The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Fort Morncall
47 Comments
warlickkj Feb 10, 2015 @ 3:14pm 
Thanks
Tleno  [author] Feb 10, 2015 @ 4:24am 
Oh right, some of them are simply blocked, they are pretty much decorative not practical. You can still teach them with some jumping, though.
warlickkj Feb 9, 2015 @ 11:01pm 
The doors into the Towers from the wall walk require a key.
Tleno  [author] Feb 9, 2015 @ 3:27am 
Huh? What key? I don't recall adding any key prequisites into the mod, I mean, haven't checked on it myself for over a year o_O
warlickkj Feb 9, 2015 @ 12:03am 
Where's the key?
Tleno  [author] Apr 9, 2014 @ 11:49am 
Um, sorry, but there isn't one specified for followers as such, although there is a tinny room with a single bed underground that can be used for sleeping when too lazy to go to surface cottage, or, of course, for dumping a follower. Although it's small for more than one, maybe two.
Hironis™ Apr 9, 2014 @ 9:06am 
Is ther a room for followers?if not could you please add one?
Tleno  [author] Dec 29, 2013 @ 9:59am 
No problem! I seriously have no objections to people using, improving and altering my work whatever way they please as long as they credit me.
Free Baba 2024 Dec 29, 2013 @ 9:20am 
Ok, thank you.
Tleno  [author] Dec 29, 2013 @ 2:11am 
Sure it is, just leave a credit and, if that is possible, a link to my original house mod, that would be wonderful!
Free Baba 2024 Dec 28, 2013 @ 7:56pm 
Tleno would it be ok if I use this mod to create a Khajiit Bandit Guild?
Tleno  [author] Aug 31, 2013 @ 4:24am 
Unfortunately, I recently moved to another country for university studies and, surprisingly, my Skyrim and Creation Kit appear to be region-locked, so I am unable to look into it... sorry!
Don MRichieri Aug 28, 2013 @ 5:11pm 
Dear Tieno,

So you think you can be a conflict with another mod? Even using all the tools available (BOSS, TS5Edit ...), which did not show any error? In the case ... in its use, the tables showcases work perfectly? Awaiting response ... and thanks for Caution1

MRichieri.
Tleno  [author] Aug 26, 2013 @ 11:29am 
Hi MRichieri,
How many mods do you have? There is this issue that overabundance of mods with scripts leads to some scripts not working, like showcases not responding and so on... if so, you may need to cut down on mods. Hope that works...
Don MRichieri Aug 25, 2013 @ 10:05am 
Hi ..

The idea of a house as strong for pesonagem is amazing! Was wonder ... spaces, rooms, outside ... you really did a good job this MOD!
Just realized something ... that has not been reviewed by others who have posted on STEAM ... all tables showcases ... do not work! I can not put any kind of weapon ... in any of showcases. Could tell me why?

Awaiting response ... Thank you!

Att, MRichieri.
ULTJones Mar 18, 2013 @ 10:02am 
aaa ok...i gess i understand <:)
Tleno  [author] Mar 18, 2013 @ 5:22am 
Hmmm... honestly, beeing a bandit leader with own camp sounds like an awesome idea! But think I'll rather keep that for some other mod, you know, not update this one but make something from scratch!
ULTJones Mar 18, 2013 @ 5:21am 
it would make u really feel bad to the bone as a bandit leader :P
ULTJones Mar 18, 2013 @ 5:20am 
ow plzzz.
ULTJones Mar 18, 2013 @ 5:19am 
give it some bandits
BigKahuna Nov 25, 2012 @ 1:07pm 
Thank you Tieno
Partizan Sep 16, 2012 @ 5:15am 
you should add them :)
Tleno  [author] Sep 16, 2012 @ 2:56am 
Thanks! ^^

I was thinking about a some sort of pawn shopper merchant and... ugh... dunno! Probably guards, but very unsure about that!
Partizan Sep 15, 2012 @ 1:00pm 
thanks, exept the left people the castle is very good!
Tleno  [author] Sep 15, 2012 @ 9:15am 
Will consider it! Thanks for the suggestion!
Partizan Sep 14, 2012 @ 11:06am 
add NPC's please!
Gryphon Aug 14, 2012 @ 7:42am 
Ok, Thanks very much. Will deal with that after I finish with the Warehouse.
Tleno  [author] Aug 14, 2012 @ 7:34am 
In interiors, it starts with 000Tleno or AAATleno so should be at the top of list
Gryphon Aug 14, 2012 @ 7:26am 
Also, I meant where is it in the cell view?
Gryphon Aug 14, 2012 @ 7:16am 
Version One is already out. But Version 2 will be alot better. And Thanks, for enabling Version 2 to be as good as it will be.
Tleno  [author] Aug 14, 2012 @ 6:06am 
Oh I see...

Well, sure, permission granted, just please credit me and leave a link to this mod you used in yours in the description, okay? Also would be awesome if you'd inform me when your mod will be out, I'd really love to check it out.
Gryphon Aug 14, 2012 @ 5:38am 
Ok, I am really trying to create a mod that sells items that are hard to aquire but should be a higher prices. But i'm trying to take it one step further by making a few inns owned by the company. I am also trying to create enchantable staves(Without any success) and they will be added to the mod once I manage it.
But I need the fort for the place where the leaders of the Company stay.
Tleno  [author] Aug 14, 2012 @ 4:06am 
Hmmm... any more precise info on what are you planing to make?

Where it is in creation kit? Well, the mod filename starts with Tleno_, shouldn't be hard to figure out which file it is unless you have my other mods...
Gryphon Aug 13, 2012 @ 8:33am 
Oh, one more thing, Where is it in the Creation Kit?
Gryphon Aug 13, 2012 @ 8:33am 
Also, I already have completed V.1.1 of my mod. Adding a base will be V.2
Gryphon Aug 13, 2012 @ 7:14am 
It will be a base My Bob Trading Company.
Tleno  [author] Aug 13, 2012 @ 7:06am 
eg0b0044, may I ask what mod exactly are you planing to make and maybe how exactly are you planing to implement my fort mod in it?

I can't really respond about that later, but I'm sure we could discuss that a bit later.
Gryphon Aug 13, 2012 @ 6:29am 
May I add this to my mod? If I cam. please email me at Jedikitty2@yahoo.co.uk
Also if I can use it, I will give you credit and give you distribution rights on all of my mods.
Tleno  [author] Jul 18, 2012 @ 4:43am 
Well, once I figure out hot to make guards, I am pretty sure I can find a way to add merchants, too!

And... bandits? Well, that could be possible to make, just ocne again, i need to figure out some thigns first.
karo099 Jul 17, 2012 @ 1:26pm 
that sounds like a great compromise. i may get this now. but could you also do some sort of action sequence, like every so often when you go to the fort, a group of bandits attacks, or a pack of wild animals, or something? Maybe have a caravan quest that makes a caravan have their center of operations just outside under a hut, provided you help them out, or not even affiliated with you? you know, to test your abilities and to give a little interest. It would be easier to have a place that you can sell things to as well, where the merchant caravan comes in.
veni vidi veni Jul 17, 2012 @ 7:36am 
fine by me, seem lore friendly too
Tleno  [author] Jul 17, 2012 @ 2:38am 
I think I got some compromise... altrough it may take a while. See, if I learn all those scripts quests and such, I may actually find a way how to make the guards "hireable". You know, basic tier would be no guards, then you can buy some simple mercs hardly distinguishable from bandits with their fur armors and simple weapons, and then you get some professional mercs on final tier with fine armors and weapons.
veni vidi veni Jul 16, 2012 @ 1:14pm 
I'm up for guards. Seems more like a castle than a house somebody would just find.
Tleno  [author] Jul 15, 2012 @ 11:10am 
No, sorry, spouses are not capable of living here - that'd ♥♥♥♥ up other mods that add new spouse-inhabitable houses, but, of course, you may search for mods that allow you to leave your spouses anywhere, not only in specific houses you own.

Guards would be cool, but Iw ant this more of a silent hideout not a military base... unless of course I'll get ltos of demands from the people :)
Lovo77 Jul 15, 2012 @ 10:15am 
Can a spouse live here???
stevenrocks07 Jul 14, 2012 @ 5:59am 
You should add gaurds.
fmax37 Jul 9, 2012 @ 12:58pm 
cool ill try t you should add a bunch of followers and with the ufo follower mod you can get a army >;)