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Existing mods collection

Posted: Sun May 10, 2020 4:21 pm
by Dominus
This topic is about collecting all available mods and give some brief explanations about them. To tha goal we added a section to our download page called "Third party Mod archive".
The aim is to keep old and unmaintained mods and patches around before they get lost by internet bit rot.


Mods still in development with/without releases:

Black Gate Keyring
by Marzo
http://exult.info/seventowers/downloads ... n=0&page=1
The Black Gate Keyring mod started out with the intent to add the Serpent Isle: Silver Seed keyring to an Ultima VII: The Black Gate game. But simply adding the keyring without any sort of quest was out of the question; so I added a quest to gain the keyring. Then came the shrines and the Codex. And so on (including a rollable carpet).


Serpent Isle Fixes
by Marzo
http://exult.info/seventowers/downloads ... n=0&page=2
The Serpent Isle Fixes Mod is meant to correct several plot bugs present in the original Serpent Isle and Serpent Isle: Silver Seed games. Fixes include the healing of Cantra, the infamous pillars in Serpent's Fang Keep which teleported you to the Test of Purity and many, many others.
Recently KnightCaptain added a lot of additional fixes.


SourceForge Island
by the Exult team
SF Island was one of the first patches made and was supposed to show off what you can do with Exult Studio and custom usecode. It's still a nice little mod with some of the Exult team making an appearance.
To be found on our downloads page


Glimmerscape
by Donfrow
Glimmerscape is a mod that I started around 2006 or so when I learned about Exult. There was no planning or gameplay in mind when it was started; the entire idea of it was just me making a new city and building conversation trees in the existing Serpent Isle world. As time progressed I added more cities and more conversations, and tried to make it more “game-like” by adding an overarching plot and mini quests in many areas. This eventually led to me completely gutting any Serpent Isle related story-line/plot.

Much of the content was made at different times when I had an idea pop into my head. I have tried to connect all related areas enough to have some sort of cohesive storyline for playability. There are areas where you can travel that have zero impact on the overall story line. Hensall is an example of this; if you follow the main storyline there is never a reason to visit this location. What I have tried to do is at least make any non-core area have something interesting within it.

Download the latest version (March 2017) from our downloads page


The Ultima VI Remake for Exult
by AgentOrangeGuy and his team
http://www.ultima6.realmofultima.com
https://facebook.com/Ultima-VI-The-Fals ... 6836142464
The goal of this project is to update U6 using U7 graphics and Exult engine, for those of us who aren’t into the 3D feel of the Ultimas. It has been something I always wished I could do, long before Exult came into being, but now it is possible. This conversion will stay true to the original game but update the storyline a bit to reflect the warlike atmosphere, new npcs to help tie in loose ends or create new sidequests, and elaborate on things in game that wasn’t possible with the Ultima 6 engine.

No release, yet!


Ultima - The Savage Empire Remake for Exult
by William Scott Franklin
https://facebook.com/Ultima-The-Savage- ... 811954890/
I started this project a few years ago (2006!), and have worked on it sporadically.
The idea, like other Ultima remakes and similar projects (such as Lazarus, for example), is to keep Ultima alive, and to introduce new people to older classics!
Another idea of The Savage Empire Remake is to retain most of the original story, expand upon it, and add new things to see and explore. I am aiming to bring the classic game up to Ultima VII's gameplay and vision.

No release, yet!


The Conquests of Chaos
By KnightCaptain
https://github.com/KnightCaptain/conquests
An ambitious mod to recreate the cut plot of Serpent Isle, of how the three (stooges) banes destroyed the cities of Serpent Isle.
No download or files in the Git repositry, yet



Other patches and mods
These are not deprecated and should work without problems. You can also mix them with existing mods and patches with some care.
All found on our download page


Alternate font based on Kanto
enhanced by Dominus for all official releases and Sir John fixed the kerning and line spacing.
see http://exult.info/forum/viewtopic.php?p ... 5#p1711205


Size patch
by Malignant Manor
increases the size of some shapes - ideal for smaller screens


SI BG Merge
by Malignant Manor
This has BG shapes imported into SI. There are 277 shapes added as of now with a few SI repeats to use for BG usecode functions.

Information at http://exult.info/forum/viewtopic.php?p=266682#p266682
Download last version (6.9 or rather 0.6.9) http://exult.info/snapshots/si_bg_merge_ver_6.9.zip


Marzo's Avatar Pack
see http://exult.info/seventowers/downloads ... n=0&page=3


Newton Dragon's GM patches
Changes all the music from the intro and menu and game music into General
MIDI and GS compatable sequences. It also changes a few sound effects from
the game if you have a GS synth.
Repackaged as mods for Exult (by Marzo)



Deprecated mods:
All these are not 100% compatible anymore with current Exult. The biggest hurdle is that their usecode was compiled with old ucc and that doesn't work well with Exult anymore. When you play those mods you may experience situations when the game seems to stop. For example when the Mayor of Trinsic approaches you. Clicking the mouse once (left or right) might help at that point to make the conversation start.
At other times the mods might crash Exult :(
To play them, unzip and drop the files into FoV's mods folder and select the mod from the Exult main menu.


Ultima 6 conversion
by Mike Fictiti0us
This is NOT the Ultima 6 remake by Agent Orange Guy. See http://exult.info/forum/viewtopic.php?p=25755#p25755 . It requires FoV.
In the future I plan to investigate its shapes.vga so it only adds/patches in new shapes.
Unfortunately it doesn't came with the usecode source files.
So far I had no luck in contacting the author.


Matthew Johnston's unnamed mod
see http://mailmaker.tripod.com/u7mod/index.html and http://exult.info/forum/viewtopic.php?p ... 9#p1715219 .
It doesn't have a real name and requires FoV.
I repackaged the shapes.vga and included a pdf of the webpage for safekeeping.
It does contain the usecode source so someone might take a stab at making it work with current ucc.
So far I had no luck in contacting the author.


Quests and Interactions
by Alun Bestor,version 0.6beta
The foundation of many mods and the BG Keyring mod.
It comes with usecode sources and thus someone can take a stab at making it compatible again.
Alun Bestor gave me his permission to host this mod on our download page.


The Feudal Lands
by Wizardry Dragon (requires FoV)
Linking the Feudal Lands project page on SourceForge. Go to files and download it from there https://sourceforge.net/projects/u7feudallands/



Probably another thing to archive properly are the various fan translations. Let's see if I can find them all :)

Re: Existing mods collection

Posted: Sun May 10, 2020 4:24 pm
by Dominus
More information on Newton Dragon's GM patch:
--Ultima VII: The Black Gate/Forge of Virtue General MIDI music support--
V1.1

o What Thou needest:
A general MIDI (preferably GS compatable) synthesizer running on a MPU-401
compatable interface.

o What it does:
Changes all the music from the intro and menu and game music into General
MIDI and GS compatable sequences. It also changes a few sound effects from
the game if you have a GS synth.

o What it does not do:
It does not change the majority of the sound effects to sound correctly
(It probably would be better if you turn the non-midifile sound effects off
completely).
It does not change the music & sound in the endgame sequence.
It does not create world peace.

o How wilt thy set it up:

After unzipping the contents of the .ZIP file into a directory type:
setupgm C:\u7
(Where c:\u7 is the directory where Ultima 7 resides)
You must run Ultima 7 install program and MAKE SURE that your
music sound card is set to Roland MT-32/LAPC-1.
Then run Ultima 7, and enjoy, and then visit the Ultima Dragons home page
http://www.udic.org (or the Ultima info page: http://www.udic.org/ultima)!

--- Notes ---
Unbelievable, people will do darned near anything when a new Ultima hasn't
come out in a while .

After converting music files from Ultima 6, 7.5, and the underworlds
I thought it would be a good challenge that others could enjoy to convert
the native Ultima 7 music and sound effects into General MIDI, so people
could hear it correctly on the new wavetable music cards. I once had a
Roland LAPC-1 and enjoyed the quality of the music & sound effects in The
Black Gate and I thought others would like better music than FM synthesis.
I've been an Ultima fan since Ultima I, and even liked Pagan (patched of
course).

What you see here is what I accomplished. It is music only (excepting a few
sound effects in the rain/wind/shipyards/caverns). I tried to change the
sound effects, but found that Ultima 7 has them embedded within the program
executable itself or in the Usecode, which I did not touch. This is
dissapointing because I had came up with quite a few good GM/GS sound effects
that could have been used in U7. The reason Ultima 7's sound effects are
incorrect on GM wavetable cards is the fact that it uses some commands unique
to a true Roland MT-32 or LAPC-1 that are not found anywhere else to change
the sounds. (I could have done a really great job if the sound effects were
digitized--but alas...)

I also attempted to change the Endgame's music and sound effects, but it uses
an OLD version of John Miles' AIL library, and my newer MIDIFORM program does
not seem to create the correct multisequence XMI files that the endgame needs.
If anyone (from inside or outside Origin) knows how to change the sound
effects in the game, I'd really like to know.

Also, as a bonus, I threw in the MIDI files from the introduction and endgame,
credits, quotes, and menu screens because I haven't seen them anywhere else.
I hope you enjoy these files, and don't forget to turn the sound effects off
in the options menu (press s), otherwise you may get some weird--unintended--
effects. Again, anyone who has info on how to change these I'd be in much
gratitude.

These files have been edited from scratch, I used no prior MIDI file
collection in editing the music. The sound effects, rain and wind,
will only play correctly on a GS synthesizer (it will sound like ocean waves
on non-GS synthesizers)

What I have in audio equipment is: Roland SCC-1 and a Soundblaster AWE-32,
I know that people with SBAWE32s probably wont be able to run U7 in GM mode
because of the huge TSR it needs to emulate MIDI. (However, its a great
excuse to get the Roland SCD-15 Daughterboard--make sure its a SCD15!) All
this on a Pentium 133 (Moslo moslo moslo) and Windows '95.

I didn't do all of this manually, thank goodness, as I wrote some barely
functioning programs to do the lion's share of the conversion and file
flexing. For part of the conversions, I used mttogm12, a program that
converts MT-32 music files to GM music files that I wrote about three years
ago. After that, I manually changed and added effects and a bit of
percussion, and other changes in Cakewalk Pro for Windows and with my MIDI
keyboard. It really wasn't too difficult, and took only about an hour or so
of my time each day over about a week to complete.

Now on to work on the Serpent Isle--this one is all JM's AIL stuff and makes
it more complicated.

Don't forget to check out the Ultima Dragons at the web page:
http://www.udic.org
Or THE definative Ultima web page at:
http://www.udic.org/ultima
Or THE Ultima newsgroup: alt.games.ultima-dragons
See what Origin is doing at: http://www.ea.com/origin.html

Disclaimer:
I do not work for Origin-yet? (I'm a beach bum going to school in Florida who
spends entirely too much time on this kind of crap) so whatever you do, do
not bug their customer support if you are using these files on Ultima 7--
bug me or post to the alt.games.ultima-dragons newsgroup.

Re: Existing mods collection

Posted: Mon May 11, 2020 10:20 am
by i30817
I've said it before, if more of these projects were in github repositories with compilation makefiles, they'd be better available to users.

Re: Existing mods collection

Posted: Mon May 11, 2020 11:36 am
by Dominus
Yes!
At least the effort to collect them on our downloads page is a good start.

Re: Existing mods collection

Posted: Mon Nov 22, 2021 8:02 am
by r_h_o_n_a
Just wondering, is there a recent update on the status of KnightCaptain's Conquests of Chaos mod for Serpent Isle? In large part I'm asking because I've been working on a translation/mod effort for SI for a couple of years and would like to include reworkings and reconstructions of many unused elements from the original usecode, but I'm definitely less experienced than KnightCaptain and am just hoping to make sure I'm not doubling up on work that's already been done by someone with more skill.

Re: Existing mods collection

Posted: Mon Nov 22, 2021 9:05 pm
by Dominus
AFAIK he did not work on this in a long time :(