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The Spencer Mansion Incident (Resident Evil) v1.3

The v1.1 (b14) update yesterday has caused the mod to stop working. It is one of the custom codes.
The mod is still fully playable in v1.0 (b336) I'll let you know when it works in v1.1 again once the issue has been resolved.

 
The v1.1 (b14) update yesterday has caused the mod to stop working. It is one of the custom codes.
Well that sucks.  Glad you are on top of it though.

I know I've talked about it before, but I really love the thundering atmosphere you put into the game. Was this a special asset from you or did you simply modify what was in vanilla? I really enjoy the storm weather in the game at times and would love to get some better weather effects going with an additional Weather add-on.  A lot just edit the fog levels or the light levels.  Do you think you could possibly add something like this to the main game as a modlet too? I know some others were were working on sky stuff like Haidr'Gna in discord and others have a bit of biome variance (or more pleasant weather). Would be nice to see some more spooky stuff... especially with Halloween creeping up.

 
Not a biggie, but just something I see in the Twitch streams when players are reading the notes as they progress through the story line.

The Trader Tier value is added to the Notes, and possibly not a required feature. You'd spot it in the xml easily enough if considered a worthy update point, but here's the property generally used for that to remove it appearing. <property name="add_to_tier_complete" value="false"/>

 
Well that sucks.  Glad you are on top of it though.

I know I've talked about it before, but I really love the thundering atmosphere you put into the game. Was this a special asset from you or did you simply modify what was in vanilla? I really enjoy the storm weather in the game at times and would love to get some better weather effects going with an additional Weather add-on.  A lot just edit the fog levels or the light levels.  Do you think you could possibly add something like this to the main game as a modlet too? I know some others were were working on sky stuff like Haidr'Gna in discord and others have a bit of biome variance (or more pleasant weather). Would be nice to see some more spooky stuff... especially with Halloween creeping up.
The constant storm is custom code made by w00kien00kie.

The dark night is from the worldglobal xml

 

<configs>

<set xpath="/worldglobal/environment//property[@name='ambientEquatorScale']/@value">0.3,0.3</set>
<set xpath="/worldglobal/environment//property[@name='ambientSkyScale']/@value">0.3,0.3</set>
<set xpath="/worldglobal/environment//property[@name='ambientMoon']/@value">0.2,0.2</set>
<set xpath="/worldglobal/environment//property[@name='ambientInsideSpeed']/@value">0</set>
<set xpath="/worldglobal/environment//property[@name='ambientInsideThreshold']/@value">0</set>
<set xpath="/worldglobal/environment//property[@name='ambientInsideEquatorScale']/@value">0.3,0.3</set>
<set xpath="/worldglobal/environment//property[@name='ambientInsideSkyScale']/@value">0.2,0.2</set>

</configs>

 
Spencer Mansion Incident now works on the latest v1.1 (b14) release. 

There is still the known issue, which you WILL get if you're playing using the mod launcher. But it is easy to deal with:

Known Issue: DirectoryNotFoundException

Could not find a part of the path
'C:\7D2D\v1\SpencerMansion_Incident-Resident_Evil\Spencer_Mansion_Incident-_Resident_Evil_Jill_Valentines_Story\Saves\YourPreviousMapYouPlayed\YourPreviousGameNameYouPlayed'.
 

You will need to navigate your PC directory to the 'Saves' folder, then create both of these new folders that the game is trying to access.
First folder inside the Saves folder, then open the newly created folder to create the second folder. The spelling needs to be exact.

 
Small update: requires v1.1 to function (doesn't work with v1.2)

- Added an extra typewriter
- Made one of the puzzles visually easier to see
- Added 2 herb mixing recipes for convenience (triple green and G+R+B mix)
- Moved a button for one of the puzzles so it's easier to figure out the solution
- Addressed some overlooked paint textures
- Added German localisation (Thank you NORDMANN!)

 
Changes for v1.2
 

Added:
- Maps of the mansion and surrounding areas.
- Game Over screen.
- Interconnected Item Boxes.
 

Changed:
- Replaced vanilla guns with EFT guns. These all (except the handgun) come with partial reload.
- Dropped items now take 5 minutes to despawn instead of vanilla's 60 seconds.
- Removed the option to change Difficulty and Zombie Speed settings when continuing a save.
- Webspinner sound swapped from spider zombie sound to snake sound.
- Melee crosshair is now a dot
- Updated door sounds
- Limited brightness option (Use the lighter if you can't see!!)
 

Removed:
- Almost all zombie pain sounds and death sounds.
- Down arrow icon when hitting a block in melee.
- Twitch Integration. (May add back with custom commands)
- Challenge window.

 
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It came to my attention that some people were unable to spawn into their games, and some were. I've figured out a solution, this however disables the fancy gameover screen. But at least everyone can play it now!

 
New Multiplayer update:

Fixed:
- Melee crosshair no longer disappears when loading into a game after the first time in the same play session.
- When perked into chemistry expert, you wouldn't be refunded the reloading tool. You now get 1000 reloading tools to bypass this.
- Game over screen works again.
 

Changed:
- Dead zombies no longer instantly revive as crimson heads when loading a save.

Added:
- You can now burn dead bodies to prevents crimson heads.
- Two player co-op.
Please note 1: The host needs to wait for the client to join before making a manual save (to save client player's data)
Please note 2: If ANYONE dies before the host makes a manual save, a new game is required to start over.
Please note 3: If the client dies and then the host makes a manual save, the client will be permanently dead.
- Wesker's Scenario. Recommended to only play after you have beaten Jill's Story. (Made for single player, but feel free to try two player)

 
Last edited by a moderator:
So I’m really enjoying this mod, I’m currently bugged though I think. I started the fight with the black tiger and him and his two minions pushed me outside of the gate that shuts you in. So I’m locked out of the boss arena and can’t progress. Is there any kind of console commands or ways to clip through? I’m on pc if it helps but the regular method (f1-dm-q for god mode) doesn’t seem to work. Anyone have a similar problem? I haven’t saved in hours, that’s on me. Hoping I don’t have to bite the bullet and reload.

 
So I’m really enjoying this mod, I’m currently bugged though I think. I started the fight with the black tiger and him and his two minions pushed me outside of the gate that shuts you in. So I’m locked out of the boss arena and can’t progress. Is there any kind of console commands or ways to clip through? I’m on pc if it helps but the regular method (f1-dm-q for god mode) doesn’t seem to work. Anyone have a similar problem? I haven’t saved in hours, that’s on me. Hoping I don’t have to bite the bullet and reload.
I made an update a few days ago and done my best to prevent this from happening by increasing their attack range. There's no way to undo this but to reload your save.
I may have to increase their attack range further if you updated the mod in the last few days and this happened.

 
I made an update a few days ago and done my best to prevent this from happening by increasing their attack range. There's no way to undo this but to reload your save.
I may have to increase their attack range further if you updated the mod in the last few days and this happened.
Yeah I just downloaded it yesterday so assuming the mod loader downloaded the most recent version for me that’s what I should have. Alright I appreciate the answer anyway, thanks.

 
Yeah I just downloaded it yesterday so assuming the mod loader downloaded the most recent version for me that’s what I should have. Alright I appreciate the answer anyway, thanks.
The only way to avoid it unfortunately until I can think of something, is to enter the room and not get backed into the door

 
The only way to avoid it unfortunately until I can think of something, is to enter the room and not get backed into the door
You built the mod so I’m sure you have thought of anything I could possibly come up with but just in case, is it possible to put a button somewhere out side of that swinging door that isnt linked to spawning the bosses? I mean I’m sure my file is already fried so I’m not too worried about it, but for the next guy it might happen too? Or does anything effecting that door force them to spawn? In any case still an amazing mod that harkens back to a classic that got me into the zombie genre and I hope you don’t take any of this as a complaint because it really isn’t, just spitballing haha.

 
You built the mod so I’m sure you have thought of anything I could possibly come up with but just in case, is it possible to put a button somewhere out side of that swinging door that isnt linked to spawning the bosses? I mean I’m sure my file is already fried so I’m not too worried about it, but for the next guy it might happen too? Or does anything effecting that door force them to spawn? In any case still an amazing mod that harkens back to a classic that got me into the zombie genre and I hope you don’t take any of this as a complaint because it really isn’t, just spitballing haha.
The idea is, once you start a boss fight, its a fight to the death without any means to escape. So I'm thinking of replacing the door with a fire trap like I did with the first boss.
Having a switch outside the locked door could also work, but the issue is it'll be an exploit of freely killing the boss and people intentionally getting pushed through.

I'm sorry that you've been sent back and lost progress, I'm glad you're having fun with the mod!

 
Small update:
- Addressed an issue where the player could be pushed through a locked door, causing a soft lock.
- Removed an AI pathing exploit
- Changed the colour of hunters from "brown" to green.
- Optimised the herb models

 
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