[MOD] Loretakers - a quest mod for BG1EE
Acifer
Member Posts: 193
In collaboration with @LavaDelVortel , it is with great joy that I am presenting our next mod:
"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:
Credits:
Mod authors: Acifer & @LavaDelVortel
English version: @megrimlock
EET compatibility: subtledoctor and Priest of Gond
Beta testing: OiseauRebelle, Soul
Special thanks: argent77 , Morywen
"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:
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
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Comments
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!
This mod adds a BG2 style new dungeon in chapter 5, with original areas, new monsters, interesting fights, dialogs, riddles, and balanced items.
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
Yes, the old man's riddle is difficult. You should consider the following words, besides the hints Trouveur has already mentioned:
No, not at the moment. However, one of my beta testers suggested the excellent idea of
Sadly, this is an engine limitation. I can't block the line of sight completely, so at some points other corridors shine through.
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?
I liked being surprise in a dungeon, it really gives the feeling of constant dangers. I was always on my guard during the exploration.
Trojan:Script/Wacatac.H!ml
Any idea what's going on there?
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.
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?
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.
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.
Are the
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?
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)
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.
About the riddle concerning the fountain:
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!