Might and Magic 6, 7, 8 merge redone

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
cthscr
Golem
Golem
Posts: 613
Joined: 12 Jan 2020

Re: Might and Magic 6, 7, 8 merge redone

Unread postby cthscr » 18 Apr 2024, 07:06

For those who might still look for the answer: bolster will overwrite your changes with values based on monster type's default ones. The only current exception is Q. See Scripts/General/AdaptiveMonstersStats.lua

HenKon
Leprechaun
Leprechaun
Posts: 4
Joined: 24 Aug 2024

Re: Might and Magic 6, 7, 8 merge redone

Unread postby HenKon » 30 Aug 2024, 07:51

Hi, I have a question regarding some possibly new quests in the mod. I mistakenly posted this under the wrong thread, so X-post below:
I have a question regarding MM8 and the mergemod. I'm playing MM8 for the first time with the mergemod, I've played MM7 and MM6 before.

Does the mod add some fetch quests to some NPCs? I played through the mergemodded versions of 6 and 7 recently and didn''t remember some quests being there originally. I think some NPCs asked to bring them some basic items, cloaks and axes and such. Items that are not explicitly quest items and as such can be sold in stores. Were these a thing in the original releases or do I misremember?

I'm currently in MM8 and Hiss is asking my party to bring him a trollish shield, a longsword and a lizardman helm ("next task", after clearing the snakes from dagger wound island). I have all of the items in my inventory but the lizard just won't accept them. Is the quest bugged or am I doing something wrong?

User avatar
toadking
Peasant
Peasant
Posts: 92
Joined: 22 Jul 2022

Re: Might and Magic 6, 7, 8 merge redone

Unread postby toadking » 01 Sep 2024, 00:52

HenKon wrote: 30 Aug 2024, 07:51 Hi, I have a question regarding some possibly new quests in the mod. I mistakenly posted this under the wrong thread, so X-post below:
I have a question regarding MM8 and the mergemod. I'm playing MM8 for the first time with the mergemod, I've played MM7 and MM6 before.

Does the mod add some fetch quests to some NPCs? I played through the mergemodded versions of 6 and 7 recently and didn''t remember some quests being there originally. I think some NPCs asked to bring them some basic items, cloaks and axes and such. Items that are not explicitly quest items and as such can be sold in stores. Were these a thing in the original releases or do I misremember?

I'm currently in MM8 and Hiss is asking my party to bring him a trollish shield, a longsword and a lizardman helm ("next task", after clearing the snakes from dagger wound island). I have all of the items in my inventory but the lizard just won't accept them. Is the quest bugged or am I doing something wrong?
There are three items have the same name "Longsword" in the merge version, but the longsword required in the quest is the one with ItemNo=1, maybe that's the problem caused by this,you can find the right one to him.

HenKon
Leprechaun
Leprechaun
Posts: 4
Joined: 24 Aug 2024

Re: Might and Magic 6, 7, 8 merge redone

Unread postby HenKon » 04 Sep 2024, 05:28

toadking wrote: 01 Sep 2024, 00:52
HenKon wrote: 30 Aug 2024, 07:51 Hi, I have a question regarding some possibly new quests in the mod. I mistakenly posted this under the wrong thread, so X-post below:
I have a question regarding MM8 and the mergemod. I'm playing MM8 for the first time with the mergemod, I've played MM7 and MM6 before.

Does the mod add some fetch quests to some NPCs? I played through the mergemodded versions of 6 and 7 recently and didn''t remember some quests being there originally. I think some NPCs asked to bring them some basic items, cloaks and axes and such. Items that are not explicitly quest items and as such can be sold in stores. Were these a thing in the original releases or do I misremember?

I'm currently in MM8 and Hiss is asking my party to bring him a trollish shield, a longsword and a lizardman helm ("next task", after clearing the snakes from dagger wound island). I have all of the items in my inventory but the lizard just won't accept them. Is the quest bugged or am I doing something wrong?
There are three items have the same name "Longsword" in the merge version, but the longsword required in the quest is the one with ItemNo=1, maybe that's the problem caused by this,you can find the right one to him.
Ok. Was this quest in the vanilla version of mm8?

User avatar
DaveHer
Swordsman
Swordsman
Posts: 553
Joined: 13 Mar 2019

Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 04 Sep 2024, 09:36

HenKon wrote: 04 Sep 2024, 05:28
toadking wrote: 01 Sep 2024, 00:52
HenKon wrote: 30 Aug 2024, 07:51 Hi, I have a question regarding some possibly new quests in the mod. I mistakenly posted this under the wrong thread, so X-post below:

There are three items have the same name "Longsword" in the merge version, but the longsword required in the quest is the one with ItemNo=1, maybe that's the problem caused by this,you can find the right one to him.
Ok. Was this quest in the vanilla version of mm8?
No I added these quests. These quests I also add to the MM8 Redone.
David

sirmik
Leprechaun
Leprechaun
Posts: 5
Joined: 03 Oct 2024

Re: Might and Magic 6, 7, 8 merge redone

Unread postby sirmik » 03 Oct 2024, 12:20

First of all, great job! As a child, I was already annoyed by empty maps, and here the cities feel alive. The first time I walked around the Emerald Isle, I was in awe of how beautiful the game could look. However, I have a question—do you guys know of another mod, MAW MM Merge? It has brilliant improvements for character development, added bosses, and a lot of other changes that make the game really well-balanced and more challenging. Does anyone have an idea of how to install this mod on top of that one, or vice versa? Combining them would literally be like a remake of the old MM games! :)

User avatar
DaveHer
Swordsman
Swordsman
Posts: 553
Joined: 13 Mar 2019

Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 05 Oct 2024, 16:42

sirmik wrote: 03 Oct 2024, 12:20 First of all, great job! As a child, I was already annoyed by empty maps, and here the cities feel alive. The first time I walked around the Emerald Isle, I was in awe of how beautiful the game could look. However, I have a question—do you guys know of another mod, MAW MM Merge? It has brilliant improvements for character development, added bosses, and a lot of other changes that make the game really well-balanced and more challenging. Does anyone have an idea of how to install this mod on top of that one, or vice versa? Combining them would literally be like a remake of the old MM games! :)
I for one do not know nothing about "MAW MM Merge". Where is this mod posted?
David

sirmik
Leprechaun
Leprechaun
Posts: 5
Joined: 03 Oct 2024

Re: Might and Magic 6, 7, 8 merge redone

Unread postby sirmik » 05 Oct 2024, 21:16

https://github.com/Malekitsu/Maw-Mod-MMMerge is mainly focused on changing the game system (new skills, changed and optimized old ones, a different spell system with buffs with mana reservation system and difficulty level with generating more mobs, bosses in the dungeons, new alchemy). Add your items and a beautified world to this and it would be perfect. This is the same team from https://www.celestialheavens.com/forum/topic/17617

User avatar
DaveHer
Swordsman
Swordsman
Posts: 553
Joined: 13 Mar 2019

Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 06 Oct 2024, 01:59

sirmik wrote: 05 Oct 2024, 21:16 https://github.com/Malekitsu/Maw-Mod-MMMerge is mainly focused on changing the game system (new skills, changed and optimized old ones, a different spell system with buffs with mana reservation system and difficulty level with generating more mobs, bosses in the dungeons, new alchemy). Add your items and a beautified world to this and it would be perfect. This is the same team from https://www.celestialheavens.com/forum/topic/17617
From what you said above. All I need to do is to replace the Games.lod for all three games and them add at the bottom of the list of the following Files: SFT.txt and Declist.txt the required information. Also add the new bitmaps to the Bitmaps.lod and replace the plants, flowers, rocks, and so on in the sprites.lod. (Not monsters) There is no need to create new lod folder. I never did. Check all the redones that I made. Even for the merge redone I did not create new lod. Doing this should not mess up the things you mentioned above.
David

sirmik
Leprechaun
Leprechaun
Posts: 5
Joined: 03 Oct 2024

Re: Might and Magic 6, 7, 8 merge redone

Unread postby sirmik » 06 Oct 2024, 19:35

DaveHer wrote: 06 Oct 2024, 01:59 From what you said above. All I need to do is to replace the Games.lod for all three games and them add at the bottom of the list of the following Files: SFT.txt and Declist.txt the required information. Also add the new bitmaps to the Bitmaps.lod and replace the plants, flowers, rocks, and so on in the sprites.lod. (Not monsters) There is no need to create new lod folder. I never did. Check all the redones that I made. Even for the merge redone I did not create new lod. Doing this should not mess up the things you mentioned above.
David
what you write sounds to me like the level of a great master of dark magic at least ;) But I understand that it is possible :D

User avatar
DaveHer
Swordsman
Swordsman
Posts: 553
Joined: 13 Mar 2019

Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 07 Oct 2024, 01:52

Will Malekith "the lead developer" approve this? And thanks for the compliment.
David Hernandez

sirmik
Leprechaun
Leprechaun
Posts: 5
Joined: 03 Oct 2024

Re: Might and Magic 6, 7, 8 merge redone

Unread postby sirmik » 07 Oct 2024, 14:35

We were just writing on discord and he said the idea looked ok, so...

User avatar
DaveHer
Swordsman
Swordsman
Posts: 553
Joined: 13 Mar 2019

Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 07 Oct 2024, 23:43

sirmik wrote: 07 Oct 2024, 14:35 We were just writing on discord and he said the idea looked ok, so...
I just downloaded all the necessary files today. I need to put things together.
David

sirmik
Leprechaun
Leprechaun
Posts: 5
Joined: 03 Oct 2024

Re: Might and Magic 6, 7, 8 merge redone

Unread postby sirmik » 08 Oct 2024, 18:25

DaveHer wrote: 07 Oct 2024, 23:43
sirmik wrote: 07 Oct 2024, 14:35 We were just writing on discord and he said the idea looked ok, so...
I just downloaded all the necessary files today. I need to put things together.
David
<he prays to the gaming gods for success>

User avatar
DaveHer
Swordsman
Swordsman
Posts: 553
Joined: 13 Mar 2019

Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 09 Oct 2024, 16:41

@sirmik
It can be a success but one of the developers is going to have to put back any structure, shines, or pedestals that were placed in maps because when I replace the games.lod they will disappear. Before I get stared, find out if one of the developers is willing to do that.
David

User avatar
Lone_Wolf
Leprechaun
Leprechaun
Posts: 35
Joined: 10 Oct 2024

Re: Might and Magic 6, 7, 8 merge redone

Unread postby Lone_Wolf » 10 Oct 2024, 21:21

Hi, new forum member here.

I am a linux user since approx 2005 and kept playing MM7 & MM IX hrough wine .
Took a break around 2016, but got interested again a few days ago while looking for party-based RPGs I didn't know.

The screenshots for 7 from this mod looked very good, so I got MM8 from gog.
I have things running with this mod now in wine and am looking to make things harder & get more xp from kills .

In mm7 I manually edited monsters.txt to give all creatures double HP and 8x experience.
(8x may seem very high but kit means every char gets double the xp they'd have gotten in a solo run.)

Can something similar be done with this mod ?

User avatar
DaveHer
Swordsman
Swordsman
Posts: 553
Joined: 13 Mar 2019

Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 12 Oct 2024, 21:57

Lone_Wolf wrote: 10 Oct 2024, 21:21 Hi, new forum member here.

I am a linux user since approx 2005 and kept playing MM7 & MM IX hrough wine .
Took a break around 2016, but got interested again a few days ago while looking for party-based RPGs I didn't know.

The screenshots for 7 from this mod looked very good, so I got MM8 from gog.
I have things running with this mod now in wine and am looking to make things harder & get more xp from kills .

In mm7 I manually edited monsters.txt to give all creatures double HP and 8x experience.
(8x may seem very high but kit means every char gets double the xp they'd have gotten in a solo run.)

Can something similar be done with this mod ?
Yes, there is a monster.txt found in mmmerge.T.lod where you can do those changes.
David

User avatar
Lone_Wolf
Leprechaun
Leprechaun
Posts: 35
Joined: 10 Oct 2024

Re: Might and Magic 6, 7, 8 merge redone

Unread postby Lone_Wolf » 16 Oct 2024, 23:31

Thanks, I guess I have to use mmarchive to re-insert the changes in the lod ?

(For now I've switched to mm7rev4mod redone final )

Tomsod
Demon
Demon
Posts: 342
Joined: 31 Jul 2020

Re: Might and Magic 6, 7, 8 merge redone

Unread postby Tomsod » 17 Oct 2024, 13:58

You can, but for text files MMPatch also allows just putting them in the DataFiles directory instead of the archive.

User avatar
DaveHer
Swordsman
Swordsman
Posts: 553
Joined: 13 Mar 2019

Re: Might and Magic 6, 7, 8 merge redone

Unread postby DaveHer » 17 Oct 2024, 15:14

Lone_Wolf wrote: 16 Oct 2024, 23:31 Thanks, I guess I have to use mmarchive to re-insert the changes in the lod ?

(For now I've switched to mm7rev4mod redone final )
There is now "MM7Rev4modR1 A Radical redone. :) Which is the best ever. You will find it on page two.
David


Return to “Might and Magic”

Who is online

Users browsing this forum: Bing [Bot], Google [Bot] and 4 guests