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

Unread postby raekuul » 15 Mar 2024, 23:48

Variol wrote: 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.
You're eventually going to find the "Letter for YOU" when you open a chest (I usually find it somewhere in Arion Hunter's hideout but this time I didn't find it until after depositing Vilebite's remains) and you'll get more instructions there. Furthermore, if you go too long without following the further instructions there, you'll get... forcibly talked at by a relevant NPC.

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

Unread postby Variol » 16 Mar 2024, 00:24

raekuul wrote: 15 Mar 2024, 23:48
Variol wrote: 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.
You're eventually going to find the "Letter for YOU" when you open a chest (I usually find it somewhere in Arion Hunter's hideout but this time I didn't find it until after depositing Vilebite's remains) and you'll get more instructions there. Furthermore, if you go too long without following the further instructions there, you'll get... forcibly talked at by a relevant NPC.
Okay, thanks,
Is there any way for me to increase my ID item skill?

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

Unread postby Variol » 16 Mar 2024, 00:31

Funny, I just got the letter under the stone in Ironsand Desert.

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

Unread postby raekuul » 16 Mar 2024, 01:20

Variol wrote: 16 Mar 2024, 00:24
raekuul wrote: 15 Mar 2024, 23:48
Variol wrote: 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.
You're eventually going to find the "Letter for YOU" when you open a chest (I usually find it somewhere in Arion Hunter's hideout but this time I didn't find it until after depositing Vilebite's remains) and you'll get more instructions there. Furthermore, if you go too long without following the further instructions there, you'll get... forcibly talked at by a relevant NPC.
Okay, thanks,
Is there any way for me to increase my ID item skill?
in-game, you'll find a lot of "of Items" items that increase the item ID skill. If you can get a total of 30 or more "points" in the skill you should be able to identify everything (this is equivalent to rank 10 with Master training)
out-of-game, there's a code snippet you can put into the Shift+F1 debug console to give yourself GM 10 identify item (which identifies everything) but I don't know it off the top of my head.

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

Unread postby Tomsod » 16 Mar 2024, 02:32

raekuul wrote: 16 Mar 2024, 01:20 out-of-game, there's a code snippet you can put into the Shift+F1 debug console to give yourself GM 10 identify item (which identifies everything) but I don't know it off the top of my head.
This should work (with recent enough MMExt):

Code: Select all

Party:GetCurrentPlayer().Skills[const.Skills.IdentifyItem] = JoinSkill(10, const.GM)

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

Unread postby Variol » 16 Mar 2024, 12:05

Yeah, I know about the OF ITEMS thing, I've played a thousand times. They are not easy to find though.

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

Unread postby Variol » 16 Mar 2024, 16:39

Now that I have the Metal Rod, Verdant is no longer at the circle. Is he/she inside?

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

Unread postby raekuul » 16 Mar 2024, 18:44

You should have a "connector stone" in your inventory. If it's charged, use it like a potion and that will get Verdant to talk to you again.

If it's not charged, I think you can charge it with a map crossing.

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

Unread postby Variol » 16 Mar 2024, 23:21

Thanks,
I'm flying all over Murmurwoods, trying to find some teleporter. I can't find a thing. Instead of all the stupid text from Verdant, she should actually tell us something useful.

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

Unread postby raekuul » 17 Mar 2024, 03:47

Okay so the Murmurwoods location is at the Circle of Stones that houses a dungeon that you probably poked your head into once before realizing that it was a colossal waste of time (the quest that it was associated with got dummied out, but the dungeon is still there). That's the High Magic Spot, and that's where you can travel between worlds (there's another spot in the Dagger Wound Islands - the perfect circle lake on the big island - but you need to either have GM Water or else sink the Regnan fleet first before you can actually use it)

But you have to wait until you see the "You sense a high magic presence here" message pop up before casting Town Portal.

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

Unread postby powermmms » 17 Mar 2024, 12:34

Kinox wrote: 15 Dec 2023, 19:29
powermmms wrote: 15 Dec 2023, 15:37 Is there anyone who succeed to execute mmmerge on wine(exagear)? I succeeded to execute mm8 on wine, but mmmerge is not. I'm trying everything I could, but there's no any result.
https://www.celestialheavens.com/forum/ ... .0#p385084

Try adding the Wine 3.0 or 3.4 versions to Run MMMerge; they used to work for me. But right now I don't have Linux OS installed.

eilacomeva wrote: 23 Dec 2023, 13:50
powermmms wrote: 15 Dec 2023, 15:37 Is there anyone who succeed to execute mmmerge on wine(exagear)? I succeeded to execute mm8 on wine, but mmmerge is not. I'm trying everything I could, but there's no any result.
Never tried exagear; on wine *period*, under an actual linux install, everything is fine for me - same for you?



Sorry for late reply. I tried to play MMMerge on Android tablet. While I succeeded to play MM6, MM7, MM8 with Exagear on android tablet, but MMMerge was failed. So, I gave up that's some sad.

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

Unread postby Variol » 17 Mar 2024, 13:04

raekuul wrote: 17 Mar 2024, 03:47 Okay so the Murmurwoods location is at the Circle of Stones that houses a dungeon that you probably poked your head into once before realizing that it was a colossal waste of time (the quest that it was associated with got dummied out, but the dungeon is still there). That's the High Magic Spot, and that's where you can travel between worlds (there's another spot in the Dagger Wound Islands - the perfect circle lake on the big island - but you need to either have GM Water or else sink the Regnan fleet first before you can actually use it)

But you have to wait until you see the "You sense a high magic presence here" message pop up before casting Town Portal.
Yes, I have seem that, but I did not cast the spell.. thanks

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

Unread postby Kinox » 17 Mar 2024, 16:55

Variol wrote: 17 Mar 2024, 13:04
raekuul wrote: 17 Mar 2024, 03:47 Okay so the Murmurwoods location is at the Circle of Stones that houses a dungeon that you probably poked your head into once before realizing that it was a colossal waste of time (the quest that it was associated with got dummied out, but the dungeon is still there). That's the High Magic Spot, and that's where you can travel between worlds (there's another spot in the Dagger Wound Islands - the perfect circle lake on the big island - but you need to either have GM Water or else sink the Regnan fleet first before you can actually use it)

But you have to wait until you see the "You sense a high magic presence here" message pop up before casting Town Portal.
Yes, I have seem that, but I did not cast the spell.. thanks
I hope you don't mind good, contradicting ideas, but there are some tricks that can enable to use the Dagger Would Island magic spot with just Master Water Magic's Town Portal Spell or a simple Town Portal Scroll if lucky enough to find one of these early.

1) The pirates groups which Respawn indefinitively around the lake, don't necessarily spawn at the same time. sometimes, there is a gap of opportunity; but the best approach in that regard is to try to leave, at least for one pirate group, just one of its pirate alive with low life running away from the magic spot. Another possibility is to cast Charm or some similar Spell (can always Yell to lure a Charmed pirate away if it makes Town Portal fails).

2) The current way magic spot works, makes it that it can be used in a very creative way.
Everything started as I was trying to Town Portal my Party from New Sorpigal to some other Town in the same continent, Enroth. However, because I've just Drank from the Fountain of Magic to the end, activating the magic spot, even many, many, many seconds running away from it, whenever I cast Town Portal, I would, instead of Town Portal, Gate (warping between Continents), because the effect of the magic spot was still on.
Eventually, I figured out, on whichever magic spot (even the one in Dagger Wound Island) that if I could just run away from the Monsters' danger zone fast enough after walking into the magic spot so it would still be active, I could use (Master) Town Portal and get the continental Gate thing happening. :D Now, I'm not sure if Rodril wanted that or not. But there you go.

In the worst case scenario, if "2)" alternative would not be allowed, the possibilities in the alternative "1)" look fair at not cheesing the game, but they can be more time consuming.

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

Unread postby candida » 17 Mar 2024, 20:07

Just noticed a strange bug, error message:

When I want to cast Enchant Item in Blackshire (MM6), the game crashes.

———————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————
...Games\Might and Magic 8\Scripts\General\SpellsTweaks.lua:200: array index (0) out of bounds [1, 138]

stack traceback:
: in function 'error'
...OG Galaxy\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1429: in function '__index'
...Games\Might and Magic 8\Scripts\General\SpellsTweaks.lua:200: in function 'v'
...laxy\Games\Might and Magic 8\Scripts/Core/EventsList.lua:66: in function 'docall'
...laxy\Games\Might and Magic 8\Scripts/Core/EventsList.lua:126: in function 'call'
...\Games\Might and Magic 8\Scripts\General\ExtraEvents.lua:871: in function 'f'
...OG Galaxy\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1992: in function <...OG Galaxy\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1990>
[C]: in function 'pcall'
...G Galaxy\Games\Might and Magic 8\Scripts/Core/Common.lua:203: in function 'pcall2'
...OG Galaxy\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1779: in function <...OG Galaxy\Games\Might and Magic 8\Scripts/Core/RSMem.lua:1776>

arguments of 'v':
t = (table: 0x19d5b5f8)

local variables of 'v':
item = 0
(*temporary) = (table: 0x2676fa70)
(*temporary) = 4
(*temporary) = 5.9038610421383e-276
---------------------------------

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

Unread postby Variol » 18 Mar 2024, 13:56

Where is the portal in MM7? I thought it was Evenmorn? I can't find anything there.

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

Unread postby Arch-vile » 18 Mar 2024, 15:02

Variol wrote: 18 Mar 2024, 13:56 Where is the portal in MM7? I thought it was Evenmorn? I can't find anything there.
Evenmorn Island and Tularean Forest ;)

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

Unread postby Variol » 18 Mar 2024, 18:04

Arch-vile wrote: 18 Mar 2024, 15:02
Variol wrote: 18 Mar 2024, 13:56 Where is the portal in MM7? I thought it was Evenmorn? I can't find anything there.
Evenmorn Island and Tularean Forest ;)
Is it obvious, or will I get some sort of message again?

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

Unread postby raekuul » 18 Mar 2024, 20:26

same as before - when you see "You sense a high magic presence here", cast Town Portal

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

Unread postby justl » 20 Mar 2024, 17:00

look into my signature, there are most things explained
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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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]

Unread postby Tomsod » 21 Mar 2024, 07:31

justl wrote: 20 Mar 2024, 17:00 look into my signature, there are most things explained
I actually though it was in German, the first time I saw that link. You can't confirm otherwise until you download, which takes like 15 minutes. So I'd advise explicitly mentioning it's English, somewhere.


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