Adds a couple of towns/villages and for some new factions residing in them.
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Changelogs
Version V1.1
Statchanges and fixes, 1 new weapon, some dialogue changes
Version V0.53
Some statchanges and dialogue
Version V0.51
Fish Isle takeover and outpost near it
Version V0.9
Added some buildings in EF, replaced LL bag search with shek, changed some dialogue, added some take overs, added another campaign
Version V0.8
Some fixes, some dialogue rewritten
Version V0.7
Added the last town planned for this (Large Smuggler Hideout), fixed some stuff
Version V0.6
Added spawns to zones
Version V0.5
More dialogue fixes, testerstarts, campaign, world states started
Version V0.4
Dialogue fixes
This mod adds a few towns/villages in places i deemed a bit empty. 3 hostile (2 bandit, 1 cannibal), 8 neutral (1 "good" + Outpost, 1 UC like, 6 true neutral). W.o. revealing too much most of them aren't in the centre of the map. The good and UC one have attempts of adding function to it, the others are minor. Serval have overrides. Some minor edits to Mongrel, Worlds End, Expedition 5, Black Dog HQ and Old Village (Cannibal Plains).
Full description of what and where gets added in the forum post.
So far no issues using it along with reactive world and genmod. As of UWE Version 16, Far Harbour is conflicting with a town on the same spot. It mostly works with Odyssey, although it adds traders with a bit much money what appears to go a bit against the modmakers idea. Eternal Fortress takes over the ownership of a not properly built town in v1.25. 2 Spots cause crashes if both mods are involved (1 between squin, 1 northeast of spring).
Import needed, make sure you check any base you got before you overwrite the save.
No further towns planned to be added in the mod. I maybe will upload a second mod with more towns/villages and less restrictions on placement if that one every gets finished enough.