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The Spencer Mansion Incident (Resident Evil) A20.6 *Now supports MP and Integration*


FranticDan
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Welcome to Resident Evil: Reimagined!

 

Have you got what it takes to go back to where it all began? Enter the Survival Horror!

The Spencer Mansion Incident is a 7 Days to Die overhaul mod that plays a LOT more like Resident Evil than it does 7 Days to Die, with an end goal to aim for, escape.

 

        KNOWN BUGS:

1) Clicking 'Equip' on an item in your main inventory - You will get an infinite wall of red text, to stop it, move an item from your toolbelt or into your toolbelt.
DO NOT ALT+F4 AS YOUR CHARACTER WILL RESET!
2) (The Linked Vault Storage is disabled by default due to bugs) In Multiplayer, when accessing an Untouched Vault,
*ALL* players need to open the Untouched Vault *BEFORE* anyone adds or removes items. Otherwise, ITEMS WILL DISAPPEAR!!!
3) (The Linked Vault Storage is disabled by default due to bugs) Unconfirmed on what the cause is, it may be due to trying to load into the game while you're not logged into steam, or playing a different save, vanilla or another mod.
The entire contents of 'The Vault' can get deleted. My advice is to commit to a playthrough before playing other 7 Days to Die playthroughs elsewhere.

 

Setup:
1) I've made setup easy to follow by making the text orange for all settings you'll need to manually change for the intended Resident Evil experience.
2) It will always be night, so be sure to change the Zombie Night Speed to your liking. (Walk is recommended)
3) If your game is in day time, you'll die a horrible death!

**IMPORTANT**
PLEASE NOTE: 
1) The Spencer Mansion Incident is a *PERMADEATH* mod, and will test your combat and maneuverability skills.
2) Multiplayer is now supported!!! So go have fun with a friend!
3) Twitch Integration is now supported!! I recommend to use only after completing the challenge before turning on.

 

 

KEY FEATURES:
1) Limited Inventory: You'll be restricted to a 6 slot toolbelt and 6 slots of main inventory.
2) Reworked and rebalanced Skill Tree: There are no attribute requirements for skills, so you'll be free to put your skill points wherever you wish as long as you have enough points.
3) You cannot jump.
4) Zombie Pain: Zombies no longer feel pain, so they won't even flinch when attacked.
5) Zombie Rage: Disabled, zombies will never enter rage mode and get faster.
6) One Time Looting: Almost every loot container can only be looted once, and will downgrade or destroy after closing.
7) Linked Storage (disabled by default due to bugs): You'll be able to access your stored items from any of the storage boxes. (Huge thank you to wOOkie nOOkie!!)
😎 Simplified Criticals: I've removed the severe critical injuries (Broken arm/leg etc) and shortened the duration of fatigue. You can still get lessor criticals, like sprains, fatigue, stun and abrasions. (Falling too far will still break your leg!)
 

 

PLANNED FEATURE:
Manual Saving: Auto saving will be disabled and you'll need to use an Ink Ribbon to save your progress.
You'll have to manually save BEFORE you exit your game session.
Ink Ribbons will be very limited, and will allow you to continue your save if you die, by simply exiting the game and reloading your save to revert back to your last manual save.


Manual Download - https://github.com/Frantic-Dan/Spencer-Mansion-Incident---Resident-Evil
Also available on the Mod Launcher

7 Days to Die Forum Thread - https://community.7daystodie.com/topic/27467-the-spencer-mansion-incident-resident-evil-a201/
Discord - https://discord.gg/4A5MF8GHM5
Info Spreadsheet (spoilers) - https://docs.google.com/spreadsheets/d/1Tqa0JeUROVYSJv0rxZ2YRkOFY4njxbUISr7dm96D83s/edit#gid=0
List of Character Perks - https://docs.google.com/spreadsheets/d/1iuVP-4PKLAQmtRivr3wS2mXJ8hcvMuXvgR7V2tbfIlA/edit#gid=0
 

Update v2.0 changes
*Requires a Fresh New Game*
 

- Changed: You now start with 12 perk points, instead of 2, in the form of Training Manuals.
       Choose your points wisely, as there are no refunds and no extras for the entire playthrough.
- Changed: Perks are rebalanced, and each level now costs 1 Training Manual. Before, some perks cost 2 points.
- Changed: All attributes are only 1 level, granting 250% headshot damage and 15% bonus to dismember.
- Changed: You now start with 120 Health and Stamina instead of 100.
- Changed: Power Attacks no longer pause stamina regeneration.
- Removed: Demolitions Expert perk.
- Added: Armour Tolerance perk. This perk does what Pain Tolerance used to do, but now also reduces the stamina and mobility penalties of armour.
- Changed: Pain Tolerance now works like in vanilla, but slightly more potent. (TFP fixed a bug recently so this perk works as intended now)
- Removed: Gloves, there are now 4 pieces of armour instead of 5.
- Changed: Rebalanced the armour rating of all armour to compensate the loss of the gloves piece.
- Changed: Rebalanced ammo crafting with the Reloading Tool, the amount of gunpowder to craft each round is equivilant to the firepower of that round.
- Changed: Reloading Tool now stacks to 10 instead of 1, so ammo crafting is less tedious than before.
- Added: Reloading Tool can now also allow you to dismantle standard ammo, at a cost of 25% gunpowder. (Requires Reloading Tool on you to dismantle)
- Changed: Moved one of the Locked Reinforced chests to an earlier section of the mod for earlier access.
- Changed: Removed campfire recipe and added campfires in most locations with a Storage Box. Includes the kitchen.
- Added: Placed a Blue Herb in each of the mansion's Save Rooms.
- Changed: Poison is now more deadly, lowering health every 30 seconds instead of 50.
- Removed: You no longer get XP from harvesting anything, or reading books. XP is mostly earned from kills.
- Changed: Player Level and Gamestage is solely used for Twitch Integration and mod progression, no perk points.
- Changed: Herbs heal more, up to 60 with a mixture of G+R+B. This mixture used to heal 40.
- Changed: Medical healing recovers health at 5 per tick instead of 2.
- Changed: Nerfed the firepower of the AK-47 from 42 Standard and 56 HiPower, to 24 Standard and 30 HiPower.
- Added: Another 60 rounds of Assault Rifle ammo, bringing the total non-crafted amount from 90 to 150.
- Changed: Extra 2 Player support, some looted items now come in doubles.
- Fixed: Rockets now cause radius damage instead of just impact damage. Displayed value applies to both, so direct hits are double the displayed value.
- Changed: Makeshift Mines and Grenades deal an extra 25% more damage.
- Changed: Difficulty rebalanced, higher difficulties now increase Enemy HP instead of reducing the players damage inflicted to enemies.

 

Weapons, Armour, Recovery Items and Hostiles:

Weapons:

Survival Knife
Regular Attack        : 12
Power Attack          : 24
Block Damage        : 30
Regular Stamina     : 18
Power Stamina       : 36
Attack Speed         : 60/minute
Entity Range          : 2.1 metres

 

Leather Knuckle Wraps (Toolbelt slots 7 8 9 0)
Regular Attack       : 8
Power Attack         : 16
Block damage       : 24
Regular Stamina    : 12
Power Stamina      : 24
Attack Speed        : 80/minute
Entity Range         : 2.1 metres


S.T.A.R.S Handgun
Regular Damage    : 36
HiPower Damage   : 45
Magazine Size       : 15 rounds
Firing Rate             : 90/minute (150 with Samurai Edge Parts)
Reload Time          : ~3.5 seconds


Pump Shotgun
Regular Damage    : 12 x 10 pellets
HiPower Damage   : 150
Tube Size               : 6 rounds     (10 with Assault Shotgun Parts)
Firing Rate             : 45/minute     (60 with Assault Shotgun Parts)
Reload Time          : ~3.6 seconds     (~4.3 with Assault Shotgun Parts)


Rocket Launcher (Replaces the Grenade Launcher)
Impact Damage    : 1000
Reload Time          : ~3.7 seconds


Magnum Revolver
Regular Damage    : 144
HiPower Damage   : 180
Cylinder Size          : 6
Firing Rate             : 60/minute
Reload Time          : ~5.8 seconds (4.6 with Speed Loader)


AK-47 Assault Rifle (Replaces the Flame Thrower)
Regular Damage    : 24
HiPower Damage   : 30
Magazine Size       : 30
Firing Rate             : 300/minute
Reload Time          : ~5.2 seconds


Sub Weapons:

Molotov Cocktail
Damage        : 25/second
Duration       : 15 seconds


Makeshift Mine
Central Damage    : 225
Delay                     : 0.5 seconds


Grenade
Central Damage    : 425
Delay                     : 3 seconds


Armour:

Padded
Damage Resist    : 6%
Mobility              : 0%
Stamina              : 0/s
Mod Slots           : 1


Leather
Damage Resist    : 8.5%
Mobility              : -2%
Stamina              : -0.3/s
Mod Slots          : 2


Scrap Iron
Damage Resist    : 11%
Mobility              : -4%
Stamina              : -0.6/s
Mod Slots          : 3


Recovery Items:

Green Herb
Physician 0    : 10 Health
Physician 1    : 11 Health
Physician 2    : 12 Health
Physician 3    : 13 Health
Physician 4    : 14 Health

 

Mixed Herb (Green + Green)
Physician 0    : 30 Health
Physician 1    : 33 Health
Physician 2    : 36 Health
Physician 3    : 39 Health

Physician 4    : 42 Health
 

Mixed Herb (Green + Green + Green)
Physician 0    : 50 Health
Physician 1    : 55 Health
Physician 2    : 60 Health
Physician 3    : 65 Health
Physician 4    : 70 Health

 

Mixed Herb (Green + Red)
Physician 0    : 50 Health
Physician 1    : 55 Health
Physician 2    : 60 Health
Physician 3    : 65 Health
Physician 4    : 70 Health

 

Blue Herb
Physician 0    : 10 Health + Cures Poison
Physician 1    : 11 Health + Cures Poison
Physician 2    : 12 Health + Cures Poison
Physician 3    : 13 Health + Cures Poison
Physician 4    : 14 Health _ Cures Poison

 

Mixed Herb (Green + Blue)
Physician 0    : 20 Health + Cures Poison
Physician 1    : 22 Health + Cures Poison
Physician 2    : 24 Health + Cures Poison
Physician 3    : 26 Health + Cures Poison
Physician 4    : 28 Health + Cures Poison

 

Mixed Herb (Green + Green + Blue)
Physician 0    : 40 Health + Cures Poison
Physician 1    : 44 Health + Cures Poison
Physician 2    : 48 Health + Cures Poison
Physician 3    : 52 Health + Cures Poison
Physician 4    : 56 Health + Cures Poison

 

Mixed Herb (Green + Red + Blue)
Physician 0    : 60 Health + Cures Poison
Physician 1    : 66 Health + Cures Poison
Physician 2    : 72 Health + Cures Poison
Physician 3    : 78 Health + Cures Poison
Physician 4    : 84 Health + Cures Poison

 

First Aid Spray
Physician 0    : 150 Health
Physician 1    : 165 Health
Physician 2    : 180 Health
Physician 3    : 195 Health
Physician 4    : 210 Health


Hostiles: (Spoiler warning!)

Zombie (Tier 1)
Health                 : 200
Entity Damage    : 10
Block Damage    : 8
EXP                     : 400
Note 1: Fast zombies can have their attacks miss if they are attacked just before they hit.
Note 2: Slower zombies CAN NOT have their attacks interrupted.

 

Zombie (Tier 2)
Health                 : 340
Entity Damage    : 15
Block Damage    : 12
EXP                     : 700

 

Zombie (Tier 3)
Health                 : 460
Entity Damage    : 20
Block Damage    : 16
EXP                     : 900

 

Zombie (Tier 4)
Health                 : 451
Entity Damage    : 25
Block Damage    : 20
EXP                     : 900

 

Zombie (Crippled)
Health                 : 150
Entity Damage    : 10
Block Damage    : 12
EXP                     : 300

 

Cerberus
Health                 : 200
Entity Damage    : 10
Block Damage    : 10
EXP                     : 400

 

Vulture (Flappy @%$#)
Health                 : 16
Entity Damage    : 9
Block Damage    : 8
EXP                     : 400

 

Adder
Health                 : 60
Entity Damage    : 7
Block Damage    : 4
EXP                     : 200

 

Web Spinner
Health                 : 300
Entity Damage    : 12
Block Damage    : 10
EXP                     : 600

 

Crimson Head
Health                 : 450
Entity Damage    : 15
Block Damage    : 50
EXP                     : 900

 

Hunter
Health                 : 600
Entity Damage    : 20
Block Damage    : 40
EXP                     : 1200

 

Failed Test Subject
Health                 : 500
Entity Damage    : 25
Block Damage    : 20
EXP                     : 1000
 

 

Edited by FranticDan (see edit history)
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7 hours ago, Rixuous said:

When I try to load the world it gives me an error "NullReferenceException: Object reference not set to an instance of an object" and repeats indefinitely until I force quit the application.

Did you select 'Spencer Mansion Incident' for the world?
Did you download and install manually or through the Mod Launcher?
Are you playing on A20.1?

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Hello sir.
I enjoy playing the mod. But I had a problem. I couldn't start the game until I did change back one file. The Assembly-CSharp.dll
Without it I can play it and already made it trough some riddles. At the moment i try ot find the last mask and 3 more keys. Also some crests, i guess and trying to figure out what i have to do with the Moon and Wind crest at the moment. I like that some doors are hidden, but there are no hints for those doors. I also like that you raise the difficulty to gain materials. Some materials are more worth as other, since you will never gain them again.

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6 hours ago, Azuhe said:

Hello sir.
I enjoy playing the mod. But I had a problem. I couldn't start the game until I did change back one file. The Assembly-CSharp.dll
Without it I can play it and already made it trough some riddles. At the moment i try ot find the last mask and 3 more keys. Also some crests, i guess and trying to figure out what i have to do with the Moon and Wind crest at the moment. I like that some doors are hidden, but there are no hints for those doors. I also like that you raise the difficulty to gain materials. Some materials are more worth as other, since you will never gain them again.


You need to have the A20.1 (b6) vanilla files (latest experimental), that's why you couldn't play. You are currently playing with unintended settings by removing the Assembly-CSharp.dll

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hmm. I see. So far I see it, it work like it should be... I even got the perma night and zombie respawn 24h ingame. Loot seem to be also managed. idk which setting will miss, If i don't have the Assembly-CSharp.dll. Just finish Plant 42.
Also my game run since i started it none stop ._. gave me surely like +24h 7d2d game time already.

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2 minutes ago, Azuhe said:

hmm. I see. So far I see it, it work like it should be... I even got the perma night and zombie respawn 24h ingame. Loot seem to be also managed. idk which setting will miss, If i don't have the Assembly-CSharp.dll. Just finish Plant 42.
Also my game run since i started it none stop ._. gave me surely like +24h 7d2d game time already.

Assembly-CSharp.dll disables zombie rage and adjusts the difficulty settings damage %'s

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13 minutes ago, Azuhe said:

so my dmg is not as it should be also my dmg taken. even tough i got a hard time to deal with certain zombie on the second lowest difficulty? zombie rage? you mean that they get hurt to a certain point, that they get more aggressive? (faster)

Exactly, the damage's that are stated in the menu are not what they actually are since you removed Assembly-CSharp.dll

Yes, zombie rage is when they start going faster

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In overall as it is now. It is already a good training to get better with coordinating with item and I like the riddles. also the modified zombies are fun. Hunter are annoying, but still not bullet wasting kills. I think i finish 2 boss fight? 1 i used the rocket launcher and 1 bullet without thinking about it. The other i had to shoot severall time with shotgun.

The rage is not bad. Raise the difficulty a bit, since the z suddenly get faster. for people, that want to play hardest difficulty, it could get a real problem.

Already walk is faster as z from RE. The best you can do, is to knife at the start and keep bullet for enemies, that are real trouble. Like Hunter.
It may be not the dmg it should be, but it still hard, but good for me to get back in to survival horro like that.

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37 minutes ago, Azuhe said:

In overall as it is now. It is already a good training to get better with coordinating with item and I like the riddles. also the modified zombies are fun. Hunter are annoying, but still not bullet wasting kills. I think i finish 2 boss fight? 1 i used the rocket launcher and 1 bullet without thinking about it. The other i had to shoot severall time with shotgun.

The rage is not bad. Raise the difficulty a bit, since the z suddenly get faster. for people, that want to play hardest difficulty, it could get a real problem.

Already walk is faster as z from RE. The best you can do, is to knife at the start and keep bullet for enemies, that are real trouble. Like Hunter.
It may be not the dmg it should be, but it still hard, but good for me to get back in to survival horro like that.

If you invest your skill points into the damaging perks and attributes, and craft some HiPower ammo, you can do some serious headshot damage. I've made it possible to knife only, of course doing so requires skill, stamina management and knowing how the enemies react and path. 
You can also refund your points to change your build as you get further.

I wouldn't recommend the two hardest difficulties for the first playthrough, but after your first you know what to expect and can plan ahead.

36 minutes ago, Robeloto said:

This mod looks like a lot of fun. Gonna test this when I have some more free time. I love Resident Evil. It gave me so much chills and excitement when I played it back in 96. Good times. 

As a Resident Evil fan myself, I've put in a lot of effort and thought to my mod for the best RE experience possible

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I can only tell, that is true. I can literally feel the love. Also love edit of the mansion. I had to manage the coutryard on my own, since there was no playtrough for that yet, but I manage. I had to use playtrough for the hidden rooms. 2 of 3 I could have find without help. 1 of 3 I did find on my own. There is this hidden ladder aswell, but i found that one, after I had so many troubles with the other 3 rooms, that made me stuck.
I already crafting Hi Ammo. I mostly use knife and only try to use ammo on enemy, that are hard to beat without. My armor is leather and i hope, I don't need to go for iron. Don't want to be slowed down to much.
I hope i can mange to find the last key. I am ingame at day 3. I had few hunters spawn at me. The poison can be dangerous from the snakes, but it not dangerous. Probaly poison at higher diffucilty is more dangerous.

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10 hours ago, Azuhe said:

It seem I miss something to enter the Tyrant room? I push the button, but the door didn't open.

Also... Do I have to kill the Tyrant first before I can use the workbench?

The button should open the vault door, I was watching a streamer last night and the door opened for them.

Yes you need to kill the Tyrant to repair the workbench

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3 minutes ago, Azuhe said:

image.thumb.png.87955290a381f53d35debe555076b889.png

as you said, can't be destroyed.

That door should definitely open when you press the button, I've never had it not open in any of my play tests or from watching others play.
I just did a quick test and it opened for me. I have no explanation as to why it didn't for you, the different version doesn't make sense to be the cause.

The only thing you can do is turn DM on and allow yourself to go through the door, then turn DM off until you finish with the room and go through the door again with DM

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i guess normally, when you klick the button, the vault door open and the vault trapdoor close, but it seem it didn'T work by me. i probaly going to try the mode on the newest version again. Should do there, what it was suppossed to do. Lise Trevor was unkillable. I even try to kill her XD

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6 minutes ago, Azuhe said:

i guess normally, when you klick the button, the vault door open and the vault trapdoor close, but it seem it didn'T work by me. i probaly going to try the mode on the newest version again. Should do there, what it was suppossed to do. Lise Trevor was unkillable. I even try to kill her XD

Yes, it opens the vault door and closes the vault hatch to trap you in the boss room until you kill the boss.

Yes, Lisa can't be killed

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also. When do i get the wrench? It feel like, I have to find it, to get mechanical and electronic parts for the gyro, cause i killed the Tyrant now. sadly had to use dm to get trough the door. And yeah. It did not closes the hatch and open the door, so the button simple didn't work by me, whyever.

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3 minutes ago, Azuhe said:

also. When do i get the wrench? It feel like, I have to find it, to get mechanical and electronic parts for the gyro, cause i killed the Tyrant now. sadly had to use dm to get trough the door. And yeah. It did not closes the hatch and open the door, so the button simple didn't work by me, whyever.

The wrench is in the Tyrant boss room

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  • FranticDan changed the title to The Spencer Mansion Incident (Resident Evil) A20.6 *Now supports MP and Integration*

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