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The Spencer Mansion Incident (Resident Evil) v1.3

Hello I'm new to the game i used to play it on console but then got a pc, started playing it and found this mod but its not working for me can someone help?
Find your vanilla copy of the game, and make a copy of it so you have two copies. Vanilla and soon-to-be modded.

If there is a Mods folder in the new copy, delete it. Spencer Mansion isn't compatible with foreign mods/modlets

Download the mod manually, unzip and COPY both Data and Mods folders and PASTE them into the main directory of the copy you just made. (Which contains the 7 Days to Die application file)

You'll be prompted to overwrite some files, yes to overwrite

Launch the 7 Days to Die application file

 

 
V3.10 
- Fixed an issue where is was possible for enemies could enter the first boss room
- Japanese localisation for Cerberus and Web Spinner
- Destroying the rocket launcher 'should' no longer give the player an intact rocket launcher
- Removed the excessive sleeper counts for sleeper volumes. (I initially added extras, because for some reason, not all counts were spawning. However, having excess meant more than intended had the possibility to spawn)

V3.11
- Buffed Passive Healing perk to healing every 4 seconds instead of every 5 seconds.

 
i did exactly as i read to do to install this mod and i just keep getting an error that the mansion prefab cant be loaded. so im  just stuck in a big empty world. all other spencer mansion mods are loading fine

 
i did exactly as i read to do to install this mod and i just keep getting an error that the mansion prefab cant be loaded. so im  just stuck in a big empty world. all other spencer mansion mods are loading fine
That happens when custom blocks are missing, which means the game isn't reading the blocks xml. Or a foreign mod is conflicting.

Did you do a fresh install?
1) copy vanilla files (A21.2) and rename folder to identify it
2) delete Mods folder in the copy AND AppData (so there's no foreign mods)
3) paste Spencer mods folder into the main directory of the copy

 
That happens when custom blocks are missing, which means the game isn't reading the blocks xml. Or a foreign mod is conflicting.

Did you do a fresh install?
1) copy vanilla files (A21.2) and rename folder to identify it
2) delete Mods folder in the copy AND AppData (so there's no foreign mods)
3) paste Spencer mods folder into the main directory of the copy
will try that thanks!

 
hi I'm loving the mod so far,, but I've done like five runs and I'm still not able to work out how to do the puzzles in the painting room and the armour room?? I keep dying trying to work out how to do the puzzles 😭

 
hi I'm loving the mod so far,, but I've done like five runs and I'm still not able to work out how to do the puzzles in the painting room and the armour room?? I keep dying trying to work out how to do the puzzles 😭
Sounds like you're playing on A21.1
You need to use the experimental A21.2 for the switches to work

EDIT: After updating, you'll need to start a fresh game, switches still won't work if a game was started in A21.1

 
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Hey.  I'm not sure if you've configured the mod for your resolution or full screen, but I play windowed and this is what the startup screen looks like:

Also, I enjoyed it for a couple of hours, but now I can't go more than 2 minutes without another 5 or 6 crimson heads spawning and chasing me down.  Is that intended?  It seems a bit tedious.  Ammo is long gone, so survival isn't really possible at this point.

startup.jpg

 
Hey.  I'm not sure if you've configured the mod for your resolution or full screen, but I play windowed and this is what the startup screen looks like:

Also, I enjoyed it for a couple of hours, but now I can't go more than 2 minutes without another 5 or 6 crimson heads spawning and chasing me down.  Is that intended?  It seems a bit tedious.  Ammo is long gone, so survival isn't really possible at this point.

View attachment 29562
Very strange, you might have to change the UI/margin settings to be smaller for the menu options to squeeze inside

As for crimsons, strategy is required to limit the amount that spawn. If you play like normal 7 days, you're gonna have a bad time.
1) Crimsons can't exist if you don't kill zombies. 
2) Shotgun is your best friend (shoot the legs) However, due to vanilla code, for some reason, slugs are only good on legs when the target is at full health. Shells are good to use regardless of their remaining health.
3) Don't leave doors open, you're just asking to be killed if you do.
4) If you have to log out of the game, make sure you're in an open area and ready for a fight when you log back in. (Assuming there are crimsons yet to spawn)

I've made it possible for the mod to be beaten knife only for those that wish to do so, even on the hardest difficulty and fastest speed.

 
Hello.
Please tell me 3 points.

1. multi-server
As a new year event
I'm trying to set it up
21.1 (b30)
Can you conquer it?

~Because I'm not good at it myself
Even if I play test
It may not be possible to conquer it.

2. Does it support multiplayer?

I'll do it happily
I don't care about the details.

3. Not only the server
For each player
Is it necessary to install it?
(Is it ok only on the server side?)

 
Hello.
Please tell me 3 points.

1. multi-server
As a new year event
I'm trying to set it up
21.1 (b30)
Can you conquer it?

~Because I'm not good at it myself
Even if I play test
It may not be possible to conquer it.

2. Does it support multiplayer?

I'll do it happily
I don't care about the details.

3. Not only the server
For each player
Is it necessary to install it?
(Is it ok only on the server side?)
Alpha 21.2, not A21.1

For multiplayer to work, you will have to delete the folder called ZZZZ-DefaultGamePrefs. 
However, by deleting this, you will need to make sure all game settings with orange text are correctly selected, including the game world.
The other player will need the mod installed as well.

I would recommend hosting the game locally and not on a server.

 
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Sorry for the late confirmation.

I originally entered the version incorrectly ><
As of January 1, 2024
Alpha 21.2 (b30)
It's version compatible.

1. It is an "overhaul MOD".

2. Delete "ZZZZ-DefaultGamePrefs" in multiplayer.
However, there may be a problem with the orange text.

3. "Local host recommended"

is not it.
I got it.

thank you.

A21.1 ではなく、Alpha 21.2

マルチプレイヤーを機能させるには、ZZZZ-DefaultGamePrefs というフォルダーを削除する必要があります。 
ただし、これを削除すると、ゲーム ワールドを含む、オレンジ色のテキストを持つすべてのゲーム設定が正しく選択されていることを確認する必要があります。
他のプレイヤーも同様に MOD をインストールする必要があります。

ゲームはサーバーではなくローカルでホストすることをお勧めします。

 
So I'm at the Plant 42 part and i cant mix the Chemicals at all I press the Secondary Button and nothing happens HELP.

 
Hi Dan, I'm wondering if it's possible to get soft-locked in single player.  I can't find anything that I've missed, but perhaps I have.  I have no keys left, so can't unlock the basement door (sword key needed?). 

Also, on the 1st floor, 2nd door on the right (Tried to post a pic, but this forum seems broken lately and I can't upload it.), there's a bunch of awake and angry zombies behind the door which I also can't unlock because I used up my keys of that type.

I'll post this part in spoiler tags so nobody else needs to see:

As far as I know, I've found the secrets.  I've inserted the first 3 masks, have the rocket launcher, shotgun, the MO disk, and the wind and moon crests.  Found the ammo bundle as well.




Any help would be appreciated.  I'd really like to know if it's possible to get soft-locked though.

Thanks.

 
I figured it out lol, However I am now running into the problem of, I piled a bunch of zombies in 2 different areas of the mansion and then molotoved them. I should have only had around 7 Crimson Heads because of mistakes, However my Run was Ruined by 15+ Crimsons Coming from nowhere WTF. It's a Awesome Mod. I'll come back after more updates and try again. Thank You.

 
Hi Dan, I'm wondering if it's possible to get soft-locked in single player.
I've made sure that it's impossible to get soft locked in single player.
The only way to do so would be with the chemical mixing puzzle with the player intentionally picking up an item to fill their inventory while they have a 'mixing' bottle, then opening it, forcing a bottle to drop.

There are intentionally 5 Sword doors but only 4 Sword keys.

I'll give you a hint, which you can use for the whole playthrough. Each locked door either 1) opens up a path to expand more play area, or 2) gives access to one Key Item (With exception to the kitchen elevator giving access to two items). Make a check list on each room that you've unlocked to see if you found a key item in that room or not, process of elimination.

I figured it out lol, However I am now running into the problem of, I piled a bunch of zombies in 2 different areas of the mansion and then molotoved them. I should have only had around 7 Crimson Heads because of mistakes, However my Run was Ruined by 15+ Crimsons Coming from nowhere WTF. It's a Awesome Mod. I'll come back after more updates and try again. Thank You.
Fire doesn't prevent crimsons. The Body Disposal journal entry is quite literal.

There was an update 2 days ago. 
Update version 3.17 Added

  • New buff: Invincibility Frames.

When the player gets hit by most enemies (not all), they will gain temporary invincibility for 1.25 seconds. This will help survivability if the player gets surrounded.

  • New buff: Perfect Herb Mix.

The Green, Red and Blue herb mix will provide a buff. Protection: This miraculous herbal mixture reduces damage by 20% for 75 seconds.

 
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I'll give you a hint, which you can use for the whole playthrough. Each locked door either 1) opens up a path to expand more play area, or 2) gives access to one Key Item (With exception to the kitchen elevator giving access to two items). Make a check list on each room that you've unlocked to see if you found a key item in that room or not, process of elimination.
Thanks.  I had read your similar comment on a YT video so already knew that.

I'm currently much further into the mod.  A couple of suggestions in spoilers:

The wall that has to be broken to find the 4th mask that I was missing could possibly be replaced with some sort of cracked wood which lets a sliver of light in.  It was so hard to see that.  I watched Kualjia's playthrough to find that section.  She didn't see it either and it was a comment from Ducky that pointed it out.  I know you were watching that too.

For Plant42, I was able to cheese him because he spawned while I was trying to break the slanted board leading to his area.  As a result, I just backed up and fought him as he occasionally glitched through the wall.  Perhaps narrow his spawn radius trigger to when the player actually enters the room.
Overall, this mod is so impressive.  Congrats.  It's also BRUTALLY hard to be honest.  Thank goodness I backup my save frequently.  I've also learned how to cheese the crimsons in smaller numbers, so that helps.  Keeping the mansion free of them is a definite plus.

 
I read the body disposal again and now it makes sense however wtf still, What is the point of the molotovs if you can't burn the zombies and prevent them from becoming Crimsons? I've played and beaten RE multiple times and I know their different games however Burning the zombies should prevent them. Now i'm about to restart and only shoot the leg and then Knife them, ill let you know how it goes.

Also does the silencer critical boost mean more head destruction? So, Less Crimson's?
 
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