Greentop Nursery Navmesh Update

⭐ ⭐ (269 endorsements) 📥 65,035 downloads 📌 v1.0 📅 2/6/2023
⚪ Last updated 2023

By VilanceD · Locations - Vanilla

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 2/6/2023 📅 Created: 2/6/2023
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.4% endorsement rate
  • 🏆 #28 of 35 Locations - Vanilla mods in this game by downloads

📋 About This Mod

Rebuild of the vanilla version of Greentop Nursery settlement navmesh. Updated mesh is for the main cell and the buildable area of a second cell.

Why fix Navmesh?

Stolen from Glitchfinder's JP Navmesh Update:

Ever found yourself building at most settlements, only to realize the settlers weren't the sharpest tools in the shed? Trying to walk through benches, running around the settlement rather than through it, and generally just not really understanding where they could walk? Turns out most settlements need some real work.

The main issues are precuts, areas missing navmesh, navmesh below terrain and navmesh poorly shaped. 

Precuts: objects that can be scrapped or moved get a special navmesh under them to prevent NPCs from moving thru them, this is called "pre-cut". When you scrap or move those objects the navmesh under them opens up for NPCs. Most precuts in the game were autogenerated and have poor shapes creating delays to NPCs navigating the space. Also most exterior pre-cuts where much larger than the objects they were under to the point where large sections of settlements would be un-navigable by NPCs, until those trees, cars, etc were scrapped. Lastly, a lot of objects that are scrapable did not get precuts at all.

Areas missing Navmesh: A large variety of objects/sections are missing or deliberately did not get navmeshed, these include: Large rocks/Cliffs, small/low rocks, hill edges, ramping terrain, fallen logs, junk or trash piles that are low to the ground, so on. When remeshing these I do not do objects with more than an apparent 30 degree ramp up, or large protruding objects BUT honestly there is no reason that logs parallel to the ground should not be navigable. Also many of the high to low sections like cliffs and hill edges can get something called an Edge Portals, which I call jump-downs (as that is what the NPCs do when they use them), so I mesh those cliff/hill edges so the NPCs will actually use them. Many of the hill edges were setup that only flyers would use them, as far as I know flyers will use those Edge Portals to go up.

Navmesh below terrain: A large part of the navmesh in most exterior cells is below the terrain itself. Sometimes it is not very much and the pathing AI can handle it, other times its a massive difference and the AI fails badly. Rocky cliff areas have the worst of this I have seen so far with mesh several feet below the surface, but if you look at a before image (I try to post a before and after for each of these), you will notice massive sections of road and ground that are below the red triangles that make up the navmesh.

Navmesh poorly shaped: So the autogenerated navmesh (especially the precuts) make weird elongated shapes that the NPCs will hesitate or act drunk or spin around using. While the transition sections thru doorways and changes

🤖 AI-enhanced — based on mod data

This mod rebuilds the navmesh for Greentop Nursery in Fallout 4, improving settler pathing within the settlement build zone and nearby areas. It fixes jump-down mechanics and precuts for smoother movement. With 269 endorsements and 65,035 downloads, it's a popular quality-of-life fix for settlement builders.

✨ Key Features

Full rebuild of the navmesh for Greentop Nursery's vanilla settlement version
Updates only the settlement build zone and nearby sections
Fixes jump-down mechanics and precuts for smoother settler pathing

📊 Pros & Cons

✅ Pros

  • Community-trusted with 269 endorsements and over 65k downloads
  • Targeted fix that doesn't touch areas outside the settlement, reducing risk of conflicts
  • Directly improves settler AI pathing, which is a common frustration in settlement building

⚠️ Cons

  • Only affects Greentop Nursery, so if you don't use that settlement, this mod is useless
  • No detailed patch notes or compatibility info provided by the author
  • Last updated in early 2023, so it may not be tested with the latest game patches or DLC
🎯 Is This For You?
For Fallout 4 settlement builders who use Greentop Nursery and are tired of settlers getting stuck or taking weird paths. If you're a completionist who wants every settlement to run smoothly, this is a must-have. Skip if you never build at Greentop or if you use mods that overhaul that area.
📦 Install:Easy· Under 1 minute

💡 Beginner Tips

  • Make sure you have the vanilla version of Greentop Nursery, not a modded overhaul, or this navmesh update won't apply correctly.
  • If you use other settlement mods that alter Greentop, load this mod after them to ensure the navmesh changes take priority.
  • After installing, fast travel away and back to Greentop to force the game to reload the navmesh and see the improvements.

📊 Mod Details

Game
Fallout 4 Mods
Author
VilanceD
Version
1.0
Downloads
65,035
Endorsements
269
Category
Locations - Vanilla
Created
2/6/2023
Updated
2/6/2023

🔧 How to Install Fallout 4 Mods

Download from Nexus.

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