Murkwater Construction Updated Navmesh
⚪ Last updated 2023⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 0.4% endorsement rate
- 🏆 #30 of 35 Locations - Vanilla mods in this game by downloads
📋 About This Mod
Rebuild of the vanilla version of County Crossing 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 i
Rebuilds the navmesh for the vanilla Murkwater Construction settlement in Fallout 4, improving settler pathing and jump mechanics. A focused quality-of-life fix for settlement builders, with 276 endorsements and 64,923 downloads, last updated in February 2023.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Community-tested with 276 endorsements and over 64k downloads.
- Targeted fix that doesn't touch the rest of the Commonwealth, so low risk of breaking other areas.
- Addresses a common annoyance: settlers getting stuck or taking weird paths in Murkwater.
⚠️ Cons
- Last updated in February 2023 — may not be compatible with the latest Fallout 4 updates or DLC.
- Only affects Murkwater Construction, so if you don't build there, this mod is useless.
- No detailed patch notes or compatibility info provided by the author.
For Fallout 4 settlement builders who use Murkwater Construction and are tired of settlers getting stuck or pathing poorly. Skip if you never build at Murkwater or if you're looking for broader settlement overhauls.
💡 Beginner Tips
- Make sure to place this mod after any other mods that modify Murkwater in your load order to avoid conflicts.
- If you're using a mod manager like Vortex or Mod Organizer 2, let it handle the file placement to keep things clean.
- Test the settlement with a few settlers assigned to jobs to see the improved pathing in action.
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- VilanceD
- Version
- 1.1
- Downloads
- 64,923
- Endorsements
- 276
- Category
- Locations - Vanilla
- Created
- 2/1/2023
- Updated
- 2/1/2023
🔧 How to Install Fallout 4 Mods
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