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Might and Magic help sites

Posted: Fri May 18, 2007 10:12 am
by fable
I thought a compendium of useful link sites might help players of the games, since these are no longer current. There are a lot of dead links out there. Getting to the goods is rather hard to do, nowadays.

I've found this Might and Magic VI site extremely good for M&M VI, but frustrating. It has all the maps, dungeons, and points of interest everywhere, noted, but it loads as a single page. Don't try and print it.

Mandate Mania is an old M&M VI site, but very thorough. It also has maps that are well annotated, if not as thoroughly as the previous one. It also lists alchemy formulae, skill raising locations, and a suggested progression for quests. Good stuff.

Posted: Sat May 19, 2007 3:13 am
by Kiwi
Another long-lasting site is Redneck's Tavern

You don't want to overlook this one.

Redneck's MM6 Tavern

Or Tennesse Ernie's page.

TEF's Guide to Enroth v2.0

There is also Dave O's site, but I'll have to get back to you on that one.

(Later, in edit) Here that one is.

DaveO's Looting Lore

Posted: Sat May 19, 2007 11:00 am
by DaveO
I am getting close to updating my Web page after a long neglect of the page. I will be adding Sacred Single Player exported characters played up to level 50 for other people to try them if they wish. I'll also do some link and minor site changes(links to previous and home page on all pages, and providing more up-to-date M&M DOS emulation sites).

Posted: Sat May 19, 2007 2:52 pm
by fable
Nice ot here it, DaveO. Thanks for helping the community out. :)

You may want to include a 1.1 executable for M&MVI. As I recall, the 1.2 patch solves a lot of problems, but creates 2, both involving entry to places that are locked when they shouldn't be. You may want to place a 1.1 executable up on your site, the idea being that the player can swap it out for 1.2 until they get past the "dead point," then save, exit, and put their 1.2 executable back in place.

Posted: Sun May 20, 2007 6:17 am
by DaveO
Fable, if you scroll down on my Web page there is a 1.1 .EXE file I have listed on a hyperlink. It's been there since the 1.2 bug was discovered. I'll be adding pointer links to Mok's M&M patches for 6-8, so it should be within the next few weeks when I update the page.

P.S. - Thank you for the kind words. I enjoy helping out the 'old schooler' gamers that enjoy the DOS M&M games, and am quite passionate about enjoying my gaming experiences and helping to share them with others.

Posted: Sun May 20, 2007 7:09 am
by fable
DaveO wrote:Fable, if you scroll down on my Web page there is a 1.1 .EXE file I have listed on a hyperlink. It's been there since the 1.2 bug was discovered. I'll be adding pointer links to Mok's M&M patches for 6-8, so it should be within the next few weeks when I update the page.
You're quite right, and I don't see how I could have missed it, before. Kudos to you for having that.
P.S. - Thank you for the kind words. I enjoy helping out the 'old schooler' gamers that enjoy the DOS M&M games, and am quite passionate about enjoying my gaming experiences and helping to share them with others.
We share a common purpose, what with GameBanshee and all. ;)

Posted: Sun May 20, 2007 9:29 am
by DaveO
MM6 was by far the most finicky in terms of patching to 1.2

My Limited Edition copy requires a certain process, the regular MM6 program still was bugged in version 1.2 until Mok's patches. Right now there's been a surge of interest in modifying the MM6 thru MM8 games, so maybe there will be somebody out there who will provide the equivalent of Team Gizka's work on KotoR 2.

Posted: Fri Feb 19, 2010 8:00 pm
by fable
DaveO--or really, anybody--is there a patch/tweak out there for M&M VI that lets you add and change map markers? I always liked that feature in M&M VII and VIII, and regretted it didn't show up, earlier.

Posted: Fri Feb 19, 2010 10:09 pm
by DaveO
Possibly one of the GrayFace patches adds map markers, but I don't know much about those yet. I've only learned of them recently. From looking at the patch info below, it looks like the answer is no. :(

Don't use the Mok patches for the GoG version. GrayFace is the better path since it does not add a CD check.


New in version 1.8:
[+] Stereo MP3 support.
[+] DataFiles lookup can now be disabled. (DataFiles option)
[-] Removed buggy character switching amoung slots with Ctrl + click.

Other changes:
[+] Multiple Quick Saves. (see below for details)
[+] You can change controls. (see below for details)
[+] F2 toggles Double Speed mode. DoubleSpeedKey option controls the key.
[+] TurnSpeedNormal and TurnSpeedDouble options control speed of smooth turning. Default is 100% for normal speed and 120% for double speed.
[+] PlayMP3 option lets you play MP3 files instead of CDAudio. Default is 0 (disabled). (see below for details)
[+] MusicLoopsCount option controls loops count of music. Set it to 0 for infinite loop.
[+] InventoryKey option lets you open character's inventory screen by pressing 'I' instead of clicking a character portrait. Set it to 0 to disable.
[+] ToggleCharacterScreenKey opens or closes character screen. The default key is '~'. Set it to 0 to disable.
[+] FreeTabInInventory lets you select dead characters by Tab key while in character screen. Default is 1 (enabled).
[+] Recovery Time value is displayed in Attack and Shoot descriptions.
[+] No Death Movie option makes your death quicker by disabling the movie. Default is 0 (disabled).
[+] When you right click on character's experience it shows level to which the character can train and experience needed to train to level after that. Just like in MM7 and MM8.
[+] ReputationNumber shows numerical reputation value together with category name. Default is 1 (enabled).
[+] NoCD option. Default is 1 (enabled). Note that it works only if Anims folder of the game contains both video files in it.
[+] HorsemanSpeakTime and BoatmanSpeakTime options control time needed for horseman or boatman to say "Let's go" before new map starts loading.
[+] Extracted files from icons.lod (except pictures) are loaded from DataFiles folder. Useful for modders. (see below for details)
[+] Loads all .dll files from ExeMods directory (this is used by MMExtension and you can use it to add your patch).
[+] Improved errors reporting. (see below)
[+] BlasterRecovery option controls minimal blasdter recovery time. Default is 5. Game default was 0.
[-] MSS32.dll bugs fixed by using a newer version of it. The bugs are: With original version the game didn't run on some systems producing SHRINKER.ERR file with "Pager initialisation error 2" in it. With version from Mok's patch the game could hang when you enter lords' castles or a movie show up.
[-] You could drink from fountains multiple times if all party members are inactive.
[-] You could attack with inactive party members.
[-] FixDualWeaponsRecovery fixes wrong recovery time calculation for characters wielding a weapon in second hand. Dual-wielding was useless before the fix due to doubled recovery time. After the fix it works as in MM7 and MM8.
[-] Now all sounds are stopped when MM6 is deactivated.
[-] AlwaysRun effects turning in turn-based mode now.
[-] Town Portal pauses the game now.
[-] Now you can have gaps between save slots. Save and Load would target the same slot anyway.
[-] Walk Sound disappearing problem fixed.
[-] No need to set compatibility on Win XP anymore.
[-] Some scrolls were endless if you use them on paper doll in turn-based mode.
[-] Inactive characters could use scrolls.
[-] When using a scroll by right click on a character portrait target was chosen automatically. Thus, scrolls like Stone to Flash couldn't be used that way.
[-] Now scrolls sets the game on pause when used on paper doll. This also disallows picking up items while choosing spell target.
[-] Improved Angel's Bootlag Bay circus fix. It didn't work in some circumstances.
[-] One of circus buildings in Bootlag Bay didn't have an entrance texture.
[-] 'Increases rate of Recovery' enchantement now works. IncreaseRecoveryRateStrength controls how much it increases the rate. Default is 10%.
[-] Fixed a game bug which could cause a crash on game start.
[-] Turn-based turn used to take twice as much time as it should.
[-] Smack video volume used to be loud no metter what Sound Volume you set.
[-] Now items that didn't fit into a chest appear in it when you free space for them and reopen the chest. (FixChests option)
[*] Added Smuggler's Guild in Free Haven. It was planned by MM6 developers, but not included in the map file.
[*] Newer versions of MSS32.dll and Smackw32.dll are used always.

Changes by Angel <mailto:angeldeath29@mail.ru> (??????? (Angel Death's page))
[-] Bootlag Bay circus fixed.

Changes of Mok's patch:
[+] AlwaysRun option enables running. If you press Shift you'll walk. Default is 1 (enabled). Always disabled before the patch.
[+] Caps Lock key will toggle running/walking if CapsLockToggleRun option is 1. Default is 0 (disabled). (the option to control this was added in GrayFace Patch).
[+] FlipOnExit option turns your party when you exit a building. Default is 0 (disabled). Always enabled before the patch.
[+] LoudMusic option sets the maximum volume of in-game CD Music to maximum of your normal Windows CD Audio Volume Slider. Normally the game sets it to half the volume which is too quiet for some setups. Default is 0 (disabled). Always disabled before the patch.
[-] Fixed broken doors in Shadow Guild and Kriegspire Castle.
[-] Fixed shield and armor recovery (Thanks to Mike Kienenberger for the fix).
[-] Fixed CD Audio initialization. Music will play even if CD2 isn't in the first CD-ROM drive in your system.
[-] Buggy harddrive free space check removed.

Posted: Fri Feb 19, 2010 10:12 pm
by fable
Ah, well. Thanks for changing, though. Appreciated. I was feeling a kind of draw to the later M&M games, and I've just played VII and VIII too much. Won't touch IX. Too much pride. ;)

Posted: Fri Feb 19, 2010 10:15 pm
by DaveO
If it's any consolation, I'll be playing MM8 and work backwards around the end of March for a video compilation.

Posted: Sun Dec 19, 2010 4:28 am
by GawainBS
I read in a thread here that the GoG version of MMVI still needs a patch, but I forgot which one. I can't find the thread again. Can you please them me if it was Mok's Patch, GreySomething's patch, or another one?

Thanks in advance!

Posted: Sun Dec 19, 2010 2:03 pm
by DaveO
The GoG version needs the GreyFace patch. Mok's will request CD #2 which does not exist for a digital download. You can get the latest GreyFace patch from the site below, but please note that there are some gameplay changes.

Might and Magic - Sergey Rozhenko aka GrayFace Homepage


For the original Mok patches, the TELP Taverns have them hosted at the following location:

http://chlala.dk/mightandmagic/Mok/

Posted: Sun Dec 19, 2010 2:23 pm
by GawainBS
Thanks for the reply!

Posted: Tue Mar 22, 2011 12:48 pm
by DaveO
Updated my Might & Magic Web page

I was thinking of adding the patches thru Media Store and Share, but I found out that the personal Webspace has 20 megabytes of storage. I went ahead and added the Mok and GreyFace patches along with 3DO's MM9 1.0 to 1.2 patch. I added the TELP unofficial MM9 1.2 to 1.3 patch as well.

My Web page is located at:
DaveO's Looting Lore and Sacred Underworld Single Player site

Posted: Tue Mar 22, 2011 2:31 pm
by GawainBS
Thanks for the update!

Posted: Wed Mar 30, 2011 2:12 am
by galraen
It's here.

Posted: Wed Mar 30, 2011 6:47 am
by DaveO
The GoG version of MM6 will only accept the GreyFace patch. Attempting to apply the Mok patch prompts for CD #2. Mok's will work for the retail version.

Posted: Wed Jul 20, 2011 7:49 am
by DaveO
New GrayFace patches are available at his site at Might and Magic - Sergey Rozhenko aka GrayFace Homepage

Posted: Wed Jul 20, 2011 8:16 am
by galraen
Thanks DaveO, good of you to post the link, it's now bookmarked.