Skyrim Special Edition

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JPTR

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JPTR1

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About this mod

A mangled body, recently died, in the swamps of Morthal, not far from the town.
Something evil emerged in this freezing cold night. A murderer is on the loose, he might have settled down in this old mansion where it seems to be light.
That could be part of a story, creepy and tense, perhaps a hero is needed, to uncover the sense.

Requirements
Permissions and credits
Translations
  • Spanish
  • Mandarin
  • German
Changelogs
Donations
Also available for "Oldrim" / Follow me on "Xwitter" / Support me at "Patreon"




A lore-friendly Resident Evil Remake for Skyrim
~ Quest & Playerhouse ~

This mod is intended to be a challenge on a balanced, varied and enjoyable level.
But it's not a shame to run away like a cowardly Draugr.

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PLAYTHROUGH -Japanese

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NEW IN THE REMASTER
Variable questlines. Another large location. More deadly puzzles and traps. New bossfights. Unique weapons, spells and items. New followers. Adjusted difficulty. A lot of polishing. Alternated layout. Enjoy!

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DESCRIPTION
A lore-friendly reconstruction of the first Resident Evil game as Playerhouse and Quest for Skyrim.

Contains the complete Spencer Mansion inclusive Basement, Dormitory, Underground and Laboratorium.
The additional location Catacombs is my own creation.

The overall design is as close as possible to the Resident Evil game, but has been adapted to the world and timeline of Skyrim.
The connections between some locations and the outdoor area have been adjusted to promote playability.

Now with multiple variable questlines and more background story. Like in Resident Evil you have to face the evil within and solve many secrets to push through.

After clearing, the whole location is fully usable as Playerhouse. Probably the biggest you can get, but not the most comfortable.

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IMPORTANT
- BEFORE installing this mod, you have to create a savepoint in an interior cell! For example inside the bar of Morthal "Moorside Inn".
Savegames from previous versions are NOT compatible with version 5! If you have an old version of The Evil Mansion installed, a clean savepoint with "TheEvilMansion.esp" disabled/deleted must be created before installing the remaster version.
- Version 5.0 again adds new meshes, textures and sounds to the game, which results in a further increment of the filesize. I did my best to optimize it, but the huge and complex levels require solid hardware.

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MAIN FEATURES
* A lore-friendly recreation of Resident Evil 1 for Skyrim.
* Detailed Questlines with optional tasks.
* Contains the levels Mansion, Basement, Dormitory, Underground, Laboratorium and Catacombs.
* Puzzles, traps and secrets close to the original game.
* Bossfights.
* Respawning enemies.
* High difficulty in various ways.
* Fully usable as Playerhouse.
* 8 Companions and 9 Vendors unlockable.
* Unique balancing, considering characters up to level 100 and beyond.
* Changed races with special attributes for nearly all enemies.
* Unique loot. (Items, Weapons, Armors, Clothes and Spells)
* Compatible with Followers.

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PLAYERHOUSE FEATURES
* Lots of Weaponracks, Display-Cases, Mannequins, Potion- and Bookshelfes
* All 6 locations of the Mansion are usable as Playerhouse, all containers are safe.
* 8 essential Companions with day/night cycle. (must be unlocked)
* 9 Vendors with day/night cycle. (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 mechanical traps can be disabled in the Laboratorium. Catacombs excluded.
* Functional indoor fountain. No real playerhome without a fountain.
* Dead corpses disappear after 7 days. (default)

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NOTES
* The Mansion is located in the northern swamps of Morthal. Nothing important was removed to create space for it.
* To start the quest, take the "Alpha Team Order" from the corpse in front of the mansion. You don't have to. Your choice.
* All enemies are leveled so it should be playable for all characters. Despite all the testings, there may be passages of high difficulty for low leveled players.
* In the Catacombs, there could be a bossfight you can't win, which is intentional.
* There should be no compatibility problem with other mods, as long the exterior location north of Morthal isn't influenced.
* All locations are optimized with elaborately placed Room-Markers, yet loading time can be long and performance bad.
Especially in complex areas like the upper Mansion and the Catacombs.
* The files of this mod are loose because a packed .bsa-file resulted in insufficient stability.
* If you find any mistakes, bugs or ways for improvement, please let me know.

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INSTALLATION - MANUAL
If you have installed a previous version of The Evil Mansion, you have to delete/disable the "TheEvilMansion.esp/.bsa" files and to create a clean savepoint (in an interior cell) before installing version 5.
- Put the "Data" folder into your Skyrim directory. (...Steam/steamapps/common/skyrim) - "Yes" to replace.
- Open the Skyrim launcher
- Click on Data Files
- Check "TheEvilMansion.esp" (give it 2-3 seconds, sometimes it unchecks again)

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REMOVAL - MANUAL
- CRUCIAL: To avoid a CTD bug with bound swords, make sure you have Xiudia's Sword unequipped before removing this mod!
- Remove "TheEvilMansion.esp" and "TheEvilMansion.bsa" from the "Data" folder.

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RECOMMENDED MODS
"Lethal Traps" by Burnout6010

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TROUBLESHOOTING
I'm looking for my keys.
There are maps for all locations, red crosses show the positions of all available keys. Sometimes you have to solve a puzzle to get a map or a key.

After 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 auto-reload your last savepoint, that higher is the chance for "not working scripts". Restarting Skyrim should fix it.

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 around 30 sec.


Casting Xiudia's Sword crashes Skyrim.
Common bug of Skyrim, most likely your character was affected before my mod was installed.
To fix it you can install the "Unofficial Skyrim Patch" or follow "these instructions".
Beware: This bug can possibly also appear if you disable my mod with having Xiudia's Sword equipped.


Can't find the crests for the empty sockets.
Finding a socket does not mean that you already have the opportunity to get the crest for it. Besides, most of them are optional and only offer alternative routes.
Bear Crest excluded, but it should be easy to get.


I moved the shields in the Gallery Room and can't solve this puzzle now.
There are 2 images with the original shield positions added to the picture-gallery.

Mannequins are placed in strange/wrong positions.
Default bug of Skyrim, Mannequins possibly move like NPCs till their script is loaded... only chance to fix their positions is to reload the cell.

The shield puzzle...
To get the solution you need the two Doom Books, which give you 4 holds in the right order.
Looking at the map of Skyrim the mentioned holds are surrounding another "special" hold. This hold is the last switch which needs to be pressed.
The sequence resets if you activate a wrong switch and survive the trap...


I'm stuck.
Most of the secrets are very similar to those of Resident Evil from 1996, without knowing the game it is definitly harder to push through.
Sometimes the questlog can be a good orientation, or simply leave a message/comment to get help here. Alternatively on youtube are some playthroughs.
NEVER use "tcl" to move through locked doors/areas, this can destroy important triggers with drastic consequences.

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HINTS
* A stock of potions, spells and a companion could be a good idea.
* Poisongas is deadly, just don't...
* Not all puzzles are directly solvable, keep them for later when 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.
* For the interaction with some objects you need to have the related item in your inventory.
* There is no need to use lockpicks, there is a key for every lock.
* The questlogs often contain useful information.

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KNOWN BUGS / PROBLEMS
- Whisker's Hood Masked is not compatible with Argonian or Kahjiit Races.
- The Nerevarine has a black face. Somehow the facetexture doesn't want to work. (Under investigation)
- Rare and randomly things like objects, markers or enemys just not get loaded correctly.
- There is no distance-LOD, the Mansion's exterior is not visible from very far distances.
- Mistakes in the english language. Please let me know about them!
- Minor lighting errors when using torches, mainly in the catacombs.
- After the return to previous locations, corpses keep moving/breathing sometimes. (Under investigation)

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KNOWN CONFLICTS
- Possible conflict with "Skyrim Souls", which unpauses the game during menus and my mod is full of time based triggers. (Not tested yet)
- Worldspace conflict with "Ordinator - Perks of Skyrim" - A shrine is placed bellow my Mansion. It can be reached with console "tcl".
- Worldspace conflict with "Following Mercer: A Thieves' Guild Quest"
- Worldspace conflict with "Expanded Towns and Cities"
- Worldspace conflict with "Elder Scrolls Online Imports"

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CREDITS
Detailed maps of Resident Evil:
Stebloke (stebloke.co.uk)

Witcher 2 Armor (Heavy Plate Armor):
Baraban
CD Project


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

Essential Script & Forum Support:
ThatEscalatedQuickly
IsharaMeradin
dylbill
Xander9009
Darkfox127
starlitegirl
HellLizard
kryptopyr
KhrysINXS


Xiudia Idea & Source:
Lazarus Grimm - The Elder Scrolls Sandbox

Mastermind:
Shinji Mikami

Skyrim & Creation Kit:
Bethesda

Created by:
Sebastian Metz (JPTR)