It does.
Comm had very limited support since 2021 which was terminated after pack 2022-02-15.Caligula Wellington wrote: MM7 humans and dwarves lack portraits in the community branch.
It does.
Comm had very limited support since 2021 which was terminated after pack 2022-02-15.Caligula Wellington wrote: MM7 humans and dwarves lack portraits in the community branch.
You haven't thought it fully. Potion provides buff of skill GM 10. That makes Cleric/Druid not your only option of getting protection from Death/Eradication. And you can't easily add brand new player-scope SpellBuffs - there's no space for them. Read Scripts/Core/ConstAndBits.lua for a list (const.PlayerBuff).Xfing wrote: ↑01 Oct 2022, 21:46 Friendly quarterly reminder that the White Potion of Protection from Magic casts the spell on the entire party even when one person drinks it. I would therefore once again like to propose to change this potion to the only other spell effect I could think of that can affect a single character - Pain Reflection. It feels like a break in immersion and suspension of disbelief that a potion can affect the entire party, since all potions have only ever affected the drinker. It's kinda like the "Water Breathing" effect is separate for the potion, instead of casting the Water Walk spell - which once again, affects the entire party. So there could be an alternative like this, but it would require coding in a separate, equivalent effect for Protection from Magic, but one only affecting the drinker.
The [Revamp-specific] issue is "race maturity isn't set properly for non player-created characters". Logical solution: set it properly at new game start and mercenary generation. Whether it race maturity based on racial skill mastery or racial skill mastery based on race maturity - a chicken and an egg dilemma, either option is okay.raekuul wrote: ↑21 Oct 2022, 20:42 I would argue against forcibly downgrading 'too high' masteries on NPC promotions, mostly on the grounds that "the engine does not actually care about illegal mastery levels." Plus if we're going to downgrade "too high" masteries in-engine it might be better to lower the masteries of the NPC in their initial recruit state (instead of on-promotion) so that they don't have illegal mastery ratings to begin with.
Too late, since at least 2019 (I don't have access to earlier code) there are (in Base Merge). Wizard has Repair E, Lich has Repair None. And this promotion was bugged for a long time (calculating skillpoints for Repair, zeroing Chain).
That's quite easy btw - specialization. Being M/M or GM/E is quite a viable option.
I suppose you didn't get it. Class promotion, race promotion, class conversion, race conversion (three are present even in Base Merge) - they all are special cases of conversion from (Class1,Race1,Maturity1) to (Class2,Race2,Maturity2). Power Lich promotion (matches Lich promotion in Base) has all of the three changed at once. While it is the only such promotion nowadays, we can't expect it to be the only one forever.raekuul wrote: ↑21 Oct 2022, 20:42 I would suggest reordering the skill progressions so that later tiers do not have lower limits than earlier ones (I can see this being "an issue" for the Sorceror-To-Lich promotion paths since you could plausibly learn Light Magic before committing to Team Dark, but in theory we can add a discrete Respec method and just have the relevant promoters say "you cannot turn to Lichdom until you abandon the Path of Light")
Sense of this sentence (its first part) missed me.
That's "being able to not waste skillpoints over max mastery" vs. "not being able to not waste skillpoints over max mastery" after max mastery has been changed. I think former is better. Don't forget there are things like ArchMage to MasterWizard conversion (and vice versa), etc.raekuul wrote: ↑21 Oct 2022, 20:42 As for ranks there's no hard-and-fast law saying you can't put ten ranks into a skill that can't be grandmastered (the last I checked no items have a IdRepSt greater than 30 so GM's perk probably just skips the calculation; as long as a toon can reach M10 they're "as good as" a knight in terms of repairing stuff) so there's really no need to reduce rank/refund skill points on promotion (much as I appreciate the option to respec NPCs, it should be at the player's discretion and as a consequence of a specific action that says "this will refund skill points" and not as a consequence of downgrading an NPC to fit the expanded promotion tiers).
Thank you. That worked like a charm.cthscr wrote: ↑28 Oct 2022, 17:49
Line 242 of Scripts/Structs/CharacterOutfits.lua should be changed fromtoCode: Select all
and Game.Races[Portrait.Race].Family ~= const.RaceKind.Vampire then
Code: Select all
and Game.Races[Portrait.Race].Family ~= const.RaceFamily.Vampire then
Rule: "Don't mix files from different branches." You're trying to use wrong table.Caligula Wellington wrote: ↑29 Oct 2022, 08:55 Are the different branch extensions essential? They seem to do a lot of changes on classes, like allowing MasterArcher3, human dragons and renaming Rangers to Deerslayers in the character creation.
Neither of branches is "a kind of vanilla" but Revamp doesn't care about being close to vanilla. So probably Base. (Ironically in a few aspects Revamp is closer to vanilla than Base.)Should I just stick with the main merge if I want a "kind of vanilla" experience? Or will I miss out on things like class promotions or important fixes?
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...mes\Might and Magic 8\Scripts\General\NPCMercenaries.lua:542: array index (53) out of bounds [0, 52]
stack traceback:
: in function 'error'
...OG Galaxy\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1426: in function '__index'
...mes\Might and Magic 8\Scripts\General\NPCMercenaries.lua:542: in function 'v'
...laxy\Games\Might and Magic 8\Scripts/Core/EventsList.lua:101: in function <...laxy\Games\Might and Magic 8\Scripts/Core/EventsList.lua:96>
arguments of '__index':
t = (table: 0x080358d0)
a = 53
v = nil
local variables of '__index':
aorig = 53
a1 = 53
n = 53
upvalues of '__index':
ptr = nil
u4 = (table: 0x06752498)
GetPtr = (function: 0x067c4210)
obj = (table: 0x06caff70)
o = 66720548
assertnum = (function: 0x06776800)
error = (function: 0x06724160)
type = (function: builtin#3)
SetLen = nil
low = 0
GetLen = (function: 0x06cf9c70)
lenP = nil
lenA = nil
size = 4
count = 53
_index = nil
_newindex = nil
tonumber = (function: builtin#17)
beyondLen = nil
f = (function: 0x06816d78)
format = (function: builtin#91)
sOutOfBounds = "array index (%s) out of bounds [%s, %s]"
tostring = (function: builtin#18)
tostring2 = (function: 0x06776848)
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
> [/quote]
Ctrl+F1toadking wrote: ↑04 Nov 2022, 13:56 Inadvertently, I pressed the space on the witch's body on Dagger Wound, it was disappeared, this caused my quest of promoting to Necromancer can't be completed. Autosave has also overwritten now, is there any way to let the witch's body come out again or how to finished promotion quest in this case?
Code: Select all
Party.QBits[297]=false
Disable "Improved pathfinding" in Menu-Controls-Extra SettingsPitchie wrote: Sometimes when I get into combat enemies turn never ends. I mean they are not moving, not attacking me, nothing happens. I can't exit turn based mode and just stuck. Can anyone help?
Files are either in Data/mmmerge.T.lod (if you're using Base Merge) or in Data/revamp.T.lod also (if you're using Revamp) - use GrayFace's MMArchive to get them. Note that (text) files in DataFiles has higher priority.clement wrote: I'm French and I'm disturbed by the translation : some mistakes, but also some missing.
I see the TXT files, but some content is not on this files (for example, skills names and descriptions, some dialogs in French on vanilla version, etc.) - use GrayFace's MMArchive to get them. Is it possible to see this content to translate it ?
I'm ok to translate and share files here, but I don't know how to. If someone can help me...
Classes names are in class.txt which is either in Data/mmmerge.T.lod, Data/revamp.T.lod or DataFiles directory. I would strongly recommend not to rename const.Class.* entries.Caligula Wellington wrote: I have previously experimented with editing skills for classes. If I want to rename a class (Dark Elf to Bard etc), how would I do that? Is it by renaming it in every single document? Or is there a specific document for alternative names? Skills etc are things that I have already figured out earlier, so naming is all that's left to learn.
Great, it works, thank you very much.cthscr wrote: ↑05 Nov 2022, 16:47Ctrl+F1toadking wrote: ↑04 Nov 2022, 13:56 Inadvertently, I pressed the space on the witch's body on Dagger Wound, it was disappeared, this caused my quest of promoting to Necromancer can't be completed. Autosave has also overwritten now, is there any way to let the witch's body come out again or how to finished promotion quest in this case?Ctrl+EnterCode: Select all
Party.QBits[297]=false
(There was a protection from picking a corpse earlier but events.PickCorpse has changed its parameter name from t.AllowDefault to t.Allow in newer MMExtension. So the protection was in need to be fixed - done.)
In Revamp it is set by Merge.Settings.Attack.MinimalRangedAttackDelay from MMMergeSettings.lua and is 5 by default.Thellur wrote: ↑08 Nov 2022, 16:48 Hi guys I recently joined the board. Heard from the mm merge mod and liked it very much. Good job team. I have a question regarding the bow revovery cap. In this merge it is adjusted to 30. Is it possible to adjust it to 5 again like in the Grayface patch? And how can I do it?
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