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Ness Lowland

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nesslowland

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  1. nesslowland
    nesslowland
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    Sticky
    The courier will still deliver all things added to the courier's container. They just wont get delivered until the configured level. The letters will still get added to the courier container at the normal level, but they'll essentially sit there until the event handler passes the new condition.
  2. SonderBain
    SonderBain
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    THANK YOU, every time I step outside with a new character I get a CC mod letter delivered. I started running from delivery man from ptsd
  3. PrimalPineapple
    PrimalPineapple
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    Great mod! Would you be willing to give permission for it to be ported to xbox? You would be under no obligation to maintain it and you'd be given full credit. 
    1. nesslowland
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      Done! Updated the mod permissions to grant said rights under "additional permissions".
    2. PrimalPineapple
      PrimalPineapple
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      Thank you so much!
      I've included the link below for the level version, the level 5 non AE version is also available 
      https://creations.bethesda.net/en/skyrim/details/f7282370-0fd1-46dd-9fb2-32cd1dacb951/Delayed_Courier_Quest_AE
  4. zmea
    zmea
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    can you make a version for people who dont have the creation club content?
    1. nesslowland
      nesslowland
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      Done. Posted it as a new optional file.
    2. zmea
      zmea
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      you are awesome
  5. Citachi0
    Citachi0
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    Thanks a lot!I REALLY NEED this THANK YOU AGAIN!
  6. Dahveed
    Dahveed
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    I've messed around with this a couple times but couldn't get it to work properly, this is appreciated.

    What I would like is to be able to make patches for individual mods, so that certain mods don't fire their courier quest until a certain level... Is something like this difficult to implement?
    1. nesslowland
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      Sorry, can you be more specific? You've messed around with *this* mod a few times and couldn't get it to work? OR did you mean you've tried something similar, in the past? I just retested it and it seems to be working, but wanted to double check with your statement.

      To answer your question, I actually did originally try to make per-mod patches delaying the courier quest for Chico and Dwemer Colosseum. However, I actually couldn't get that to work. I tried unchecking start-game-enabled from the mod quests and creating new Story Manager Quest Nodes to dispatch those quests instead...but the courier kept showing up at level 1 empty handed. So I gave up and implemented this blunt instrument of a mod. I wish the original mod authors had used event handlers on the Story Manager instead of SEQ+start-game-enabled, but oh well :).
    2. Dahveed
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      No, I mean the general idea that you've implemented... but on a more individual level.  I guess you had the same luck I did.

      Thanks for trying, though :D

      But I still much prefer using your mod, I have a series I started (and kind of half-abandoned) a while ago called "Fresh Start Series" which tries to address the issue you're also aiming at here, on a more general level.

      I hate starting a new character at level 1, and two minutes after I start my adventure I have 23 map markers, 14 quests, and 9 different pop-up messages telling me to do stuff :/

      At the very least I can now level-gate a good amount of them to (say) level 10 or something, so you get an endorsement for that!

      Cheers.
  7. hickups
    hickups
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    Does Indefinite in this context mean the courier quests never happen? so how would you trigger them otherwise?
    1. nesslowland
      nesslowland
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      Yes, I don't actually recommend that version, but I uploaded it in case someone just really wants to disable the courier entirely. I'm not sure how they'd start those quests. I've set the "level 5" version as the main file now.