Revisiting this, and I may have found a mechanism for giving the player a robe when Quaranir visits. The player has to leave the Archmage's quarters at the end of the scene, and I can catch that location change, and test for the stage completion, to determine the right time.
The player will find a note in their pocket, which tells them to look in the closet in their room. The robes will be in there. The note will explain that Quaranir knew he'd have limited time, and wanted to ensure that nothing was left unsaid or undone. It can recapitulate the conversation, as well as directing the player to the robes.
The quest that is started by the location change can hopefully show an objective of "Read Quaranir's note" without that having any journal entry etc. I need to confirm that, but it looks possible.
The initiate's robes you get this way may need to be a leveled item to avoid unbalancing the CoW quest line. They'd still want to be better than College ones at the player's level. The ones I made already have stats higher than a College Master Robe. That would be more appropriate on a set of Psijic robes to be found in the quarters after becoming Archmage, and doing some additional quest(s). They'd also need a non-specific benefit, rather than fortify one skill, so maybe just higher regeneration and no fortify, or a small boost to all skills, like the Archmage's robes.
I need to consider players that also use the Archmage's Amulet. They can wear a lesser robe with that and it won't be too unbalanced. If the robes get too powerful, I'd have to add exclusion for the Amulet.
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Mods for The Elder Scrolls single-player games, and I play ESO.
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