Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 05.11.2023]
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 27.12.2021]
@Rodril
Check your PM mail.
David Hernandez
Check your PM mail.
David Hernandez
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 27.12.2021]
Installed the latest version of the patch and the color of my skyboxes and rivers got a bit messed up, I wonder what could be the cause of that? I didn't have anything else installed in the folder.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 27.12.2021]
Data/breach.sprites.lod should be deleted - its content is already in mmmerge.sprites.lod.Rodril wrote:bump
Data/dwarves.icons.lod should be deleted - its content is already in mmmerge.icons.lod (with some item icons renamed).
Data/patch.icons.lod contains several images that are already in mmmerge.icons.lod (and therefore should be deleted from lod).
There should be no *.EnglishT.lod or *.EnglishD.lod in Data. (Note that default EnglishT.lod and EnglishD.lod doesn't fall into this mask.) Use *.T.lod and *.D.lod instead. To understand why: install german MM8 and Merge on top of it.
Data/patch.EnglishD.lod content is already in mmmerge.D.lod, file should be deleted. If there would be some needed content, file should be renamed to patch.D.lod.
I need some explanation about Data/patch.sprites.lod. File seems to be non needed, its content is present in mmmerge.sprites.lod.
You have lost Data/voices2.D.lod while having references to its content in Sounds.txt. Doesn't seems to be right.
You have updated ExeMods dlls without updating scripts, therefore breaking editor and probably some other stuff. Could you tell us reason for that?
(Reminder about updated sprites lods in #812)
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 27.12.2021]
I did it by accident, tested something and forgot to replace them back. Will upload new files later today, there's also important fix of hook conflict with MMPatch 2.5, which can cause crashes upon taking spell damage from monsters.
EDIT: the first post have been updated.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
@All,
Thanks for the relentless work!
Will do another run on the latest, now 4-01-2022 version.
@cthscr
What textures pack do you recommend as an add-on?
I've found Kraust's, but alas I do not know what to do with the .lwd files.
Thanks!
Thanks for the relentless work!
Will do another run on the latest, now 4-01-2022 version.
@cthscr
What textures pack do you recommend as an add-on?
I've found Kraust's, but alas I do not know what to do with the .lwd files.
Thanks!
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
Place them in the data folder and that's all.
David
Morrowind Mod link https://www.moddb.com/mods/enchanted-ho ... een-update
CCR Link https://www.nexusmods.com/mightandmight ... escription
CCR Link https://www.nexusmods.com/mightandmight ... escription
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
As DavidHer said, put them in Data, but you might also need to add starting letter bigger than 'm' (making it something like 'nkraust6.bitmaps.lwd').
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
MMPatch 2.5.4 (unlike 2.5.2) make the game to crash on like entering Castle Alamos and other maps. Artifact related code.
As a temporary solution, one can add following line to the '[Settings]' section of mm8.ini:
As a temporary solution, one can add following line to the '[Settings]' section of mm8.ini:
Code: Select all
DisableHooks=44D96C,44DD9A,4541C9,47DA26,47DAA8,497A69
-
- Leprechaun
- Posts: 3
- Joined: 05 Jan 2022
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
Hi, first of all, thanks everyone related, for their greate work.
Can any1 explain me, what happend with turning your characters into liches in M&M7 continent (Halfgild Wynac is the one giving quest)? In original game as i recall, i was able to turn characters with soul jars into liches. But now i see liches as starting characters and after completing the quest, my characters remain the same, even promotion status remain the same "Master Wizard" from M&M6 continent. What is going on?
Can any1 explain me, what happend with turning your characters into liches in M&M7 continent (Halfgild Wynac is the one giving quest)? In original game as i recall, i was able to turn characters with soul jars into liches. But now i see liches as starting characters and after completing the quest, my characters remain the same, even promotion status remain the same "Master Wizard" from M&M6 continent. What is going on?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
You can only convert Master Necromancer into Lich (or Power Lich) via promotion. To convert Master Wizard to Lich you should change your path with Enroth (MM6) NPC.
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- Leprechaun
- Posts: 3
- Joined: 05 Jan 2022
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
Hey,
Managed to increase the
ViewDistanceD3D=32000
more and the NPCs disappear (become "transparent")
Nice boost for visuals, if you play with FOV.
Found that the status bar is permanent on the MM6 (#3) UI selection:
That with default GOG+Merge+Comm and the
FloatingScreens=1
If
ShrinkStatusbar=0
Then it hides as it should.
Managed to increase the
ViewDistanceD3D=32000
more and the NPCs disappear (become "transparent")
Nice boost for visuals, if you play with FOV.
Found that the status bar is permanent on the MM6 (#3) UI selection:
That with default GOG+Merge+Comm and the
FloatingScreens=1
If
ShrinkStatusbar=0
Then it hides as it should.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
I've added hotfix to the patch (link updated). Not sure it is enough, going to inspect more.cthscr wrote: ↑05 Jan 2022, 10:27 MMPatch 2.5.4 (unlike 2.5.2) make the game to crash on like entering Castle Alamos and other maps. Artifact related code.
As a temporary solution, one can add following line to the '[Settings]' section of mm8.ini:Code: Select all
DisableHooks=44D96C,44DD9A,4541C9,47DA26,47DAA8,497A69
In Blackshire town, npcs that grant membership in light/dark guilds also have dialog topics to switch side.6666worm6666 wrote:How? What is his name, where he is?
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- Leprechaun
- Posts: 3
- Joined: 05 Jan 2022
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
Hi again,
thanks foy your help, after several failed attempts, I started all over again.
I uninstalled Might and Magic VIII Gog version
I re-installed the game
I extracted the MM678_Merged_2022_01_04.zip replacing the existing files
I extracted the MM678_Patch_2022_01_05.zip replacing the existing files
and this is what I got:
———————————————————————————————————————————————————————————————————————————————————
-----------------------------------------------------------------------------------
What am I doing wrong?
Thanks for the support
Luca
Edited to use code tag.
Pol
thanks foy your help, after several failed attempts, I started all over again.
I uninstalled Might and Magic VIII Gog version
I re-installed the game
I extracted the MM678_Merged_2022_01_04.zip replacing the existing files
I extracted the MM678_Patch_2022_01_05.zip replacing the existing files
and this is what I got:
———————————————————————————————————————————————————————————————————————————————————
Code: Select all
D:\GoG\Might and Magic 8\Scripts\General\NPCMercenaries.lua:542: array index (53) out of bounds [0, 52]
stack traceback:
[C]: in function 'error'
Scripts/Core/RSMem.lua:1342: in function '__index'
D:\GoG\Might and Magic 8\Scripts\General\NPCMercenaries.lua:542: in function 'v'
Scripts/Core/EventsList.lua:68: in function <Scripts/Core/EventsList.lua:63>
arguments of '__index':
t = (table: 0x10750c88)
a = 53
v = nil
local variables of '__index':
aorig = 53
a1 = 53
n = 53
upvalues of '__index':
ptr = nil
u4 = (table: 0x0453d500)
GetPtr = (function: 0x0453fc00)
obj = (table: 0x055f3b50)
o = 102473396
assertnum = (function: 0x0453ab98)
error = (function: 0x04485ed8)
type = (function: builtin#3)
SetLen = nil
low = 0
GetLen = (function: 0x0480b530)
lenP = nil
lenA = nil
count = 53
size = 4
_index = nil
_newindex = nil
tonumber = (function: builtin#17)
beyondLen = nil
f = (function: 0x046eed10)
format = (function: builtin#91)
sOutOfBounds = "array index (%s) out of bounds [%s, %s]"
tostring = (function: builtin#18)
tostring2 = (function: 0x0453ac00)
What am I doing wrong?
Thanks for the support
Luca
Edited to use code tag.
Pol
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
Have you started new game, or loaded previous savegame file?
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
Hi guys, just finished my run on version 2021_06_03. I've finished all 3 continents, constructed telelocator and.. I dunno what to do next, I've vaited a day in the inn, and Verdant promted me with congrats message, but how do I activate endgame quest? That's what she's telling me now:
screenshot: https://ibb.co/KGh9pcR
screenshot: https://ibb.co/KGh9pcR
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
That may be part of the problem; I would assume that your save files are looking for data that is no longer there. As a rule, don't update while you have a save game you want to complete.
Re: Might and Magic 6, 7, 8 merge based on mm8 engine. [upd. 04.01.2022]
I wish I had known earlier ...
is there a way to revert to the june or july 2021 version (I don't remember the exact month)?
or are there other solutions?
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