[MM6][MM7] CombatStats & Convenience MM67 Mod

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
torkvato
Leprechaun
Leprechaun
Posts: 4
Joined: 14 Jan 2025

[MM6][MM7] CombatStats & Convenience MM67 Mod

Unread postby torkvato » 14 Jan 2025, 10:38

Let me be straight:
CombatStats and Convenience mod for MM6 and MM7
  • Absolutely no changes to the game itself. Gameplay, difficulty, content is not changed. It is the same good old vanilla game, all your saves compatible, all your certificates will be valid.
  • Detailed combat logging to the file [Optional]
  • In-game combat history of past actions
  • Data postprocessing:
    - DPS, damage dealt and received per party member, per melee/ranged/spell source for map/game/segment period.
    - Hit records, kill count, top damage sources by kind, etc
    - Processed data export to file for reference
  • Enhanced tooltips and character page
    - ultimate characteristics such as DPS and effective health (Vitality) for wise gear selection
    - Barrel-colored attributes, colored percentage resistances
    - Detailed tips on skills, attributs, spell damage, resistances[Optional]
  • Convenience / mild cheats features
    - Inventory sorting,
    - in-game Repair/ID skills share [Optional]
    - in-game travel schedule / map / teachers table [Optional]
    - GM Monster ID for MM6 (and MM7)
    - Training dummy for tests
    - Buff expiration alerts, alarm clock
So... I've been thinking about the combat log feature for MM games .... probably for 20 years, since the first attempts to catch and write down messages from the status line. Much have changed since that time, details of the game mechanic revealed, but still there are argues about who is better and what build/party setup is viable.
For a long time there was no other options but theorycrafting but then... Ive stumbled upon Malekith's MAW mod based on MMMerge and it was fantastic experience. First of all in terms of game thrill, but also in showing what you can do with the game, and how you can do this. Basic features of damage processing were already implemented in MAW, as well as interface modifications. I've just developed them further, and applied for all-time classic MM7

Attached collage will give you the basic insights, more details about download and installation are at the mod page

https://github.com/torkvato/CombatStats-MM67-mod


Image

UPDATE 2025-02-10: Mod updated to support MM6, several new features added. The post text updated correspondingly
Last edited by torkvato on 10 Feb 2025, 11:06, edited 1 time in total.

Tomsod
Ballroom Dancer
Ballroom Dancer
Posts: 388
Joined: 31 Jul 2020

Re: [MM7] CombatStats & Convenience MM7 Mod

Unread postby Tomsod » 15 Jan 2025, 00:17

Looks neat! Stuff like vitality is somewhat opinionated, but I remember someone on reddit asking for a combat log before, so good for them.

torkvato
Leprechaun
Leprechaun
Posts: 4
Joined: 14 Jan 2025

Re: [MM7] CombatStats & Convenience MM7 Mod

Unread postby torkvato » 15 Jan 2025, 13:40

Tomsod wrote: 15 Jan 2025, 00:17 Looks neat! Stuff like vitality is somewhat opinionated, but I remember someone on reddit asking for a combat log before, so good for them.
I dont think that there are many other options to decide what is better, +AC or +HP items.

torkvato
Leprechaun
Leprechaun
Posts: 4
Joined: 14 Jan 2025

Re: [MM6][MM7] CombatStats & Convenience MM67 Mod

Unread postby torkvato » Yesterday, 11:23

[Major update] Mod updated to fully support MM6. Lots of new features added, including GM identification for MM6, training dummy and kill count.
Image
Last edited by torkvato on 10 Feb 2025, 11:24, edited 1 time in total.


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