Note: Because this mod may be helpful to all who currently make new locations or islands I have uploaded a work-in-progress version of this mod.(FTP server, folder cccXperimentMods, NewOxbayAndRandLocs.zip) It basically works (at least on my codebase) but there may be loose ends and many dialogs and miniquests are still missing. Please do not use this preliminary mod if you want your game to be perfect ! I will resume working on this in a few weeks, I hope.
Currently this mod contains several new locations in Oxbay and Greenford: suburbs, some new houses, a "Maltese Abbey" with crypt and undercroft, and forts that you can access and raid from the landside.
Furthermore there are a few secret passages between the various dungeons and mines.
I plan to add locationspecific encounters as well, i.e. according to the locationtype (bedroom, study, armory) you'll meet different NPCs who will "give" you different miniquests. So far this is finished only for the forts.
You can sneak into the forts, but expect some fierce opposition as they are supposed to be out of bounds for all civilians, even English privateers. Apart from the garrison there are certain keycharacters. If you capture one of those you may coax some reward out of them. And if you capture the "Royal envoy" you can force him to surrender the town to you.
This, and all other generated characters and quests, work for ALL locations that have the appropriate .id.label attribute. So if you want to make a new fort somewhere you only need to add the location, give it the .id.label "MILITARY AREA. NO TRESPASSING !" and the garrison etc. will already be there.
Several locations have got additional treasurespots, so it pays to search them carefully.
BTW, all townguards patrol through the streets now. This will be necessary for future mods.
Currently this mod contains several new locations in Oxbay and Greenford: suburbs, some new houses, a "Maltese Abbey" with crypt and undercroft, and forts that you can access and raid from the landside.
Furthermore there are a few secret passages between the various dungeons and mines.
I plan to add locationspecific encounters as well, i.e. according to the locationtype (bedroom, study, armory) you'll meet different NPCs who will "give" you different miniquests. So far this is finished only for the forts.
You can sneak into the forts, but expect some fierce opposition as they are supposed to be out of bounds for all civilians, even English privateers. Apart from the garrison there are certain keycharacters. If you capture one of those you may coax some reward out of them. And if you capture the "Royal envoy" you can force him to surrender the town to you.
This, and all other generated characters and quests, work for ALL locations that have the appropriate .id.label attribute. So if you want to make a new fort somewhere you only need to add the location, give it the .id.label "MILITARY AREA. NO TRESPASSING !" and the garrison etc. will already be there.
Several locations have got additional treasurespots, so it pays to search them carefully.
BTW, all townguards patrol through the streets now. This will be necessary for future mods.