Oblivion

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Miltiades

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Miltiades

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378 comments

  1. Schiffy94
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    Excellent mod. I love the effect applied to his voice, and you can still clearly tell it's the original Sechler line. The throne room is really cool, too. I also like how a new door was added to the back with another Shade of the Revenant altar.

    One minor bug I encountered, though. Even after leaving, I seemed to be stuck with a script effect that does nothing and has no name, and shows up in my active effects list as a blank line with the symbol used for script effects (matching Shield in vanilla I believe). The script has an ID of xx03BACD, and the spell it comes from is xx03BACE.
  2. Bakurnawi93
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    Do I actually have to do the main story of the mages guild For him to actually show up. Mannmarco I mean Because I was doing some tests. When installing this mod Went to the cave. And everything seems to be working. But when I. Get to the last part. It's just a vanilla version of metamarco. But the weird part is when I go up to his chair. I get flown back. But then I'm just stuck. I get up and nothing happens. I'm just standing there and you can't move. But yeah, other than that I don't have any missing textures. Signs. So just wondering, if I need to be. Playing the actual part of the quest. For the skeleton version of him to show up. Or should I say undead Lynch?
  3. Dmettler182
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    I seem to encounter invisible hands and feet on Manni and animation stretch glitches whenever I run a bashed patch.

    The fight plays out perfect for me as long as the quest is active, and Manni looks perfect as long as I don't run a bashed patch or if I load this after the bashed patch. I also don't have unlimited amulettes or rings active in my patch.

    However, no matter what I do the dancers are always wearing the loincloth with the vanilla undergarment

    I have both of the files installed as specified, so no missing meshes, dialogue is perfect, no ctd's, voices are good, everything is golden except what I've described above. Any ideas would definitely be appreciated!
    1. Miltiades
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      Sounds like something in that bashed patch is overriding the hands and feet of the skeletal appearance of Mannimarco; resulting in missing limbs and stretch glitches. Now I don't remember exactly (it's been so many years) but the mod uses the "Float Like A Lich" animation so perhaps another mod is messing with that and tries to disable it; resulting in missing limbs and stretch glitches. It is especially suspect that the mod works fine on its own but suddenly experiences issues when used in a batched patch.

      Regarding the vanilla undergarmets on the dancers it is possible that you are not using any nude/underwear mod as the outfit worn by the dancers is simply a piece of clothing worn by them. So if your game does not use any nude mod or altered underwear mod; then all your characters will be wearing that vanilla 'diaper'. The outfits the dancers are wearing are simply that; outfits. They do not replace the body mesh underneath.

      Hope this helps!

      Greetz, Milt 
    2. Dmettler182
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      I realize now that I failed to reply to your response; my apologies! Your answer was quite expedient, and much appreciated. Thank you.

      I was able to solve my issues with Manni's hands and feet, and understand the dancers appearance now. I am indeed using vanilla bodies, and so that makes sense. However the one thing i cannot seem to fix is Mannimarco's body stretching during animations where he uses his staff. I've tried different mesh skeletons, I've tried without a bashed patch, on a clean install with only the mods files, oblivion.esm and shivering isles loaded, with a fresh download of the mod (both base file and the update), and on different systems (one with an amd gpu/one with an nvidia gpu) and even still it occurs. If it perchance ought be stated, I'm using wrye bash as a mod organizer.

      Is it possible that the mod is looking for a body replacer, or anything else possibly I may be missing resulting in Manni's animations bugging? The fight plays perfectly, and the scripts fire properly, so I could always just live with it if it comes to that. I'm going to take a look at how his animations play in the cs just to make sure their alright.

      All that said, thanks again for taking the time to reply to my last post, and solid mod!


      -EDIT-
      I spent the day in the cs testing Mannimarco's animations and have narrowed down which animation is bugging out as it shows up there too. I'm not quite sure how to fix animations, so I've listed it below in case it may help:

      Stafffastright-MILT.kf
    3. Miltiades
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      Apologies for such a long delay in replying (I rarely check these comments sections these days).

      I fear I won't be of mych assistance I'm afraid as it has been over a decade (probably closing in on 15 years now) since this mod was made. So even with the file I wouldn't know how to load it up in order to check for issues. As stated earlier I was using the "Float Like A Lich" mod to make Mannimarco actually float as other liches. So it seems that this batched patch somehow refuses to apply that file.

      My advice (as limited as it may be) would be to not include Mannimarce Revisited in your patched patch but instead use him as a standalone that is loaded after your batched version. It's not the most idea solution but should ensure that everything remains working. At least that's what I hope. :)
    4. ghoste921
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      i can confirm this mod does not work with the bashed patch if anyone does get it working with it id love to know how
    5. Crinkleboy
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      I managed to get rid of the stretching by installing FloatLikeALich, extracting the relevant files, and adding suffix -MILT to all of the animations. Put them into their designated folder and wabam, animations fixed.

      Hopefully it works for you, too.
  4. DEEJMASTER333
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    What happened to that Arch Mage's Tower mod that got uploaded last week?
    1. Miltiades
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      He had sent me a PM earlier today regarding an issue he had by using v1.0 instead of v1.1 and if I could help them out.

      However, that person never asked for my permission to change my mod in the first place and simply uploaded a modified version of my mod while claiming how disappointed they were with my team's original work and how they 'fixed it'. Frankly I found that remark rather insulting to not only me but to everyone who helped me in creating that mod.
       
      As such I told him to kindly remove the upload and then remove all parts related to Mannimarco Revisited v1.0 from their mod and suggested releasing a separate optional version instead.
       
      Afterwards I received a second PM (which I screenshotted and saved for the admins in case they wish to see it) where he suddenly became insanely hostile towards me, using all sorts of profanities while claiming that my mod was unfinished trash and that their mod was a million times better while wishing death upon me and everyone who had worked on Mannimarco Revisited. Then they seemingly proclaimed victory over something; telling me that I got 'nuked' (whatever that means) and that they would tell everyone what a son of a ... I really was with more profanities thrown in along the way. Very peculiar...

      Fact of the matter is that they never asked for permission and apparently did not take kindly to my request to remove it for the time being and make it a separate file (just like everyone else has done) instead of directly messing with someone else's esp and uploading it without their knowledge. Then when they didn't get what they wanted they threw a hissy-fit while wishing I rot in hell because of me not immediately giving them what they wanted.

      I certainly hope that this isn't the general state of the current generation of modders here as we used to respect one another greatly and always asked for permission when it concerned something that someone else had created. 

      After that it seems the forum-account was deleted and the mod was taken down. So ... they got mad and took their ball home I guess. 

      Anyways, I hope this answers your question somewhat. It was definitely a peculiar conversation and one I never experienced before in all the years that this mod (and others) were on Nexus.

      Greetz, Milt
    2. DEEJMASTER333
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      That's a bummer it looked cool. I didn't use it since it didn't include the 1.1 bug fixes I was hoping he would get them fixed.
    3. Miltiades
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      Yeah, judging from the initial screenshots it looked pretty decent. From what I gathered this was also their very first mod and as such it was very unfortunate that they did not ask for permission first as I have given my permission to several people in the past where they requested to use certain assets for their own projects. The complete 180 in attitude that followed after I had told him about asking for permission first and giving him the suggestion for making it a separate esp-file was both surprising and definitely uncalled for.

      That Archmage tower looked like it could have easily been made into a separate mod and did not need a piggyback-ride from my Mannimarco mod as theirs was only about the Archmage's quarters which I largely left untouched except for putting a portal on the wall that leads to the treasury. So why they felt the need to put their tower into my mod was a bit peculiar.
    4. Dispensation
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      Usually, novice modders make replacer ESPs for plugins instead of making their own separate patch for another ESP. It's a rookie mistake that inexperienced modders sometimes make. I myself dislike replacer ESPs like his mod was.
    5. RomanR
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      Oh dear, I got a PM message before he left Nexus, but I didn't imagine that he failed the negotiation so badly. What problem he did asked to help with anyway? After I responded to his thread "I need help with this SCRIPT please :(" on Nexus Forums and edited the Ayleid Statue Display for him, out of curiosity I began testing his mod.  I found some small problems within Mage Guild quest line (but I still finished it) and reported them to him. 

      Oh well, I think I will save his mod as a keepsake and test it further to root out possible bugs or weird edits (for some reason there are changed edits for "Hello" and "Greetings" topics for Kvatch NPCs, pointing out to unknown quest references for example).

      I think that was never any team for his mod. If he mentioned someone else, it was only most propably only to put more pressure on Miltiades.
    6. DEEJMASTER333
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      It was just him, and I guess me since I'm the one that cleaned his plugin. The reason you had problems with the Mages Guild questline is because the Construction set had to auto adjust scripts and quests that were missing the references of things he just flat out deleted. It's a buggy plugin anyway with some bad implementation (he put a bunch of super valuable stuff just kind of out in the open that you could easily steal at a low level) and out of respect for Miltiades you should just leave it be.
    7. RomanR
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      In fact my first project ended similarly. I wrongly assumed from original author's mod description (it was in 2015, before great UI change) that asking for his permission (though appreciated) was only some formality for him. So I uploaded not only my esp, but also all his assets which my mod used. I was quite suprised  with his endorsement, but later I found how in fact unhappy he was with my behavior (from the comments on forum and on his mod page - for some reason some of his comments about my work looked for me rather uncertain and defensive). Fearing that my attempts to approach him would be taken as a provocation, I rather silently deleted my mod. My work on it continued in privacy, but I haven't free time to truly finish it and make proper release again.
    8. RomanR
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      It seems that...person striked again. As I experienced something similar as Miltiades recently, I would stay clear of him. As I doubt now he is the real author behind Arch Mage's Tower (it seems he's just using resources and work he snatches from same gullible authors as me, pretending to be his own). He even tried to forbid me from using my work, that Mysterium Xarxes page which I gave to him (it seems that "Mysterium Xarxes(don't know how to make it)" thread is gone or inaccessible to me), would you believe? Now he operates under a nick Matt455666 (recently changed to ToxicPeopleEw, but I have no doubt he will change it again). Of course, it all happened via private messages, which I deleted in the end (maybe a mistake, but I don't keep or deal with a trash).
  5. RosePhalamy
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    So i installed this mod over Vortex and none of the added models work. Its all ether invisible or a giant "Missing Mesh" sign.
    1. Starbound721
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      I used MO2 and am getting missing meshes on the Chosen robes and hood and also 3 or 4 of the staves, even put it at the bottom of the load order still couldn't fix it. Looked in xEdit, very much a beginner with it but I didn't see anything conflicting with those items that would overwrite them. Seems like a cool mod too hopefully it can get fixed if it's a problem with the mod.
    2. Starbound721
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      Just realized I missed the older main file that contains the assets and only downloaded the v11, make sure you get the assets!
    3. Miltiades
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      Heh, yeah. MannimarcoRevisited v1.1 only contains the esp but the base files are all in the main MannimarcoRecisited file. That one has to be installed first and the the V1.1 is merely replacing the old esp file. :)
  6. Cartoonjellywolf
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    I'm curious about the files, are you supposed to download all files? Or only the latest one?
    1. Miltiades
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      Sorry about this very late reply. I've stopped modding for over a decade now and rarely check these comments.

      As for your question, MannimarcoRevisited v1.0 contains all the custom meshes and textures and needs to be downloaded regardless. After that you should download Mannimarco Revisited v1.1 and replace the old esp file. V1.1 fixes some chargen issues.

      If you notice that Mannimarco's cavern is filled with water this may have been caused by OOO (fix is supplied). However, that is a pretty old file so it is likely that it will not fix the issue anymore if you do use OOO. Instead it seems that Banes Guild United Updated with it's OOO patches may also fix the issue with the water.

      Looking back at this mod I should have put Mannimarco's lair in its own separate cell so that it would not be affected by other mods that make changes to it; but as I recall I simply couldn't move Mannimarco into a new cell for some reason and had to use the original damp cave instead. 

      Hope this will provide you (and others) with enough information to get the mod running like it should. :)
  7. RayzerCalitri
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    I seem to have a bug where Mannimarco's area is flooded with water except the throne area and the opposite upper platform. I use Oscuro's Oblivion Overhaul and heard there was an issue regarding that, I've used the OOO esp plugin but it doesn't get rid of the water at all...

    I also use the Rebalance version of this mod by DEEJMASTER333.
    1. ArcturusFyr
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      Use Banes Guild United Updated with it's OOO patches.
  8. saber2849
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    Really cool mod, cool voiceover and item design. Fair warning though, this is a really challenging fight, dont try it too low level as he has insane stats and lots of spell effects. Did this on a level 11 with 175 endurance  (uncapper) and all my main skills at 75+. Could be the fact that his skillset just completely countered every single thing about my characters build but I think a 90s DoT that cant be dispelled by a 75 point dispel is a bit much xD Overall great mod though, definitely a good challenging fight for a higher leveled character
  9. DrWilyeCoyote
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    Are there supposed to be numerous floating and partially out of bounds containers with this mod? otherwise echo cave will be my necromancer's new base of operations(running epic necromancy as well, but that shouldnt conflict)
  10. illyria311
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    For some reason this mod gives errors when I try to build a bashed patch.