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Comment History
Karol13
Karol13 - - 24 comments @ MM7Rev4modR1 Redone

Hi,
I got the Emerald Is. Portal Key from the Dwarven King.
But it does not work when used on the well in Harmondale (all other keys do work just fine)
And I am in a bind - as the Evernmorn Island is unlocked first after I return the map to the Priest quest giver, but this dude is stuck on Emerald Island - where I just can't return back now.
Should the Emerald Is. Portal Key be used in a different way?
Or did some LUA script go haywire?

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Drakensang Fixpack v1.80 (English)

Thanx. Fair enough.
Let's hope at least the "overall speed increase" will remain. I like games a bit faster :D

Good karma+2 votes
Karol13
Karol13 - - 24 comments @ Drakensang Fixpack v1.80 (English)

How does this patch work with The Eye of the Goddess 1.1.6? Are these mutually exclusive?
Thank you.

Good karma+2 votes
Karol13
Karol13 - - 24 comments @ MM7Rev4modR1 Redone

Hi, correct, you are right. Found them all now. Thank you. Now just to decipher them.

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ MM7Rev4modR1 Redone

Quest related question:
Saints of Selinas scrolls: I have found 5, 1 from the archangel (2), one in Harmondale (1), one in Erathia (4), Tatalia, and third scroll is still missing. I assumed that the scrolls would be in Avlee and Tulerian Forest, I have searched both, killed all wyverns and water elementals, but for no avail. I am no entirely sure, but I think I have one from Tulerian Forest (near the border watch tower, where the guy with the Arcomage quest walks), that's why I assume Avlee should have the missing one. I also considered Barrow Downs as possible location, and wiped out all spiders and ghosts and travelled through the Barrows from south to north, from east to west... no matter how much I tried, I could not find it. Unless the third scroll is on Evernom Island? I still have not fully explored that one.

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ MM7Rev4modR1 Redone

Great mod!
I wonder if this MOD could be somehow combined with Merge mod
I miss two features in particular:
- Town Halls issuing Bounty, generates the target monster randomly in the active map, so my party can start hunting the monster right away.
- MM8 map notes (plus autonotes saving trainers). Despite I know MM7 by heart by now, this mod adds new quests and moved some trainers around, also has new delivery quests, so map notes would be fabulous.
Thanx

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Might and Magic Merge - Immersive Skills and Music Mod

Hi, thanks for your reply.
Thing is, that Celestial Haevens has official (original) skill chart, which is not precisely exact match compared to Merge mod.
Also, while game start (and I am making my party), only limited list of skills is shown, but when in-game, and I want to decide which of my characters should learn new skills from teachers (Perception from Tavern, Repair Item from Magical items shop...) I have to first purchase the skill and first then I can see if I can train it up to Master or GM. Having party of 5 members and not having enough gold, means a lot of saving/loading just to determine who is best dedicated for which skill.
But I have found Class Skills.txt under Data\Tables, which is not extremely easy to read, but I can see which skill has which mastery limitation for which class or class upgrade (Druid -> Elder Druid -> Arch Druid) with some extra path based on MM7 - dark vs. light (Hero / Dark Knight i.e.)
I was simply hoping that there would be something like, what you correctly describe : right-click on specific skill, and pop-up would show the list of masteries with respective colors (red, white, yellow), but with the difference, that I could 'simulate' any class with all skills (it would be smooth and fast way to prepare and plan my future party)
Now, after hours of playing, I know most classes and their skills (and masteries) by heart :D
Somehow, when one starts the world of MM8, not one class is capable getting Alchemy to GM, not even a dragon. While Celestialheavens chart shows that Dragon should be able to get Alchemy to GM.
That's why the need to have a tool, that would work with actual MM files and show actual class skills (not a tool, but the .TXT does, at least)
Well, nevermind. Thanx anyways.

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Might and Magic Merge - Immersive Skills and Music Mod

BTW, this mod could be also placed under MM8, as the Merge mod is also build over MM8 (despite it joins MM6, 7 and 8 altogether)
BTW2:
Was this tested with the Merge Master compilation? Gitlab.com

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Might and Magic Merge - Immersive Skills and Music Mod

Is there an easy way to compile a manual, that would show skills for different classes also with the future promotion potential? (Just like in the game, when a character learns a skill, we see which mastery is accessible - white, and which will be accessible after promotion - yellow, versus which mastery won't be accessible at all - red.)
I would also welcome 1st promotion vs 2nd promotion color differentiation (yellow = next promotion, orange or any non-white/non-red color = 2nd next promtion)
It would make the party planning, skills distribution and skill distribution much more easier.

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Might and Magic VII: Maestro Mod

Trying to set Deadly Swarm spell as 'quick spell' results in following error: Sound Deadly Swarm Explosion is size 13016 bytes, sound buffer is 8500 bytes.

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ MM7Rev4modR1 Redone

All works fine, just in Erathia, Rawn Talreish will drop you to OS, if you ask her about "Purple Barrel".

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Temple+ 1.0.91

Luckily I had a not so old quicksave (one hour of lost gameplay only), so I should not have been so melodramatic :)
Console, wow, I have gone through some CoD and KotB forums and there are mentions about console functions and one covers exactly this reputation issue.
I should have used non-lethal damage (bare fists i.e.), now I feel dumbfounded :D
I just had no idea that getting blessings from evil god would not allow me to talk out of such situation in Temple of good god (especially as I could lie to the evil priest that I am EVIL, while my party is mostly lawful good and my cleric has Heironeous as his diety.)
btw, is speedup() working also in KotB?

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Temple+ 1.0.91

As a followup - older save did really work, but:
After my party drops down and makes all the rolls, I cannot hire the merchant in my party right away (as the same error resurfaces)
I just have to tell him to wait, clean the dungeon and then hire him, and all works.
Anyways, I made a mistake, joined the wrong Temple, then I was attacked by the Temple priests in the Keep, and as I had no spells like daze/charm/hold person and I couldn't escape the temple, I had to fight and kill them and all Keep guards turned against me, so the game is basically lost to me :(

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Temple+ 1.0.91

That's good news.
Well, the save goes a bit way back in the progress, but still better than starting over :D
Now, when I know the problem won't reoccur, it's well worth loading it up.
Thanx.

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Temple+ 1.0.91

Sorry, my dude...
Dropbox.com

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Temple+ 1.0.91

Not sure if Temple+, or KotB problem, probably KotB, but when my party falls down the Goblin Cave (to save the merchant), game drops to OS.
Maybe not related, but my Druid had animal companion (Wolf).
I am mentioning Wolfie, because each character makes D20 roll DEX, one by one, and when it's wolfs' turn, then the game crashes.

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Keep on the Borderlands 1.0.1

Well, the guide says, that TKOTB requires more thought, yet I spoke to every NPC and traveled to the cemetery, but no driving/main quest revealed.
Either let players move freely through some interesting areas or let main quest pull them through some.
Well, I am going to use the 'secret door tool' at many more locations, so maybe the story was hidden right in the plain sight... but so far, not much fun.

ok, got further and the quests started unravel one by one.

Problem is, that in the Goblin cave (when I fall down near the merchant) the game drops to OS without error or warning. Loading autosave results in the same issue.

Good karma0 votes
Karol13
Karol13 - - 24 comments @ The Protectors modding team

Hi,

I hope The Protectors are still alive :)
If so, a humble suggestion:
- automated behavior (like 'roaming' or 'magical guardian'), one of these could be altered to "roaming converter" and/ or "roaming destroyer"
Roaming Converter : for level 5 generals or heroes -> will travel the map and auto convert all found mines.

Roaming Destroyer : same as above, but will attack, instead of convert the mines (of course, this could be available for any unit)

Thanx

Good karma+2 votes
Karol13
Karol13 - - 24 comments @ The Protectors of Etheria

About XP -> my observation
I have Win 8.1 Pro x64
I first set compatibility of The Protectors.exe to WinXP SP2
The game did run, but was somehow cranky/slower (crashes were not observed, as I did not play long enough tough...)
Then I changed the compatibility mode to Win 7... aaaan, the game works just fine (apart of some known bugs -> that I can avoid luckily)
So there might be something about it :D

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ The Protectors of Etheria

Geomancy spell : Reconstruction -> this works also on damaged mines and temples... what would not be a problem, buuuut, this spell basically creates NEW instance of such building. And each next time I cast it, yet another instance is created...
Not only this can be easily abused to create endless # of mines/temples
Not only this can be abused to BLOCK the world map with indestructible buildings
This causes the game to crash (with very high probability, as 8.7 have been pretty stable, only when I cast this spell, sometimes 3x, sometimes 15x, the game crashes... the difference between count of spell-cast may be tied with the map size and # of total buildings/units on the map.

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ Mysterious Castle 1.9 for Windows

Seems nice... why not bring it to Steam or GoG ?

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ The Protectors version 0.8.7 FULL now available

Just in case anyone cares: I resolved "not saved heroes" by removing/deleting the previous hero data file from Documents\The Protectors

That I am not happy about losing my previous hero data, is yet another story.

Good karma+1 vote
Karol13
Karol13 - - 24 comments @ The Protectors version 0.8.7 FULL now available

One question : what should I do when my heroes are not saved (meaning, that after I win one skirmish, collect items... when I start new skirmish, the game offers only "Create new hero" option)

I set the Protectors.Exe to "run as asmin" and to XP SP2 compatibility mode - no avail.

Good karma+1 vote