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Posted

The only mention of Fanacasecul in the changelog dates back to 2007 with UOP 2.1.0.

Reoriented the floor of the ruined Ayleid tower fixing flickering and gaps at the exterior of Fanacasecul (same as was done at Silorn).

It makes no mention of the Ring of Destruction. The purpose of these edits was not to make the ring easier to obtain.

Posted (edited)
4 minutes ago, Arthmoor said:

The only mention of Fanacasecul in the changelog dates back to 2007 with UOP 2.1.0.

It makes no mention of the Ring of Destruction. The purpose of these edits was not to make the ring easier to obtain.

Thanks very much for the prompt reply - and of course, for your work on this essential mod and the other excellent TES unofficial patches over the years!

Edited by mikeprichard
  • 3 weeks later...
Posted

There is a claim I read in the following mod: https://www.nexusmods.com/oblivion/mods/53020

- Vanilla formulas for effect strength on a potion are broken in multiple ways - Calcinators use wrong game settings, Alembics change poison formula for no reason, and Dispel effect gets weaker if you use Calcinator+Retort than either of the two.

The mod fixes it like that: All effects on created potions are re-calculated using correct settings and streamlined formulas - no weird interactions, effects of all Alchemy apparatus are additive.

 

I'm wondering: Did Uop fix these issues on vanilla alchemy?

 

Posted

That's not something UOP can address since it requires modification of the formulas at the engine level. That other mod requires OBSE.

Posted
On 1/28/2024 at 1:26 AM, mikeprichard said:

Random question I'm hoping someone can help with: for purposes of editing the relevant UESP page (Oblivion:Fanacasecul - The Unofficial Elder Scrolls Pages (UESP)), I'd like to confirm the exact UOP version that made the edits to the underwater area near Fanacasecul to allow the Ring of Destruction to be acquired more easily. I strongly suspect version 3.0.0 introduced the relevant changes due to its large number of unspecified changes of this general type, but would greatly appreciate confirmation if possible. (A search through AFKTrack didn't help, using terms like "Ring [of Destruction]" and "Fanacasecul".) Cheers!

3.4.0 might actually be your best bet. Based on my personal partial archive of old UOPs, the fix does not exist in 3.2.0, but does exist in 3.4.0, and several fixes of a similar nature are listed for 3.4.0.

  • 6 months later...
Posted

That's no longer necessary since the January 2024 update. The fixed animation file was included there.

  • 2 weeks later...
  • 3 weeks later...
Posted

No, because this person's opinion is based on bad information from the reddit hive and we don't listen to those people because they literally make shit up about why things were fixed.

Posted
On 10/10/2024 at 1:20 AM, Arthmoor said:

No, because this person's opinion is based on bad information from the reddit hive and we don't listen to those people because they literally make shit up about why things were fixed.

Well, it may be that the current fix is not exactly correct. I went through the dialogue and it seems like there's an out-of-order check that blocks the longer lines. I need to go through the whole dialogue tree, though, and I didn't have time before we shipped the last patch. It's rather complex. I do think his last line is supposed to be "close shut the jaws of Oblivion". Other context cues in the lines suggest they aren't in the right order. The Emperor says "give me you hand" at one point, and that's surely when he's supposed to hand over the amulet, but that's not how it works currently.

  • 2 months later...
Posted

We'll have a look at the guard one, but the beggar one is a hard no since that's been done with AI and we believe AI generated content to be bordering on immoral due to the impact it has on flesh and blood voice actors.

Posted

Content restoration is out of scope for the UOP. Plus you linked to a deleted mod which isn't something we approve of either. It was deleted for a reason and that should be respected.

  • 3 weeks later...
  • 7 months later...
  • 1 month later...
Posted
On 8/27/2025 at 8:34 PM, Dario said:

I'm SURE the first issue has come up before and has been addressed. It's to do with a specific package firing to unlock the doors at the start of the game.

For the DLC issue, we can look into it.

Can you further explain about the creatures? I wouldn't be surprised if something like a minitour or ogre has higher base melee damage than an iron battle axe, for example, but I don't think we could change that without rebalancing everyone's stat blocks.

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