Thanks for answering ! It is a shame I didn't see this earlier (before 3.3.1) - so I can clarify a couple of points (SPOILERS !)
OK, if I understand you correctly this is the main problem - getting started with the first quest, right? So what if I moved that dead MG messenger to a place where she WILL be found sooner or later? For instance beside the road near the burnt All Things Alchemical shop? You will surely pass this spot more than once, won't you?
Yes this could be the main problem - cause someone installing this mod installs it for the Net. I can understand your point of view (stumble upon it or not) but not for the start quest. After all one cannot have an esp sitting there for nothing. And please take into account my other remarks, I am not in my middle teen levels I am level 46, and I only fast travel. And believe me many people will be installing the mod just to bring new life to their (dying) game. I love quests (there are very few really well made, see below) but the main appeal of your mod (and all the hard work I guess) is the net and the lost dungeons.
The
stumble upon the quest logic is one of the things I
really liked in OOO, but still OOO was adding many more things to the game and anyway there were many many chances to stumble upon the OOO quests. Many notes on the walls, many dungeons with bosses, many camps etc
As to the solutions proposed : I disagree - for me wellspring cave is as unlikely as anything else. The solution is to use the hints in the books. Spread some notes in the halls - talking about the expedition in Vahtacen. And/or take into account the possible status of the player as a mages guild member - so once the PC reads the book and tries to activate a stone : a) if he is the archmage he asks raminus for a report, b ) if a higher ranked mage he "remembers" about an expedition organized some time ago, etc (taking into account the player status in the game world is a very straightforward, simple and powerful way to make the game immersive - and it is overlooked by 99% of the mods I played, including vanilla). Then player must go to vahtacen to see what happened to the expedition (or if the archmage he does not have to bother and just receives the key). Or something more plausible really, see below. Then he must solve a puzzle - where is the room ? This can be made into a nice side quest (as it is it is a matter of "oh well, alt-tab to spoilers.txt"). Unfortunately I do not have any time otherwise I would be happy to produce a couple of notes and scripts to that end. As a final note (see your reply) I didn't mean to say that there
must be notes/journals in the halls but rather that it would be a nice way to start the quest. And yes, the mages guild
are archivists - so the mystic archives could be a nice start (Valera Migrane II).
A good quest : I am rather strict about this. For me in a good quest
all details matter. I know this is not a point for others- however details like a dead messenger not eaten up by the wild beasts (since that was some time ago - which I didn't know) annoy me. Let it be so, the messenger dies : nobody looks for him ? What about the members of the expedition ? On a related note, why is that journal in the activator room ? Yes I know it can fall from someone's pocket but you can see this is not really satisfactory. Don't worry lol - most quests in oblivion are like that (apart from the fetch-me-my-ring-for-20-gold kind). Still this mod is a brilliant idea and it would be nice to have a clever, no plot holes, story behind it (I don't know about the later ones, they may be great !). For some people quests are just a pretext for hack and slash - and some say : well, it is a fantasy world. But this is not my point of view - yes it is fantasy - meaning there is magicka etc but still there are rules, or rather by having rules one can create something different than hack slash loot rinse repeat.
I have to add here that I teleport frantically - have discovered two ruins and enjoyed them a lot