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).
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Kinox
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Kinox » 11 Mar 2023, 21:01

I've seen similar issue in Base MMMerge.
This is probably due to the fact that, on installation process, data were stacked wrongly; this can happen because the information sometimes is not clear enough at least for simpler installation cases:

https://www.celestialheavens.com/forum/10/17261

If you delete the game and reinstall in this fashion I believe this Portrait bug will be fixed:

1) Latest Pack 2022-08-30 without media: https://mega.nz/file/yjIkERYJ#YxLeD7s-c ... d_FdwSw08I

2) Media 2021 (wasn't changed since 2021-05-09): https://mega.nz/file/m2ghUC4K#4WJpg4JgN ... kSs11_UMi4

Just ignore the steps is in red color right below:

Latest Pack by Rodril (v. 2022-02-15) can be obtained via onedrive

File voices2.D.lod was absent in the pack 2022-02-15. Put it into 'Data' directory. (Not needed for any pack later than 2022-02-15.)


03) Latest Fixes for Base Merge (updated to Pack 2022-08-30): https://gitlab.com/cthscr/mmmerge/-/arc ... -fixes.zip (last updated 2022-08-31)

If read carefully, what's between steps 2) and 3) would be redundant steps in the case of a latest version installation (they might serve the purpose of an older installation version): Latest Pack by Rodril 2021 (v.2022-02-15) is not required since 1) Latest Pack 2022-08-30 is more recent; consequently, File voices2.D.lod absent in Pack 2022-02-15 also isn't required for the same reason.

Hope this helps.
Jezebeth Noir wrote: 11 Mar 2023, 19:23 Do I understand correctly that in the Revamp version, a necromancer, if he is not initially undead, cannot become a lich?

Problem with portraits:
ImageImage Image Image Image Image Image Image Image Image Image Image
Do not look at localization, problems appear in the English version too, before installing localization. At the same time, with the rest of the portraits from the seventh part everything is fine.

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Jezebeth Noir
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Jezebeth Noir » 11 Mar 2023, 21:28

Kinox wrote: 11 Mar 2023, 21:01Hope this helps.
Thanks!

And what is the "voices2.D.lod" file for? In my pack 2022-02-15 it is not really there, but everything works fine without it.

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Kinox
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Kinox » 11 Mar 2023, 22:15

¡Welcome!

Oh, so you're probably using that older Patch; which in this case you might have made a different installation than the ordered list I've suggested.
Sorry, I don't really know about the functionalities; but it sounds like it might be some voice fixing, maybe for NPC, maybe for some not so common playable Characters (I know new MMMerge Portraits such as Zombie Troll, Zombie Minotaur and possibly Ghost Dragon all use different voices sound variations; maybe it's relative to them).
Jezebeth Noir wrote: 11 Mar 2023, 21:28
Kinox wrote: 11 Mar 2023, 21:01Hope this helps.
Thanks!

And what is the "voices2.D.lod" file for? In my pack 2022-02-15 it is not really there, but everything works fine without it.

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Jezebeth Noir
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Jezebeth Noir » 12 Mar 2023, 16:13

Revamp version RU, sea voyage from Daggerwound to Alvar.

Image

Trying to hire a random NPC in Alvar.

Image

NPCs have strange things in their inventory.

Image Image

Or even like this: :D
Image

Dreamaker
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Dreamaker » 15 Mar 2023, 08:18

Thanks for links and help!

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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby justl » 17 Mar 2023, 21:05

hi,

has anyone ever found a workaround for those clipping problems with the monsters?
in the tunnels to nighon the gogs sometimes clip into the wall (you still see them as red spots on the map, but the danger indicator goes green/yellow as if they are not even there when standing next to it) or the maze (in nighon) with the hydras?

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

Gray Magic Expert
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Gray Magic Expert » 18 Mar 2023, 09:49

Often, it is enough to revisit the dungeon. The monsters will reappear on their starting locations. This is a bit annoying, but not a big deal.

In might and magic 6 section of Merge, you can often hit stuck monsters through walls. (I almost always do this in Corlagon Estate)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Damocles » 20 Mar 2023, 03:57

Lol jeez, thanks for the help, guys. Just came back to say not to worry, I was able to resolve whatever it was that happened. I figured there wasn't enough time to address every issue but thought I'd be courteous and provide an update in case anyone thought to. The support I just read through given to these subsequent requests is helpful and cool you're still taking time to do this for folks, but kind of makes me feel like Will Ferrel at the Catalina Wine Mixer over here. Haha. Well, moot point because y'alls work and support elsewhere helped me figure it out, plus I wouldn't be enjoying it so much if y'all didn't make the labor of love in the first place. I'll try to work on my face, but gotta get back to this game, probably gonna call in sick for the next couple of months. Verdant needs me.



Respect and honor

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby cthscr » 22 Mar 2023, 12:10

Jezebeth Noir wrote: 12 Mar 2023, 16:13 Revamp version RU, sea voyage from Daggerwound to Alvar.
...
Trying to hire a random NPC in Alvar.
...
Your installation seems to be broken heavily. And to my mind it is broken before Merge things - perhaps MM8Patch and/or MMExtension. Having items out of Items.txt range is something that never happened to me (or other people that I know about).

nowy0000
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby nowy0000 » 22 Mar 2023, 18:57

Hi, i have a problem. Sometimes the mouse cursor breaks. When I enter buildings it sometimes turns into a line or disappears completely. It stays like this even after quitting the game, i have to restart my computer to fix it. I have compatibility set to Windows XP SP3. I try other compatibility options, disable full screen optimizations etc is not working, alwayst this same, cursor bug after enter buildings. Any ideas how to fix it? (I have Windows 10)
I use latest version mod

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justl
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby justl » 22 Mar 2023, 22:23

Hi,

some gameplay idea for the mm7 part of the Merge:

If you have taken the wand from Mr. Malwick at Emerald Island you get contacted to visit the Mercenary Guild in Tatalia within in 14 days.
So far, so already known to people here (most likely ...)

What could be really helpful, to newbies and veterans of mm7 alike (and for people who cant add up dates, etc.), is to extend the 2 questtext as follows:

Lets take 24th February as Date of Notice from the Mercs (and i assume here, that the months are like in real life - Feb has 28 days f.e. - but i dont know for sure if its that way - plz correct me if i am wrong).

"Go to the Merc Guild in Tatalia and talk to Niles Stantley within two weeks."
to
"Go to the Merc Guild in Tatalia and talk to Niles Stantley within two weeks (you have time until 10th of March)."
(24 Feb + 14 days = 38-28= 10th Mar)

Same for the tapestry quest - lets take 9th of March as save-date, so you are within the timeline (and i only add 30 days instead of 31 just for saves).

Enhance text from:
"Get tapestry from Castle Lambent within a month."
to
"Get tapestry from Castle Lambent within a month (you have time until 9th April)."
9th March + 30 days = 39-30 = 9th April

whats your oppinion on that?

best regards
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

Herero
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Herero » 23 Mar 2023, 23:41

Hello! New here. I have just one question - when I opened the game (after using 8.30 MOD) I can choose only from base classes like a knight, archer etc. No vampire nor Dark elf :( There is peasant! but that's it. Is it normal or do I need to use another mode? Asking bcs i just watched the video (let's play) no older than 9 months with those classes as starters.

TFYR!

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby FeralDragon » 24 Mar 2023, 08:50

Bug in Revamp version - if you resurrect a dragon with Reanimate spell, he don't have zombie status and still have dead status with grave icon. But his HP bar filled and paperdoll in inv change to ghost dragon correctly (Great Wyrm promoted)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby justl » 24 Mar 2023, 16:21

justl wrote: 22 Mar 2023, 22:23 Hi,

some gameplay idea for the mm7 part of the Merge:

If you have taken the wand from Mr. Malwick at Emerald Island you get contacted to visit the Mercenary Guild in Tatalia within in 14 days.
So far, so already known to people here (most likely ...)

What could be really helpful, to newbies and veterans of mm7 alike (and for people who cant add up dates, etc.), is to extend the 2 questtext as follows:

whats your oppinion on that?

best regards
justl
selfreply:

same thing for the acromage tourneys in mm7 and mm8.
a listing in the respective quest texts with all taverns from both respective games could be provided, so you dont have to run around wildly, when you accidently missed one tavern somewhere (and dont know which one).

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

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Caligula Wellington
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Caligula Wellington » 27 Mar 2023, 18:30

Got this message after installing the merge with revamp on a new PC:

...GOGGAL~1\Games\MIGHTA~3\Scripts\Structs\RacialSkills.lua:87: table index is nil

stack traceback:
...GOGGAL~1\Games\MIGHTA~3\Scripts\Structs\RacialSkills.lua: in function 'ProcessTxt'
...GOGGAL~1\Games\MIGHTA~3\Scripts\Structs\RacialSkills.lua:383: in function 'v'
...RA~2\GOGGAL~1\Games\MIGHTA~3\Scripts/Core/EventsList.lua:101: in function <...RA~2\GOGGAL~1\Games\MIGHTA~3\Scripts/Core/EventsList.lua:96>

local variables of 'ProcessTxt':
(*temporary) = 39
(*temporary) = 11
(*temporary) = ("file (0x60078570)")
(*temporary) = (function: 0x046ab198)
(*temporary) = (table: 0x046ab410)
(*temporary) = (table: 0x046ab438)
(*temporary) = (table: 0x046ab528)
(*temporary) = (function: 0x046ab550)
(*temporary) = (function: 0x046ab198)
(*temporary) = nil
(*temporary) = "0 Human - - - - - - - - - - - - - - - - - - - - - - - - B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 E/2/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 E/3/4/0/1"
(*temporary) = "0 Human - - - - - - - - - - - - - - - - - - - - - - - - B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 E/2/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 B/1/4/0/0 E/3/4/0/1"
(*temporary) = (table: 0x046ab9a0)
(*temporary) = nil
(*temporary) = 0
(*temporary) = 0
(*temporary) = 2
(*temporary) = 41
(*temporary) = 1
(*temporary) = 2
(*temporary) = (table: 0x046abc80)
(*temporary) = (table: 0x046abcc8)
(*temporary) = "Human"
(*temporary) = "table index is nil"

I suppose I'm either missing something, or that I did something wrong. :/
Any ideas? I have not yet attempted to mod anything, and when I do I'm able to find out what I did wrong.

Edit: It refers to "RacialSkills", but the one in the Tablet folder is called "Race Skills". Am I supposed to rename or replace something?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Eksekk » 27 Mar 2023, 21:06

You didn't replace scripts folder. Can you triple-check that your unpacked folder didn't have it and it's the one you actually downloaded?
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.

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Caligula Wellington
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Caligula Wellington » 28 Mar 2023, 15:55

Eksekk wrote: 27 Mar 2023, 21:06 You didn't replace scripts folder. Can you triple-check that your unpacked folder didn't have it and it's the one you actually downloaded?
There weren't any script folder to replace it with. Only two folders. Data and DataFiles. It looks like that in all three branches.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Eksekk » 28 Mar 2023, 17:46

Caligula Wellington wrote: 28 Mar 2023, 15:55 There weren't any script folder to replace it with. Only two folders. Data and DataFiles. It looks like that in all three branches.
Which link did you download it from? It should be this one. If you still don't have it, try to disable your antivirus. Make sure you have settings set to see all folders in windows explorer. Maybe try "dir" from command line to check if it's actually there. Don't know what else could be wrong.
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.

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Caligula Wellington
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Caligula Wellington » 28 Mar 2023, 18:32

I turned off my antivirus and downloaded the file you linked. The script folders for the branches are still missing.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 15.02.2022]

Unread postby Pol » 28 Mar 2023, 19:28

Caligula Wellington wrote: 28 Mar 2023, 18:32 I turned off my antivirus and downloaded the file you linked. The script folders for the branches are still missing.
I did the same and I see here:
Scripts:
Core
General
Global
Maps
Modules
Struct
And they are full of scripts. What is missing?
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