The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

1,655 ratings
The Evil Mansion - Dark Edition
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
34.553 MB
Dec 15, 2013 @ 4:15pm
Mar 6, 2015 @ 3:46am
7 Change Notes ( view )

Subscribe to download
The Evil Mansion - Dark Edition

Subscribed
Unsubscribe
Description
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Version 4 available now:
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=403267604
Nexus: http://www.nexusmods.com/skyrim/mods/47795/?
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

The Evil Mansion - Dark Edition
(Version 3.32)

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

The Dark Edition 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!


DESCRIPTION
This is a reconstruction of Resident Evil 1 (1996) as Playerhouse and Challenge for Skyrim.

Contains a completly 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 the clearing the whole location is fully usable as Playerhouse, probably the biggest you can get.
(But it's not designed to be practically!)


NEW IN VERSION 3.0
  • New areas, new traps, new puzzles.
  • New balancing, considering all players up to level 80 and beyond.
  • Changed races and attributes for nearly all enemies.
  • More respawns.
  • Improved compatibility for Followers.
  • 15 Companions and Vendors unlockable for your Playerhouse.
  • Design and sound changes.
  • Fixes and improvements.


IMPORTANT UPDATE INFO
Savegames from the versions 1.0/2.0 are not working. If you have one of these old versions of The Evil Mansion installed/subscribed, you have to create a clean savepoint with the "TheEvilMansion.esp" disabled/deleted before installing the Dark Edition.


NOTES
- 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.
- No other mods or add-ons are required.
- There should be no compatibility problem with other mods, as long the exterior location arround 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 big mistakes, bugs or whatever, please let me know.


PLAYERHOUSE FEATURES
- 10 Mannequins.
- 20+ Weaponracks and 10+ Display-Cases.
- All locations of the Mansion are usable, all containers are safe.
- All containers have sandboxing disabled to be safe from NPCs.
- 5 Companions with day/night cycle inside the Mansion. (must be unlocked)
- 1 Companion (Joanna) who will hold Position after leaving. (must be rescued)
- 9 Vendors with day/night cycle inside the Mansion. (must be unlocked)
- A Horse parking slot at the maindoor.
- All traps can be disabled.
- Sidenote: Dead corpses disappear after ~7 days.


RECOMMENDED MOD
"Tougher Traps" by Xylozi - http://steamcommunity.com/sharedfiles/filedetails/?id=8344


TROUBLESHOOTING
- On entering the Mansion NPCs are not loaded. (If for example the Dinning Hall, first room left, is empty)
= Randomly appearing, mostly recognized after tests with the "coc command" before loading a savegame. To fix this you have to load a savepoint before you entered the concerning location for the first time, maybe with restarting Skyrim first.

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

- After a lot of dying and reloading, things like Spawns/Triggers/Activators, are not working anymore.
= Also recognized this strange bug in my tests, the more often you die and the game automaticly reloads to your last savepoint, 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.
You can 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.
= That's something i will try to fix in the next update, the shields shouldn't be touchable until the puzzle is solved.
But for now, i added 2 images of the original shield-positions to the picture-gallery.

- I'm stuck.
= The most secrets are very similar to Resident Evil. Without knowing the game it might not be easy to push through. Just leave me message to get help then. I will not spoil any secrets in the comments.
Never use "tcl" to move through locked doors/areas, this can destroy important triggers.


HINTS
- A stock of poitons, spells and a companion might be a good idea.
- Poisongas is deadly, just don't...
- Not all secrets are solvable from the beginning, keep them for later if you have no idea what to do.
- Keeping the eyes open could help to survive.
- A Saferoom is still a good place for a save.
- Reading educates.
- Skyrim gives a lot of possibilities, use them.


KNOWN BUGS
- Rare and randomly things like objects, markers or enemys just not get loaded correctly.
- 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.
- small clipping errors.
- Mistakes in the english language.
- Corpses are still moving/breathing sometimes.
- Sometimes the "not-moving-script" for items (Keys/Gems etc.) is just not working right.


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

For all the Resident Evil playthroughs on Youtube:
- Mike Bettencourt
- ThePsOne
- Smallvillecs
- CobRikHC


JP'TR
Popular Discussions View All (5)
381
Oct 25, 2016 @ 2:19pm
Hints & Solutions (Spoilers)
JP'TR
48
Jan 17, 2015 @ 5:27am
Bugs / Problems
JP'TR
26
Oct 31, 2014 @ 7:45am
Only Hints (slight Spoilers)
JP'TR
< >
539 Comments
JP'TR  [author] Jan 2 @ 9:39am 
For the playerhouse there is a special bedroom for the player, can be unlocked at the end of the game when you get the Special Key. Its behind the 2nd door on the right side from the mainhall 1st floor.
dominic Jan 2 @ 1:48am 
is there a master bedroom
JP'TR  [author] Sep 7, 2016 @ 11:34am 
For me i just used a common realsitic lights/darker nights mod which was affecting the whole game of course, but i can't remember its name.
darksoul1692 Sep 7, 2016 @ 8:41am 
is there a mod reccomended
to make it a darker place its a lil bright just wondering
JP'TR  [author] Sep 7, 2016 @ 8:02am 
euhm thanks, glad you like it even when it was a bit to much. :)

Its indeed VERY helpful if you know the Resident Evil game when playing my mod, but it should be good playable for others too... maybe you have to look a bit more carefully at new rooms then. Rushing through without reading books/letters/maps and without kowing RE won't work.
There are no questmarkers but if you find the maps (mostly easy viewable placed), you would see red croses on them marking the keys, which is very helpful to not get lost.

Using tcl is destroying important triggers, so its not realy recommended to move through doors like that. :P
darksoul1692 Sep 6, 2016 @ 8:34pm 
great job i havent comepleted it yet but i like it but i was thrown off by yhe key system i taught i had to collec the old hero armor peices to unlock the door but i got very confused on the rooms and what to do idk if you aimed it for pepole who know the actual house it is based of but idk all ik is i was bad and iused console comands to go throught the walls and locked doors if i could make a sugjestion lable the doors and make it to were noone can use comands i fet so bad useing them after i did but bravo
jtrevino1982 Aug 20, 2016 @ 7:28pm 
GREAT mod, very entertaining. Probably one of the best out there Definetly one of the top 5.
st.stephen59 May 5, 2016 @ 5:51am 
Great mod, thoroughly enjoyed the playtime.
Tiber Septim May 4, 2016 @ 9:38pm 
I was excited until I saw RESIDENT EVIL. JAPANAMATION, JAPAMIE, ANIMAE or what ever in the HELL its. But it looks like a KICK A$$ Mod. and I'll try it out
Killerhorst Apr 28, 2016 @ 9:24am 
ok thx ..:-)