I tested several times with both Magic Lamps and decks of fate and could not replicate the glitch. Makes me wonder/worried that it was a freak glitch incident that the games code did. If it ever does come back up again i will be sure to make a copy of that save file and hold onto it. I did use Notepad++ just to glance over the lines of code that were mentioned in the error and i feel like it had something to do with whatever mercenary the game tried to generate in a training camp. Maybe it goofed when trying to load? Hope no one else experiences this glitch :cTemplayer wrote:LadySoulCrystal wrote: EDIT:
Unrelated, went to go boot up my game this morning and was hit with this script and then an infinite death cutscene. Earlier save loaded fine, wasn't sure if this needed to be reported as i can't make too much of the script. Looks like something is out of bounds, but what?
Code: Select all
Scripts/Core/RSMem.lua:1383: array index (0) out of bounds [0, -1] stack traceback: [C]: in function 'error' Scripts/Core/RSMem.lua:1342: in function '__index' Scripts/Core/RSMem.lua:1383: in function '__index' ...mes\Might and Magic 8\Scripts\General\NPCMercenaries.lua:578: in function 'v' Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63> arguments of '__index': t = (table: 0x2566f638) a = 0 v = nil local variables of '__index': aorig = 0 a1 = 0 n = 0 upvalues of '__index': ptr = nil u4 = (table: 0x057b5e88) GetPtr = (function: 0x057a1a18) obj = (table: 0x05a8f958) o = 12044876 assertnum = (function: 0x05770dc8) error = (function: 0x0579a080) type = (function: builtin#3) SetLen = (function: 0x05a7fde8) low = 0 GetLen = (function: 0x05a88320) lenP = 12044896 lenA = (table: 0x057a1ef0) count = 5 size = 4 _index = nil _newindex = nil tonumber = (function: builtin#17) beyondLen = nil f = (function: 0x05b0d1b8) format = (function: builtin#91) sOutOfBounds = "array index (%s) out of bounds [%s, %s]" tostring = (function: builtin#18) tostring2 = (function: 0x0579d8a8) ----------------------------------------------------------------------------------- >
Both have been added to the Bug Tracker and made into GitLab Issues:LadySoulCrystal wrote:I don't have the save anymore, (sorry about that) but i can say that before i had the issue I had used several Decks of Fate on my Master Archer who had already happened to be at 255 for her accuracy (just wanted to get them out of my inventory). Its possible i caused an overflow that only triggered when the game attempted to reload. However I can see in the code that it mentioned NPCMercenaries, which at the time i had no followers. Unless Mercenaries refers to anyone in your party, in which case I have a group of five.
I do have some saves before I dropped my Enroth items off and warped to Antigarich, so if you want me to test my Deck of Fate theory I can (same with Magic Lamp, i have some of those too)
Distorted Skybox
Infinite Death Cutscene
Testing would be very nice.![]()
Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
- LadySoulCrystal
- Leprechaun
- Posts: 13
- Joined: 11 Feb 2020
- Location: Luminous stone
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Who can become GM Light Magic? I've started in MM6. My priest has both MM6 promotions (High Priest) and can only become Light Master. Do I need the promotion quests in MM7 or 8 too to gain eligibility for GM Light?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
That is correct - you need either MM7 or MM8 Priest of Light promotion. I think.TheAnyKey wrote:Who can become GM Light Magic? I've started in MM6. My priest has both MM6 promotions (High Priest) and can only become Light Master. Do I need the promotion quests in MM7 or 8 too to gain eligibility for GM Light?
Remember, there were no ceilings for skills in MM6. Rodril solved it by High Priest being able to master both light and dark, but not GM.
All of this is in my tracker in my signature. Please check it out.
EDIT: If you do not like it, feel free to change it - it is a text table. *your installation folder*\Data\Tables\Class Skills.txt
Open via GrayFace's TxtEdit (google for a download). Find HighPriest, change the Light Magic from M to G (or do any other changes you want), save the file, open the game and load the save. Voila.
Last edited by Templayer on 16 Feb 2020, 09:10, edited 1 time in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Added to the original report on the Bug Tracker and into the GitLab Issue.LadySoulCrystal wrote: I tested several times with both Magic Lamps and decks of fate and could not replicate the glitch. Makes me wonder/worried that it was a freak glitch incident that the games code did. If it ever does come back up again i will be sure to make a copy of that save file and hold onto it. I did use Notepad++ just to glance over the lines of code that were mentioned in the error and i feel like it had something to do with whatever mercenary the game tried to generate in a training camp. Maybe it goofed when trying to load? Hope no one else experiences this glitch :c
Anything is possible.
![:P :P](/forums/images/smilies/p.gif)
Also I have modified the Credits Tracker to include more people. At this point we probably had more testers than any modern studio. Or not, since most modern AAA gaming studios consider every customer to be a betatester.
![tired :tired:](/forums/images/smilies/tired.gif)
![confused :|](/forums/images/smilies/confused.gif)
Code: Select all
Bug Catchers: Strobe, Yaknchuk, Anubis' dad, spawnsen, Draco Agariz, Xfing, Templayer, CERBOT, Phobos, Vetrinus, Flr, panjaster, Milky1988, cuthalion, zealot, Daedros, MagicIsMight, NotABroom, FacelessMaster, Klasiant, 1qwop0, Anerag, Piottor, Mozaki, Neron Darkiuss, Jesse Noland (Jessen), Treesprite17, tm317, Kaikhorus, Jaojin, justl, Roticet, Ronin, qtish, Polyhedricus, kristal, Mommyiamnotacow, fortego, fr3aksh0w, Kliff, Hawklords, Lucius, Jamesx, Crusader_bin, LupusArmis, schubi, toreadorlelder, Pixoala, Chokk, tinywhitecat, loboramdk, Jezebeth Noir, alekssandros, pheYonyx, raekuul, Andrey Boytsov, Maslyonok, ceallachserene, Thonkerton, thiefy, QuicksilverLamp, EstelRandir, UnknownHuman, darkkat, candida, LordInsane, DrDeft, Butcer, Kiruha, orzie, Arch-vile, kkkender, mimickxd, Kahooli, fanasilver, ValexAV, Jaojin, Victor Tan, Jaojin, Felix Esch, FireandCake, joanthedark, goober, Khorghakh, LadySoulCrystal, BMJedi
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
That comment is so depressingly true. Not to mention certain companies that will use modders to fix their games for them.Templayer wrote: ...
Also I have modified the Credits Tracker to include more people. At this point we probably had more testers than any modern studio. Or not, since most modern AAA gaming studios consider every customer to be a betatester.![]()
![]()
...
![smile :)](/forums/images/smilies/smile9.gif)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Or so they think, but some games are even beyond that. *cough* Fallout 76 *cough*Khorghakh wrote:That comment is so depressingly true. Not to mention certain companies that will use modders to fix their games for them.Templayer wrote: ...
Also I have modified the Credits Tracker to include more people. At this point we probably had more testers than any modern studio. Or not, since most modern AAA gaming studios consider every customer to be a betatester.![]()
![]()
...
And two of my favourite Indie studios (InXile and Obsidian) were brought by Microsoft.
![canthear :canthear:](/forums/images/smilies/canthear.gif)
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Hello everyone! Played again after a long while. It seems, with latest patch Verdant does not give any quests. Already happened twice. After some intro words she continues to "Time travel guide", "Hint", etc. without mentioning infused metal rod. Will she give the quest later? If not, it is a quite bad bug.
Anyone knows a workaround?
Save: https://drive.google.com/file/d/1IVtqaT ... sp=sharing
(just reach an empty tower and talk to her, for me she consistently does not give quest)
Anyone knows a workaround?
Save: https://drive.google.com/file/d/1IVtqaT ... sp=sharing
(just reach an empty tower and talk to her, for me she consistently does not give quest)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
OK, after very long while she gave me a connector gem and a quest for infused metal rod.
-
- Pixie
- Posts: 119
- Joined: 20 Jun 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Talk to the dark/light master teacher, they will tell you to choose the path of dark/light (for your CURRENTLY CHOSEN character),TheAnyKey wrote:Who can become GM Light Magic? I've started in MM6. My priest has both MM6 promotions (High Priest) and can only become Light Master. Do I need the promotion quests in MM7 or 8 too to gain eligibility for GM Light?
so you will eg lose all your dark spells and become eligible to light GM.
When I did it it took me FOREVER for him to understand that yes means yes, don't be discouraged if the bug is still there.
Oh, btw, when I did it I wanted sorcerer=>light and cleric=>dark, but my sorcerer knew a couple of dark spells, those were erased ALSO from my cleric - not sure if it's been fixed since.
-
- Pixie
- Posts: 119
- Joined: 20 Jun 2019
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
@templayer thank you
Btw, is there any way to query/dump to stdout info from the savegames?
I was thinking of the bug where people lost some skill, any grayface utility or something to check the level of skill X in a bunch of savegames? think
$ deepmagic -query 'lightarmor.level <= 4' *.dod
(or maybe dumping to a known format (csv, json, recutils, just human readable something) and apply existing programs)
but really, anything faster than opening the game, loading, checking, exiting, restoring an old version of a save, loop.
XXX that's just out of curiosity, I've only met that kind of bug once months ago, don't lose your sleep over it!![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
Btw, is there any way to query/dump to stdout info from the savegames?
I was thinking of the bug where people lost some skill, any grayface utility or something to check the level of skill X in a bunch of savegames? think
$ deepmagic -query 'lightarmor.level <= 4' *.dod
(or maybe dumping to a known format (csv, json, recutils, just human readable something) and apply existing programs)
but really, anything faster than opening the game, loading, checking, exiting, restoring an old version of a save, loop.
XXX that's just out of curiosity, I've only met that kind of bug once months ago, don't lose your sleep over it!
![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
The input bug should already be fixed, I think, but I do not remember anybody reporting that second thing with a Path change.eilacomeva wrote: When I did it it took me FOREVER for him to understand that yes means yes, don't be discouraged if the bug is still there.
Oh, btw, when I did it I wanted sorcerer=>light and cleric=>dark, but my sorcerer knew a couple of dark spells, those were erased ALSO from my cleric - not sure if it's been fixed since.
Added to the Bug Tracker and as an GitLab Issue.
Character allignment change also removes the opposite allignment spells from other party members (while their class stays)
EDIT:
cthscr commented on the GitLab Issue:
It's done for Game.CurrentPlayer only (if we speak about Enroth). Is it reproducible?
Last edited by Templayer on 16 Feb 2020, 21:00, edited 1 time in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
That's more of a question for cthscr.eilacomeva wrote:@templayer thank you
Btw, is there any way to query/dump to stdout info from the savegames?
I was thinking of the bug where people lost some skill, any grayface utility or something to check the level of skill X in a bunch of savegames? think
$ deepmagic -query 'lightarmor.level <= 4' *.dod
(or maybe dumping to a known format (csv, json, recutils, just human readable something) and apply existing programs)
but really, anything faster than opening the game, loading, checking, exiting, restoring an old version of a save, loop.
XXX that's just out of curiosity, I've only met that kind of bug once months ago, don't lose your sleep over it!
cthscr wrote:*Notification incoming*
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Welcome back!andrey wrote:OK, after very long while she gave me a connector gem and a quest for infused metal rod.
We now have a GitLab project, which hosts a Community Branch with community made content, and a bugfix branch for the base merge!
Community Branch README
Issues (i.e. an actual bug and suggestion tracker, with filters, priorities, search, etc.)
EDIT: The README is quite outdated at this point, the Community Branch now has a settings file so that you can toggle features.
Could you update it?cthscr wrote:*THUD*
Last edited by Templayer on 16 Feb 2020, 20:58, edited 2 times in total.
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
@Templayer, It appears that the mod creator anticipated and worked around the potential archdruid quest "bug" by simply making every night flagged as the night of a full moon. @LadySoulCrytstal is right that you can just clear the dungeon and pray at the altar on any day. So, it's not really a "bug" any more, unless you creator types just really, really want to restore the "phases of the moon" into the calendar in MM6 for the merge. As far as I can recall, it was never relevant at any time except for this one MM6 promotion quest.
Maybe it was relevant in Blackshire with the werewolf peasants inhabiting the town before completing the Lair of Wolf side quest?
Maybe it was relevant in Blackshire with the werewolf peasants inhabiting the town before completing the Lair of Wolf side quest?
"Any sufficiently advanced technology is indistinguishable from magic." - Arthur C. Clarke, "Clarke's Third Law".
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
The moon cycles of Enroth-The-Planet are 7 days each, with the full moon occurring precisely on the 15th of the month.
But you'd need to restore some form of UI for tracking the moon phase before restoring the timing requirement - with the first promotion you're outright given a list of four specific days.
But you'd need to restore some form of UI for tracking the moon phase before restoring the timing requirement - with the first promotion you're outright given a list of four specific days.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
It is not a bug per say, but it is a parity issue.BMJedi wrote:@Templayer, It appears that the mod creator anticipated and worked around the potential archdruid quest "bug" by simply making every night flagged as the night of a full moon. @LadySoulCrytstal is right that you can just clear the dungeon and pray at the altar on any day. So, it's not really a "bug" any more, unless you creator types just really, really want to restore the "phases of the moon" into the calendar in MM6 for the merge. As far as I can recall, it was never relevant at any time except for this one MM6 promotion quest.
Maybe it was relevant in Blackshire with the werewolf peasants inhabiting the town before completing the Lair of Wolf side quest?
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
raekuul wrote:The moon cycles of Enroth-The-Planet are 7 days each, with the full moon occurring precisely on the 15th of the month.
But you'd need to restore some form of UI for tracking the moon phase before restoring the timing requirement - with the first promotion you're outright given a list of four specific days.
Added to the Bug Tracker and the Issue Tracker on GitLab.BMJedi wrote:Maybe it was relevant in Blackshire with the werewolf peasants inhabiting the town before completing the Lair of Wolf side quest?
https://gitlab.com/templayer/mmmerge/issues/81
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
According to cthscr they can - Minotaur Lord as a class can master axe, but the racial skill of the Minotaur RACE is +1 to Axe.Khorghakh wrote: ...
Minotaur Lords cannot have GM axe
...
Master + 1 = Grand Master.
Is that behavior not working for you? Do you use different racial skills than base Merge (like modified mine)?
You aren't using the Minotaur and Minotaur Lord CLASSES with a RACE that isn't Minotaur? Even though that would be a hilarious explanation.
![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
![smile_teeth :D](/forums/images/smilies/smile_teeth.gif)
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Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
Eh... *coughs* I didn't realise that racial skill text thingy even existed... *coughs* So I guess all is well!Templayer wrote:According to cthscr they can - Minotaur Lord as a class can master axe, but the racial skill of the Minotaur RACE is +1 to Axe.Khorghakh wrote: ...
Minotaur Lords cannot have GM axe
...
Master + 1 = Grand Master.
Is that behavior not working for you? Do you use different racial skills than base Merge (like modified mine)?
You aren't using the Minotaur and Minotaur Lord CLASSES with a RACE that isn't Minotaur? Even though that would be a hilarious explanation.![]()
(and easily doable with the Unlocker)
Ironically it was only after I dl'd your edit and read the readme, and before I read this post, I found out about it and decided to see what it did and what you meant by "additive"... Ho hum.
Still not quite sure how it works... what does E/1/2 mean exactly?
E = Expert skill rank (which becomes +1 skill rank to any class with the skill already)?
And the numbers are + to skill level rather than skill rank?
Last edited by Khorghakh on 18 Feb 2020, 09:35, edited 1 time in total.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 22.09.2019]
First is Mastery for classes that have no access to skill.Khorghakh wrote:Still not quite sure how it works... what does E/1/2 mean exactly?
E = Expert skill rank (which becomes +1 skill rank to any class with the skill already)?
And the numbers are + to skill level rather than skill rank?
Second is bonus Mastery for classes that have access to skill.
Third is Exception (meaning no changes for those classes). Number is Class Kind (look into Class Extra.txt). If Exception isn't a number (or negative number), then it is class' SPStat oriented: I (or -1) for Intellect-based, P (or -2) for Personality-based, S (or -4) for any spellcaster, W (or -5) for zero spellpoints.
Edit: and if it's not positive number, you have to see it as "exceptional inclusion".
PS. From Scripts/Structs/RacialSkills.lua
Code: Select all
if ... Exc == -4 and SPStat == 0 or Exc == -5 and SPStat > 0
Upd: nevermind, there is common 'not' before all the second part of comparison.
Last edited by cthscr on 18 Feb 2020, 10:46, edited 3 times in total.
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