[MOD] Master Sword

Post » Tue May 17, 2011 1:38 am

The Master Sword, the blade of evils bane, has been kept hidden within a great and puzzling Dwemer labyrinth guarded by powerfully advanced steam centurians. The entrance to the labyrinth is located within the lava crater of Dagoth Ur. Sadly though, the swords power has degraded over time. Scattered across Vvardenfell are 3 shrines, the Shrine of Wisdom, Courage, and Power. With sword in hand, approach each of these shrines to once again imbue the sword with the power to repel evil. This is not the end though, for once you are a master of power, wisdom, and courage the sword will awaken to its final stage of power. At this final stage the sword is capable of firing beams of energy when at nearly full or nearly depleted health. Take care though, for if your power, wisdom, or courage (strength, intelligence, long blade) are ever drained to a level below complete mastery the sword will revert back to it's second form.

P.S. For those of you who would like a map to the shrines and through the labyrinth, Jobasha can help you.


I've made 2 versions. One where you only gain 1 point towards upgrading the sword for every level you gain, and one where you gain 2 points. In both versions you get 15 points extra right off the bat for initial upgrades (plus the normal amount per level). This means the normal version caps when you reach level 50 and the low level version caps when you reach level 25.

http://www.mediafire.com/?6g5hkc88i6zk8l6

http://www.mediafire.com/?4ducu16p1gjlune

Textures(except dwemer labyrinth textures), Model and Scripting by me.
Master Sword name and likeness are property of Nintendo.
Sword Icons created from http://rowe.deviantart.com/art/Master-Sword-Hylian-Shield-144644623
Shrine Map created from http://i721.photobucket.com/albums/ww216/SpeedyB64/TES4Vvardenfell.jpg
Beam SFX ripped and converted from Zelda 1 on NES.


Screenshots:

http://img717.imageshack.us/img717/1048/masterswordunpowered1.jpg
http://img847.imageshack.us/img847/6281/masterswordunpowered2.jpg
http://img858.imageshack.us/img858/9358/masterswordunpowered3.jpg

http://img826.imageshack.us/img826/6319/mastersword3.jpg
http://img846.imageshack.us/img846/766/mastersword1.jpg
http://img20.imageshack.us/img20/3620/mastersword2.jpg

http://img8.imageshack.us/img8/2319/masterswordempowered1.jpg
http://img853.imageshack.us/img853/975/masterswordempowered2.jpg
http://img541.imageshack.us/img541/6161/masterswordempowered3.jpg

http://img228.imageshack.us/img228/9639/masterswordbeam1.jpg

These next sword beam screenshots are just debug tests (and partially me jacking around) using the multi-shot system I put together.

P.S. Yes, they make the pew pew noise ripped straight from first zelda game.

http://img508.imageshack.us/img508/410/masterswordbeam5.jpg
http://img13.imageshack.us/img13/672/masterswordstream.jpg
http://img402.imageshack.us/img402/7734/mastersword60circle.jpg
http://img852.imageshack.us/img852/5645/deathmissiles.jpg
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Maeva
 
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Post » Tue May 17, 2011 9:39 am

I STILL can't find a way to aim the beam up or down since there is no way to return the players looking angle.
And I would be IMMEASURABLY grateful if someone were able to do something about the last thing I mentioned.

You can't. However MGE provides a function to do so, but it would mean your mod would require MGE. The function was also a bit buggy. The mod I know that made use of that function was Short Ranged Teleport or something like that. It may have been made with the old style of calling MGE functions (using pipes), I believe it has got easier since then.
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R.I.p MOmmy
 
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Post » Tue May 17, 2011 9:03 am

Beautiful. If anyone has any helpful hints on how exactly to use this function I'd appreciate it as well. Otherwise I'll have to figure it out on my own which may take a bit >_>
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Jah Allen
 
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Post » Tue May 17, 2011 3:28 am

That is probably among best models I have seen for the Master Sword. One question though. Why does it have a reflect enchantment? That doesn't seem in line with the sword, unless you are trying to mimic the whole launching magic back at the caster by swinging it thing.
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Baby K(:
 
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Post » Tue May 17, 2011 4:53 am

My friend actually JUST asked me that. here's how it went

[7:55:49 PM] =?= Se?or McBiznitch: reflect 25% on self?
[7:55:50 PM] =?= Se?or McBiznitch: why
[7:56:16 PM] Devin: u know how u play ping pong with ganon
[7:56:18 PM] Devin: thats why
[7:56:19 PM] Devin: lol
[7:56:24 PM] =?= Se?or McBiznitch: oh
[7:56:25 PM] =?= Se?or McBiznitch: wow
[7:56:30 PM] =?= Se?or McBiznitch: thats awesome, lol

Also, fun little thing about the sword beams. You know how when you fire an arrow or throw a dart at a spell it explodes and the arrow/dart is destroyed as well? well the sword beams are moving scenery so they do the same thing, except they aren't destroyed. they plow through the spell and continue on.
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CYCO JO-NATE
 
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Post » Tue May 17, 2011 12:16 am

My friend actually JUST asked me that. here's how it went

[7:55:49 PM] =?= Se?or McBiznitch: reflect 25% on self?
[7:55:50 PM] =?= Se?or McBiznitch: why
[7:56:16 PM] Devin: u know how u play ping pong with ganon
[7:56:18 PM] Devin: thats why
[7:56:19 PM] Devin: lol
[7:56:24 PM] =?= Se?or McBiznitch: oh
[7:56:25 PM] =?= Se?or McBiznitch: wow
[7:56:30 PM] =?= Se?or McBiznitch: thats awesome, lol

Ha. I see, I see.
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Haley Merkley
 
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Post » Tue May 17, 2011 1:37 am

P.S. Yes, they make the pew pew noise ripped straight from first zelda game.

In my opinion, that makes the sword automatically twice as awesome! The sword looks very good too. Really well done.
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Tracy Byworth
 
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Post » Tue May 17, 2011 12:34 pm

By the way, I released these Master Sword Resources among other stuff a LONG time ago http://www.gamesas.com/index.php?/topic/1080727-zelda-based-modder-resources-and-a-wind-waker-mirrorshield-mod The Master Sword textures I'm using right now I recently created by baking the diffuse, specular, and normal maps ( which you'll find in those resources) together in a way I thought would look good in Morrowind.
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Mimi BC
 
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Post » Tue May 17, 2011 11:46 am

Good job, looking great.
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Mariaa EM.
 
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Post » Tue May 17, 2011 2:52 am

I'm looking for suggestions as to how I should setup the upgrading of the beams. I was originally wanting to make it so the longer you hold the sword drawn back ready to fire it would build up a larger spread which would cap certain things like the speed, duration, beams fired, etc based on your stats and level and use magicka for every charged shot.. Since there is no way to check for that though, I'm wanting some suggestions as to how I should implement upgrading it.
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Mylizards Dot com
 
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Post » Tue May 17, 2011 2:30 pm

Hey, this looks awesome! :D

If you're looking for help, you might want to PM a modder here named NMZmaster.
He's done something a lot like what you're doing here with the sword beams with his "Elemental Magicka".

Here's the topic for the old version of EM:
http://www.gamesas.com/index.php?/topic/1134571-release-elemental-magicka-v10

...and here's the topic for the new version he's working on now:
http://www.gamesas.com/index.php?/topic/1168158-wip-elemental-magicka-ii

Unless you've spoken to him already, maybe he can give you some advice.
Regardless, I can't wait to see you release this.

I've always wanted a good Master Sword mod for Morrowind.
(Or any other sort of well made LoZ mod...) :)
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Lady Shocka
 
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Post » Tue May 17, 2011 12:19 am

Thanks, I'll try to get in contact with him soon. Any suggestions for what I said in the post previous to yours?
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Jaylene Brower
 
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Post » Tue May 17, 2011 5:39 am

I'm looking for suggestions as to how I should setup the upgrading of the beams. I was originally wanting to make it so the longer you hold the sword drawn back ready to fire it would build up a larger spread which would cap certain things like the speed, duration, beams fired, etc based on your stats and level and use magicka for every charged shot.. Since there is no way to check for that though, I'm wanting some suggestions as to how I should implement upgrading it.

MWSE has a xGetKeyPressed function that you could use to time how long the attack button has been held. This mod might be of use to you. It also uses MGE to draw a bar that keeps track of how much the attack is "focused", and that could be adapted to show how powered the sword is. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7607

I know nothing of MGE scripting, and very little of MWSE though, so I can't help you there.

You should be able to easily add a player->ModCurrentMagicka -20, or what ever number you want, in the same portion that makes the beams emit.
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Siidney
 
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Post » Tue May 17, 2011 12:47 am

MWSE would be very useful for that.
I would advise against making your mod rely on MGE, though.
(Not everyone can use MGE. Especially not me.) ;)

An optional MGE addon would be nice for those who can use it, though.
MWSE however, is useable by just about anyone.
(I should know, I use it anytime I play.) :)

MWSE's added script functions can handle that easily.
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Dean Ashcroft
 
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Post » Tue May 17, 2011 2:22 pm

Ah, yes, definitely make the MGE portion optional, if you do it. I didn't mean to imply that it shouldn't be.
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Yonah
 
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Post » Tue May 17, 2011 4:43 pm

Okay, I've figured out what I'm going to do. I'm going to release 3 versions. One requiring only bloodmoon and tribunal. That will be the most basic and will not have a charge function or the ability to aim the sword up or down. The next one will require MWSE and will be able to charge and possibly other stuff. The last one will require MGE and have everything the other two have, but be able to aim up and down and possibly have a charge meter displayed. I should be able to release the most basic of the three pretty soon once i implement the upgrading system.

Once I do release it though, I will expect you guys to alert me to any bugs. the best way is, once the bug happens (unless it crashes the game) open the console and type sv (which stands for show variables) and hit enter. scroll around to find all the variables starting with "swordbeam" (they should ALL be right next to each other) and take a screenshot of them. then drop the mastersword, click it while in console mode, and type sv and do the same thing for all it's variables. also provide any information about what you were doing.
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RaeAnne
 
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Post » Tue May 17, 2011 3:10 am

Okay, I've figured out what I'm going to do. I'm going to release 3 versions. One requiring only bloodmoon and tribunal. That will be the most basic and will not have a charge function or the ability to aim the sword up or down. The next one will require MWSE and will be able to charge and possibly other stuff. The last one will require MGE and have everything the other two have, but be able to aim up and down and possibly have a charge meter displayed. I should be able to release the most basic of the three pretty soon once i implement the upgrading system.


Sounds good. :)

Once I do release it though, I will expect you guys to alert me to any bugs. the best way is, once the bug happens (unless it crashes the game) open the console and type sv (which stands for show variables) and hit enter. scroll around to find all the variables starting with "swordbeam" (they should ALL be right next to each other) and take a screenshot of them. then drop the mastersword, click it while in console mode, and type sv and do the same thing for all it's variables. also provide any information about what you were doing.


Sure thing, I'll be happy to test it out for you.
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Nitol Ahmed
 
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Post » Tue May 17, 2011 10:40 am

I'm getting ready to release this. likely tomorrow. I just have a single question. Is there any way to put a "return" (like %r in oblivion) into a message box?
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Nuno Castro
 
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Post » Tue May 17, 2011 1:12 am

JUST RELEASED IT. Read the readme. You guys will want to since it contains lots of information you'll want to know. Also, don't think you'll be upgrading the sword's stats fast unless you're already a really high level. the sword caps out when you're at level 65. If you guys think 65 is too high then let me know. I chose this because I know most of you probably have a character who is already a really high level.
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adame
 
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Post » Tue May 17, 2011 11:46 am

Lots of people play in different ways.
Personally, I suggest making a "low-level" mode addon, for those who play shorter games before switching characters.
(Like I tend to do... Legion run, Telvanni run, etc.)

Or for those who deliberately keep their levels low, such as low-level speedrunners, and low-level challenge players.
For this, I recommend taking it to around 30.

I think this should be done as a seperate addon though, as some players do like to take single PCs to high levels.
Given typical playstyles, I suggest a high-level cap-off of around 50, though.

I'll have some time later today, so I'll try this out then.
Regardless, congratulations on the new release! :celebration:
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BRAD MONTGOMERY
 
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Post » Tue May 17, 2011 4:20 am

BTW, something I'm embarrassed I forgot to put in the readme, Jobasha has some maps which you'll find extremely useful. Also, I've released the two versions you suggested. Read the first post again above the download to find out what I changed.
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Bethany Watkin
 
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Post » Tue May 17, 2011 3:52 pm

Please provide feedback. I would like it if people told me if it works or if they like it atleast :(
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Leticia Hernandez
 
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Post » Tue May 17, 2011 8:22 am

After trying this out, I have to say that the sword just "feels" right.
I especially like the Zelda 1 sound effects. :)

One request, though.
In the finished version, could you also include a matching shield?
Perhaps you could place it on the ground in the dungeon, next to the sword.
(I think they would go nicely as a set.)

Also, the dungeon itself is awesome, and I had a great time figuring it out! :D
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jessica sonny
 
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Post » Tue May 17, 2011 2:07 am

I've got a shield I started on a long time ago, but only managed to make a normal map and base model for it. I'll have to texture it, clean it up, and finish the back of the shield. but it should be good enough. heres ABOUT what it looks like right now. The back has since been completed a bit more. http://chief-01.deviantart.com/gallery/#/d1crltv and http://chief-01.deviantart.com/art/Mastersword-Oblivion-Version-71395552?q=gallery%3AChief-01&qo=15

Also, everyone should re-download the sword. There were a few issues and bug fixes that I've been going over with Gaius Atrius. He's been testing for me and found a major bug where the door to the labyrinth wasn't connected to it for some obscure reason. It's all fixed and you should re-download the mod. There were also a bunch of little bug fixes here and there.
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Matt Bee
 
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Post » Tue May 17, 2011 9:08 am

Awesome. Even unfinished it looks pretty good. :)
The mod itself is shaping up pretty nicely, too. :D
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Jade MacSpade
 
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