Uploaded June 2026 | Updated September 2026, 3 weeks ago
Minotaur boss (in Derelict Waterways) pre-nerf, killed with a mediocre weapon an NO skill points invested. This boss is an absurd difficulty spike compared to anything that comes before it, especially pre-nerf. But, with some practice, it's possible to beat it using any build.
The key is to play Fatekeeper like (a slower and clunkier) Dark Souls: learn the boss' moveset and dodge *through* the attacks.
Additional tips:
* At the start, keep your distance and try to pick off the small enemies one by one. Avoid engaging if multiple enemies are in range to hit you.
* Use the small enemies as meat shields. If they are between you and the boss, as the boss tries to attack you, he will hit the small ones.
* Jump to avoid ground slams (0:47). You can use potions while jumping, so this is a good time to heal (1:23).
* You can "perfect dodge" enemy attacks (by timing your dodge *just* as the attack is about to hit you), this causes enemies/bosses to stumble and interrupts their attack chain (1:00, 1:05), which is usually enough time to drink a potion or apply a vial (2:00).
* You can "perfect block" enemy attacks too (which blocks 100% of the damage) but certain attacks, like the Minotaur's punch, seem unblockable. So dodging is the better strategy for this boss.
* When the boss charges (either with his horns or weapon on the ground) if he hits the spikes he will be stunned for a few seconds. Try to position yourself to take advantage of this. Standing to the SIDE of the spikes works (2:34).
* If you DO want to spend your skill points, melee damage seems like the best option for bosses. It significantly reduces the amount of hits required to kill them. Bosses are also immune/resistant to telekinesis and wind.
Timestamps:
00:00 Running to Boss
00:35 Boss Fight
02:44 GG
03:02 Items and Skill Tree
Minotaur boss (in Derelict Waterways) pre-nerf, killed with a mediocre weapon an NO skill points invested. This boss is an absurd difficulty spike compared to anything that comes before it, especially pre-nerf. But, with some practice, it's possible to beat it using any build.
The key is to play Fatekeeper like (a slower and clunkier) Dark Souls: learn the boss' moveset and dodge *through* the attacks.
Additional tips:
* At the start, keep your distance and try to pick off the small enemies one by one. Avoid engaging if multiple enemies are in range to hit you.
* Use the small enemies as meat shields. If they are between you and the boss, as the boss tries to attack you, he will hit the small ones.
* Jump to avoid ground slams (0:47). You can use potions while jumping, so this is a good time to heal (1:23).
* You can "perfect dodge" enemy attacks (by timing your dodge *just* as the attack is about to hit you), this causes enemies/bosses to stumble and interrupts their attack chain (1:00, 1:05), which is usually enough time to drink a potion or apply a vial (2:00).
* You can "perfect block" enemy attacks too (which blocks 100% of the damage) but certain attacks, like the Minotaur's punch, seem unblockable. So dodging is the better strategy for this boss.
* When the boss charges (either with his horns or weapon on the ground) if he hits the spikes he will be stunned for a few seconds. Try to position yourself to take advantage of this. Standing to the SIDE of the spikes works (2:34).
* If you DO want to spend your skill points, melee damage seems like the best option for bosses. It significantly reduces the amount of hits required to kill them. Bosses are also immune/resistant to telekinesis and wind.
Timestamps:
00:00 Running to Boss
00:35 Boss Fight
02:44 GG
03:02 Items and Skill Tree


![The Hidden Graphics Bug in Oblivion (and How to Fix It)
Download Fix: https://www.nexusmods.com/oblivionremastered/mods/3585
Theres currently a bug in Oblivion Remastered that causes Medium Shadows to have the same Volumetric Fog settings as Ultra Shadows. This can lead to a performance loss of up to ~5%.
Yes, in Oblivion Remastered, Shadow Quality also affects Volumetric Fog.
Even though this was recorded a while ago, it is still relevant as of patch v1.512.105
Hereβs what happens:
If you set Shadow Quality to Ultra, it cranks up fog detail with settings like GridPixelSize=8 and GridSizeZ=128.
If you set Shadow Quality to High, it lowers down fog settings to GridPixelSize=16 and GridSizeZ=64.
If you set Shadow Quality to Medium or Low, nothing happens to the fog.
This means that if you switch directly from Ultra to Low or Medium, the Ultra fog settings just stay on.
*Even worse* - this also happens when you *close and re-open the game*. If your Shadow Quality is set to Medium, the game defaults to Volumetric Fog values equivalent to Ultra, so theyll just stay that way. Unless you go into the options and manually scroll to High and then back to Medium, youre stuck with Ultra Fog even on Medium Shadows.
In practice, this only affects Medium Shadow Quality, since at Low the game completely turns off Volumetric Fog, even though the values are still wrong at Low.
Luckily, this can be easily fixed by modifying the Scalability.ini file and adding the missing fog settings:
[ShadowQuality@0]
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
[ShadowQuality@1]
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
π¬ Discord: https://discord.gg/uV79UmjZ2Z
Timestamps:
00:00 Intro
00:35 Bug Showcase
01:56 Ultra vs High Fog Comparisons
02:06 TL;DW Fix
03:01 Testing Fog via Console
07:17 How .ini Files Work in Unreal Engine
09:07 What Causes The Bug?
09:43 Engine.ini vs Scalability.ini Fix
10:08 Graphics Settings Changes Cause Instability?
10:49 Outro The Hidden Graphics Bug in Oblivion (and How to Fix It)](https://i.ytimg.com/vi/nzxo3AoGY1M/mqdefault.jpg)







