Alright, sure. We can just talk about it later.
Now, as for the fort question, I don't think there's any fort in the Tamriel worldspace that contains no monsters at all. Even if there are one or two that contain no enemies, mods like OOO or MMM would have automatically populated them. I have an idea though:
I've an idea on how to solve it though: we can take the 'Where Spirits Have Lease' route where we use enable and disable commands to teleport the player into a different version of the fort that is now filled with no monsters or treasure, and then disable that new door once the field trip is over. How are the forts in the construction set? Do they already come with doors attached? Or are the doors separate objects? The latter would make this easier to do. Though I don't know what sort of incompatibilities this will bring. We need to think of a viable solution quick though, since our field experience course will deal with 'field trips' on a daily basis. Since after all, we're expecting the player to have no combat experience at all, and it wouldn't be fair to have the player getting all this phat loot just because we have a really strong teacher.
I know it doesn't make much sense, but we can just have the University security guards go into these dungeons beforehand and clear the place up. Maybe we can have quests where you can help them?
Now Kroot, if you were referring to battlefieelds in the Tamriel worldspace, them we've get a problem. :frog:
What I suggest we do is make the NPC's essential right before the quest, and send some security guards along with the group to kill any skeleton or baddie they find. It isn't really the perfect solution, and the player can still get skilled pretty quickly if he happens to face a Bralog or something, but hopefully the essential guards will be enough to destroy the opposition.
Tell me what you think.