"Scars have the strange power to remind us that our past is real." - Cormac McCarthy


Order of the Skull


The Order of the Skull, a secret society formed in 1778, notorious for experiments involving human subjects, using methods most men are too moral to imagine. The Order were feared by many, even law enforcement feared to venture near their base. Their leader, Theodore Ramsdin, was ruthless and dangerous, but fortunately the Order of the Skull were gone soon enough. Alex Handerlin fought for all that was moral when he entered their base in 1797. He tried everything to slay their leader when he tried to open a gateway to power no living being should possess, he ended up resorting to destroying the mythical artifact that powered the gate, causing the entire building to implode with the rock it lay almost a hundred yards below. It destroyed Theodore and Alex both, and without their leader, the Order of the Skull slipped away into the pages of legend.

Now, in 1867, some seventy years later, disappearances in the woods surrounding the village of Gramsville have led law enforcers to believe someone, or something, is capturing or killing residents of the hamlet. The whole town lives in fear of what may come. The lead couldn't have come at a better time. Gregory, a small time private investigator, received a letter asking that he come to the complex where the New Order of the Skull is operating, riding their secrecy on the belief that they were wiped out after Ramsdin was slain. Gregory feels a strange sense of duty regarding the letter, and follows the map on the back of it. Indeed a large building lay hidden within the trees. But entering that building only begins Gregory's route to hell, as the Order begins searching for the interloper, the situation emerges into a life-or-death matter.


This mod will be very much story focused, so please play with the investigator mindset :p

OOTS

Mod Stats:

Progress on demo: DEMO RELEASED(Remaster OUT)

Progress on full version: ~6% (Chapters complete = ~12.5%)

Requires:

  • A Copy of Amnesia updated to v1.3 or later(steam copies should automatically be updated, if you have a retail copy, you can download the latest update from Frictional Games' website)
  • This is not a requirement, but I feel I should point out that this mod does contain some pretty good sized levels, and may lag a bit on low-end PC's

In this custom story, you will see the following:

Levels:

  • Varied environments
  • Chilling, dark and eerie levels mixed with lighter relaxing levels
  • Relatively large amount of outdoor environments.
  • Custom Assets from numerous sources(even some I made myself)
  • Unique use of lighting color
  • use of Amnesia A Machine for Pigs assets
  • use of Justine DLC assets
  • use of White Night assets

Story:

  • Engaging Story, organized in 8 chapters.
  • 3 possible endings.
  • Character arcs involving the main character
  • Memorable characters, 5 of the antagonists as enemies in the game
  • Room for theories throughout the custom story

Game-play:

  • Moderately challenging puzzles, comparable to those from the main game.
  • Exciting and intense chases
  • Sneaking puzzles that will have you on edge
  • Unique use of TDD Items in puzzles
  • a very hidden Easter egg, Will you find it???
  • Around 5-8 hours of game-play between all 8 chapters(so yea, a pretty long one)

Ambiance:

  • Custom music tracks made specifically for this mod, composed by Amnesia41
  • Tons of new sounds
  • Ambient sounds utilized to create an immersive effect

Scares:

  • Monster/enemy encounters placed well, no "3 monsters per map" type of thing
  • Not using the original monsters, instead using custom voiced Order Member enemies
  • NO cheap scares(i.e Flying naked men, teleporting statues), relying on psychological terror, and well paced fear.

Miscelanious

  • custom voice acting for both friendly characters and hostile characters.
  • an "extra" folder in the mods main folder containing screenshots, lore, character trivia, Homage/Reference trivia(I.E the numerous homages to "An Empty Prison" a r/nosleep story I love.) and MORE


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RSS Articles

This month I have been working on the mod every day and I am very happy with it so far. I am working on the 6th map right now, and I am really taking the time to make this mod as good as I possibly can. I posted the remastered demo and got some feedback that I am taking into account.

January 2019 Development Blog

The 6th map is called Tower A, I wont spoil anything else but it is part of the first hub area of the mod.

The entrance to Tower A

I am doing work on this level every day so far, I would like to say that so far, the lighting for the actual tower is proving a challenge as the tower is a very large area that needs lighting that not only fills it, but fits the blue-indigo color scheme you see in the rest of the level(see image above)

This is also going to be a significant area to chapter 1. I plan to implement a few actual horror tactics into the events of this level. I am putting tons of work into this mod and I hope you enjoy it.

That will be it for this months update, Thanks for reading

-Matt(Mod Creator)

Custom made assets for Order of the Skull?

Custom made assets for Order of the Skull?

Feature 1 comment

I have created a bunch of custom entities for my mod so far, here is where I will share pictures of them as well as a brief description of how I made...

Update: Generic Progress Report #7

Update: Generic Progress Report #7

News

I got the remaster of the first level in the demo done, so that's a good thing, and I'm working on creating Gregory's cellar.

December Development Blog - Order of the Skull

December Development Blog - Order of the Skull

News

I haven't worked on the mod too much this month, as I have been busy with school and preparations for the holidays, but I have a FEW updates.

November Development Blog - Order of the Skull

November Development Blog - Order of the Skull

News

This is the first of the new Development blogs I will be doing! Will be creating a read out version and uploading it to my YouTube channel after this...

RSS Files
Order of the Skull DEMO V2.0.1

Order of the Skull DEMO V2.0.1

Demo 1 comment

New version of the remaster, this update is mainly service to the players of this mod.

Patch for demo v 2.0.1

Patch for demo v 2.0.1

Patch 1 comment

This will fix a game breaking bug, BE SURE TO INSTALL IT OR THE GAME WILL NOT BE BEATABLE LEGITIMATELY!

Order of the Skull DEMO REMASTER(v2.0)

Order of the Skull DEMO REMASTER(v2.0)

Demo 4 comments

This is the long-waited remastered version of Order of the Skull DEMO! I hope you enjoy!

Order of the Skull DEMO V1.1(CODE IMPROVEMENTS)

Order of the Skull DEMO V1.1(CODE IMPROVEMENTS)

Demo

Attempted to fix a bug, and improved alot of code, enjoy! C:

Order of the Skull DEMO V1.0

Order of the Skull DEMO V1.0

Demo 4 comments

A Remastered version of this is in progress, this is the earliest version of the demo for ORDER OF THE SKULL

Comments  (0 - 10 of 123)
final666
final666

Waiting for the final release!

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Shyrtexx
Shyrtexx

REMASTERED DEMO REVIEW
Before I proceed further to the actual review, I'd like to point out a few things first. 1) Due to this only being a demo, the score will not be the final score. 2) As this is a demo as aforementioned, the review supposed to point out even the minorest things to the author. This means that this comment will include tons of nitpicking. 3) This comment will be very long, but I have to write it here due to the absence of separate rating system for the demos. Sorry from the inconvinience.

Positives: -Level design is very good. Especially the cellar area - Neat puzzles, and again especially the one in the cellar

Negatives: -Too much to read (read below) - The demo didn't point out any form of horror/overall scare factor

Minor negatives (these would NOT lower the overall score, but rather point out some small things to the creator) -Some grammatic mistakes - The clicking sounds in the voice act lines were a turnoff

I had a great time playing this demo. It is made with care and proper time, rather than just being rushed. The level design is carefully made throughout the mod, and there were no mistakes to be spotted. The outside area was very well lighted and it overall had an eerie atmosphere going on.

Looking at the puzzles section, I'd like to point out a few things. While I enjoyed the puzzle in the cellar, I still would have appreciated a few more hints (the "battery" or "cell" or whatever it was which I was supposed to put in the empty spot confused me a lot) as it was moderately challenging. I believe I spent a total of 25 minutes in the cellar before I figured it out.

The only real downside was the large amount notes in a very short in-mod time. There was a ton to read, and the amount of characters and their backgrounds let me nothing but confused. This is subjective though, but the amount of reading and text and characters were too much for me.

I'm not going in-depth about the nitpicks, as they are pretty minor as aforementioned.

To be entirely honest, I think I enjoyed thr very first demo more than I enjoyed this, but this is obviously objectivily better. Score: 9/10

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Zayatonic
Zayatonic

Good job! I enjoyed this demo very much and i can't wait for the full release. However, the puzzles were really annoying, since there were usually very vague hints (the stone pressure plate puzzle one took me way too long to complete). I also liked the redesigned cellar (the old one was sorta boring and bland).

Good luck on this CS!

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HappyMatt12345 Creator
HappyMatt12345

Ive gotten alot of complaints about the pressure plate puzzle, will make it easier, and the remastered cellar was mainly for script ease, The new demo is more story focused than fear focused, but the atmosphere is there I think, also I made the textures of a few custom assets in this mod, the new barrel is my doing, how do they look?

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Zayatonic
Zayatonic

They don't look bad, they definently look better than most of the originals.

One question:Are you going to design your own custom monsters or use already existing ones (not talking about the grunt, brute and suitor, im talking about the ones like the obscurity monster, tenebris lake monsters, lucy's eyes monsters,etc...)?

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HappyMatt12345 Creator
HappyMatt12345

Im using measurings alexander enemy model with custom voices for the order members, Measuring is the original creator of the Obscurity monster btw

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Zayatonic
Zayatonic

Oh, ok!
Another question: how long will this cs be? Will it be a somewhat normal lenght or will it drag on like some other good custom stories?

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HappyMatt12345 Creator
HappyMatt12345

About 5-8 hours of gameplay Im aiming for

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Ecrusar
Ecrusar

Um... I don't know if I'm the only one who encountered this bug, but in the demo the cultist just looked like Alexander with no animations.

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HappyMatt12345 Creator
HappyMatt12345

they are supposed to look like Alexander, the enemy is made from a rigged/animated alexander enemy by someone else, but if it looks like just plain old Alexander, the floating one from the end of TDD, then I am unsure what the problem is. Explain, is it floating Alexander, just a stiff alexander that isnt moving at all or whatever else?

Reply Good karma+2 votes
Ecrusar
Ecrusar

Sorry for being late to reply. It's not floating, it's just stuck in the T-pose with zero animations.

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HappyMatt12345 Creator
HappyMatt12345

are you using the latest version of Amnesia TDD? Idk if the latest version changed anything to do with enemy models/animations or not, but I want to check to make sure thats not a potential issue...

[EDIT:] I just looked at the changelog, 1.3 changed alot of entities, and may have changed something to due with how animation/model data is used, so make sure you are updated to version 1.3 or later (steam copies of TDD should be automatically updated, retail copies can be updated from Frictional Games' website) If you are already in version 1.3 or later, then I will try to see stuff on my end and (hopefully) fix it.

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Ecrusar
Ecrusar

I do believe I have the latest version, since I have the steam version.

I actually did a bunch of tinkering around with the model viewer to see what I could figure out. I noticed that the animations work fine when the ".dae_anim" files are loaded directly through the model viewer, but in game no animations render, and so he just glides around stuck in the T-pose. Hope that's useful.

Sorry for any confusion. Other than this little hiccup, the mod is looking to be massively improved from the original incarnation of it. Good luck, and still looking forward to the full release!

EDIT: In case I didn't make it clear, he does actually move around, but he has zero animations whenever he does.

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HappyMatt12345 Creator
HappyMatt12345

Well, im not sure what I can do then, He works fine for me, and the animations and everything came with the original Alexander Enemy model. all I did was copy it, rename it and edit the sound effects to add the custom voices

Reply Good karma+2 votes
Zayatonic
Zayatonic

Maybe renaming the enemy screwed something up for him, though im not sure why it would suddenly stop working.

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HappyMatt12345 Creator
HappyMatt12345

it works for me, and (as far as I know) everyone else too, might be an issue on his end, in which case I'm not sure what to do...

Reply Good karma+1 vote
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