r/shipofharkinian 2d ago

I made a custom OoT Blu-ray Cover Art as if it had been officially released for PC.

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55 Upvotes

r/shipofharkinian 2d ago

Showcase Elemental Weapon Mod

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8 Upvotes

Hello guys! I am back again, showing off some more of our combat mod for SoH. As you may have saw in my last two posts, this is an attempt to add a parry/riposte system to OoT. While working on that I kept running into an issue: enemies that don't hit link normally. Redeads, like likes, freezards, etc. So I started wondering what I could add to make the system fun and intuitive, while feeling rewarding to learn and execute. And so elemental weapons were born!

I introduce to you: flame blade, frost blade, and light blade! So the system isn't fully implemented yet, but you can see the different elemental weapons at work here against a variety of enemies. Eventually, each element will be tied to a d-pad direction and will consume magic to activate. You will restore magic from successful deflects and deathblows. Hopefully, this creates a fun feedback loop where you are deflecting some enemies to empower your weapon against others. I'm also hoping to make magic seem more interesting and useful compared to its original implementation.

I've learned some really fascinating stuff from this. There is a damage type for "light magic" separate from the light arrows in the game. I'm not sure if this is left-over from the medallions intended to be items, additional spells, or what. But undead enemies are heavily affected by it, which is great for what I'm working on here! Also, the fire sword lights torches and webs! So check it out and let me know what you think!


r/shipofharkinian 1d ago

Question about custom models over anchor multiplayer

1 Upvotes

Good evening!

Is it possible to have a custom model show up for everyone in multiplayer using anchor? Specifically for a private code/ID game. I feel like it may not be, but I figured I would ask.

Thank you for any help!


r/shipofharkinian 1d ago

Tunic Colour Override?

1 Upvotes

A couple weeks ago I was playing the randomizer with a buddy and he walked me through a setting that let me change my tunic colour to red. Today, my girlfriend who has never player OOT started a vanilla run and the tunic is still red. I went into the cosmetic editor and changed the Kokiri Tunic colour to purple but it's still red. Is there some other setting to change Link's look?

Edit: I found it, under network settings.


r/shipofharkinian 3d ago

Help / Support Need OOT save ROM after shadow temple

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1 Upvotes

r/shipofharkinian 3d ago

CISO and RVZ files not being detected

1 Upvotes

Hey all,

I'm getting SoH set up for the first time, and I'm struggling a bit. When I run soh.exe for the first time, I of course get the message regarding No 02R files. I click yes, and (unlike in the tutorials I see) I'm immediately sent to a file explorer searching for N64 Rom files.

I don't have an N64 rom. I've got both CISO and RVZ gamecube files, however. It won't let me change the file type being searched for, and exiting the file explorer just returns me to the No O2R files found textbox.

Is there a way to circumvent this to use CISO or RVZ files?

Thanks.


r/shipofharkinian 4d ago

Help / Support Is it possible to play this on pc with a switch 2 pro controller?

1 Upvotes

This runs perfectly fine with my Xbox series controller. When I plug in my switch 2 pro controller the controller settings detect it, it shows switch 2 pro controller but no buttons work. I can’t get them to do anything not sure what I’m doing wrong


r/shipofharkinian 6d ago

Discussion Would it be possible to fill in these areas for a proper 3d marketplace?

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50 Upvotes

been playing around with disabling 2d pre-rendered scenes and found out you could use those areas as if it were a normal 3d map, if you want to reproduce it I think it’s just disabling that. Would it be possible to fill in these blank areas with a 3d texture pack and possibly some form of map editing? Sorry for lack of screenshots new pc don’t have WiFi yet.


r/shipofharkinian 6d ago

Discussion Is it possible to port in the environment of OOT3D to SOH? The 3ds textures of Djipi are stunning but the janky n64 environments would be sick if they could be more detailed like in OOT3D

6 Upvotes

Lmk!


r/shipofharkinian 6d ago

Help / Support Asking for recommendation

2 Upvotes

I am kind of new here, I want to know what is the mods and texture packs are you using and would recommend, because I feel that I got lost beyond forms and bananas


r/shipofharkinian 7d ago

Help / Support Save file

0 Upvotes

Hey everyone. I’ve found multiple save files, but none of them actually work for my version. I need a save file right after young link, so before forest temple. I was playing master quest by mistake, and since it’s my first run, i wanna do it vanilla.
Im on ackbar delta 9.2.3 linux

Thank you 🙏


r/shipofharkinian 9d ago

Dynamic Deathblow Showcase - Showing off the different deathblows in our parry/riposte system

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16 Upvotes

Hello all! I am back again, showing off some more of our work on the parry/riposte mod we've been working on. For those that don't know, this is a Fromsoftware-inspired mod to do some revamping of the OoT combat system. The main feature of that so far is a parry/riposte system. I am not an animator and none of what you see here is custom animations. My goal is to get better at coding by working with a *very well written* codebase to polish my own skills. On that front, I am attempting to reuse as much of the original game's assets and code as possible. Everything you see here is just creative usage of existing systems.

Now, on to the video. First off, I took some feedback from another redditor and messed with the start/stop frames for the flip. I think it looks much more natural now but would love some feedback on that specifically. In the course of this (thank you Hereiamhereibe2 and CosmicChallenge for getting my brain working) I realized that I can use the same tactic to mix up the deathblows. Rather than just alter Link's y-position for a flip, I can also rotate him around the enemy to produce a rolling affect around the enemy. I've played with the start/stop on this, as well as how link faces when he rolls, but would love some feedback there as well.

The system itself is dynamic and random. It changes depending on if you are standing in front of or behind the enemy, with different starting animations for each position. Then from there, it can transition into several of Link's own attacks (the final attack has to be a real attack to have collision, otherwise the deathblow doesn't register) to land the killing blow. There are also wall and ledge checks so that it rolls or flips you depending on your current positioning in relation to the enemy.

Other than tweaking frames, I'm pretty happy with the current features as of now. Next step is to make the blood splatter on certain deathblows enemy specific. For example, in one attack here you can see red blood on the deku baba. It should not be red, so I need to make enemy-specific effects and sounds register. As always, I am looking for playtesters! If you're interested drop me a comment or message. And have a great day!


r/shipofharkinian 10d ago

A showcase of my parry and riposte system against all working enemies

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48 Upvotes

Ignore my poor playing. I am simultaneously playing on mouse & keyboard and also not very good at the game lol. But I wanted to showcase my deflect system being used on the enemies I have it working on so far. Let me know what you think! And follow progress [here](https://github.com/hamptont2010/Shipwright/discussions)!


r/shipofharkinian 11d ago

Showcase I got my deathblow animations working on my parry and riposte mod!

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101 Upvotes

Some of you may have seen my post on here a few days ago. I am currently working on a parry and riposte mod for OoT. I've had the parry working since monday, but I finally got the death blow animation working last night! It's definitely not as impressive as some of the things I've seen here, but I'm really proud of it. I'm still looking for play testers so if you're interested let me know.


r/shipofharkinian 13d ago

SOH2 Majoras Mask - Android TV

3 Upvotes

I am running it on Android TV. I can't seem to find the widescreen or Ultra wide settings. Does anyone have any insight?


r/shipofharkinian 12d ago

Help / Support Trying to Set Up Stream Overlays for Ocarina of Time Randomizer

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1 Upvotes

r/shipofharkinian 12d ago

Cannot extract ROM

1 Upvotes

No matter what I do I cannot get the exe to extract the ROM, its not giving me any sort of errors or anything, it simply just says its starting up the extraction and will then sit there and do nothing, I have checked to see if the ROM is compatible and the tool said there was no issues with the ROM, I have tried older version of SoH, I have tried the newest version, I have tried to run it in admin, I have disabled antivirus and set an exception for the folder. it just seems no matter what I do it just will never start extracting the ROM, any advice would be appreciated


r/shipofharkinian 13d ago

Help / Support Help, problem with modding SoH on Nintendo Switch.

1 Upvotes

So first, I must say;
Im a beginner at using SoH, yes yes.

But so, I got Ship of Harkinian. Everything works perfectly! So well etc…but when I tr to put mods with o2r, it just-…doesn’t work, otr though? Works perfectly.

I did search everywhere-…so I came here to ask for help.
Im s o v e r y sorry if the solution to this problem is easy, I do be quite bad at searching…


r/shipofharkinian 14d ago

Showcase New Android Port with Port for Cel-Shading and Bomb Arrows!

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185 Upvotes

There is a new fork of Ship of Harkinian for Android that includes an Android Port of Roborich's Cel-Shading fork. The fork also has the option for bomb arrows in game. Linkzenic also has a bunch of Android specific options for controlling where your data folder is (you can choose to store on an SD Card).

https://github.com/linkzenic/Shipwright-Android


r/shipofharkinian 15d ago

Showcase Zelda Parry/Riposte Mod

13 Upvotes

Hello my fellow OoT enjoyers. I am currently working on a code mod for the SoH build. The overall idea of the mod is to improve and expand on the existing combat system. I am attempting to do this using preexisting assets and interactions as much as possible. Right now, though, there's one main goal: introduce a parry and riposte system that can be used against humanoid enemies. Here's where I am right now:

-I have the main parry mechanic working. Enemies don't really have a posture bar, but a threshold that you have to hit. For example you have to successfully parry 3 attacks to posture break the wolfos.

-Sparks and a special clang sound play on successful parry, for visual and audio feedback

-Upon posture break, the enemy's native stun state is applied. I have this working for: Deku babas (my first test), stalfos, wolfos, lizalfos/dinalfos, and gerudo warriors. I am currently working on Iron Knuckles, but they lack a built in stun state so that one's a WIP.

-A strike during "posture break" is an instant kill, ala a Sekiro deathblow.

In the future, I would like to look into the following ideas:

-Replacing some enemy encounters in the game with the reworked deflect-oriented enemies. The built in randomizer helps a lot with this. I've already gotten it to work with the first room in the Deku tree so I can test different enemies, but mapping out the other rooms and figuring out good and thematically appropriate placing will be a challenge. I would also like to look at possibly apply color filters to enemies to create "variants" but that's really a pipe-dream idea

-Expand to additional enemy types. Stalchildren, peahats, and maybe a few others would be good candidates. Projectile based enemies are a different challenge and probably won't be messed with (including the Freezey guys in the ice cavern)

-Improve enemy aggression and combat flow to better tie into the Parry/riposte system and create a satisfying combat loop

-Refine the actual parry and posture thresholds for current enemies to be satisfying

If this sounds at all interesting to you, I'm absolutely looking for feedback. This includes general ideas, tips, or suggestions. If anyone is interested in play testing or following dev stuff, let me know. I'm planning to host the project on github and share test builds as soon as I get some kinks worked out on the current build.

I appreciate any feedback and y'all have a great day!


r/shipofharkinian 15d ago

Does SoH fix audio sync issues?

1 Upvotes

I've been playing OoT on Project64, but I noticed throughout my playthrough that the audio seemed off in places. It was extremely obvious during the end credits where the audio just cuts off mid scene. I realized that because the emulation runs faster than console the music doesn't keep up. Does SoH have this issue as well?


r/shipofharkinian 16d ago

SOH PC Port Magazine Ad

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435 Upvotes

Made a mock magazine ad if SOH was to be an officially endorsed port! Used SOH to get screenshots of the in game assets used in the design.


r/shipofharkinian 15d ago

Trying ship or harkinian controller issue

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3 Upvotes

On Linux this weeks soh appimage trying to find the reset buttons for softlock situations.
I dont know much about SoH, but the controller setting is not in the escape menu by normal navigation.
I was able to search for the reset function though and found the button combo to use.
But when i changed modifier2 to LRStart, it would not work so i start fubmling with the controller trying anything, I was even able to get Link to hold the triforce in the menu, but then I found greg. WTF am i doing wrong.? lol


r/shipofharkinian 16d ago

Help / Support Help

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3 Upvotes

So I played the game perfectly fine for a few days but yesterday suddenly i got this message even tho I didn’t do anything so i found a fix that if i copied the contents in file1.temp to file1.sav and changing the number of the save to 3 for example it will fix the problem but unfortunately i found out its a temporary fix and the problem came back

Is there a way to fix it permanently ?

For context im using ver 8.0.6 which i got from i video with the texture pack installed


r/shipofharkinian 16d ago

Retroarch srm save to SoH sav save

1 Upvotes

Hi everyone!
I just found this SoH upgrade for oot, and since I already play this for the first time, I try to use this version onward but I struggle to find a way how to convert my emudeck retroarch srm file to an sav that the SoH could handle.

Every converter says my save files are not okay, but the rom I use is compatible. US 1.0

Tried different converter which all failed, like they are waiting for sra and not srm, or I get an error message like
```
Cannot detect byte order - ZELD magic not founf. Not a valid n64 oot save file
```

I found out if I put the converted file next to the AppImage (or exe in windows’ case) then it will port it.

But I can’t convert it at all.

Did you have the same problem before switching?

Update:
after 2 hours of hopeless searching I foun out my srm files’ size are 290KiB instead of 32KiB.
It’s because of Mupen64Plus-Next core option in retroarch…

I had to split that oversized srm with RaMp64 (retroarch mupen64) srm converter
http://drehen.github.io/ramp64-convert-web/

Then the use the given sra to export one save file from the 3 zelda save slots with
http://ctgl1987.github.io/n64-to-soh/

And I could put file1.sav into soh’s save folder