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).
Drakenel
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Drakenel » 13 Mar 2024, 09:21

Love this mod, but having one issue. I did all three continent main quests, even did them in order from 6, to 7, to 8. Now I hear I'm supposed to wait around for Verdant to contact me again to give me the final piece of that quest now that the crystal is gone. However, all I get is her repeatedly giving me the circle of life ring and the victory message for 8. Tried teleporting around a little, but it just keeps repeating. Any ideas?
Last edited by Drakenel on 13 Mar 2024, 20:53, edited 1 time in total.

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Variol
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Variol » 13 Mar 2024, 22:01

What's "GOG" version? I have the original game with the discs.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Shamsiel » 14 Mar 2024, 01:01

Hello, there was a problem with editing the parameters of specific monsters.
For example: in the Daggerwound Islands there are 3 pirate captains on ships, they are the same type, but I would like to give them different parameters.
At first I tried to do this through the editor, but the changes were not displayed in the game (however, if I add a new monster, it will be in the game)
Then I tried to do it through a script (changed their XP for the test):

Code: Select all

for _, m in Map.Monsters do
    if m.NameId == 4 then -- Admiral Nelson
        m.FullHP = 30
    elseif m.NameId == 5 then -- Captain Zyrain
        m.FullHP = 50
    elseif m.NameId == 6 then -- Admiral Clausewitz
        m.FullHP = 100
    end
end
The editor method and the script method - both work in the original game. How can I implement this in Merge?
Thanks for any help.

MilesChen099
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby MilesChen099 » 14 Mar 2024, 01:18

Hi Cthscr,
If I want to set the base attributes and bonus attributes limits just like you do with the resistances. How can I edit the scripts?
Thanks.

-- Max evt resistance value
-- TODO: change resistances to signed
-- Base resistances
asmpatch(0x448A00, [[
movzx ecx, word ptr [eax]; TODO: movsx
cmp ecx, ]] .. (MM.ResistancesEvtBaseMax or 255) .. [[;
jae @end; TODO: jge
mov cx, word ptr [ebp + 0xC]
add word ptr [eax], cx
mov cx, word ptr [eax]
cmp cx, ]] .. (MM.ResistancesEvtBaseMax or 255) .. [[;
jbe @end; TODO: jle
mov word ptr [eax], ]] .. (MM.ResistancesEvtBaseMax or 255) .. [[;
@end:
]], 0x448A16 - 0x448A00)

-- Bonus resistances
asmpatch(0x448A6A, [[
movzx ecx, word ptr [eax]; TODO: movsx
cmp ecx, ]] .. (MM.ResistancesEvtBonusMax or 255) .. [[;
jae @end; TODO: jge
mov cx, word ptr [ebp + 0xC]
add word ptr [eax], cx
mov cx, word ptr [eax]
cmp cx, ]] .. (MM.ResistancesEvtBonusMax or 255) .. [[;
jbe @end; TODO: jle
mov word ptr [eax], ]] .. (MM.ResistancesEvtBonusMax or 255) .. [[;
@end:
]], 0x448A80 - 0x448A6A)

Drakenel
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Drakenel » 14 Mar 2024, 01:26

Verdant is just giving me the message for completing 8 over and over instead of what's supposed to come after completing all three. I've got about 8 life rings and no way forward. Any ideas for trouble shooting?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Variol » 14 Mar 2024, 01:30

So, it think I installed it correctly. It looks like it has the M&M9 control, where the cursor makes the whole screen move. Can I disable this?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Rodril » 14 Mar 2024, 10:13

cthscr wrote: 06 Mar 2024, 08:47 Script is valid still, problem is Party[x].ArmorClassBonus value is ignored later. Bolster hook at 0x48DB2F overwrites 'add esi, eax' instruction.

Fixed in commit f1d48b2d.

PS. 'xor edx, edx' in asmpatch seems to be copy-paste leftover.
cthscr wrote: It is said in unpatched MM7 Super Vampire never appeared. So questbit was set (by NWC?) unconditionally before leaving map. The same questbit is set properly in MMMerge if Super Vampire was killed, so line 0 of event 501 could/should be removed.
I will add it in next patch, thank you.

klaymen wrote: The latest patch is already installed and the Microsoft VCRedist shows me an error message "Another version of this product is already installled". And the error log file is not there, so nothing seems to work.
If you wiling to invest some time into it, please do following, to locate where error starting to occur:
1. Install clean GOG MM8, anywhere but "Program files" folder. Boot it, start new game, to check whether it works or not.
2. Install MMPatch, during installation select folder, used in first step, uncheck all checkboxes, mentioning "do not use this option, if using patch with big mod...". Check if game still works.
3. Apply MMExtension and MMEditor by unpacking archives contents into game folder. Check the game again.
4. Unpack mod archive and check the game.
Tell me at what step game stops to work.
Variol wrote: So, it think I installed it correctly. It looks like it has the M&M9 control, where the cursor makes the whole screen move. Can I disable this?
You can toggle mouselook by pressing mouse wheel or caps lock button. Or you can disable it completely in mm8.ini inside game folder: find line "MouseLook=1" and change it to "MouseLook=0".
GOG MM8 is version of might and magic released by Good old Games at GOG.com. I explicitly state version of the game used with mod, because old and regional versions potentialy may have incompatibilities, that I am not aware of.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby raekuul » 14 Mar 2024, 11:56

Variol wrote: 13 Mar 2024, 22:01 What's "GOG" version? I have the original game with the discs.
The GOG version is the digital version sold on GOG dot com. If you have the original game with the discs then that will work too, just make sure your install location is outside of any protected folders (anywhere with "Windows" or "Program Files" in the path is protected)

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Arch-vile » 14 Mar 2024, 16:44

Variol wrote: 13 Mar 2024, 22:01 What's "GOG" version? I have the original game with the discs.
Might and Magic 8 v1.0 (22833) for Windows 7, 8, 10, 11

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Variol
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Variol » 14 Mar 2024, 19:58

Thanks for the responses. The Caps lock button worked.

The game starts in Dagger Wounds as usual for MM8. I assume this is correct? My 2 starting characters did get more rings etc. than they normally would have.

I do find that "normal speed" is very slow again, compared to when I was playing MM7 yesterday, with just the Grayface patch. Is there a key besides F2?
Last edited by Variol on 14 Mar 2024, 20:30, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Variol » 14 Mar 2024, 20:24

I also noticed that, when you get to the bottom of the stairs of the Temple of the snake, you always take damage. Has anyone tried to fix this?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby keksua » 14 Mar 2024, 22:39

Potions of speed doesn't work for me either. started in Antagarich..
Here's my save file: https://filetransfer.io/data-package/WyNwWqWC#link

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby raekuul » 15 Mar 2024, 01:48

are there any plans to upgrade the spell guilds in Enroth to account for the stricter store groupings? With an Enroth start you pretty much have to hire a gate master to get anywhere since the stores are still Novice/Adept rather than Adept/Paramount.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Rodril » 15 Mar 2024, 08:00

Drakenel wrote: 13 Mar 2024, 09:21 Love this mod, but having one issue. I did all three continent main quests, even did them in order from 6, to 7, to 8. Now I hear I'm supposed to wait around for Verdant to contact me again to give me the final piece of that quest now that the crystal is gone. However, all I get is her repeatedly giving me the circle of life ring and the victory message for 8. Tried teleporting around a little, but it just keeps repeating. Any ideas?
Send me you savegame file, please.
raekuul wrote: are there any plans to upgrade the spell guilds in Enroth to account for the stricter store groupings? With an Enroth start you pretty much have to hire a gate master to get anywhere since the stores are still Novice/Adept rather than Adept/Paramount.
High level spells are sold in Free Heaven guilds.
keksua wrote: Potions of speed doesn't work for me either. started in Antagarich.
Looks like all your characters have already drunk potions of pure speed once, and probably essences of personality too.
Variol wrote: I do find that "normal speed" is very slow again, compared to when I was playing MM7 yesterday, with just the Grayface patch. Is there a key besides F2?
Just in case check if "Always run" is not disabled in config menu. If party is really slow, start and stop turn-based mode. Besides that there's nothing else to do.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Variol » 15 Mar 2024, 16:01

@Rodril Yes, the ALWAYS RUN was turned off, Thanks

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Variol
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Variol » 15 Mar 2024, 16:01

I still wonder if the game is doing what it's supposed to. I'm in Ravenshore now and everything looks like the original game. The only difference< is that the items have different values.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Variol » 15 Mar 2024, 17:50

..and sorry to be a pain, but where are the save files now? can I still edit the characters with the mm8che tool?

Rodril
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Rodril » 15 Mar 2024, 20:24

Variol wrote: 15 Mar 2024, 16:01 I still wonder if the game is doing what it's supposed to. I'm in Ravenshore now and everything looks like the original game. The only difference< is that the items have different values.
If you had new main menu screen, and had continent selection before starting new game, then it is fine.
Variol wrote: ..and sorry to be a pain, but where are the save files now? can I still edit the characters with the mm8che tool?
Inside your game folder, usually "...Might and Magic VIII - Day of the Destroyer\Saves". You cannot use mm8che tool, unless it was adjusted for changed game indexes. Maybe you can put this to use: https://fearlessrevolution.com/viewtopic.php?f=4&t=9058

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Xfing » 15 Mar 2024, 20:54

Ok, regarding Splitter the axe - no idea why it wasn't working for me, now it is without issues. What's curious though is that it makes the wielder immune now, instead of giving +50 to fire res like the description says. That affects only the wielder - the party does take splash damage from the impacts normally. Maybe we should roll that change back and return to +50 - at the point someone might choose to use Splitter, the party's luck and resists will probably be pimped out so much that the little damage they take from the blast will be inconsequential anyhow. Just a thought :P

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Variol » 15 Mar 2024, 23:27

@Rodril, yes, I did get the different start screen with the choice of 3 continents. So, at what point does my MM8 game become "different"? Is it just different items, or will all 3 games be linked at some point?

My saves are not in the SAVES folder, or the editor does not recognize them. I usually set ID ITEM to max, because I think it's stupid to not know what stuff is.


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