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The Evil Mansion - Final Edition (Version 4.0)
A Resident Evil mod for Skyrim
by JP'TR



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.
- Compatible with Followers.
- Unique loot. (Items, Weapons, Armors and Clothes)



PLAYERHOUSE FEATURES
- 10 Mannequins.
- 20+ Weaponracks and 10+ Display-Cases.
- 2 Potionshelfes.
- 4 interactive Bookshelfes.
- All 5 locations are usable, every single container is 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)



IMPORTANT UPDATE INFO
Savegames from version 1.X / 2.X / 3.X are NOT compatible!

If you have/had an old version of The Evil Mansion installed, you have to create a clean savepoint with the old "TheEvilMansion.esp" disabled/deleted before using version 4.0.



DESCRIPTION
This is a reconstruction of Resident Evil 1 for Skyrim.

Contains a completly rebuild of the Spencer Mansion inclusive Basement, Dormitory, Underground 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.



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 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 big mistakes, bugs or whatever, please let me know.



HOW TO INSTALL (MANUAL)
Before installing a new version, allways create a savepoint with the old version deactivated and remove the old .esp- and bsa-file in the data folder.

- Put the "Data" folder into your Skyrim directory.
(...Steam/steamapps/common/skyrim)

- "Yes" to replace.

- Open the Skyrim launcher
- Click on Data Files
- Check "TheEvilMansionFE.esp"



HOW TO REMOVE (MANUAL)
- Remove "TheEvilMansionFE.esp" from the "Data" folder.
- Remove "TheEvilMansionFE.bsa" from the "Data" folder.



RECOMMENDED MOD
- "Tougher Traps" (http://www.nexusmods.com/skyrim/mods/952/?) by Xylozi



TROUBLESHOOTING
- On entering the Mansion NPCs are not loaded. (If for example the Dining Room, 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 correct duration should be around 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.
= For this 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 a message to get help then. I will not spoil any secrets in the comments.
Alternatively there are plenty playthroughs available on Youtube.
Never use "tcl" to move through locked doors/areas, this can destroy important triggers.




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 beginning, 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.
- There is no need to lockpic something, there is a key for every lock.
- For the activation of some objects you need to have the related item in your inventory.



KNOWN BUGS / PROBLEMS
- Some Old Hero Weapons/Shield are maybe not attachable to Weaponracks or display-cases.
- Whisker's Hood Masked is not compatible with Argonian or Kahjiit Races.
- Whisker's Armor is shown as Dark Brotherhood Armor in inventory.
- 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, necessary enemies possibly not appear.
- Small clipping errors.
- Mistakes in the english language.



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

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

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

Scripts:
- ThatEscalatedQuickly
- Xander9009

Support & Help:
- starlitegirl
- HellLizard
- IsharaMeradin
- kryptopyr

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

Colors:
- **47**



JP'TR