/And through my work, I will always be remembered, and my existence remains eternal. Non Omnis Moriar.//
My one and only custom story like project for AMFP, a reimagination/sequel of the Machine for Pigs base game. It continues the original lore events in a parallel timeline as a detective's case story. The mod was first released in September 2015, 2 years after the release of the original game. It keeps the atmosphere of the base game, but focuses more on terror, restores interactions and brings back harder puzzles and the challenge the original game lacked a bit.
Requirements:
- Machine for Pigs latest patch (preferably Steam version)
- Patience, focus and the usual dark room setting
- Reading the installation instruction as this is not your regular custom story / total conversion!
1.4 Version is OUT!
Enjoy the refined original experience for AMFP's 10th anniversary!

v1.0 version
ThtBinkzyGuy - Youtube.com
Harry in a Hurry - Youtube.com
v1.2
IEPYgaming - Youtube.com
Gavinanimator - Youtu.be
Custom Story Gatherers - Youtube.com
Swankest CZ (czech) - Youtu.be
DEMO Review (at the bottom): Steamcommunity.com
Non Omnis Moriar had special anniversaries this year. The mod itself was released 8 years ago, while the source game itself just turned 10. Feels weird just to list these.
To celebrate the occasion, I've been revisiting my AMFP content throughout the entire year, and it took a long process to get it to a point where I can call it released and done:
- Non Omnis Moriar reached 1.4 stage with two major updates regarding story and structure. Other than final bugfixes (if any) I can now call it final. Worry not, for old walkthroughs still apply most of the time!

- My AMFP asset pack released its first (and possibly final) major update (1.1) that brought its features to the Steam Workshop as well, alongside Full Conversion additions for both editions. It also features a demo version of Non Omnis to showcase the assets and the changed gameplay features in action, on TDD.

Get them both on Moddb or Steam!
Happy (late) holidays, and have a good AMFP celebration, as the New Year await us!
The mod started as Slaughterhouse now the final name is decided, and the mod splitted into two halves. The smaller one is now Non Omnis Moriar which basically...
It's been a long time since i updated this mod, but i can say for sure, the final release will be finished this year! Details about it in the description...
The demo is released on the 6th of October, development of the final version will continue. It is likely that it will only be finished in 2015.
The 1.4 version of the mod, overhauled in 2023 for AMFP's 10th and the mod's 8th anniversary. Includes several bugfixes, better hints and a minor overhaul...
The Glowworm Lantern is a more realistic retexture of the original amnesia TDD lantern with the machine for pigs hand model, bloodstains, and a purple...
A custom story demo of Non Omnis Moriar, which includes a custom exe modified by Darkfires so custom stories can now be played in AMFP! Installation instructions...
Just a suggestion for v1.1, would it be possible to add the original Grunt music in? It's just a little bit distracting as a long time Amnesia player to hear him have the Wretch theme instead
grunts have no music added at all. if you heard the wretch music that could have been because there were other wretches with him in there. but for one encounter, yeah i'd be able to restore it of course :D
One encounter? I ran into Grunts in the archives section seen in the demo as well as the living quarters.
yeah i meant that i'll possibly add the music for one encounter, since most monsters only had music once in this mod, in other cases, different musics were used and monsters did not change that
got it, apparently it was fuses -_-. anyway now another tesla in living quarters. hint? and another hint?
SPOILER!!
if you haven't opened the secret wall yet, check for footprints on one of the upstairs corridors. if yes, then place an armor head where it is missing from :) hope this helps.
havent gotten that, also had to reboot windows entirally to get soma working so progress all the way again, away.
Just finished it. What a blast! I go more in-depth on my thoughts for this mod in the review I wrote. Really hope to see this on Steam Greenlight :D
and actually you don't have to carry the cogwheel up from the water. there is a tube which will transport it to the machine at the center of the bottom area :D
thanks, i'll think about it. but if so, only the 1.1 version will appear with corrected bugs :D
now i dont know where the switches are. can you please make a walkthrough kiraImmortal?
which switches? i'm too lazy to do that but i can give hints any time, also i'm playing SOMA at the moment
hints for where switches are? for the map basically made as a archives redux?