Think of this as the Extreme Makeover: Port Alton Edition. Right now here is what I'm working on for Port Alton in this order as I'm doing it:
1) Made the church bell sound work in the whole area. I don't see why you wouldn't hear it anywhere in the territory.
2) Adding waypoints and the script X2_L_WAYPOINT_SETFACING to those waypoints for stationary NPC's so that they return to their location and face the correct direction after combat/conversation.
3) Giving names to any NPC's who don't have any or are just a generic name like 'sailor'.
4) Making the voices of any NPC better match the appearance of that NPC.
5) Spelling corrections/adjusted dialog in conversation scripts.
6) Using X2_L_BEH_OFFENSE set to 0, in the variables section, to make certain NPC's (small domestic/non-domestic animals and non-combative NPC's) run from any hostile encounters.
7) Expanding the children's 10 random sayings to 15 (adding 5 new ones).
8) Expanding the adult's 10 random sayings to 15 (adding 5 new ones).
9) Changed voices for Frank, Voss, and Fanard and matched them up with the same sailors in Hometown.
10) Added a steering wheel to the boat for Phlan in Hometown.
11) Adding ship's wheels to all boats in harbor.
12) Complete Laura the prostitute makeover.
Moved her next to the Inn.
13) Expanding the soldier's 10 random sayings to 15 (adding 5 new ones).
14) Giving names, different heads and different voices to each of the soldiers. Trying to match the voice to the face/head. If the head will allow for a different color of hair, changing that too.
15) Increasing the soldier's level by 1 and adding 5 hp for that level to toughen them up a bit.
16) Added more crossbow bolts to the soldiers so they don't run out anytime soon.
17) Added sound to water behind Map Room building.
18) Changed up some of the townspeople and their looks.
19) New fountain design.
20) Variety of cows and bulls in pen.
21) Added lighting and sound to fountain square area.
22) Adding my own modified script originally called x2_def_spawn (for the OnSpawn script) and now calling it stx2_def_spawn. The modification is in the Random Talking int section. Changed d10(1) to d8(2) so you can have up to 15 random
sayings now instead of 10 (numbers 2-16).
23) Made it so all 10 of the flaming braziers (including sound effects) only turns on during the night time. Off during the day.
24) Added hawk sound for daytime, owl sounds and toad sounds during the night in various wilderness portions of the area.
25 ) Adding sound effects to the docks area:
a) Seagulls
b) Ship creaking sounds around each ship
c) Ship sails flapping in the wind around each ship
d) Water effects around entire dock
e) Gust of wind to docks area
26) Changed the day and night music, to something which seems appropriate for Port Alton, for a fresh new sound.
27) Added flying and non-flying seagulls to the docks area. Gave non-flying seagulls randomwalk on perception.
28) Added toads to the pond in the NE corner of the area. Gave toads randomwalk on perception.
29) Added mushrooms, lily pads and fish to the pond area.
30) Adding smoke to some chimneys.
31) Placed fish on top of barrels in cart. Added 1 seagull eating fish (skeleton) on docks near cart.
32) Removed dire boar sound effect from frogs/toads and replaced with toad sound effect.
33) Added a merchant driving a horse drawn cart with waypoints.
34) Added lighting to the coachways area.
35) Added more lighting to the road that was lacking.
36) Added a fish seller near the cart with the fish on it. (Can't actually buy fish from her at this time)