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[MOD] Loretakers - a quest mod for BG1EE

AciferAcifer Member Posts: 200
edited June 1 in BG:EE Mods
In collaboration with @LavaDelVortel , it is with great joy that I am presenting our next mod:


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"The knowledge of our world is to be nurtured like a precious flower, for it is the most precious thing we have." - Alaundo the Wise

Loretakers is a quest mod for BG1EE and EET.

It takes place in the city of Baldur's Gate and adds new areas, new enemies and new quests to the game.

We plan to continue the story in later parts for Shadows of Amn and Throne of Bhaal. However, there is currently no release date set for the upcoming episodes. Accordingly, this mod serves as the prelude to a planned series of expansions.

Features:
❖ A new 2-level dungeon beneath the city of Baldur's Gate
❖ New monsters
❖ New items
❖ Challenging battles
❖ Approx. 1-2 hours of playing time
❖ Language: English
❖ Recommended character level: Level 6+

How to play the mod:
❖ You do NOT need to start a new BG1EE game.
❖ You should load a savegame before you entered BG city.
❖ The adventure starts in the central area of Baldur's Gate, at Oghma's shrine north of the marketplace.

This mod is for BG1EE and EET, not for BGT.

Download:
https://www.baldurs-gate.de/index.php?resources/loretakers.68/

Readme:
https://www.baldurs-gate.de/acifer/Loretakers_Readme.pdf

Screenshots:
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Credits:
Mod authors: Acifer & @LavaDelVortel
English version: @megrimlock
EET compatibility: subtledoctor and Priest of Gond
Beta testing: OiseauRebelle, Soul
Special thanks: argent77 , Morywen
Post edited by Acifer on

Comments

  • LavaDelVortelLavaDelVortel Member Posts: 2,874
    Oh, it's good to see this one released! It was pretty cool to work on this with you, @Acifer :) Enjoy, everyone.
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,385
    Awesome. Well done and many thanks to the both of you.
  • SanctiferSanctifer Member Posts: 108
    Congrats on the release !
  • DuronDuron Member Posts: 146
    YES! And don't need to start from start, can add to existing game before passing cloakwood. Love that. My current run is at Tazok so can't wait to test this
  • AciferAcifer Member Posts: 200
    Thank you all for your amazing feedback!

    The mod updates to V 1.1 with compatibility to EET

    Changelog Version 1.1:
    - EET compatibility - by subtledoctor and Priest of Gond - a big thank you!
  • Skull_BearerSkull_Bearer Member Posts: 74
    I just finished it! An excellent mod, I really loved it!
  • AciferAcifer Member Posts: 200
    Thank you very much! I'm glad you like the mod!
  • LawfulStupidLawfulStupid Member Posts: 47
    Enjoyed the mod. It was nice to have another area to explore. If possible, could you provide some clues regarding the old man and the riddle quest? I haven't been able to figure that one out.
  • TrouveurTrouveur Member Posts: 648
    edited July 11
    Enjoyed the mod. It was nice to have another area to explore. If possible, could you provide some clues regarding the old man and the riddle quest? I haven't been able to figure that one out.
    the riddle is meant to tell you at which location and at which time you should go
    I finished this mod yesterday, I was expecting a great mod from Acifer and Lava, and I wasn't disappointed.
    This mod adds a BG2 style new dungeon in chapter 5, with original areas, new monsters, interesting fights, dialogs, riddles, and balanced items.
    My surname here is Trouveur, french translation of Finder, from Finder Wyvernspur, so when I saw the hand with a fang symbol I knew who was involved.
    I noticed sometime fog of war was revealed for areas not yet accessible, I don't know if it is intended.
    Also, I was surprised by some monsters behind a grid, I play no reload so it was tricky to rescue Coran.
    Difficulty wise the final battle can be hard, but there is clues to how to prepare for it if resolving all the riddles.
    A well designed mod, a great must have for BGEE. Now I hope a follow up in B2EE is planned.
    Thank you for this great mod !
    I'm wondering if there is a use for some items, like
    the Brain Mate, the opened sphere, the qualith rune panel and the damaged books ?
    Also, I tried
    to create a potion with a skull, an healing potion and a pearl with the altar but nothing happened ? Did I miss something ?
  • AciferAcifer Member Posts: 200
    Thank you very much for your feedback! I'm glad you both enjoyed the mod.
    If possible, could you provide some clues regarding the old man and the riddle quest? I haven't been able to figure that one out.
    Yes, the old man's riddle is difficult. You should consider the following words, besides the hints Trouveur has already mentioned:
    Luck, lady, fountain, moonlight.
    Trouveur wrote: »
    My surname here is Trouveur, french translation of Finder
    Oh! I would never have guessed that! What a funny coincidence. :)
    Trouveur wrote: »
    I'm wondering if there is a use for some items
    No, not at the moment. However, one of my beta testers suggested the excellent idea of
    making the sphere a container for Ioun stones or gems. I plan to update this later, even though there aren't very many Ioun stones in BG.

    Trouveur wrote: »
    I noticed sometime fog of war was revealed for areas not yet accessible, I don't know if it is intended.
    Sadly, this is an engine limitation. I can't block the line of sight completely, so at some points other corridors shine through.
    Trouveur wrote: »
    Also, I was surprised by some monsters behind a grid, I play no reload so it was tricky to rescue Coran.
    That is intended. >:)
    After all, what should happen to you from a monster locked on the other side of a cage unless you look it straight in its eyes? o:)

    Trouveur wrote: »
    Also, I tried to create a potion but nothing happened ? Did I miss something ?
    This is also a bit tricky, as there are two altars. I assume you tried to use the central altar for this. However, you have to use the one in the priest's chamber in the north, where the Obliviax were located.

  • TrouveurTrouveur Member Posts: 648
    Thank for the answers. :-)
    I liked being surprise in a dungeon, it really gives the feeling of constant dangers. I was always on my guard during the exploration.
    I'm pretty sure I tried on both altars, I will try again then.
  • masteralephmasteraleph Member Posts: 277
    Windows Defender is quarantining Loretakers for the following issue:

    Trojan:Script/Wacatac.H!ml

    Any idea what's going on there?
  • AciferAcifer Member Posts: 200
    Unfortunately, there is a long tradition that Windows defender in particular considers WeiDU.exe to be malware. I downloaded and scanned Loretakers on several PCs just now and got no reports with various antivirus programs. Virustotal also considers the file to be safe.
  • LlewrenLlewren Member Posts: 44
    Happy to say I've just written a very positive review for Loretakers!

    I know this one wasn't all that easy to work on. How motivated are you feeling regarding a sequel? I am quite keen on seeing where the story goes.
  • AciferAcifer Member Posts: 200
    Thank you very much for your kind review! I'm glad you enjoyed the mod.
    Llewren wrote: »
    I know this one wasn't all that easy to work on. How motivated are you feeling regarding a sequel? I am quite keen on seeing where the story goes.
    Yes, there will definitely be a sequel for SoA, and I'm currently working on it - in addition to the other mods I'm also developing in the meantime, so it may take some time. o:)
  • PicolloPicollo Member Posts: 2
    This is another great mod of yours, but I'm still amazed by the location art you're creating. I know that you're doing 3d models, and create maps based on that, but would you be willing to share some general guidelines how exactly you do this?
    Like "3d scene in program X, with this, this and this being important parts of the process. then I export art to something else, and for example adjust everything in photoshop" etc.
    I know that detailed process is probably material for hours of explanations, but let's say someone wanted to try replicating your process, what would be the basics?
  • AciferAcifer Member Posts: 200
    Picollo wrote: »
    This is another great mod of yours, but I'm still amazed by the location art you're creating. I know that you're doing 3d models, and create maps based on that, but would you be willing to share some general guidelines how exactly you do this?
    Thank you! I'm glad you enjoyed the mod.
    I'm actually in the process of creating an overview of the different tools and methods, but it will be quite comprehensive as there are many different methods. As soon as I've finished it, I'll publish it as a tutorial. It may take a while though, as I want to finish the next mods first.

  • Skull_BearerSkull_Bearer Member Posts: 74
    I really liked this mod, but I was really stuck on the puzzle with the tree. I tried everything I could find all all sorts of combinations but none of them worked and I ended up having to cheat code myself past the doors. How do I solve the riddle of the tree altar?
  • TrouveurTrouveur Member Posts: 648
    I really liked this mod, but I was really stuck on the puzzle with the tree. I tried everything I could find all all sorts of combinations but none of them worked and I ended up having to cheat code myself past the doors. How do I solve the riddle of the tree altar?
    put items illustrating death, decay and corruption in the different tree containers.
  • UlkeshUlkesh Member Posts: 280
    Trouveur wrote: »
    I really liked this mod, but I was really stuck on the puzzle with the tree. I tried everything I could find all all sorts of combinations but none of them worked and I ended up having to cheat code myself past the doors. How do I solve the riddle of the tree altar?
    put items illustrating death, decay and corruption in the different tree containers.
    A more explicit spoiler:
    put all the "decayed" items you found on that floor inside the shrine of the altar.

    Also, in the altar, there are two human corpses. Pick one of the bodies and put it in the shrine, together with the three items.
  • UlkeshUlkesh Member Posts: 280
    Question for Acifer.

    Are the
    crypthosphere and the medallion brain useless?
  • AciferAcifer Member Posts: 200
    Yes.
    Yes. The Cryptosphere is simply a puzzle item to hold the Ioun Stone. The brainmate medallion is an item needed to get in touch with the Elder Brain. These items have no further relevance in BG1. I plan to make the Cryptosphere an ioun stone container and add some useful abilities to the brainmate in the BG2 part of the mod.
  • UlkeshUlkesh Member Posts: 280
    edited September 28
    Acifer wrote: »
    Yes.
    Yes. The Cryptosphere is simply a puzzle item to hold the Ioun Stone. The brainmate medallion is an item needed to get in touch with the Elder Brain. These items have no further relevance in BG1. I plan to make the Cryptosphere an ioun stone container and add some useful abilities to the brainmate in the BG2 part of the mod.

    okay thanks. I seem to remember years ago you were working in a mod that had roman vibes or something similar. all I can muster was a photo or two of a few tombs and a statue. I think Jastey hinted it on g3. Did that one got axed?
  • AciferAcifer Member Posts: 200
    The mod is called “Ankh of life”, working title “Knight's Grabmal mod”. These areas were among the first that I ever created. They are set in Mulhorand and have an Egyptian flair. At the moment, the mod is on hold, yes. But I have updated some areas from time to time. We'll see what the future brings. :)
  • AciferAcifer Member Posts: 200
    The mod updates to version 1.4

    Changelog:
    - updated Chinese translation by Yoshimo0417
    - AC#FP2: VVCs now display correctly
    - EET: Correct names for spell, creature and itm files
    - EET: removed MISC79.itm (Raissa's body)
  • SourSour Member Posts: 115
    I just finished playing version 1.4 of Loretakers. You guys did a great job with it. I liked that the quest had a little mystery that required some work to find the new areas. The two maps were very nicely done. I'd say this is about the size of the Planer Sphere quest in BG2. The old sewers fit nicely into the original BG look and as I progressed deeper it started to look more fantastical like SOD or BG2. I think it fits nicely into the game and the mystery behind everything was paced pretty nice.

    Gameplay was solid. I liked that you could do a little long range combat and then you were forced into close quarters combat with most of the combatants. There were a few standout enemies and battles that broke up the usual enemies and kept things interesting. The Shambling Mound and the final battle were both pretty tough. The item that spawns a bunch of rats really helped out in the final battle. Keeping the enemy distracted from the main party was the key for me. I summoned a few skeleton warriors but after I finished it, I think maybe I could have created some zombies that would have been effective as well but I haven't tried it. Maybe I'll give it a shot next time.

    The riddles were nicely done and made me think but didn't frustrate me so that felt pretty good to me.

    I didn't experience any crashes or notice anything broken. I think I spotted one grammatical problem but I forget what it was so I'll have to pay attention next time I play it.

    The only problem I had was the riddle with the middle aged man and the rose. I got the feeling that you were supposed to go to a fountain at night and either give the rose to someone or place it in a fountain. I looked pretty much everywhere but couldn't figure it out. Next to the Flaming Fist HQ I found a fountain that had an aquamarine gem in it and I placed the rose at night time but nothing happened.

    Overall I'd give this mod an A-. It's one of the better mods available for BG1EE and it's nice to have some new areas to adventure though and new enemies to fight. Pretty decent quest writing as well. I don't think I noticed any new music or voice acting but everything felt in line with the original game. The new items were interesting and balanced enough to not feel OP. It did look like some characters should have had portraits that were missing but I can't remember if the install had an option for it or not. That may be my fault.

    Either way thanks for creating this and sharing it with the community. You guys managed to put out another great mod that I'll install in future runs of the game.
  • AciferAcifer Member Posts: 200
    Thank you for your review!

    About the riddle concerning the fountain:
    You have to visit a very specific fountain that is connected to the Lady of Luck - the fountain next to Tymora's temple.

    The mod doesn't install new portraits, but there are portraits present for two NPCs in a subfolder. If there is interest, I will add the option to install them in the next update.

    I'm glad you liked the mod!
  • SourSour Member Posts: 115
    Thanks, I don't know how I missed it, I walked by that fountain twice but maybe I was distracted by the kid that needs help and the ex merchant that was trying to have a word with me. As for the portraits, I don't use them usually but I noticed most new mods have a place for the picture with no picture if you choose not to install them which feels kind of janky.
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