Been thinking of doing some form of Rwgmixer/mod akin to game called 'Darkwood', in a way; mostly dense pine-forests with numerous sub-biomes, abandoned small towns/villages and a large central city, spawning in a bedraggled 'hideout' structure. But playing through this, seems to be more or less what I was aiming for anyway. =D
I will first admit to tinkering with the sight-range (to 100ish) and view-angle (to 90/45 degree) somewhat as I found being 'Hunted' constantly in the wilderness to be... not sure what the wording would be, 'stressful' or something, wanted to be able to wander outside of populated areas somewhat quietly. Haven't re-tinkered with it since the most recent update while in a town.
I guess that feeling came about because the first play-through began in a snow biome, rapidly followed by so many zombies spawning well outside of actual rendering range, that by night-time, stuck out in the middle of nowhere... suffice to say, wasn't too keen sadly. Second play-through, spawned in a forest, camped out by a small lake first night (fighting off some varied zeds, mostly 'Fodders' and a few 'Ferals') and second day... found an actual, abandoned town, have been there since for about 16 days in total.
The very first structure (white wood abode) generated is amusingly one of the most secure ones, in the far corner of the abandoned town, next to a water tower and a Trader literally across the road, so it has ease of access to water, trading and wilderness for wood/hunting.
The spawning feels odd, but in a curious way; relatively few undead randomly roaming the streets, but lots of Sleepers, resulting in a strangely quite walk-about where moving from one end of the town to the other is perhaps easier than going in the wilderness, which might be due to the buildings blocking line of sight, but exploring even the abandoned or damaged structures suddenly becomes very dangerous given the number of Sleepers and their upped awareness and where they might spawn (a large pawn-broker's had some... nasty spawn-locations, later becoming the one-time night-7 fort), occasionally a random street-walker will take interest.
Progress is slow but compelling - I tended to take the Nomadic playstyle, so hesitated to put down roots so swiftly, thinking that I'd actually find the 'idea' place then do so, but even in a ruined town, there's enough loot and supplies to go for a while.
To wit with praise; If I may say so, the natural areas look so much better than in the un-modded rwgmixer; feels 'rich' in detail and more interesting, while somehow not being too hard on the graphics card (multiple year-old GTX 550 ti), same with the urban area though there is a little slow-down, more-so with torches but that is also the usual for this game. The altered and new poi's add a lot of... well, interest, with much more elevation and variety in the terrain, lots of minor poi's including surface/exposed little caves, small/large ponds, spooky-tree groups, coffin/dug-graves, rock/bush groupings, small stone-hillocks and standard poi's with wooden spikes and such makes everything feel more fleshed out. In addition, the 'haze' effect is very aesthetically appealing, and the weather system, I like it - seems to lean towards the cooler side, had only one short bout of snow and not much rain, but some foggy days/nights, over-cast seems more common place. Natural animal spawns feel like just enough, might desire more rabbits, make the area seem more alive given their more subtle visuals.
The occasional group of animals turning up is nice, though had some wild boar and a deer invite themselves into a laundromat while I was inside and began to wreck the place, oh well.
Vultures are actually a welcomed sight - so many feathers, woot, and also they do seem more aggressive, particularly as part of a wandering horde, more-so when they park at my temporary home while I'm scavenging. I don't remember seeing a zombie-dog yet, though have spotted some normal, can't-be-bothered bears, keeping well away from them, and saw/killed some wolfies and boars.
If I may throw some opinions in, based upon current play so not too in-depth; Perhaps move some mobile wilderness spawns over to town spawns, may be due to the increased sight-range, even with personal tweaks, seems more confrontation out in the woods than in a old town. The grass/rubbish and bushes littering the town-streets is nice, but the actual streets feel a little bare without larger objects like cars, would it be possible to add them? I've had a little experience messing around and optimizing the rwg mixer a while ago; reducing grass/similar blocks to 1/4 amount for better frames per second, adding the 'ruined/burnt' small-buildings, cars and loot-able-bodies (suitcase loot-table) to wilderness and such in a tiny mod last year, so the additions might perhaps be something to look into if you will.
So far, very enjoyable, mostly friendly on the performance, aesthetically appealing and just 'feels' so nice with the occasional background sounds, not sure if the latter is specifically your mod or standard, but it is positive. Excellent work so far.