MM7RedoneUltimate
MM7RedoneUltimate
This version has GaryFace patch, the new extension and editor and new builds. Monsters behave the same as in "MM7Rev4modR1 Redone". There are quests in Tularean Forest, Deyja, Tatalia, and Avlee. The same quests exist in Emerald Island and Harmondale. Many of the buildings have been repainted. Many plants and trees have been replaced with better ones. The well on the other side of the mountain is a teleporter hub as in "MM7Rev4modR1 Redone". Knock on all doors and read carefully to what they say.
Download Link: https://www.moddb.com/mods/might-and-ma ... oneutimate
Installation is easy:
1. Install a fresh copy of MM7 GOG.
2. Unpack the mod and place everything into the game's installation fold where the MM7.exe is and overwrite every thing and that is all. You do not need to install GrayFace Patch nor the extension and editor. It already has them.
3. Create party and play.
David Hernandez
Download Link: https://www.moddb.com/mods/might-and-ma ... oneutimate
Installation is easy:
1. Install a fresh copy of MM7 GOG.
2. Unpack the mod and place everything into the game's installation fold where the MM7.exe is and overwrite every thing and that is all. You do not need to install GrayFace Patch nor the extension and editor. It already has them.
3. Create party and play.
David Hernandez
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
- unknownone
- Pixie
- Posts: 132
- Joined: 10 Mar 2011
- Location: Italy
Re: MM7RedoneUltimate
Great, thanks!
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
Re: MM7RedoneUltimate
You are Welcome.
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
Re: MM7RedoneUltimate
I tried it briefly. It just crashes too much and I think there is far too much added in. There is no need for barriers around the entrances, making it harder to access them. All the extra foliage, just makes it hard to see items. I do applause the efforts, but it runs low, like the original, not fast like with the grayface patch.
Re: MM7RedoneUltimate
Three hundred and sixty-three people have downloaded it and two have had problems with it. You and one other. install the program "4gb_patch to MM7.exe that might help. It forces the game to use 4 megabits of memory. If you have a powerful computer and a powerful nvidia video card, you should not have any problem.Variol wrote: ↑13 Mar 2024, 21:57 I tried it briefly. It just crashes too much and I think there is far too much added in. There is no need for barriers around the entrances, making it harder to access them. All the extra foliage, just makes it hard to see items. I do applause the efforts, but it runs low, like the original, not fast like with the grayface patch.
David
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
Re: MM7RedoneUltimate
Wow, that sounds almost believable!DaveHer wrote: ↑14 Mar 2024, 17:03Three hundred and sixty-three people have downloaded it and two have had problems with it. You and one other. install the program "4gb_patch to MM7.exe that might help. It forces the game to use 4 megabits of memory. If you have a powerful computer and a powerful nvidia video card, you should not have any problem.Variol wrote: ↑13 Mar 2024, 21:57 I tried it briefly. It just crashes too much and I think there is far too much added in. There is no need for barriers around the entrances, making it harder to access them. All the extra foliage, just makes it hard to see items. I do applause the efforts, but it runs low, like the original, not fast like with the grayface patch.
David
Re: MM7RedoneUltimate
Does this have the human/elf war , trumpet quest , harmondale independence option and light / dark path choice ?
Are there skill increase barrels, L6 items and artifacts / relics, carnage bows available with very little effort ?
Are there skill increase barrels, L6 items and artifacts / relics, carnage bows available with very little effort ?
Re: MM7RedoneUltimate
It has everything the original had. No changes of what you mentioned above.
David
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
Re: MM7RedoneUltimate
I downloaded the file using the link from the first post, installed it and things felt familiar.
Talked to malwick, entered the dragon cave for the shield.
Two things (which may be related)
The mm7.ini included is much larger then the one in radical redone and appears to have double entries.
Also some entries look wrong
```
[ExeMods]
MMExtension=(path to the repository)\ExeMods\MMExtension.dll
```
The items ingame match the values shown on https://www.zimlab.com/wizardry/recover ... s_mm7.html and similar sites ,
but NOT the values in data/events text/items.txt .
```
42 item042 Crude Bow 100 Missile Bow 2d7 2 3 1 Longbow 12 0 0 12 40 A simple longbow constructed of common materials and uninspired design.
```
The item ingame shows as 5d2 +0 , not 2d7 +2 .
The events.lod is much bigger then in the gog version and I do think the mapstats.txt in 'events text' folder does match.
(Doubt very much vanilla ever had bats outdoors on emerald).
I could ofcourse move items.txt to datafiles folder, but am unsure what you as designer want.
Talked to malwick, entered the dragon cave for the shield.
Two things (which may be related)
The mm7.ini included is much larger then the one in radical redone and appears to have double entries.
Also some entries look wrong
```
[ExeMods]
MMExtension=(path to the repository)\ExeMods\MMExtension.dll
```
The items ingame match the values shown on https://www.zimlab.com/wizardry/recover ... s_mm7.html and similar sites ,
but NOT the values in data/events text/items.txt .
```
42 item042 Crude Bow 100 Missile Bow 2d7 2 3 1 Longbow 12 0 0 12 40 A simple longbow constructed of common materials and uninspired design.
```
The item ingame shows as 5d2 +0 , not 2d7 +2 .
The events.lod is much bigger then in the gog version and I do think the mapstats.txt in 'events text' folder does match.
(Doubt very much vanilla ever had bats outdoors on emerald).
I could ofcourse move items.txt to datafiles folder, but am unsure what you as designer want.
Re: MM7RedoneUltimate
I completely forgot; I did made changes to items.txt. If you want the original values, you need to replace it with the one in the original game. You will need MMAchive to do that. Also changes were made to 2DEvents.txt. shops open earlier and close later. When I played MM games, I never bothered to go to the stables or the docs. They never got me where I wanted to go. So I changed the Transport Locations.txt. Now they take me almost any where I want to go. All these file can be replaced with the original ones.Lone_Wolf wrote: ↑10 Nov 2024, 14:37 I downloaded the file using the link from the first post, installed it and things felt familiar.
Talked to malwick, entered the dragon cave for the shield.
Two things (which may be related)
The mm7.ini included is much larger then the one in radical redone and appears to have double entries.
Also some entries look wrong
```
[ExeMods]
MMExtension=(path to the repository)\ExeMods\MMExtension.dll
```
The items ingame match the values shown on https://www.zimlab.com/wizardry/recover ... s_mm7.html and similar sites ,
but NOT the values in data/events text/items.txt .
```
42 item042 Crude Bow 100 Missile Bow 2d7 2 3 1 Longbow 12 0 0 12 40 A simple longbow constructed of common materials and uninspired design.
```
The item ingame shows as 5d2 +0 , not 2d7 +2 .
The events.lod is much bigger then in the gog version and I do think the mapstats.txt in 'events text' folder does match.
(Doubt very much vanilla ever had bats outdoors on emerald).
I could ofcourse move items.txt to datafiles folder, but am unsure what you as designer want.
About MMEtension in the mm7.ini, It was put there by GrayFace Patch.
David
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
Re: MM7RedoneUltimate
Actually it's exactly the other way around : I get the vanilla values for items, not the changed ones.I did made changes to items.txt. If you want the original values, you need to replace it with the one in the original game.
Maybe it has leftovers from an earlier patch version ?About MMEtension in the mm7.ini, It was put there by GrayFace Patch.
I moved mm7.ini away so patch had to create a new one and that one looked normal.
Re: MM7RedoneUltimate
I've extracted all .txt files from events.lod and compared them with the ones in the events text folder.
two are different Hostile.txt and ITEMS.TXT .
Only 4 lines in Hostile.txt differ: party, bat, dragonfly , gargoyle .
It seems you made changes to them but didn't re-insert the changes in events.lod .
Using the hint from Tomsod I copied both to datafiles folder so they override the ones in events.lod .
Another thing I noticed is that when walking towards the fire guild on Emerald Island, party suddenly is on roof of building.
Moving slightly backwards does make the door to the guild visible and usable again.
I like to plan ahead and visiting altars & wells with permanent changes is part of my strategy.
Do the altars in Barrow Downs, Nighon and Evenmorn Island still exist and in their original locations ?
two are different Hostile.txt and ITEMS.TXT .
Only 4 lines in Hostile.txt differ: party, bat, dragonfly , gargoyle .
It seems you made changes to them but didn't re-insert the changes in events.lod .
Using the hint from Tomsod I copied both to datafiles folder so they override the ones in events.lod .
Another thing I noticed is that when walking towards the fire guild on Emerald Island, party suddenly is on roof of building.
Moving slightly backwards does make the door to the guild visible and usable again.
I like to plan ahead and visiting altars & wells with permanent changes is part of my strategy.
Do the altars in Barrow Downs, Nighon and Evenmorn Island still exist and in their original locations ?
Re: MM7RedoneUltimate
About the fire guild, that is a minor bug, and I have no idea why that is happening. The altars are there with there original locations.
David
David
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
Re: MM7RedoneUltimate
Looks fantastic. I was looking for a reason to start a new MM7 playthrough this year. Thank you, Dave.
Re: MM7RedoneUltimate
Your welcome,
David
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
Re: MM7RedoneUltimate
Your welcome,
David
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
Re: MM7RedoneUltimate
I cleared Emerald, left at lvl 5 and toured Harmondale -TF -Avlee -TF - Deyja Erathia - Tatalia - E - Bracada - Barrow Downs .
Emerald was tough and I only managed to do it in 3 game days by cheating.
(Alternative was to retreat many times for healing as I ran out of red potions very fast).
In TF I found the 'hidden' chest with the items I expected (very useful for a ranger which I do have).
Altars & Wells are where I expect them (Avlee had a pleasant surprise) , monsters aren't .
Rev4Mod Radical is graphically nicer and has interesting changes, but feels like a different game.
It's not a total conversion mod, but definitely goes a different direction then the original.
This mod feels like coming back to your old house after 10+ years and noticing the new owner improved the house while keeping the atmosphere.
I will start a new party using the vanilla items.txt in events.lod , as the other one feels unfinished/unbalanced .
One remark :
there's a L6 sword in TF that's easy to find and qualifies as one of the best non-artifact swords in the game.
I suggest to remove it entirely or make it much harder to get.
Emerald was tough and I only managed to do it in 3 game days by cheating.
(Alternative was to retreat many times for healing as I ran out of red potions very fast).
In TF I found the 'hidden' chest with the items I expected (very useful for a ranger which I do have).
Altars & Wells are where I expect them (Avlee had a pleasant surprise) , monsters aren't .
Rev4Mod Radical is graphically nicer and has interesting changes, but feels like a different game.
It's not a total conversion mod, but definitely goes a different direction then the original.
This mod feels like coming back to your old house after 10+ years and noticing the new owner improved the house while keeping the atmosphere.
I will start a new party using the vanilla items.txt in events.lod , as the other one feels unfinished/unbalanced .
One remark :
there's a L6 sword in TF that's easy to find and qualifies as one of the best non-artifact swords in the game.
I suggest to remove it entirely or make it much harder to get.
Re: MM7RedoneUltimate
After finding out ranger appears to be targeted by all monsters and realising I used them mainly for a 'keep away' party, not for thier magic capabilities I abandoned that play through.
Toyed a bit with the idea to create new classes/new magic schools to separate offensive, defensive and utility spells but decided that was way to much work.
I edited data/tables/class skills.txt to give knight axe GM and bow M . Thief got bow GM, sorcerer bow expert.
My current party is now KTCS with the knight only using axes . knight & thief both have bow at E7 and the extra 18 skill points needed to get to 7 do make them stronger then the other 2 .which are still at E4 . This feels close enough to the RACS I abandoned.
Currently at lvl 21 and just fought my way from bracada to SC.
Encountered 5 obsidian gargoyles on the cauldron hill and had to go back to bracada for strong wands.
Save/reload added a fire wand and a mystic incineration wand .
Ullyses water damage + fire wand + incineration wand + lightning bolt E10 from sorcerer was enough to kill the obsidian gargoyles .
Currently in SC doing the troglodyte quest.
After finishing that I'll prob train to lvl 29 to get more 7s and head to nighon for bow master trainer .
Toyed a bit with the idea to create new classes/new magic schools to separate offensive, defensive and utility spells but decided that was way to much work.
I edited data/tables/class skills.txt to give knight axe GM and bow M . Thief got bow GM, sorcerer bow expert.
My current party is now KTCS with the knight only using axes . knight & thief both have bow at E7 and the extra 18 skill points needed to get to 7 do make them stronger then the other 2 .which are still at E4 . This feels close enough to the RACS I abandoned.
Currently at lvl 21 and just fought my way from bracada to SC.
Encountered 5 obsidian gargoyles on the cauldron hill and had to go back to bracada for strong wands.
Save/reload added a fire wand and a mystic incineration wand .
Ullyses water damage + fire wand + incineration wand + lightning bolt E10 from sorcerer was enough to kill the obsidian gargoyles .
Currently in SC doing the troglodyte quest.
After finishing that I'll prob train to lvl 29 to get more 7s and head to nighon for bow master trainer .
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