FranticDan Posted January 28, 2022 Share Posted January 28, 2022 (edited) 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 November 28, 2022 by FranticDan (see edit history) 1 Link to comment Share on other sites More sharing options...
Rixuous Posted January 29, 2022 Share Posted January 29, 2022 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. Link to comment Share on other sites More sharing options...
FranticDan Posted January 30, 2022 Author Share Posted January 30, 2022 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? Link to comment Share on other sites More sharing options...
Azuhe Posted January 30, 2022 Share Posted January 30, 2022 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. Link to comment Share on other sites More sharing options...
Azuhe Posted January 30, 2022 Share Posted January 30, 2022 I finally found the secret room. (There was a hint, but not really told me at first, that it is a hint) I got now to the next sector and hell. I am to scared of the water xD Link to comment Share on other sites More sharing options...
FranticDan Posted January 31, 2022 Author Share Posted January 31, 2022 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 Link to comment Share on other sites More sharing options...
Azuhe Posted January 31, 2022 Share Posted January 31, 2022 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. Link to comment Share on other sites More sharing options...
FranticDan Posted January 31, 2022 Author Share Posted January 31, 2022 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 Link to comment Share on other sites More sharing options...
Azuhe Posted January 31, 2022 Share Posted January 31, 2022 (edited) 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) Edited January 31, 2022 by Azuhe (see edit history) Link to comment Share on other sites More sharing options...
FranticDan Posted January 31, 2022 Author Share Posted January 31, 2022 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 Link to comment Share on other sites More sharing options...
Azuhe Posted January 31, 2022 Share Posted January 31, 2022 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. Link to comment Share on other sites More sharing options...
Robeloto Posted January 31, 2022 Share Posted January 31, 2022 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. Link to comment Share on other sites More sharing options...
Azuhe Posted January 31, 2022 Share Posted January 31, 2022 I can only recommend it. Also don't forget to use latest experimental version, so you can use it correctly. I may do it myself, after finish this one run. Link to comment Share on other sites More sharing options...
FranticDan Posted January 31, 2022 Author Share Posted January 31, 2022 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 1 Link to comment Share on other sites More sharing options...
Azuhe Posted January 31, 2022 Share Posted January 31, 2022 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. Link to comment Share on other sites More sharing options...
Azuhe Posted January 31, 2022 Share Posted January 31, 2022 (edited) 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? Edited January 31, 2022 by Azuhe I didn't wanted to make another post for my late memory. (see edit history) Link to comment Share on other sites More sharing options...
FranticDan Posted February 1, 2022 Author Share Posted February 1, 2022 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 Link to comment Share on other sites More sharing options...
Azuhe Posted February 1, 2022 Share Posted February 1, 2022 so i have to destroy the door, to keep going... guess that happen cause of my version Link to comment Share on other sites More sharing options...
FranticDan Posted February 1, 2022 Author Share Posted February 1, 2022 9 minutes ago, Azuhe said: so i have to destroy the door, to keep going... guess that happen cause of my version The vault door can't be damaged, can you please send a screenshot? As I don't think we're talking about the same door. Link to comment Share on other sites More sharing options...
Azuhe Posted February 1, 2022 Share Posted February 1, 2022 (edited) as you said, can't be destroyed. Edited February 1, 2022 by Azuhe (see edit history) Link to comment Share on other sites More sharing options...
FranticDan Posted February 1, 2022 Author Share Posted February 1, 2022 3 minutes ago, Azuhe said: 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 Link to comment Share on other sites More sharing options...
Azuhe Posted February 1, 2022 Share Posted February 1, 2022 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 Link to comment Share on other sites More sharing options...
FranticDan Posted February 1, 2022 Author Share Posted February 1, 2022 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 Link to comment Share on other sites More sharing options...
Azuhe Posted February 1, 2022 Share Posted February 1, 2022 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. Link to comment Share on other sites More sharing options...
FranticDan Posted February 1, 2022 Author Share Posted February 1, 2022 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 Link to comment Share on other sites More sharing options...
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