This great quest mod picks up after the Mages Guild quest. There is more to Mannimarco, and you have the choice to join his faction or finish him once and for all. This is how the Mages Guild quest should have been. Great and true to lore.
Name: Mannimarco Resurrection
Requirements: Oblivion Patch 220.127.116.11
website/quest guide: Mannimarcoresurrection.awardspace.com
I know it says Mannimarco Complete..i never bothered to rename my files
This is my vision of Mannimarco, his Order of the Black Worm, and the perspective and relationship between necromancers and the mage guild. In the game, you defeat Mannimarco, but are left with no real insight into the complex relationship between him and the Mages guild. In addition all of the Necromancers are still hostile after their leader is defeated. Necromancy is not illegal only frowned upon so are they truly evil or misunderstood? Is Mannimarco so easily defeated like any other mere mage? The events in this mod takes place after you defeat Mannimarco the first time, but soon you'll discover his true nature. The first arc of my mod is somewhat of a re-telling of the last parts of your journey to becoming arch mage, but depending on your choices the outcome changes. What path will you choose to walk..Light or Dark...it depends on your perspective. Do you continue on in service of the mage guild or seek the embrace of Order of the Black Worm. Also, depending on your path, you will see that truly defeating a great foe like Mannimarco cannot always be done by yourself.
This mod allows you to become a member two new factions depending on your choices and outcome of the events. The Order of the Worm exists to serve Mannimarco. He requires loyalty but his rewards are great for those who seek unique abilities and acceptance amoung the Necromancers and Undead. Joining Mannimarco has major consquences for some of your old mage guild associates should you decide to fully carry out your tasks. The gameplay will change for you given that most of the undead and NPC's will now recognize you as a necromancer. Places that were dangerous before will now welcome you. You will gain your own liar and all who serve the worm will eventually heed your command.
The Imperial BattleMages serve Ocato but also are protectors for Arcane University. This faction is available only if you relenquish your title of arch-mage to your new (and more powerful) ally (should he remain alive). You can command your own garrison of soldiers and have your own headquarters at Arcane University. I personnaly prefered this option since I did not feel worthy of the title of arch-mage and I found other players felt the same. But what you gain is a new secure place to rest your head and store your loot. This is ideal for those who remain loyal to the Mage Guild.
I insist players to try both factions in order to get the full perspective of this mod since each side contains different pieces of the same story, then go back to a save game that you are comfortable with for your regular play. I will admit I put more care into the nercomancer portion of this mod because of the dual nature of the Black Worm characters.
Bruma Mages Guild is restored(can be toggled)
New Dark Fissure
New Necromancer Stronghold
New Underground Fortress
New factions (BattleMage, Black Worm)
New BattleMage barraks
A chance to promote a new Arch mage
New Necromancer/BattleMage powers
Several new quests (branching quests)
*Turn off borders even though I worked to keep everything within the boundaries.
*My companion options for thralls, necromancers, and battlemages are basic and as they follow via fast travel you may lose them. Keep your travel distances short. Also their follow packages may time out so if they begin to wander off, just tell them to follow you again.
*Albion does a good job of keeping himself alive, but if he is swarmed by tons of enemies make sure to help him. Don't let him die or the quest is cut short.
*Make sure you read the quest updates for clues or hints, the green marker is often a way to get you to a point but not to the item you specifically need.
*If you are a Anchorite, don't attack Mannimarco (try it..you'll see :))
*If you want to remain a part of both Necromancer and Mage factions...don't carry out the Worm Order tasks. Now you have the benefits of being both. There is no time penalty for completing tasks but you miss out on the fun.
Put all the files in your data folder.
All the quests and content are self contained within this mod. It makes no changes to default interior cells, NPC's, or quests. If you have any mods that change the Bruma mage guild or Dark Fissure cells they won't conflict, but you won't have access to them. I have put in a measure to handle the Bruma issue. There is a book called "Bruma Ledger" in the Battle Mage barracks at Arcane University, in the first room. Activate it to make my Bruma guild door "vanish"..this enables you to enter the original default cell or any mod that modifies it. Activate it again to enable my door again. It is safe to do this after you return from Bruma in beginning of the quest.
Known Issues or Bugs
None reported so far. There was a reported issue with the Wendlebek location and Paladlin of the Divines BAB armour. It's not related to my mod..it prevented them from contiuing my questline.
1.0 - first release
1.5 - Fixed idle animations on sitting NPC's
- Increased reliability of detection scripts when escorting NPC's
- Increased reliability of NPC's following the player
- Fixed battlemage problems with them attacking each other at Cadlew Chapel
- Fixed various syntax errors
- Fixed dialouge issues
- Enabled switch to ativate,deactivate Bruma door
- Added voice files for Mannimarco and Thralls
- Added command dialouge for necromancer NPC's
- new quests
- fixed quest icon displays
- new weapons
Upcomming Events and Changes
- Add quests if player wants to remain Arch-Mage..this will be done in the final version.
- Bring in two new members for the Mage Guild council
- Anything else I can think of
- Possible side quests
cjairrels (at) hotmail (dot) com
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