The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

1537 ratings
The Evil Mansion - Dark Edition
File Size
34.553 MB
Dec 15, 2013 @ 4:15pm
Mar 6 @ 3:46am
7 Change Notes ( view )

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The Evil Mansion - Dark Edition

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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" []
Thank you!

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 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.

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.

- 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.

- 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.

"Tougher Traps" by Xylozi -

- 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.

- 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.

- 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.

For the very detailed maps of Resident Evil:
- Stebloke (

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

Popular Discussions View All (4)
Jul 9 @ 3:00pm
Hints & Solutions (Spoilers)
Jan 17 @ 5:27am
Bugs / Problems
Oct 31, 2014 @ 7:45am
Only Hints (slight Spoilers)
< >
Sir Adam Knight Knubsly Jun 7 @ 6:17pm 
It took me too long to dinish this mod, it took me a couple of hours but almost all of it was enjoyable and it offered a good challenge puzzle and combat wise
JP'TR  [author] May 23 @ 12:51am 
Before you can use this one then, you need to unsubscribe the Final Edition (or deactivate in Data-Files).
Then create a new savepoint in the bar in Morthal (for example).
After doing this you can subscribe this version.

But all items (armors/weapons) you have captured in the other version will be gone then.
Zolrak May 22 @ 9:45pm 
one more question...I already downloaded and completed the Final Version mod... Now what happens if i subscribe to this mod? I really felt in love with this one
Grandspasguitars May 18 @ 11:16am 
Fun fact: Resident Evil 1 almost got a port for...get this...the GAME BOY COLOR.
mind. blown.

"...You were almost a Jill sandwich!" ~impeccable dialogue from one character, i don't actually know who that was.
JP'TR  [author] May 11 @ 1:16pm 
Difficult to say whats wrong then, i know its there "normaly".
Maybe another mod which is influencing the area around Morthal is responsable.
Ranger5 May 11 @ 12:04pm 
No Dice, even after unloading and reloading, checking the data file box. I still cannot see it on the map nor anywhere above Morthal on ground area.
JP'TR  [author] May 7 @ 12:46am's only 35 MB... not GB.

Or are we talking about 56k?!?
happyguy May 6 @ 11:33pm 
i wish i got this mod but donrt have that much internet
JP'TR  [author] May 6 @ 4:08am 
Ok can't say anything about the appearing problem also i don't know about the function of marry my companions (but it should work normaly, just her home won't change, she will allways be in the Mansion i think)
But it makes me proud that you chose my Clara! :D

The ID is 010FF2DB.

There is another number behind the object name, i'm not sure now whats the ID... it's 01061E67, for the case the first one is not working.
LadyMakayla May 5 @ 10:08pm 
So I'm not sure if this has came up or not yet, but I ended up using Clara (Aka Claire) as my companion. After a while I decided to marry her, and she disappeared after the wedding... I've waited days in all the locations she could be and nothing. Is there a character ID for her? I think at this point I just need to spawn her in.