100% HP, after Mire of the Damned respawned - the same dude did run away from me again, again, totally unharmed)

On Mist Island, one NPC (civilian) is auto-set to aggressive mode, and is also fleeing away from me.

I like the dark/light path setting in MMMerge MM6 - I can have one member with Dark and the other one with Light - very versatile.
BUT, my High Priest can reach only Master Light (well, only theoretically, as I have not found the Master trainer yet)
But my Arch Mage turned into Necromancer and can theoretically learn Dark Magic up to GM.
My Archer can have only first level (basic), which is fine, but I expected High Priest to get up to GM in Light.

Dual Weapons - I have encountered similar issues, also in the Sword + Dagger combination (Dagger should add to DMG at GM, but does not, when used with other weapon, like Spear or Sword)

At least the Bows skill at GM works as expected, despite getting to the Master trainer was quite a hassle.

BTW, re-exploring MM6 with the features from MM8 is great, I just feel dumb, as I can't remember why the Silvertongue dude at the Council is not willing to give me thumb-up :D
I must have been much smarter when I was a kid, I had no internet no guides no walkthroughs and I got through... now I feel plain stupid.

Karol
Peasant
Peasant
Posts: 54
Joined: 02 Jan 2022

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Karol » 20 Jan 2022, 19:12

molloy84 wrote: 18 Jan 2022, 01:09 Hey all. I installed the latest merge mod recently, and started a game of MM8 creating my own party. Everything was going well until a few minutes ago when I tried to take the boat from Dagger Wound to Ravenshores. Game crashes every time. I apologize if this is a known issue. First time posting here, and I thank in advance anyone who might be able to help.
Have you tried this little trick?
put line DisableHooks=44D96C,44DD9A,4541C9,47DA26,47DAA8,497A69 in '[Settings]' section of mm8.ini.

keksua
Leprechaun
Leprechaun
Posts: 28
Joined: 08 Nov 2018

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby keksua » 20 Jan 2022, 21:53

Pol wrote: 13 Jan 2022, 14:59 one up :up:
Yeah I stucked there to, no idea how to progress further..
Karol wrote: 20 Jan 2022, 18:14 Aren't the maces at Alchemist store actually clubs? Clubs are considered "items" (not weapons) - they can be used without any weapons skill also.
I am also far into MM6 with the latest build (community pack), and I have found Deck of Fate only lying around randomly in high-end areas (found like 5-6 in total)
Maybe that were clubs.. But I cannot recall any clubs in vanillas..
Karol wrote: 20 Jan 2022, 18:14 I have observed even funnier behavior of Journeyman - in Mire of the Damned, near the settlement - one of them is not attacking at all and is just fleeing (while having 100% HP, after Mire of the Damned respawned - the same dude did run away from me again, again, totally unharmed)
I didn't have a wisard eye( knight) but I guess they become hostile when you attack sceletons, but they have peasant behaviour, so they flee.
BTW I recall I charmed once a mage in New Sorpigal and he became interactable I could even hire him. Same was with Assassins in Mist..
Karol wrote: 20 Jan 2022, 18:14 Dual Weapons - I have encountered similar issues, also in the Sword + Dagger combination (Dagger should add to DMG at GM, but does not, when used with other weapon, like Spear or Sword)
Sword never gave damage, GM give AC.
Karol wrote: 20 Jan 2022, 18:14 BTW, re-exploring MM6 with the features from MM8 is great, I just feel dumb, as I can't remember why the Silvertongue dude at the Council is not willing to give me thumb-up :D
I must have been much smarter when I was a kid, I had no internet no guides no walkthroughs and I got through... now I feel plain stupid.
Talk to Wilbur Humphrey in Castle ironfist:)

User avatar
justl
War Dancer
War Dancer
Posts: 351
Joined: 26 Dec 2017

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby justl » 21 Jan 2022, 06:02

Karol wrote: 20 Jan 2022, 18:14 I have observed even funnier behavior of Journeyman - in Mire of the Damned, near the settlement - one of them is not attacking at all and is just fleeing (while having 100% HP, after Mire of the Damned respawned - the same dude did run away from me again, again, totally unharmed)
journeyman mages in mm6 in mire of the damned always were "town guards", even in vanilla.
when you attacked them they show civilian behaviuor and flee
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

keksua
Leprechaun
Leprechaun
Posts: 28
Joined: 08 Nov 2018

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby keksua » 21 Jan 2022, 09:00

justl wrote: 21 Jan 2022, 06:02
Karol wrote: 20 Jan 2022, 18:14 I have observed even funnier behavior of Journeyman - in Mire of the Damned, near the settlement - one of them is not attacking at all and is just fleeing (while having 100% HP, after Mire of the Damned respawned - the same dude did run away from me again, again, totally unharmed)
journeyman mages in mm6 in mire of the damned always were "town guards", even in vanilla.
when you attacked them they show civilian behaviuor and flee
Nah, there weren't any town guards in mm6 vanilla, but villagers were hostile and attacked you if you hit any of them :)

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

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby raekuul » 21 Jan 2022, 11:28

Villagers were only hostile in the Mire if you were uncautious when fighting the undead. Fight precisely and without using AoE spells, and you're good to go.

I always did hate that region.

Karol
Peasant
Peasant
Posts: 54
Joined: 02 Jan 2022

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Karol » 22 Jan 2022, 14:26

What happened with GitLab ? It looks like a load of content disappeared from it.

EDIT: Oh, never mind. Deleted internet cookies, and now I see all 500+ issues (Only 12 issues were visible before in total, both open and closed)

BTW, where can I find more details on REVAMP?
Is it similar to https://www.moddb.com/mods/mm7rev4modr1-redone ?

qtish
Peasant
Peasant
Posts: 84
Joined: 19 Jan 2014

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby qtish » 25 Jan 2022, 06:23

Hey, downlaoded new patch, whats tldr on it? Also water in Emerald isle looks like piss https://gyazo.com/f7cbb552086b816e243ece5704c2d735


Karol
Peasant
Peasant
Posts: 54
Joined: 02 Jan 2022

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Karol » 28 Jan 2022, 08:44

cthscr wrote: 25 Jan 2022, 18:53
Karol wrote: 22 Jan 2022, 14:26 BTW, where can I find more details on REVAMP?
https://gitlab.com/cthscr/mmmerge/-/wikis/home#revamp
Thank you.
As I am browsing through the tables and features for Revamp, it strikes me, like most effort of Revamp is exclusively in/for MM6 world. Is my observation vaguely accurate?

cthscr
Golem
Golem
Posts: 613
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby cthscr » 28 Jan 2022, 17:11

Karol wrote: 28 Jan 2022, 08:44 most effort of Revamp is exclusively in/for MM6 world. Is my observation vaguely accurate?
No, most features are universal. MM6 part just had most bugs (and missed mechanics).

cthscr
Golem
Golem
Posts: 613
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby cthscr » 28 Jan 2022, 17:17

Prior to MM8Patch 2.5.6 DisableHooks setting of mm8.ini didn't affect significant amount of hooks (famous "DisableHooks=44D96C,44DD9A,4541C9,47DA26,47DAA8,497A69" disabled only one hook at 0x44DD9A).
There is quite high probability that in 2.5.6 we wouldn't need this option though - I've convinced GrayFace to fix one part of the patch. Until then - avoid patches 2.5.4 and 2.5.5.

Rodril
Swordsman
Swordsman
Posts: 579
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Rodril » 30 Jan 2022, 10:19

keksua wrote: 20 Jan 2022, 21:53 Yeah I stucked there to, no idea how to progress further.
Verdant should contact you in two weeks of game time after completion of last continent. If it did not happen, could you send me your savegame?
I'm going to change this condition, as i remember it was confusing players in past as well.

Wagner235
Leprechaun
Leprechaun
Posts: 6
Joined: 31 Jan 2022

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Wagner235 » 31 Jan 2022, 05:08

Hi guys.
I have a problem, when I play a game, there is a random pop up of a console and there is no way to get rid of it. When I try to close it, it appear after a minute again.
Also I am crashing each time I try to train my party in Harmondale. I tried to add that line in .ini file but still the same.
Last edited by Wagner235 on 31 Jan 2022, 05:32, edited 1 time in total.

Rodril
Swordsman
Swordsman
Posts: 579
Joined: 18 Nov 2016

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Rodril » 31 Jan 2022, 09:32

Post text from debug console, please.
Do you use community or revamp additions to base merge?

Wagner235
Leprechaun
Leprechaun
Posts: 6
Joined: 31 Jan 2022

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]

Unread postby Wagner235 » 31 Jan 2022, 09:58

Image and Image

I am only using merge mod from this thread. Also made clean install.


Return to “Might and Magic”

Who is online

Users browsing this forum: No registered users and 1 guest