Small Village Woes v1.30 Update [SPOILERS BELOW]:
I definitely underestimated the time needs for the amount of great feedback that's been given to me thus far. But I'm happy to report definite progress has been made.
Module Lighting - I worked through every area doing a prognosis of the current lighting schemes. Notwithstanding the fact that the module is intended to be very dark, I tried my best to find a balance.
a.) Where there are no light objects placed, I did my best to add highlights to the area properties throughout. Doors have added highlights on them to make them 'stand out' in the visually dark palette.
b.) Overall, I've spread out the effect of a lit area so that it covers more blocks of space. Not terribly more, but a definite change.
c.) Areas that have been VERY dark, like the Burial Chambers, Lenny's Lodge, Farmer Fred's Manor, and sections of the Small Village and The Forest now have added light sources and highlights.
d.) I've added outside torches to the Orchard House and Church.
Module Entry Area - I've gotten some great feedback about some things that are lacking here.
a.) I've added an OnEntry script that causes Elf and Half-Elf races to appear "knocked down" at the beginning of the module to feign sleeping, since they're immune to the physical sleeping effect of laying down on the ground.
b.) I've made two of the entrance guards able to assist in defending the PC from the Wolf Pack encounter if they are close enough.
Looting - Something had to be done about looting objects found in buildings or outside when an NPC is standing watch.
a.) I've added scripts on an object use/opening that will cause a nearby NPC to remark about the looting attempt, or a parenthetical observation that provides sufficient reasoning for the PC being able to loot the object if he/she wants to. Some of these NPC driven notes also take the form of statements within a conversation. At times, there are variations of a response depending on if the PC unlocks/opens an object, or bashes it open.
Misc. Edits - Some added fixes.
a.) I've removed the chests in the Witch's Den and put them at the farthest end of the Burial Chamber in Act 1. This not only solved the looting issue in a merchant's quarters, but gave the player some much needed buffs/health items halfway through the Burial Chambers quest.
b.) "Bag of Holding" is now (tongue-in-cheek) "Bag of Carrying." '>
c.) Various Billy word choices fixed in the merchant menu.
This is where I'm at so far. I still have two pages worth of feedback to work through. '>