Arthmoor Posted January 28, 2024 Author Posted January 28, 2024 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.
mikeprichard Posted January 28, 2024 Posted January 28, 2024 (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 January 28, 2024 by mikeprichard
Dario Posted February 16, 2024 Posted February 16, 2024 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?
Arthmoor Posted February 16, 2024 Author Posted February 16, 2024 That's not something UOP can address since it requires modification of the formulas at the engine level. That other mod requires OBSE.
Aikanikuluksi Posted February 23, 2024 Posted February 23, 2024 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.
Dario Posted September 11, 2024 Posted September 11, 2024 Saw the following fix suggested to be installed together with UOP. https://www.nexusmods.com/oblivion/mods/47592
Arthmoor Posted September 12, 2024 Author Posted September 12, 2024 That's no longer necessary since the January 2024 update. The fixed animation file was included there. Dario 1
YoJeff328 Posted September 23, 2024 Posted September 23, 2024 (edited) Very low priority bugs : Anvil Castle Barracks : Path grid going through the table Surilie vineyard : Path grid going through rocks and the vineyard sign (Observed when following Toutius during Paranoia) OblivionPatchSurilieVineyardsPatch.espOblivionPatchAnvilCastleBarracks.esp Edited September 23, 2024 by YoJeff328
Dario Posted October 9, 2024 Posted October 9, 2024 (edited) Would you kindly consider reverting the dialogue with emperor to a prior status? https://www.nexusmods.com/oblivion/mods/53928?tab=posts A post by Katkat, here, shows why it is a good thing to do. Edited October 9, 2024 by Dario
Arthmoor Posted October 10, 2024 Author Posted October 10, 2024 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.
Sigurð Stormhand Posted October 14, 2024 Posted October 14, 2024 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.
Dario Posted December 29, 2024 Posted December 29, 2024 https://www.nexusmods.com/oblivion/mods/52249 This mod claims to fix a guard greeting issue caused by the UOP. --> could be interesting
Dario Posted December 31, 2024 Posted December 31, 2024 https://www.nexusmods.com/oblivion/mods/48336?tab=description This should be added as well.
Arthmoor Posted December 31, 2024 Author Posted December 31, 2024 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.
Dario Posted January 1, 2025 Posted January 1, 2025 Well, thanks for considering it. Another thing that could be cool: https://www.nexusmods.com/oblivion/mods/53042?tab=files&file_id=1000034956
Arthmoor Posted January 1, 2025 Author Posted January 1, 2025 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.
Dario Posted January 2, 2025 Posted January 2, 2025 (edited) Some more suggestions: 1) https://www.nexusmods.com/oblivion/mods/54381?tab=posts 2) https://www.nexusmods.com/oblivion/mods/53283 3) https://www.nexusmods.com/oblivion/mods/53345 4) https://www.nexusmods.com/oblivion/mods/50204 Edited January 2, 2025 by Dario
Dario Posted January 8, 2025 Posted January 8, 2025 Another one: https://www.nexusmods.com/oblivion/mods/51375/?tab=description
Dario Posted January 26, 2025 Posted January 26, 2025 One thing: There are instances where unarmed creatures will cause more melee damage than armed ones. Is this intended? Also, would be cool to integrate this: https://www.nexusmods.com/oblivion/mods/51375?tab=posts
Dario Posted August 27, 2025 Posted August 27, 2025 Can you take a look at these two? https://www.nexusmods.com/oblivion/mods/53345?tab=posts For the unofficial patches for dlc: https://www.nexusmods.com/oblivion/mods/54831?tab=description
Sigurð Stormhand Posted October 9, 2025 Posted October 9, 2025 On 8/27/2025 at 8:34 PM, Dario said: Can you take a look at these two? https://www.nexusmods.com/oblivion/mods/53345?tab=posts For the unofficial patches for dlc: https://www.nexusmods.com/oblivion/mods/54831?tab=description 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.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now