Hey bro amazing mod, i really enjoyed it even tho i never played RE1, im stuck near the end and i was wondering if you could help. I killed superior whisker and the soulgem puzzle appeared, i looted all of them then started putting them back in the order mentioned in the note, except for the whale soulgem, it doesnt show any interaction, couldnt find any walkthrough, they all stop after killing the tyrant
All Players at times had to rebuild their mod list and restart the game from scratch and few will restart this mod from scratch, that is, a one time played mod. I suggest adding a Text file that records the PC last position in the mod. You have six levels, depending on the level the PC was at the time of game failure, the mod records the key level to text. That way the Player can just look into the corpse at the door and take the leveled key. This way the PC can just run through cleared sections up to the key level door and proceed from there. Respawning villains mean that the Player accomplished nothing, that is, once cleared, stays cleared as it stands, I am not going go through a tedious to play mod again from scratch again.
I had some problems to fully understand your message. Its a Playerhouse, once cleared, it stays cleared. Respawning enemies doesn't mean you finish areas and have to clear them again, they respawn just till you make further progress. It's more like a compass, there are enemies so there is something to do here. Noone is randomly respawning, all "respawns" are handmade on purpose. The textfile idea is nice, but with all that triggers related to the keys you get, to complicated to realise
Great mod. Finished it yesterday with "some" help from the various YouTube videos out there. Got all the keys, except for the "wrong key" (listed in TES5Edit). I started with the Remastered version of the mod, but then realized that the item locations had been moved from the original versions, so no help from videos - then switched back to this version. Not sure what the purpose of the lever in the 1st floor NE room that turns on the water fountain? Also, the mannequin room (gas room) sometimes had the mannequins moved off their bases? Was there a puzzle there that I missed?
Thanks, glad you enjoyed it. Makes me a bit sad that you switched back to this version, the Remaster delivers much more. However, she can wait for you... down in the Catacombs. Yes the layout changed, wanted to bring some alteration here, like the Remake of Resident Evil did too. The purpose of the lever is indeed to turn on/off the fountains water, as it is your Playerhouse after finishing you should not be forced to waste water. The manniquens in Skyrim are basicly NPCs with a "no-move-script". Sometimes, till the script is loaded, they move and end up in strange positions. Mostly leaving the cell an rejoin fixes this. There is no realy a puzzle, it's a traproom and the trap can be disabled later in the game with all the other traps.
Absolutely amazing quest mod. Very faithful to Resident Evil 1! Was able to do all but find the darn red gem, maybe I'll find it another time. Highly recommend this quest i spent hours taking my time enjoying it all!
Great experience playing mod. Very rewarding. There's just something really soulful about it. I really recommend everyone to check it out!
P.S. Had a problem with special key not working but it might have have something to do with quickloot, when picked up without using quickloot the door opened properly.
Mod finished last night. I really enjoyed it, at times more challenging than Skyrim itself. Puzzles to solve, zombies to eliminate, a really big house to inspect in all its points......insomma really nice, kudos JPTR1. If you haven't played it yet, you don't know what you're missing. Another thing, if you play it like Resident Evil i.e. with firearms, it is even more fun
Finally playing this NOW! It's... gorgeous! It's accurate, it's FUN!
Funny thing is, you made all these new records for NPCs with copied Races... my gods man, that's a ton of work! Should have just used some vanilla monsters for Draugr at least. Heck, Mihail Zombies next time?
How to know if i finished it? i killed that troll forgot the name. opened special key doors. it's show that mansion is cleared in map. Did I forgot anything. (had 2 glitches) one key was in the wall (the one in dreamcatcher) and gas is still active in the room with armours
Then you finished it. Getting the Special Key and activating the Mansion on the sphere is basicly the end. With the out of position moving keys is happening sometimes, if you could get it with "tcl" it's ok. To disable all traps you have to press a button in the Power Room area in the Lab, that will disable the gas.
744 comments
I killed superior whisker and the soulgem puzzle appeared, i looted all of them then started putting them back in the order mentioned in the note, except for the whale soulgem, it doesnt show any interaction, couldnt find any walkthrough, they all stop after killing the tyrant
I'll hide the answer as it relates to the Remastered Version.
I suggest adding a Text file that records the PC last position in the mod. You have six levels, depending on the level the PC was at the time of game failure, the mod records the key level to text. That way the Player can just look into the corpse at the door and take the leveled key. This way the PC can just run through cleared sections up to the key level door and proceed from there.
Respawning villains mean that the Player accomplished nothing, that is, once cleared, stays cleared as it stands, I am not going go through a tedious to play mod again from scratch again.
It's more like a compass, there are enemies so there is something to do here. Noone is randomly respawning, all "respawns" are handmade on purpose. The textfile idea is nice, but with all that triggers related to the keys you get, to complicated to realise
The purpose of the lever is indeed to turn on/off the fountains water, as it is your Playerhouse after finishing you should not be forced to waste water.
The manniquens in Skyrim are basicly NPCs with a "no-move-script". Sometimes, till the script is loaded, they move and end up in strange positions.
Mostly leaving the cell an rejoin fixes this. There is no realy a puzzle, it's a traproom and the trap can be disabled later in the game with all the other traps.
P.S. Had a problem with special key not working but it might have have something to do with quickloot, when picked up without using quickloot the door opened properly.
Another thing, if you play it like Resident Evil i.e. with firearms, it is even more fun
Funny thing is, you made all these new records for NPCs with copied Races... my gods man, that's a ton of work! Should have just used some vanilla monsters for Draugr at least. Heck, Mihail Zombies next time?
With the out of position moving keys is happening sometimes, if you could get it with "tcl" it's ok.
To disable all traps you have to press a button in the Power Room area in the Lab, that will disable the gas.