There is this book (The Ayleid Steps) which mentions some people and places. Since you introduced 5 members of the mages guild in this book there should be a clue for them in the guildhalls!
Why? The book describes events of "years ago". The mages in those guilds don't know much about anything but the usual petty generic rumors, and they're no dedicated archivists either. Furthermore there is an explanation for the lack of information in the mages guild which you will find on completing the final quest by reading a certain diary. I know it sounds a bit lame but that's how it is.
as for Wellspring Cave, if one has been playing oblivion for some time chances are he won't ever again visit the place. It's a needle in a haystack.
Yes, but isn't that true for any other place in Cyrodiil? I remember stumbling into fort Sutch and its little quest only during my 3rd playthrough of the game - I never knew of it before! I like that. In fact the entire mod is built on this idea: there are lots and lots of things to be discovered - or not. Many of the Lost Dungeons are never found, never explored. What a player discovers is determined on the one hand by how much he/she explores the world (and what Steps they may find), and on the other hand by the randomness in the malfunctioning Stepstones themselves. Chances to find certain locations are often less than 0.1 % per teleport!
(Someone actually went so far as to try to 'find' all existing Stepstones by teleporting around continuously, listing the Steps in a huge spreadsheet. Now that is fandom. :blink: As far as I know he did not succeed; About 20 stepstones were never found, although I made sure the teleporting scripts covered them.)
This non-intrusiveness or elusiveness also applies to the main story questline. It will not be available before you have activated a certain amount of Steps. And even then you might never find out about it if you fail to notice the new "Welkynd Stones" topic that some shopkeepers suddenly have.
Take into account that many people are installing mods after having already played oblivion for some time - so for instance having to wait for a week (which is a requirement for some later quests as I understand) is not an option.
Why not? Why the hurry? The story dictates the pace here, not the player. I cannot explain that without giving away too many secrets. If a player approaches quests like tasks to be 'dealt with' at his convenience then this mod will frustrate him rather than fascinate him -it's just not designed for such a style of gameplay. Which is pointed out in the Readme file too.
I really wish other people to tell me how they activated the net : by spoilers or chance ? This really prevented me from playing the mod the first time, cause it's no fun for me reading 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?
Thanks for the feedback, I appreciate it, if only it forces me to rethink and refine the reasonings behind the mod. I may well have developed huge blind spots regarding the mod and its gameplay and story, so any input is welcomed.