Interesting idea/concept for a mod, granted I've never really played a LoZ game or really sat down to play one (I don't have any Nintendo consoles :-/) but I am a casual fan of the series. A couple of questions regarding this mod and I have more than a couple to ask: first right off the bat, is this mod available on console, Xbox etc.? If it is on Xbox, how big will it be? What other mods will I need in order to download it? And for the Master sword weapon and its darker slightly less powerful brother, what kind of modification are available for it at a weapons workbench? And, this is an important question (for me at least), does this have blood effects?
I had added support for Xbox in Bethnet, keep an eye out for it. The xbox release contains the 2K textures only so it's roughly under 100mb's. It has no requirements for the Xbox release.
There are currently no modifications for either sword, I saw no point in it. I was planning to put damage modifiers on it but I'll be honest I was more than happy with how it was.
Yeah, I just found it on Bethesda.net and I already downloaded it for Xbox, but I ran into a problem when I found the Dark Master Sword and sheath, the textures were borked (all purple if that makes any sense).
Oh, okay, I guess I understand, although I would've liked the option of giving the Master Sword say a sharpened blade for adding bleeding damage (If you do add modifications, no serrated blade please, it would make the weapon look ugly).
Very good! All too often I've downloaded melee weapon mods in the past and very few of them had blood effects, so this is very good to hear :-D
And I know you've given a general location of the sacred grove, but where abouts is it exactly? Can you give me an ingame location its nearest to?
Hey, me again, ran into another problem. I updated the Xbox version of the mod and the Dark Master sword has turned invisible in my hand and Pipboy inventory. Now I think I know why, last night when I downloaded the mod and got the DMS, it was the all purple texture and when I exited/saved the game, I still had the sword in my hand, I don't how to fix it, but I felt like I should let you know that little detail and if there's any way to fix/update it.
Yeah, that was the update I downloaded, the DMS was invisible in my hand. So I deleted the mod and reinstalled and went back to the Museum of Witchcraft to look for it, it wasn't there. I searched around carefully, couldn't find it :-/
Update as of 14/06/2023, I found the sacred grove after some searching, but didn't get the quest start notification so I couldn't find the talking rock. I walked straight in the grove was wide open but there was no Master Sword in its plinth nor any plinth for that matter. Found two sleeping Deathclaws floating high in the air and no walls/structures other than the castles in the background.
I've updated the Bethnet release again, sorry for the trouble. The XB1 upload for mods sucks ass I won't lie... I can't see the contents and people can't comment to suggest what's happening.
Okay downloaded the update, but textures are all purple. Mysterious voice rock was there, but couldn't get it to talk so I couldn't start the quest. Music was there though, as were the ancient pots and rupees, but textures weren't there for them either.
Thankyou so much for the speedy response, this is really odd... I've packaged it all as instructed but it's such a nightmare there's not more control over this.
I've updated it again, hopefully the textures are fixed. If they aren't I'm not sure what to try next.
I was able to enter the grove. Currently trying to find the third Triforce Piece...
Update: Found the piece, opened the door, got the sword then promptly hit things with it.
I think you got it - there were minor issues with the 'drawing from the plinth' animation but I think that might have been a conflict with another animation mod.
Thankyou for letting me know, it's likely because the xbox conversion for it didn't work, I'll have to take a look at re-exporting it and seeing if I can get it fixed with another update :)
Hey, I downloaed the latest update. The textures for the Hylian Sacred Grove doors are back and the music is there, but I still won't get the quest start notification and Midna rock won't talk no matter what I do to interact with her. On the plus side, the Dark Master Sword is now working fine and I was able to find it in the Museum pretty easily. Some troubleshooting; is the Sacred grove meant to be done alone or can you take a companion with you? I have a companion with me currently (Hancock), so maybe that's interfering with the quest? On an unrelated note, do you take commissions by any chance? I have some ideas for weapons that I'd like to see in Fallout 4 if you're up for it :-)
Hmmm yeah that is odd others are reporting that it all works fine now so I don't know. Maybe the quest was progressed somehow and is now stuck? I'm unsure if you can access the console commands you could potentially fix it with setstage SacredGrove_Quest 10
The mod isn't built with companions as a focus but the should work perfectly fine.
As for commissions it's unlikely as I'm incredibly busy as is, especially with making weapons. Let me know what you was thinking though as I'm interested to hear.
I'll see what I can do. Maybe if I uninstall the mod and reinstall it, it might reset it.
Okay, well I have a couple ideas for weapon mods, one is somewhat lore friendly but not quite and the other isn't lore friendly. The lore friendly weapon is a Templar/Freemason sword that could be found in either one of the Churches around the map, or maybe the Boyleston Club in the Boston Commons. Just look up Templar/Freemason swords and you'll get an idea of what one looks like.
The second weapon idea is the sword Blackfyre from Game of Thrones/House of the Dragon/A Song of Ice & Fire series, so definitely not lore friendly and funnily enough I actually paid a mod author Kanjs to make the sword for Skyrim and I kinda want to expand to Fallout :-P and I was thinking that it could be the version made by Jalic Blades rather than the version seen on House of the Dragon.
Those are my ideas, let me know what you and maybe, just maybe, we can work something out :-)
I've repackaged the XB1 release and reuploaded it, try it again if you can and let me know if it works. Sorry for the trouble, I don't have anyone who can help test this at the moment. Abit of a nightmare.
Would be neat if there wa zs a unique effect where it only deals damage in combat, meaning you can't start combat with it, as a referenc to how it can't harm those who't aint evil according to Zelda lorë
Only small issues i had was that the triforce parts, the rupees & the pots don't have inventory models (world models are fine), & that the SacredGrove is one word instead of having a space between the 2 words. In addition, seems there are different ids for the rupees, ending on having duplicates of the same item (had 2 different stacks of each color regardless being the same item). Just checked with fo4edit, it seems that the ones looted in the world have different ids from the ones looted when you break a pot. Not an issue though, they are meant for selling anyway. The esp also needs some cleaning (iirc had 33 itms).
Btw does the dungeon resets (for the non-settlement version) or its a one-time thing? In case i have to save some pots for decoration purposes (workshop decoration addition in the future, alongside the rupees? ).
Again, amazing job, ty
Edit: seems that if you don't progress the quest to the point where the door opens & you gain access to the grove, it might mess the dialogs with other NPCs. Was doing the Cabot q, discovered the grove & got the quest to find a way to enter, didn't do it & traveled back to Cabot's house, got the quest for Emogene, but after that, whenever i was clicking o Deegan it was the mysterious voice responding. Same with the robot barman at Third Rail. No problems after i solved the riddle.
It seems to me an incredible mod, you can see the dedication and how well it is done. Have you thought about adding other elements such as the armor masks of the saga?
Thankyou yeah I went a little overboard with it already but I did consider adding armours them thought it would be way to overkill. I'll consider it though for future additions. :) Majora's mask as a wearable item would be amazing.
The mask would be amazing to wear and even have power effects like the original (in theory it would be possible like the Children of Ug-Qualtoth and Croos mod necklaces do) postscript: lucky that with the mod project I saw the youtube video and what you do is incredible.
This is isolated in a sense, there shouldn't be any issues but you can exclude it if you wish! Or exclude it in my mod by simply removing the script from the weapon forms. Your choice :)
It might be possible I'm not sure. If you try adding the fake one to your inventory and using commands to equip it. But that would brick the actual sword so no sorry to say,
75 comments
There are currently no modifications for either sword, I saw no point in it. I was planning to put damage modifiers on it but I'll be honest I was more than happy with how it was.
And to your last question, yes it does!
Oh, okay, I guess I understand, although I would've liked the option of giving the Master Sword say a sharpened blade for adding bleeding damage (If you do add modifications, no serrated blade please, it would make the weapon look ugly).
Very good! All too often I've downloaded melee weapon mods in the past and very few of them had blood effects, so this is very good to hear :-D
And I know you've given a general location of the sacred grove, but where abouts is it exactly? Can you give me an ingame location its nearest to?
I've updated it again, hopefully the textures are fixed. If they aren't I'm not sure what to try next.
If possible let me know how it goes :)
I was able to enter the grove. Currently trying to find the third Triforce Piece...
Update: Found the piece, opened the door, got the sword then promptly hit things with it.
I think you got it - there were minor issues with the 'drawing from the plinth' animation but I think that might have been a conflict with another animation mod.
On an unrelated note, do you take commissions by any chance? I have some ideas for weapons that I'd like to see in Fallout 4 if you're up for it :-)
The mod isn't built with companions as a focus but the should work perfectly fine.
As for commissions it's unlikely as I'm incredibly busy as is, especially with making weapons. Let me know what you was thinking though as I'm interested to hear.
Okay, well I have a couple ideas for weapon mods, one is somewhat lore friendly but not quite and the other isn't lore friendly. The lore friendly weapon is a Templar/Freemason sword that could be found in either one of the Churches around the map, or maybe the Boyleston Club in the Boston Commons. Just look up Templar/Freemason swords and you'll get an idea of what one looks like.
The second weapon idea is the sword Blackfyre from Game of Thrones/House of the Dragon/A Song of Ice & Fire series, so definitely not lore friendly and funnily enough I actually paid a mod author Kanjs to make the sword for Skyrim and I kinda want to expand to Fallout :-P and I was thinking that it could be the version made by Jalic Blades rather than the version seen on House of the Dragon.
Those are my ideas, let me know what you and maybe, just maybe, we can work something out :-)
If anyone else has had better luck, please let me know
Only small issues i had was that the triforce parts, the rupees & the pots don't have inventory models (world models are fine), & that the SacredGrove is one word instead of having a space between the 2 words.
In addition, seems there are different ids for the rupees, ending on having duplicates of the same item (had 2 different stacks of each color regardless being the same item).Just checked with fo4edit, it seems that the ones looted in the world have different ids from the ones looted when you break a pot. Not an issue though, they are meant for selling anyway.The esp also needs some cleaning (iirc had 33 itms).
Btw does the dungeon resets (for the non-settlement version) or its a one-time thing? In case i have to save some pots for decoration purposes (workshop decoration addition in the future, alongside the rupees? ).
Again, amazing job, ty
Edit: seems that if you don't progress the quest to the point where the door opens & you gain access to the grove, it might mess the dialogs with other NPCs. Was doing the Cabot q, discovered the grove & got the quest to find a way to enter, didn't do it & traveled back to Cabot's house, got the quest for Emogene, but after that, whenever i was clicking o Deegan it was the mysterious voice responding. Same with the robot barman at Third Rail. No problems after i solved the riddle.
Have you thought about adding other elements such as the armor masks of the saga?
postscript: lucky that with the mod project I saw the youtube video and what you do is incredible.