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94 comments

  1. Drevieau
    Drevieau
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    Mod is alright, 7/10 is fair

    How to avoid bugs and stuff:
    Spoiler:  
    Show
    After everyone in the cultists' Sanctuary turns up dead, do not try to go through the side passage near the sealed entrance that first took you to the Sanctuary. One of the doors was supposed to be locked but is not, you may fall into the Oblivion version of the backrooms or gods know what else might happen

    Be advised, mods that add ambushes and travellers to dungeons may interfere and break immersion

    Be careful not to attack the Fighters' Guild members that jump on the 3 Black Mind members. The Fighters are not essential characters when they spawn in and fight, but become such after the fight. If they die, their corpses will turn essential and bug out. If you resurrect them via console when that happens, they will not wear the disguise

    Do not skip time (Wait) while following the FG members (or any NPC in this quest, I suppose)

    All BM soldiers in the dremora's City appear to be marked as "innocent". Have a reflect damage -enchanted armour piece on or a similar spell ready if you don’t want to rack up a dozen murders or start the Dark Brotherhood quest line yet. Stopcombat command line may also help in the disguise sequence


    Other than that, the scripts in this mod are great compared to 90% of what I've seen out there
    The storyline is good and the setting gave me the creeps a couple times. It's a pity the House wasn't really Haunted per se
    Writing is also kind of underwhelming
    But all in all, you’ll have a grand time if you take off items that give you Light effect and follow the path that the mod storyline sets, it’s all fairly straightforward in this one
    1. spartan117ce
      spartan117ce
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      Brave of you to take on an ancient mod from 2008. How did you come up with the idea to play this in 2024? Did you try the other haunted house mod too?
  2. Sergio1992
    Sergio1992
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    Review of this mod: I would rate it a 3/10. So not worth it, for me.

    There are too many problems. First the description and the name itself is misleading.

    I mean, when I read haunted house I do expect it is a horror story. Well, none of this. Well, maybe in the first part, when you are still in the house you can get a jumpscare... But, finished that part, no more jumpscares. Only mindless killing.

    Also you say "Haunted House is more focused on the story" : which story? The mod is about finding a key to the basement then starting to mindless kill people inside a dungeon that is born just for this reason.

    Because this mod is that: it is grinding to his finest. And the execution is pretty poor. You understand that when you go inside the dungeon and each enemy you kill, or at least many of them gives you an infamy point + bounty (? didn't bother to check because I simply didn't care).

    Then you reach the final boss, he does a proposal and you just say him 'no', with no point. Ah no you kill him. But I guess it would be better if I just started a killing rampage in the wilderness. At least I would have liked the view, instead of a dark cavern.

    Also the author didn't bother making a custom skeleton guardian, so basically he edited the vanilla guardian skeleton to be always 6 level higher than you.

    Meh.
     
    1. mamelike
      mamelike
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      Well actually there is a story: 
      Spoiler:  
      Show
      This haunted manor is located near an underground dungeon that contains a powerful dremore lord. PC finds himself in this haunted manor out of curiosity without realising it is about to find itself in this dungeon. Then PC stucks in this dungeon, meets a new cult and finds about a new dremore menace. 
      An OK story I think.
      And despite your statement there isn't much hack and slash sections in this mod. You probably played wrong. 
      Spoiler:  
      Show
      Don't put out your disguise until you find final boss and don't pass near enemies while wearing 'em.

      I would give 10/10 to Oblivion's best quest mod KotN:R
      and would give 7/10 to Haunted House quest mod.
  3. tnimick
    tnimick
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    • 1 kudos
    There is no dam book n a dam shame to
  4. CosmogCrusader
    CosmogCrusader
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    • 3 kudos
    Holy Crap! The Final Boss's Armor is so freaking cool! I think that the Dread Set that Tenebrus (Or however you spell his name) wears is going to be my main armor, thank you very much for this spooky mod. *Singing* Cyrodiil...Spooky Guild! xD
  5. SlayerOfTears
    SlayerOfTears
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    So, I just finished this mod's quest, and I have to say, it was enjoyable. Felt pretty Elder Scrolls-esque, which was neat. However, it was let down by all the grammatical errors littered throughout, especially near the end. Tenebrus kept referring to me as an "immortal" instead of mortal, which is probably what was meant to be said, as well as previously instead of the word "comfortable" being used, it said confortable. If this is because the Modder doesn't speak English as their first language, a helper or editor would have fixed it.

    While Tenebrus' armor is pretty neat looking, its stats are woefully low tier, with nothing special about them. The helmet itself doesn't even fit Argonians or Khajiits. His sword and shield are the same way, with nothing being special about them. It's a bit disappointing for a boss' equipment, though the armor does look cool. The staff, in particular, is a LOT of fun to use, but I wish it either had more charges, or we were rewarded with a push spell instead.

    The Fighters Guild NPCs were a bit irritating, getting in the way and just not making much sense. I'm sure they were there to help low leveled players have an easier time of it, but they were more a nuisance then help. The keys are also irritating, as they're marked as quest items, and stay stuck in your inventory, despite beating the quest.

    I DID like the haunted house bit though. It genuinely had a good horror feel to it, and I liked how the halls kept changing behind you. The ghosts and wandering occult members appearing and disappearing was great too. It's just a shame it didn't last very long. It would have made the experience much more enjoyable, instead of turning into another version of the main quest of Oblivion, on a ridiculously smaller scale.

    Overall, despite the grammatical errors the disappointing boss equipment, and how short the good part (the haunted house) was, the mod is pretty solid and enjoyable. I never got bored going through it.
  6. Zacharyjames
    Zacharyjames
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    I'm interested, but I have to know if this Is this compatible with OOO 1.36. Will there be any conflicts?
  7. cnquistador
    cnquistador
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    Alright, so first off, this mod is not as bad as people are saying. After playing through it with a ranged assassin, I came to the conclusion that it definitely has some issues, but I still enjoyed my time with it.

    PROS:
    -Strong horror atmosphere
    -Very claustrophobic
    -More atmospheric than combat oriented
    -No obvious quest signs, you actually have to use your brain
    -Provides a good challenge for stealth and ranged characters

    CONS:
    -Misleading title. Yes, you start in a haunted house, but you spend maybe 5% of this adventure in it.
    -I doubt Melee and Heavy Armor characters would experience much of a challenge with the combat sections of the adventure
    -Starts to feel a little grind-y towards the end
    -Surprise appearance by a specific group of NPCs towards the end which makes no sense whatsoever in the context of the story and location. (See the end of my review for a spoiler explaining this more)

    While it does have a very hack-n-slash finale, the majority of this mod is oriented around story and atmosphere. Overall I'd give it a 6/10. It's good, and worth a playthrough; although I don't think I'd want to replay it on any future characters I make.

    SPOILERS!
    So the gist of the situation is that a (presumably rogue) Dark Brotherhood assassin found a source of daedric power and has been using it to make assassins very strong and powerful. Most people can't handle this power however, so he created a lengthy and intense selection process to make sure people are physically and mentally prepared to encounter the artifacts. The story goes to great lengths to demonstrate that these tests are exceptionally difficult, and that, even if you can find this cult, which is very unlikely as it stands, the great majority of people are incapable of passing the selection process. The problem is that (surprise) the daedric artifacts are being manipulated by a powerful daedra to mind control everyone who get's exposed to them, and he's using all of this to build an army and take over Tamriel. Alright this is kind of a neat story so far. But then, towards the end of the quest, as you're fighting mind-controlled assassins, you run into 3 Fighters Guild members who have been hired to take this daedric entity out. So this means that:

    A) Someone who knew about the cult, in depth enough to know about the daedric entity at the center of it all (which, if memory serves, not even the original founder of the cult knew), decided that the best course of action was to sic the Fighters Guild on them, rather than alert the proper authorities or a group more specialized for the task (the Dark Brotherhood comes to mind...).

    B) The Fighters Guild not only accepted a contract to storm a dungeon full of Dark Brotherhood-tier assassins to kill a powerful daedric lord instead of simply alerting the proper authorities, but they only sent three fighters down there to accomplish this, despite being outnumbered by at least 7-to-1.

    C) Said Fighters somehow either found a way down into the sanctuary that completely bypasses the way you take (which we are led to believe is the only way) or they went through the exact same tests you did, passed them, avoided/killed all the mind-controlled assassins stalking the place and you were following right behind them the entire time.

    Sorry for the rant, I still like the adventure, but this one plot hole really bothered me.
  8. BlackTrickst3r
    BlackTrickst3r
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    To fix the Guardian Skeleton health bug (170hp x level) you should open TESConstructionSet and load Haunted_House_v1.5.esp.
    And follow this path:
    Actors>Creatures>Undead>Skeleton>CreatureSkeleton2Guardian
    Right click on this file and edit.
    Remove the tick from "PC Level Offset" and change Health to 170 (like in vanilla game)
    Save and you're done
  9. diosoth
    diosoth
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    • 5 kudos
    I liked the first part. I liked the maps changing themselves instantly.

    The latter half is buggy. My first trip through I got 8 murders and a 4000 bounty just defending myself, and the disguises should've hid you completely. It's far too easy to set off a fight just getting anywhere near anyone. Seeing as you don't even use the fighters guild members to kill the boss, I think opting out of that following part would've helped. Every time a fight would break out and I killed any enemy, I'd get a murder and a bounty.

    Second time, I still got 2 murders. I think the factions with these enemies are broken. This is why I use mods to stop dark brotherhood entry, the game itself has a buggy crime system to start with(I swear, every time I kill Syl in SI, it counts as a murder). But somehow I got no bounties this time and my preferred mod wiped the murders clean.
  10. joefox099
    joefox099
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    • 0 kudos
    Mmpf! I basically played this mod to get all the cool armor at the end. Problem is the cool recolors of the reward armors aren't, barring the cool blue dadric stuff and the fighters guild armor is invisible....any suggestions? oh, also the dread armor greaves look NOTHING like they should....