Maestro's Augmentation mod for MM7 - continues! v0.2a is here
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Re: Maestro's Augmentation mod for MM7 - begins!
Experimenting with Sky. Not sure how it is working. Just plaun 1 texture, no ingame changing. interesting night sky but without luminosity.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
Re: Maestro's Augmentation mod for MM7 - begins!
That is so amazing! Especially that dark, "stormy" one and gray one. If skies like those you showed rotated randomly or according to some sort of "weather", that would be major selling point for me personally in the mod.
Unfinished mod by me: MM7 Rev4 mod, MMMerge version.
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Re: Maestro's Augmentation mod for MM7 - begins!
No! Not dead!
Work in progress. Working under the sets of armors (body-feet-head) to be in a single style + some minor inventory changes.
Work in progress. Working under the sets of armors (body-feet-head) to be in a single style + some minor inventory changes.
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
- unknownone
- Pixie
- Posts: 132
- Joined: 10 Mar 2011
- Location: Italy
Re: Maestro's Augmentation mod for MM7 - begins!
The new set of sky pictures is wonderful. Will it be possible to integrate it into the Merge?
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Re: Maestro's Augmentation mod for MM7 - begins!
well. it isn't intergated into Augmentation. just testing. and i guess it would be possible to add cause both uses the same script systemunknownone wrote: ↑31 May 2023, 15:13 The new set of sky pictures is wonderful. Will it be possible to integrate it into the Merge?
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Re: Maestro's Augmentation mod for MM7 - begins!
let me show something new that my paws have done recently...
dynamic NPC with day/night cycle (smith) and Grotto dungeon from MM8.5 (why not to reuse it?!)
dynamic NPC with day/night cycle (smith) and Grotto dungeon from MM8.5 (why not to reuse it?!)
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Re: Maestro's Augmentation mod for MM7 - begins!
added:
Small fix(will fix invisible sea monsters in Shoals location. Just put it into mm7game/DATA/Tables and re-write): https://disk.yandex.ru/d/VKy6UwKGrTv8Qw
Small fix(will fix invisible sea monsters in Shoals location. Just put it into mm7game/DATA/Tables and re-write): https://disk.yandex.ru/d/VKy6UwKGrTv8Qw
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
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- Leprechaun
- Posts: 3
- Joined: 24 May 2023
Re: Maestro's Augmentation mod for MM7 - begins!
Thanks for your work. The mod is really amazing, sometimes it challenged my skills a lot, despite the fact i've been playing this game for almost 25 years.I didn't notice any bugs, everything works perfectly. Only a small mistake in translation of "Thunderbird".
[img] https://www.dropbox.com/s/9clxl7wuvjhe1 ... 9.png?dl=0 [img]
And I always wonder why in the "HALL UNDER THE HILL" we meet dragonflies but not Faeries. If the mod could change it in the future and add pixies and faeries, it would be really great.
How about the idea to add a skill of using magic wands and scrolls?
Novice-can use magic wands and scrolls (knight, ranger, paladin)
Expert- the damage increases 30% (thief,archer, cleric, monk)
Master-the damage increases 50%, there is a chance to reuse a scroll (sorceress)
Grand- the damage increases 80%, can avoide magical resistance of monsters (druid)
There is one more idea about the castle of Harmondale. To make the choice of two sides of conflict more exciting, I would suggest to give some bonuses for a player. For example, if you choose Erathia, you will have some swordsmen and archers guarding your castle. Choosing Elves you receive some Elves as guards. The same thing with choosing between Deja and Bracada.
[img] https://www.dropbox.com/s/9clxl7wuvjhe1 ... 9.png?dl=0 [img]
And I always wonder why in the "HALL UNDER THE HILL" we meet dragonflies but not Faeries. If the mod could change it in the future and add pixies and faeries, it would be really great.
How about the idea to add a skill of using magic wands and scrolls?
Novice-can use magic wands and scrolls (knight, ranger, paladin)
Expert- the damage increases 30% (thief,archer, cleric, monk)
Master-the damage increases 50%, there is a chance to reuse a scroll (sorceress)
Grand- the damage increases 80%, can avoide magical resistance of monsters (druid)
There is one more idea about the castle of Harmondale. To make the choice of two sides of conflict more exciting, I would suggest to give some bonuses for a player. For example, if you choose Erathia, you will have some swordsmen and archers guarding your castle. Choosing Elves you receive some Elves as guards. The same thing with choosing between Deja and Bracada.
Last edited by Warlockk2023 on 08 Jun 2023, 15:57, edited 2 times in total.
Re: Maestro's Augmentation mod for MM7 - begins!
That link is invalid. Pls double check.Warlockk2023 wrote: ↑07 Jun 2023, 14:59 Thanks for your work. The mod is really amazing, sometimes it challenged my skills a lot, despite the fact i've been playing this game for almost 25 years.I didn't notice any bugs, everything works perfectly. Only a small mistake in translation of "Thunderbird".
[img]file:///C:/Users/lenovo/OneDrive/%D0%98%D0%B7%D0%BE%D0%B1%D1%80%D0%B0%D0%B6%D0%B5%D0%BD%D0%B8%D1%8F/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BA%D0%B8%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0/Screenshot%20(1).png[img]
And I always wonder why in the "HALL UNDER THE HILL" we meet dragonflies but not Faeries. If the mod could change it in the future and add pixies and faeries, it would be really great.
How about the idea to add a skill of using magic wands and scrolls?
Novice-can use magic wands and scrolls (knight, ranger, paladin)
Expert- the damage increases 30% (thief,archer, cleric, monk)
Master-the damage increases 50%, there is a chance to reuse a scroll (sorceress)
Grand- the damage increases 80%, can avoide magical resistance of monsters (druid)
There is one more idea about the castle of Harmondale. To make the choice of two sides of conflict more exciting, I would suggest to give some bonuses for a player. For example, if you choose Erathia, you will have some swordsmen and archers guarding your castle. Choosing Elves you receive some Elves as guards. The same thing with choosing between Deja and Bracada.
"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
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
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- Leprechaun
- Posts: 3
- Joined: 24 May 2023
Re: Maestro's Augmentation mod for MM7 - begins!
Also I noticed that the size of Angels is much bigger than Archangels
https://www.dropbox.com/s/dv989w751k2hy ... 9.png?dl=0
https://www.dropbox.com/s/dv989w751k2hy ... 9.png?dl=0
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- Leprechaun
- Posts: 3
- Joined: 24 May 2023
Re: Maestro's Augmentation mod for MM7 - begins!
Thanks a lot! My bad...Pol wrote: ↑07 Jun 2023, 15:04That link is invalid. Pls double check.Warlockk2023 wrote: ↑07 Jun 2023, 14:59 Thanks for your work. The mod is really amazing, sometimes it challenged my skills a lot, despite the fact i've been playing this game for almost 25 years.I didn't notice any bugs, everything works perfectly. Only a small mistake in translation of "Thunderbird".
[img]file:///C:/Users/lenovo/OneDrive/%D0%98%D0%B7%D0%BE%D0%B1%D1%80%D0%B0%D0%B6%D0%B5%D0%BD%D0%B8%D1%8F/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BA%D0%B8%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0/Screenshot%20(1).png[img]
And I always wonder why in the "HALL UNDER THE HILL" we meet dragonflies but not Faeries. If the mod could change it in the future and add pixies and faeries, it would be really great.
How about the idea to add a skill of using magic wands and scrolls?
Novice-can use magic wands and scrolls (knight, ranger, paladin)
Expert- the damage increases 30% (thief,archer, cleric, monk)
Master-the damage increases 50%, there is a chance to reuse a scroll (sorceress)
Grand- the damage increases 80%, can avoide magical resistance of monsters (druid)
There is one more idea about the castle of Harmondale. To make the choice of two sides of conflict more exciting, I would suggest to give some bonuses for a player. For example, if you choose Erathia, you will have some swordsmen and archers guarding your castle. Choosing Elves you receive some Elves as guards. The same thing with choosing between Deja and Bracada.
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Re: Maestro's Augmentation mod for MM7 - begins!
thanks for the thunderbird.Warlockk2023 wrote: ↑07 Jun 2023, 14:59 Thanks for your work. The mod is really amazing, sometimes it challenged my skills a lot, despite the fact i've been playing this game for almost 25 years.I didn't notice any bugs, everything works perfectly. Only a small mistake in translation of "Thunderbird".
[img] https://www.dropbox.com/s/9clxl7wuvjhe1 ... 9.png?dl=0 [img]
And I always wonder why in the "HALL UNDER THE HILL" we meet dragonflies but not Faeries. If the mod could change it in the future and add pixies and faeries, it would be really great.
How about the idea to add a skill of using magic wands and scrolls?
Novice-can use magic wands and scrolls (knight, ranger, paladin)
Expert- the damage increases 30% (thief,archer, cleric, monk)
Master-the damage increases 50%, there is a chance to reuse a scroll (sorceress)
Grand- the damage increases 80%, can avoide magical resistance of monsters (druid)
There is one more idea about the castle of Harmondale. To make the choice of two sides of conflict more exciting, I would suggest to give some bonuses for a player. For example, if you choose Erathia, you will have some swordsmen and archers guarding your castle. Choosing Elves you receive some Elves as guards. The same thing with choosing between Deja and Bracada.
actually, alot of stuff you've described already are in a road-map. like fairies in hill hall (need to enlarge monster pool limit, waiting for grayface to apply this).
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Re: Maestro's Augmentation mod for MM7 - begins!
I've just discovered a physics in 3Ds =)
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
-
- Leprechaun
- Posts: 5
- Joined: 09 Dec 2017
Re: Maestro's Augmentation mod for MM7 - begins!
I was so looking forward for that mod... I was stoked to see the Dead City, Vori, Islands of Snakes and the dimension of Asylum.
Shame it won't happen ...
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Re: Maestro's Augmentation mod for MM7 - begins!
Sometimes they returns
In the end of 2023 - v0.2 will be
- some minor fixes
- druid swap GM skill as it should be (dark GM elements, light GM ego)
- some sprite fixes
- about 50 BG music tracks
- new ships
- new light system and decor (especially at night)
- new inventory system (could have bugs)
- new playable characters (about 70 total)
...maybe something new...
In the end of 2023 - v0.2 will be
- some minor fixes
- druid swap GM skill as it should be (dark GM elements, light GM ego)
- some sprite fixes
- about 50 BG music tracks
- new ships
- new light system and decor (especially at night)
- new inventory system (could have bugs)
- new playable characters (about 70 total)
...maybe something new...
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
Re: Maestro's Augmentation mod for MM7 - begins!
The text is black for me. That said, looking at HTML, it doesn't actually have a set color, my browser just sensibly defaults it to black. Yours chose light gray for some reason.
Re: Maestro's Augmentation mod for MM7 - begins!
Oh yeah, I have dark mode: which switches background dark and font white. But on that pate there is no standard text background, but a picture, which is unaffected by my setup. So the picture remains white, while also my browser turns fonts white.
That's on me
That's on me
Re: Maestro's Augmentation mod for MM7 - begins!
Ok, now playing.
And after I added pointer mode (mouselook) I somehow lost control over the game.
TAB (moving through party members) - does not work
ENTER (start combat) - does not work
Q, E (attack, use ready spell) - does not work
funny is, that WASD (moving around) works fine, also M (map) works...
And after I added pointer mode (mouselook) I somehow lost control over the game.
TAB (moving through party members) - does not work
ENTER (start combat) - does not work
Q, E (attack, use ready spell) - does not work
funny is, that WASD (moving around) works fine, also M (map) works...
- vladimir-maestro
- Genie
- Posts: 1038
- Joined: 19 Jun 2008
Re: Maestro's Augmentation mod for MM7 - continues! v0.2a is here
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
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