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. 05.05.2019]

Unread postby Templayer » 15 May 2019, 16:05

Daedros wrote:Reputation is broken again. You can't gain Reputation from completing quests in either Antagarich or Jadame, and killing Peasants isn't dropping Reputation either, not even with Armageddon.
Added to the Bug Tracker.
Phobos wrote:
Lucius wrote:Bug: Clanker's Amulet artifact +15 Alchemy bonus not stacking
Clanker's Amulet(15) + Ring of Fusion(5) + Ring "of alchemy"(25) expected bonus 45
real bonus:
25 if equip Ring of Fusion then equip Ring "of alchemy"
30 if equip Ring "of alchemy" then equip Ring of Fusion
Clanker's Amulet not stacking is not a bug in my opinion. It does not stack in the original either. The stacking of skill bonuses is generally only for artifacts, which the amulet is not. Ring of Fusion should stack no matter if it's equipped first or second, so that does sound like a bug to me.
Skill bonuses stacking should either be unified, or there should be some string in the description saying "SKILL BONUS DOESN'T STACK FOR THIS ITEM". I think. Because this seems to be a constant source of confusion, my one's included. (because I always forget). Added to the original bug report on the bug tracker.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Daedros » 19 May 2019, 07:15

Actually, it looks like the Antagarich quests are rewarding Reputation. Killing guards and peasants still doesn't drop it though, and Jadame quests definitely are not rewarding reputation.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Templayer » 19 May 2019, 09:59

Daedros wrote:Actually, it looks like the Antagarich quests are rewarding Reputation. Killing guards and peasants still doesn't drop it though, and Jadame quests definitely are not rewarding reputation.
Added to the original bug report.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Crusader_bin » 19 May 2019, 14:03

Hello!

I've never tried the older Might and Magic series and decided to give it a go using merged mod.
While everything is running nicely, using dgVoodoo to play at higher res and with GrayFace patch, it does seem I can not click certain conversations.
This applies to the MM6 specifically, right when you start, you can't give the letter or talk about Quest.
Nothing happens, only animations in the tavern reset.
One of the peasants had a conversation like that as well. Others work. I attached the savegame:
https://1drv.ms/u/s!ApRnFqsQnp62rjOqYPiavtxm-lwW

I do hope it's something trivial, did anyone ever seen such behaviour?

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Templayer » 19 May 2019, 16:03

Crusader_bin wrote:Hello!

I've never tried the older Might and Magic series and decided to give it a go using merged mod.
While everything is running nicely, using dgVoodoo to play at higher res and with GrayFace patch, it does seem I can not click certain conversations.
This applies to the MM6 specifically, right when you start, you can't give the letter or talk about Quest.
Nothing happens, only animations in the tavern reset.
One of the peasants had a conversation like that as well. Others work. I attached the savegame:
https://1drv.ms/u/s!ApRnFqsQnp62rjOqYPiavtxm-lwW

I do hope it's something trivial, did anyone ever seen such behaviour?
Before I put it on the Bug Tracker - did you try it without the dgVoodoo? Is it even needed, doesn't the version of GrayFace's patch that is included inside the merge do everything dgVoodoo does? (I heard SOMETHING among those lines...). Try it without and tell us the result.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Phobos » 19 May 2019, 16:05

Crusader_bin wrote:Hello!

I've never tried the older Might and Magic series and decided to give it a go using merged mod.
While everything is running nicely, using dgVoodoo to play at higher res and with GrayFace patch, it does seem I can not click certain conversations.
This applies to the MM6 specifically, right when you start, you can't give the letter or talk about Quest.
Nothing happens, only animations in the tavern reset.
One of the peasants had a conversation like that as well. Others work. I attached the savegame:
https://1drv.ms/u/s!ApRnFqsQnp62rjOqYPiavtxm-lwW

I do hope it's something trivial, did anyone ever seen such behaviour?
I don't think other people have reported that. Probably a faulty install. I would try reinstalling the whole thing.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Templayer » 19 May 2019, 17:19

Phobos wrote:
Crusader_bin wrote:Hello!

I've never tried the older Might and Magic series and decided to give it a go using merged mod.
While everything is running nicely, using dgVoodoo to play at higher res and with GrayFace patch, it does seem I can not click certain conversations.
This applies to the MM6 specifically, right when you start, you can't give the letter or talk about Quest.
Nothing happens, only animations in the tavern reset.
One of the peasants had a conversation like that as well. Others work. I attached the savegame:
https://1drv.ms/u/s!ApRnFqsQnp62rjOqYPiavtxm-lwW

I do hope it's something trivial, did anyone ever seen such behaviour?
I don't think other people have reported that. Probably a faulty install. I would try reinstalling the whole thing.
Now that you have mentioned it, he did say that he was using the merge with "dgVoodoo to play at higher res and with GrayFace patch". GrayFace's patch? That is already included and shouldn't be installed over it. There is no way of playing the merge without the GrayFace's patch, so .... and if that did occur, who knows what else might have been done during the installation process that would break things.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Crusader_bin » 19 May 2019, 17:44

Thank you for the sugestions, I will do a complete reinstall and get back to you! I had no idea that GrayFace's patch was in the package already and I did overwrite it again. I tried software mode (without dgvoodoo) and the problem persisted.
It doesn't do the same thing as the patch though. It is a wrapper that allows you to use DirectX11 on the game, allowing anisotrophy and antialiasing plus higher render resolution.

I uploaded how it looks for me:
https://youtu.be/6z1QvBpPb0c

Skip to 10:54 if you are curious how the bug I mentioned looks like in practice.

Now on to the reinstall :)

EDIT: AFTER REINSTALLATION:
It works! And indeed, I could just copy over settings from GrayFace's settings and mouselook works as well :)
I apologize for not trying to reinstall before I wasted your time, thanks again for the suggestion :)
Last edited by Crusader_bin on 19 May 2019, 18:10, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Templayer » 19 May 2019, 18:11

Crusader_bin wrote:Thank you for the sugestions, I will do a complete reinstall and get back to you! I had no idea that GrayFace's patch was in the package already and I did overwrite it again. I tried software mode (without dgvoodoo) and the problem persisted.
It doesn't do the same thing as the patch though. It is a wrapper that allows you to use DirectX11 on the game, allowing anisotrophy and antialiasing plus higher render resolution.

I uploaded how it looks for me:
https://youtu.be/6z1QvBpPb0c

Skip to 10:54 if you are curious how the bug I mentioned looks like in practice.

Now on to the reinstall :)
GrayFace's patch does enable you to put in any resolution you want. I'm playing those at 1600x1050 windowed. Dunno about anisotrophy and antialiasing though. I can select Hardware mode and then use my graphical driver to enforce those (and super resolution type of antialiasing, i.e. game is rendered at 4x the resolution you want and then scaled down...).

Anyway, from your video - your text (in skill menu, etc.) does look amazing, crisp and sharp, but there might be some problem or bad setting on my end. Also from the video I see you have a human-only party, are you aware of the Unlocker that enables you to play as any race/class combo on any continent, for the Merge? Or the Racial Classes modification? Check the Tracker in my signature, if you didn't. There is some interesting / important stuff in there too.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Crusader_bin » 19 May 2019, 18:16

Templayer wrote:Also from the video I see you have a human-only party, are you aware of the Unlocker that enables you to play as any race/class combo on any continent, for the Merge? Or the Racial Classes modification? Check the Tracker in my signature, if you didn't. There is some interesting / important stuff in there too.
Oh, cool, I was not aware! In fact, I am completely new to those games and the scene, will take a look for sure. :)

edit:
That's how the game finally looks like:
https://youtu.be/d0DdtyADGy4
I set it up for 6400x4800 res, so 10x, but I am not sure if this is the best it could look like or not. 16x texture filtering and x8 msaa anti aliasing.
All conversations are working, but I have same issue when I talk about joining the buccaneer guild and blade guild. But maybe that was intended?
I joined mage and cleric guilds just fine.
Last edited by Crusader_bin on 19 May 2019, 20:49, edited 2 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Templayer » 20 May 2019, 17:51

Crusader_bin wrote:
Templayer wrote:Also from the video I see you have a human-only party, are you aware of the Unlocker that enables you to play as any race/class combo on any continent, for the Merge? Or the Racial Classes modification? Check the Tracker in my signature, if you didn't. There is some interesting / important stuff in there too.
Oh, cool, I was not aware! In fact, I am completely new to those games and the scene, will take a look for sure. :)

edit:
That's how the game finally looks like:
https://youtu.be/d0DdtyADGy4
I set it up for 6400x4800 res, so 10x, but I am not sure if this is the best it could look like or not. 16x texture filtering and x8 msaa anti aliasing.
All conversations are working, but I have same issue when I talk about joining the buccaneer guild and blade guild. But maybe that was intended?
I joined mage and cleric guilds just fine.
So the original problem is gone, and now the same thing happens for the buccaneer and blade guilds?
Does the same thing happen without upscaling and such?
What did you install? What version of the game are you running?
Also Rodril usually wants a savegame so that he can try reproducing it. I wonder if it is reproducible.
And computer specs / system for good measure.
I'll add it to the Bug Report if you do answer all of those and upload a savegame somewhere. :P :)
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby justl » 20 May 2019, 19:21

fleetfinger (mm8 gauntlets):

they are giving bow + armsmaster +8, but my disarm trap skill (at 22) doesnt go up to 30
Image
either it aint giving the bonus, or i have hit the magic wall endofstack

edit: i have changed an item, which adds also up to disarm, giving me +27 at the skill - with fleetfingers it should go up to 35, it doesnt
Last edited by justl on 20 May 2019, 19:29, edited 2 times in total.
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. 05.05.2019]

Unread postby Crusader_bin » 20 May 2019, 19:35

Templayer wrote:
Crusader_bin wrote:
Templayer wrote:Also from the video I see you have a human-only party, are you aware of the Unlocker that enables you to play as any race/class combo on any continent, for the Merge? Or the Racial Classes modification? Check the Tracker in my signature, if you didn't. There is some interesting / important stuff in there too.
Oh, cool, I was not aware! In fact, I am completely new to those games and the scene, will take a look for sure. :)

edit:
That's how the game finally looks like:
https://youtu.be/d0DdtyADGy4
I set it up for 6400x4800 res, so 10x, but I am not sure if this is the best it could look like or not. 16x texture filtering and x8 msaa anti aliasing.
All conversations are working, but I have same issue when I talk about joining the buccaneer guild and blade guild. But maybe that was intended?
I joined mage and cleric guilds just fine.
So the original problem is gone, and now the same thing happens for the buccaneer and blade guilds?
Does the same thing happen without upscaling and such?
What did you install? What version of the game are you running?
Also Rodril usually wants a savegame so that he can try reproducing it. I wonder if it is reproducible.
And computer specs / system for good measure.
I'll add it to the Bug Report if you do answer all of those and upload a savegame somewhere. :P :)
Hey,

Here is the brand new savegame I made just to ensure it ain't introduced through the dgvoodoo:
https://1drv.ms/u/s!ApRnFqsQnp62rjRVI6cJa6Y4p0Ob

What I done is installed fresh copy of GoG MM8, applied the merged mod, applied the updated files from May, copied mm8.ini controlls from here:
https://grayface.github.io/mm/#GrayFace-MM8-Patch (mouselook key settings)
And copied Skill Teachers Patch for MM8 from the same link. Reverting that change and retrying from new game also did not do anything.

It's just as you start the game, could you check if that problem is not tied to my game only?

Thanks a lot! :)

edit: I deleted the ini file to see if that is messed up, but the game created a fresh one and the problem stays.

TBH it doesn't hinder me that much, if other content won't be broken at least. Than again, I don't really know what's in those guilds :)

edit2: Sorry, I forgot system specs:
i7 6700K, asus geforce1080, Ripjaws V 3000mhz ram 32gb, Windows 10, updated drivers, libraries, etc.
Xonar DX soundcard. I only add that one, because you'd be surprised how many things come into conflict with the thing :)

Here are the few seconds that show how main quest can be taken, and right away guild text won't load: https://youtu.be/LzKcHI7Ynns
I just borked my main autosave because of that, but not that much far behind :) Many other quets and lines work, I only stumbled upon these 2 guild texts that won't load so far (whole city explored, I know it ain't that much).

PS: This game is hard. Mayor gave me quest that spawned a cleric right near city border that killed my entire party one by one, one-shot-killing em :) Should be fun. Makes me remember I have Wizardry 6 to finish! (and than 7 and 8)

edit3: I have had MM VI installed with GrayFace's patch, the convos work there. Sadly it does not support anything HD-like. But there are 2x textures and sprites available, so I might consider giving it a go after all. Not sure yet. I only really wanted to play through the trillogy and it turned out into this little project ^^
You guys do a wonderful job here.
Last edited by Crusader_bin on 20 May 2019, 19:59, edited 6 times in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby LupusArmis » 21 May 2019, 17:42

I just discovered this mod, and wow - all I can say is thank you so much! I've wanted something like this ever since mm8 came out!

All in all I'm quite impressed with the level of quality. I can only imagine how much time has gone into this. I do have one weird issue, however:

There are no boots. Anywhere. Neither armorsmiths nor magicians seem to carry them, and I've not looted any from mobs. Is this a known issue?

I'm running a freshly installed GoG.com-version of mm8, with no other mods than the merge mod installed. My party started on the MM7 Antagrich campaign, if that matters.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Templayer » 21 May 2019, 18:12

justl wrote:fleetfinger (mm8 gauntlets):

they are giving bow + armsmaster +8, but my disarm trap skill (at 22) doesnt go up to 30
Image
either it aint giving the bonus, or i have hit the magic wall endofstack

edit: i have changed an item, which adds also up to disarm, giving me +27 at the skill - with fleetfingers it should go up to 35, it doesnt
Added to the Bug Tracker.
Crusader_bin wrote: Here is the brand new savegame I made just to ensure it ain't introduced through the dgvoodoo:
https://1drv.ms/u/s!ApRnFqsQnp62rjRVI6cJa6Y4p0Ob

What I done is installed fresh copy of GoG MM8, applied the merged mod, applied the updated files from May, copied mm8.ini controlls from here:
https://grayface.github.io/mm/#GrayFace-MM8-Patch (mouselook key settings)
And copied Skill Teachers Patch for MM8 from the same link. Reverting that change and retrying from new game also did not do anything.

It's just as you start the game, could you check if that problem is not tied to my game only?

Thanks a lot! :)

edit: I deleted the ini file to see if that is messed up, but the game created a fresh one and the problem stays.

TBH it doesn't hinder me that much, if other content won't be broken at least. Than again, I don't really know what's in those guilds :)

edit2: Sorry, I forgot system specs:
i7 6700K, asus geforce1080, Ripjaws V 3000mhz ram 32gb, Windows 10, updated drivers, libraries, etc.
Xonar DX soundcard. I only add that one, because you'd be surprised how many things come into conflict with the thing :)

Here are the few seconds that show how main quest can be taken, and right away guild text won't load: https://youtu.be/LzKcHI7Ynns
I just borked my main autosave because of that, but not that much far behind :) Many other quets and lines work, I only stumbled upon these 2 guild texts that won't load so far (whole city explored, I know it ain't that much).

PS: This game is hard. Mayor gave me quest that spawned a cleric right near city border that killed my entire party one by one, one-shot-killing em :) Should be fun. Makes me remember I have Wizardry 6 to finish! (and than 7 and 8)

edit3: I have had MM VI installed with GrayFace's patch, the convos work there. Sadly it does not support anything HD-like. But there are 2x textures and sprites available, so I might consider giving it a go after all. Not sure yet. I only really wanted to play through the trillogy and it turned out into this little project ^^
You guys do a wonderful job here.
Added both to the Bug Tracker (a Cleric seems a tad too much, might need some tweaking), and added you to the Credits as a Bug Catcher.
LupusArmis wrote:I just discovered this mod, and wow - all I can say is thank you so much! I've wanted something like this ever since mm8 came out!

All in all I'm quite impressed with the level of quality. I can only imagine how much time has gone into this. I do have one weird issue, however:

There are no boots. Anywhere. Neither armorsmiths nor magicians seem to carry them, and I've not looted any from mobs. Is this a known issue?

I'm running a freshly installed GoG.com-version of mm8, with no other mods than the merge mod installed. My party started on the MM7 Antagrich campaign, if that matters.
As you can see from the tracker, the MM6 and MM7 boots aren't repainted for the new paperdolls yet. We are lacking artists at the moment (enough coders though! xD). But a total absence of boots is weird and probably a bug. You should be able to get MM8 ones. I will add this to the bug tracker. I have also added you to the credits as a Bug Catcher. I just hope this is a bug, otherwise that position of
great power was given in vain! :D
Last edited by Templayer on 21 May 2019, 18:14, edited 1 time in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby LupusArmis » 21 May 2019, 18:33

Templayer wrote: As you can see from the tracker, the MM6 and MM7 boots aren't repainted for the new paperdolls yet. We are lacking artists at the moment (enough coders though! xD). But a total absence of boots is weird and probably a bug. You should be able to get MM8 ones. I will add this to the bug tracker. I have also added you to the credits as a Bug Catcher. I just hope this is a bug, otherwise that position of
great power was given in vain! :D
Cheers, thanks! I did notice from discussion and the tracker that there are no mm6 or 7 boots atm, but figured I should be getting mm8 ones since I've been getting other mm8 gear. I'm about 14 levels in, so I don't think the lack of footwear is simple bad luck. I just got the cross-game quest, so I'll try actually heading to mm8 once I can get to Evenmorn.

I'm afraid my trade is code and my graphical skills are severely limited, so it seems I can't be much help in bringing the mm6 and 7 ones into the tables :-( Still, do let me know if there's any sort of debug info (saves?) you could use from me if this turns out to be difficult to reproduce.
Last edited by LupusArmis on 21 May 2019, 18:33, edited 1 time in total.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Jamesx » 22 May 2019, 16:26

Hi!))
Well, I finally finished mm678 and it was amazing experience :-D
Mod quest was good enough, especially I like this idea with "your friends are gone")) Actually I finished this quest a few times because I can't find my 5th character, but I find another way to not to lose him))) :D Still can't figured out where I should search him :|
So, I want to say that mod is very very good, it brings a new great experience and if turn your imagination, a great story "upgrade". I like it. I want to thank all people that working on this mod and testing, report bugs etc. it's a big job)
Speaking about reports - I'm a very bad tester, and I think it was noticed in my previous post.. with this bones. :D Anyway, I noticed some different errors and bugs, most of them are appears when I visit the teacher houses and I think it was because of RU localisation. I'll try to check it on EN version sometime.. but, if I'm not - I'm sorry)))
But, anyway, to compensate my failure as tester, I made this two cute creatures))
Image
:down:
DOWNLOAD

It's just a lich body pack for dwarves, I suppose we can use the original mm8 lich heads for them) For now I can't see another options, because mm7 heads are exactly the same.

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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby Templayer » 22 May 2019, 19:56

LupusArmis wrote:
Templayer wrote: As you can see from the tracker, the MM6 and MM7 boots aren't repainted for the new paperdolls yet. We are lacking artists at the moment (enough coders though! xD). But a total absence of boots is weird and probably a bug. You should be able to get MM8 ones. I will add this to the bug tracker. I have also added you to the credits as a Bug Catcher. I just hope this is a bug, otherwise that position of
great power was given in vain! :D
Cheers, thanks! I did notice from discussion and the tracker that there are no mm6 or 7 boots atm, but figured I should be getting mm8 ones since I've been getting other mm8 gear. I'm about 14 levels in, so I don't think the lack of footwear is simple bad luck. I just got the cross-game quest, so I'll try actually heading to mm8 once I can get to Evenmorn.

I'm afraid my trade is code and my graphical skills are severely limited, so it seems I can't be much help in bringing the mm6 and 7 ones into the tables :-( Still, do let me know if there's any sort of debug info (saves?) you could use from me if this turns out to be difficult to reproduce.
The first thing as been added to the original bug report, and as for the second - remember, GrayFace reverse-engineered the game and included a LUA console. You can write entire code blocks there on the fly, or include lua scripts (while having access to all the original coding of the game!). One example - Sower made a script that enables character's gloves to be seen on the paperdoll! (now we just have to get an artist to paint them...). So if you for example wanted to make a button in the options menu in-game, with your custom functionality, you can! So you can "bring your code to the table" in any shape or form you want. Then it will be either included in the base Merge, or downloadable as an optional modification! The world of Enroth (the planet, not the continent! :P :D ) is now your playground, you can modify a lot of it and add pretty much anything, limited only by your coding experience. :yes: :hug: :oex:

I just wish I didn't spent 8-12 hours a day coding at work, because I probably would've done some more stuff for the Merge if I could! :disagree: :|

And you can give us a link to the saved game, just as a good measure in case Rodril has trouble reproducing it, I will put it on the bug report.
Jamesx wrote:Hi!))
Well, I finally finished mm678 and it was amazing experience :-D
Mod quest was good enough, especially I like this idea with "your friends are gone")) Actually I finished this quest a few times because I can't find my 5th character, but I find another way to not to lose him))) :D Still can't figured out where I should search him :|
So, I want to say that mod is very very good, it brings a new great experience and if turn your imagination, a great story "upgrade". I like it. I want to thank all people that working on this mod and testing, report bugs etc. it's a big job)
Speaking about reports - I'm a very bad tester, and I think it was noticed in my previous post.. with this bones. :D Anyway, I noticed some different errors and bugs, most of them are appears when I visit the teacher houses and I think it was because of RU localisation. I'll try to check it on EN version sometime.. but, if I'm not - I'm sorry)))
But, anyway, to compensate my failure as tester, I made this two cute creatures))
Image
:down:
DOWNLOAD

It's just a lich body pack for dwarves, I suppose we can use the original mm8 lich heads for them) For now I can't see another options, because mm7 heads are exactly the same.
EXCELLENT! I hope Rodril will implement those, because this is a major oversight even in vanilla MM7. :D

And now .... MINOTAUR LICHES. The head would be the problem in there, but you could find some pictures of bull skeletal heads, pixelize them, upscale them back, and then tweak as neccessary to make the feel. Portrait sprites will take a lot of time though, but if you had more than one angle on the skull, and used the same method,.... too bad I can't draw for crap, right? :D :D
First two things added to the bug tracker, dwarven liches added to the paint tracker.
Last edited by Templayer on 22 May 2019, 19:59, edited 1 time in total.
MMMerge Tracker (= Info + Paint Tracker + Missing Features + Suggestions):
https://goo.gl/ui24Bz
Anybody can view or suggest edits.

Dedicated MMMerge Forum (Bug Tracker included): shorturl.at/lryAF

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SpectralDragon
Swordsman
Swordsman
Posts: 579
Joined: 15 May 2019

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby SpectralDragon » 22 May 2019, 20:22

Jamesx wrote:Hi!))
Well, I finally finished mm678 and it was amazing experience :-D
Mod quest was good enough, especially I like this idea with "your friends are gone")) Actually I finished this quest a few times because I can't find my 5th character, but I find another way to not to lose him))) :D Still can't figured out where I should search him :|
So, I want to say that mod is very very good, it brings a new great experience and if turn your imagination, a great story "upgrade". I like it. I want to thank all people that working on this mod and testing, report bugs etc. it's a big job)
Speaking about reports - I'm a very bad tester, and I think it was noticed in my previous post.. with this bones. :D Anyway, I noticed some different errors and bugs, most of them are appears when I visit the teacher houses and I think it was because of RU localisation. I'll try to check it on EN version sometime.. but, if I'm not - I'm sorry)))
But, anyway, to compensate my failure as tester, I made this two cute creatures))
Image
:down:
DOWNLOAD

It's just a lich body pack for dwarves, I suppose we can use the original mm8 lich heads for them) For now I can't see another options, because mm7 heads are exactly the same.
Where are male Dwarf Lich's shaggy white beards tho?
That aside, great job on both of them! :applause:

schubi
Leprechaun
Leprechaun
Posts: 7
Joined: 22 May 2019

Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.05.2019]

Unread postby schubi » 22 May 2019, 21:39

Good day.

First of all, wanted to thank you for your work you put into this mod.

I've encountered a problem which gets me stuck into progressing now.
Being silly to try to beat the game with a peasant party and scaling enemies, I'm in the pit now, beating the breeding zone (which is a nightmare with this party).
Achieving this, going back to Archibald to unlock the following quests of the dark path, he just says to deal with the breeding zone and doesn't give any progress. Tried it even twice, and he still doesn't change his mind that I should beat it, again.

Possible problem may be that he gives the option to become sorcerers twice instead of just once.
https://i.imgur.com/Bke0awm.png
Not sure if it's the cause, but something's wrong that I can't progress anymore. Files are up to date on my end.

Hope that you can fix this problem if it's indeed a problem, or know how to fix it on my end to try to continue this difficult party setup.


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