The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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The Evil Mansion - Final Edition
   
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423.809 MB
22 Mar, 2015 @ 7:29pm
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The Evil Mansion - Final Edition

Description
The Evil Mansion - Final Edition
(Version 4.1)

A lore-friendly Resident Evil 1 Remake for Skyrim
~ Playerhouse & Challenge ~

This mod is supposed to be a challenge on a balanced, varied and enjoyable level.
But it's not a shame to run away like a cowardly Draugr.


"Donation Button" [www.nexusmods.com]
Thank you!


VERSIONS
"Final Edition" / Version 4.0+ (Best Playerhouse, most difficult, adds unique items, new functions)
"Dark Edition" / Version 3.0+ (Complete rebuild, based on Skyrim default material only)
Initial Release / Version 1.0+ (Uncomplete rebuild, most buggy, most easy)


DESCRIPTION
This is a lore-friendly reconstruction of the first Resident Evil as Playerhouse and Challenge for Skyrim.

Contains a complete rebuild of the Spencer Mansion, inclusive Basement, Dormitory and Laboratorium.

The whole architecture and atmosphere is close as possible to the Resident Evil game, but everything else is slightly redesigned to fit into the world and timeline of Skyrim.
The connections between all the locations are different to the original game to match the outer area good as possible and to promote the playability.

There is no listed questline, but close to Resident Evil you have to face the evil inside and solve some secrets to push through.

After clearing the whole location is fully usable as Playerhouse.


MAIN FEATURES
  • A lore-friendly recreation of Resident Evil 1 for Skyrim.
  • Contains Spencer Mansion, Basement, Dormitory, Laboratorium and Underground.
  • Puzzles, traps and secrets close to the original game.
  • Bossfights.
  • Respawning enemies.
  • High difficulty in various ways.
  • Fully usable as Playerhouse.
  • 15 Companions and Vendors unlockable.
  • Unique balancing, considering characters up to level 100 and beyond.
  • Changed races with special attributes for nearly all enemies.
  • Unique loot. (Items, Weapons, Armors and Clothes)
  • Compatibility with Followers.


PLAYERHOUSE FEATURES
  • 10 Mannequins.
  • 20+ Weaponracks and 10+ Display-Cases.
  • 2 Potionshelfes.
  • 4 interactive Bookshelfes.
  • All 5 locations of the Mansion are usable, all containers are safe.
  • All containers have sandboxing disabled to be safe from NPCs.
  • 5 essential Companions with day/night cycle inside the Mansion. (must be unlocked)
  • 1 essential Companion (Joanna) who will hold Position after leaving. (must be rescued)
  • 9 Vendors with day/night cycle inside the Mansion. (must be unlocked)
  • Vendor Thief (mostly in Dormitory) buys stolen goods.
  • Merchant, Hunter and Alchemist sells unique potions and arrows.
  • A Horse parking slot at the maindoor.
  • All traps can be disabled in the last location.
  • Dead corpses disappear after 7 days. (default)
  • Clutter (books/bottles etc.) seem to move back into position after 7 days, if not picked up. (default)


NOTES
  • No other mods or add-ons required.
  • All of the enemies are leveled so it should be playable for all characters. Despite all the testings, there might be passages in this mod with a frustrating difficulty for low leveled players.
  • There should be no compatibility problem with other mods, as long the exterior location around Morthal is not influenced.
  • The Mansion is located in the northern swamps of Morthal, there are no important objects deleted or moved to get space for the Mansion.
  • Some interior-cells are huge, specially the upper Mansion. Loading time might be long and performance bad.
  • It's my first work with CK. If there are mistakes, bugs or whatever, please let me know.


RECOMMENDED MOD
"Tougher Traps" by Xylozi - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=8344


TROUBLESHOOTING
  • Static objects like buttons, doors, etc. are missing.
    Sometimes things (which were always there) are not there. Only solution is a reload.

  • After a lot of dying and reloading, things like Spawns/Activators, are not working anymore.
    Also recognized this strange bug in my tests, the more often you die and the game automaticly reloads, that higher is the chance for "not working scripts". I recommend to restart Skyrim then.

  • The gas poisoning effect won't disappear.
    Since the used gas-trap is Skyrim default, it's probably a bug caused by another mod. Possibly a perk mod, which results in a very long-lasting poisoning effect. Check your active effects, the duration should be arround 30 sec.

  • I got poisoned outside the gas area.
    That's a loading bug which changes the shape of triggerzones. Mostly appearing after a lot of dying and reloading. Restarting Skyrim should fix it.

  • My Companion is not following when entering "Underground".
    This has a good reason, just keep going, he won't get lost.

  • I moved the shields in the Gallery Room and can't solve this puzzle now.
    Luckily there are two images with the original shield positions in the picture-gallery.

  • Manniquens are placed in strange/wrong positions.
    Default bug of Skyrim, Manniquens possibly move like NPCs till their script is loaded... leaving the location and reentering can fix it.

  • The shield puzzle...
    Two Doom Books are needed to solve this. But to get the full combination check the holds from the books related to the map of Skyrim. The four mentioned holds are pointing to a fifth hold between them, what leads to another switch.

  • I'm stuck.
    The most secrets are very similar to the original Resident Evil from 1996. Without knowing the game it might not be easy to push through. You can find help at the Discussion Tab or in the linked Walkthrough video. Never use "tcl" to move through locked doors/areas, this can destroy important triggers.


KNOWN BUGS/PROBLEMS
  • There is no distance-LOD, the Mansion is not visible from very large distances, same for the changed landscape.
  • On Novice/Apprentice difficulty it's possible that necessary (for the game-progress) enemies not appear.
  • Minor clipping errors.
  • Possible mistakes in my english language.
  • Dead bodies are still moving/breathing sometimes.
  • In rare cases the "not-moving-script" for items (Keys/Gems etc.) avoids to work.


KNOWN CONFLICTS
  • Worldspace conflict with the mod "Following Mercer: A Thieves' Guild Quest"
  • Conflict with the mod "Golden Vendors" (if vendor credits exceed 32767 coins, player won't get paid for sales)
  • Worldspace conflict with the mod "Expanded Towns and Cities"
  • Worldspace conflict with the mod "The Broken Blade"


HINTS
  • A stock of potions, spells and a companion might be a good idea.
  • Poisongas is deadly, just don't...
  • Not all secrets are solvable from the start, keep them for later if you have no idea what to do.
  • Keep the eyes open and check new rooms carefully.
  • A Saveroom is still a good place for a save.
  • Reading educates, with ignoring books/documents you might not get through.
  • For the activation of some objects you need to have the related item in your inventory.
  • No need to lockpic something, there is a key for every lock.


CREDITS
For the very detailed maps of Resident Evil 1:
- Stebloke (stebloke.co.uk)

Witcher 2 Armor (Steelplate Armor):
- Baraban
- CD Project

Evil Mastermind & Mavari Armor (Whisker's Armor):
- Satyr/Zerofrost

Helpful scripts:
- ThatEscalatedQuickly
- Xander9009

Forum help:
- starlitegirl
- HellLizard
- IsharaMeradin
- kryptopyr

Resident Evil playthroughs:
- Mike Bettencourt
- ThePsOne

Colors:
- **47**


JP'TR
Popular Discussions View All (8)
242
15 May @ 2:32pm
Hints & Solutions
JP'TR
53
16 Jul, 2018 @ 7:40am
Bugs / Problems
JP'TR
4
20 May, 2016 @ 10:22pm
Darkwoods
rjkaeding
340 Comments
Alice The Wolf Guy 24 Jun @ 8:56pm 
this is really paying homage to the horror classic, Evil Dead. Excellent work.
txmadhatter 7 Oct, 2024 @ 4:17pm 
this looks amazing
ragiggman 17 Mar, 2024 @ 4:34am 
What a fantastic quest ! Can't believe I have been playing Skyrim for over a decade and missed this until now. The dark corridors, scary monsters, puzzle rooms, hidden keys, maps, etc. - for me it magically evoked the same thrills/emotions as playing the original Dungeon Master on Atari in the late 1980's. Great job !
JP'TR  [author] 13 Mar, 2021 @ 11:41am 
You could take a look at the maps lying around. Red crosses marking keys. If you tell me which key you're missing i can tell you where it is.
nbogia1969 9 Mar, 2021 @ 1:10pm 
where is key, too open doors
Jojoke 17 Feb, 2021 @ 4:15am 
Great mod, love how everything had been changed to be more immersive and it fits in with the world
JP'TR  [author] 11 Feb, 2021 @ 9:25pm 
Normaly if you have the empty Red Book in your inventory, you just have to "activate" the gap in the bookshelf to replace it.

SPOILER
(A secret door to your right opens then)
If this is not working, its a bug, probably a script wasnt loaded correctly. Possible soluions at this point would be to reload a savegame before you picked up the Red Book and try again.

OR you can use console "tcl" at the shelf and move right through the wall. Just make sure to deaktivate tcl directly behind the wall, to not miss any triggerboxes there. This secret panel would close behind you anyway so it is not dramaticly to use tcl at this point.
morkelebdwyer 11 Feb, 2021 @ 12:54am 
how do I replace the book in the dorms with another book to remove the roots, I have the red book froom room 1 as well, NOTHING happens. I've also used tjolt on the plant and poisned it. I am stuck
Velini 19 Nov, 2020 @ 8:55pm 
thanks for making such a great mod! :steamhappy: it also works fine with all my mods.
Corvbris 6 Oct, 2019 @ 3:25pm 
OK I understand