Elemental Mod for MM7 -- v4.0 open beta

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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Lone_Wolf
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » Yesterday, 23:45

Currently traversing Nighon Tunnels and have found zokarr's axe , but not their skull .

My party hasn't rescued the dwarves yet, but in vanilla that skull was always there.
Is this a bug or does the elemental mod only place the bones there when the archdruid promotion quest is started ?

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raekuul
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby raekuul » Today, 01:21

The skull is only there once the Archdruid quest has been started (if you look at your minimap you'll see a "barrel dot" indicating you interacted with a something there)

Tomsod
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Tomsod » Today, 03:23

I did the DoG HP/SP thing we talked about before, and I'll probably release soon so y'all can playtest it (it's kinda hacky).
Lone_Wolf wrote: Yesterday, 23:45 Is this a bug or does the elemental mod only place the bones there when the archdruid promotion quest is started ?
The bones can now only be clicked on for a skull after accepting the quest, yeah. Basically this prevents the possibility of a useless quest item (if you complete the warlock quest instead), especially relevant since it's one of the items formerly returned by judge, and now it'd clutter the black market instead.
raekuul wrote: Today, 01:21 (if you look at your minimap you'll see a "barrel dot" indicating you interacted with a something there)
The dot only appears after pressing space, not when clicking objects with mouse. A curious precursor to MM8 map markers, I never quite got the intention behind it.

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Lone_Wolf
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby Lone_Wolf » Today, 14:40

I did see the dot, so there was interaction, Will go back there when I got the quest.

In mount nighon tunnel I encountered a floating eye which put my wizard asleep .
When trying to use a blue (awaken) potion on her, I got the message that person is not active .
I understand why inactive persons are not allowed to quaff potions, but this defeats the purpose of the awaken potion .
Maybe the awaken potion could act like the awaken spell and wake the whole party ?

I have started using items of taunting/jester and they do appear to work.
Could the aggro counter be made visible somewhere ?

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raekuul
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Re: Elemental Mod for MM7 -- v4.0 open beta

Unread postby raekuul » Today, 14:55

re potions - recharge and stone-to-flesh have the same problem. if you bring the potion back with you out of the backpack and focus a character who can act you'll be able to use it just fine (it'll consume the active character's turn instead of the targeted character's turn).


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