You might be a youngling so ill be nice about this. When making mods it might best to either make a full large quest mod or, in this case of a house mod, leave the short quest out. The name of the game is efficiency, leave out as many needless addons as possible. Also most modders don't use the courier unless they're really experts at both modding and programming in general. See, bethesda aready has a ton of issues, the courier being one. So when you add that to your mod issues are bound to happen. The specs on your CPU are different from everyone else. So thats why the courier doesn't show on all computers. some rigs are invincible, others are horse manure and there'sno telling what script is doing what on who evers rig. Thus efficiency is important so everyone has a good time. Try to make mods based on variables in skyrim that pretty much won't change across the board. You can kind of see this in placement for your house mod. Placing a house mod in Solitude is suicide but out in a field is much easier. Same goes for Bethesda script already running in game. Changing Bulgruf for a mod is far more dangerous than altering a begger due to all the quests connected to Whiterun. The same goes for scripts. Id recommend getting rid of that courier edition. A house mod is a house mod, and doesn't always need a quest attached.
I have updated the mod again and fixed the audio bug on the Golden Well. I mean it. I fixed it for real this time. I tested it and everything... I promise....
...oh boy I hope it works.
Thank you to everyone who has supported this mod. I appreciate it!
Thank you very much for your speedy reply. I do not have any mods that affect couriers so I can not figure why I am not getting the quest but since you added the key I can at least access the property. Thanks again for a good mod and I will be endorsing it.
The only thing I can think if is that you are using Skyrim Special Edition. I don't have SE, and so I scripted this only on Legendary Edition (Original Skyrim). The scripting is different for SE than LE. If someone would like to convert this mod to SE please send me a message. I'd be happy to allow someone to do so.
I've downloaded your mod but I've never received a letter from a courier. Waited nearly a week, nothing. So I re-installed it. Still nothing. Maybe I'll try it again in the future. Looks like a decent mod. I did go ahead and go into the tunnel, killed some spiders found some loot, no key though.
The key will likely not appear until the quest is active (I'm not sure). It is in the bottom of the well between the two Centurion Guards, not in a chest.
The quest is a basic courier quest and uses the vanilla script. I've retested it and it works. If you have other mods which affect the courier I recommend moving this to the bottom of load order.
I'm having the same problem. If you found a solution I would love to hear. I don't have any mods that affect the courier. Is there a way to unlock the quest or obtain the key using console commands?
To address this issue I've added a second key unrelated to the quest. (See V. 1.3.3 or later)
The new key is in the same spot as the quest key (in the cave in the backyard at between the 2 guards), you just won't have a quest marker to lead the way. Which is a shame because I worked really hard on the quest aspect of this mod.
The quest does in fact work, and I don't know why some people are not receiving the letter, it must be something to do with other mods. Alternatively, keep in mind this mod is for vanilla Skyrim not SE. The quest script will not work in SE.
I'd be happy to see this mod translated so long as you 1. credit me and link to this page as the original. 2. Please send me a link once it's published. 3. Be sure to use the updated version as well! Thanks for your interest!
this looks good BUT you should add a map overview OR a pic with this place and an " identifiable landmark " in the foreground or background so we all can determine the actual footprint so we can avoid the CTD that usually results from loading 2 or more mods in the same place Thanks
15 comments
When making mods it might best to either make a full large quest mod or, in this case of a house mod, leave the short quest out.
The name of the game is efficiency, leave out as many needless addons as possible.
Also most modders don't use the courier unless they're really experts at both modding and programming in general.
See, bethesda aready has a ton of issues, the courier being one. So when you add that to your mod issues are bound to happen. The specs on your CPU are different from everyone else.
So thats why the courier doesn't show on all computers. some rigs are invincible, others are horse manure and there'sno telling what script is doing what on who evers rig. Thus efficiency is important so everyone has a good time. Try to make mods based on variables in skyrim that pretty much won't change across the board.
You can kind of see this in placement for your house mod. Placing a house mod in Solitude is suicide but out in a field is much easier.
Same goes for Bethesda script already running in game. Changing Bulgruf for a mod is far more dangerous than altering a begger due to all the quests connected to Whiterun. The same goes for scripts.
Id recommend getting rid of that courier edition.
A house mod is a house mod, and doesn't always need a quest attached.
I have updated the mod again and fixed the audio bug on the Golden Well. I mean it. I fixed it for real this time. I tested it and everything... I promise....
...oh boy I hope it works.
Thank you to everyone who has supported this mod. I appreciate it!
The only thing I can think if is that you are using Skyrim Special Edition. I don't have SE, and so I scripted this only on Legendary Edition (Original Skyrim). The scripting is different for SE than LE. If someone would like to convert this mod to SE please send me a message. I'd be happy to allow someone to do so.
The quest is a basic courier quest and uses the vanilla script. I've retested it and it works. If you have other mods which affect the courier I recommend moving this to the bottom of load order.
The new key is in the same spot as the quest key (in the cave in the backyard at between the 2 guards), you just won't have a quest marker to lead the way. Which is a shame because I worked really hard on the quest aspect of this mod.
The quest does in fact work, and I don't know why some people are not receiving the letter, it must be something to do with other mods. Alternatively, keep in mind this mod is for vanilla Skyrim not SE. The quest script will not work in SE.
Endorsements are most welcome :-)
Thank you