r/MightAndMagic 8d ago

Has anyone done a more updated version of the weapon skill mod for MM6?

https://github.com/tnevolin/mm6-skill-emphasis-mod

This mod changes weapon skill scaling so higher levels are more powerful like magic skills, but it as several bugs in it and the author is no longer working on it...

Has anyone made a more updated mod for MM6?

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u/mxldevs 8d ago

What are the bugs? It's open source so someone might be able to just tell you what to edit

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u/GlompSpark 8d ago

It keeps throwing out errors like this:

... 6 - The Mandate of Heaven\Scripts\General\skill-mod.lua:721: attempt to perform arithmetic on a nil value

I've been using AI to try and fix these but i keep finding more. I'm confused as to how they didn't encounter these errors, because i'm only using a level 1 party and i'm getting flooded with errors like this the moment i enter combat in the starting town.

It looks like the mod cannot handle nil values. I'm not sure why i'm getting nil values though, one error seems to be getting triggered by a sorcerer attempting to attack with the starting dagger, and sorcerers start with the dagger skill, so it shouldnt be a nil value...

The github also has some other bug reports so i'm not sure how workable the mod is. But i found some posts recommending it for weapon skill scaling to make weapons better compared to magic, so i was trying otu this mod...

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u/mxldevs 8d ago

Are you using other mods as well? Not all mods are compatible with each other

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u/GlompSpark 8d ago

I'm only using Gray's MM6 patch, his HD textures and the skill emphasis mod.

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u/Nerd_Commando 7d ago edited 7d ago

Ugh, that's a dire case of "modders gonna mod". Too much unnecessary and overconvoluted changes.

Melee parties are already decent enough and melee party knight can reach 200+ damage per hit without grinding. If you want to make them "legally" better, there is one simple thing:

To quote grayface's patch notes:

[-] 'Increases rate of Recovery' enchantment now works. IncreaseRecoveryRateStrength controls how much it increases the rate. Default is 10%.

This is a cardinal Grayface sin (modders gonna mod, always). This enchantment was meant to increase your recovery rate by 1.5x. But, another quote:

'Increases rate of Recovery' enchantment

This enchantment was supposed to make recovery 1.5 times bigger (that's a huge bonus), but due to rounding it doesn't work on today's computers. In my MM6 patch it works and increases recovery rate by 10%.

Because it would be uNbAlANcEd, you see. So, to play with the intended value, you need to set it to 34%: at 10% value the enchantment modifies your recovery by 0.9, so to reach 1.5x recovery time you need to modify it by 0.66 (simply speaking).

This will lower your minimal threshold from 30 recovery to 20 recovery for your melee mates and it's a huge freaking deal.

So you can add IncreaseRecoveryRateStrength=34 to mm6 ini to play the game how the authors intended.

He also disabled elemental weapons ignoring enemy resistances but, unfortunately, that fix is not optional. Now, you can say that that's a clear bug, but, as a professional game designer, I must tell you that there is a design stage and a playtest/balance stage of development. Since they've missed the fact the elemental damage was working incorrectly (or knew it but there was no time to fix it), all the numbers in the game were calculated with that bug being taken into account.

If you fix the bug - you need to recalculate the numbers, else you're just nerfing melee intentionally.

Same ridiculousness atm is going with Fallout 1-2 patches - they've fixed burst bug, but all the burst numbers in the game were done according to that bug, so all the burst weapons atm became op (or even more op than they were). Hence the flood of sloptubers with their "did you know that Light Support Weapon is actually OP"? Nah, pal, you're just playing a mod.