After playing through most of this setup now, I think I would recommend not installing the Big Town Overhaul mod. The issue I noted previously is minor and easy to fix, but there other issues with the mod, including one that I believe to be too large to allow it in my installation routine. The town "walls" have been extended to the outer ring of houses, and an extended buffer/barrier was added around the entrance point, but the navmesh was never updated for these significant changes in border area. This leads to significant problems, all due to the same issue: 1. Companions going insane (running around like crazy) every time you cross over the "old" barrier point. They will also get stuck at the new barrier and/or the fencing when traveling the "outside" navmesh area, though eventually they do seem to pop-through the obstruction. 2. Creatures/enemies get inside the town for the same reason as above, pretty much destroying the whole purpose of the extended (and extensive) fortifications. 3. Completing the baseline town quests is difficult to impossible because the towns folk will get stuck, sometimes to the point of locking up/freezing, while trying to find their way through the obstructions to the location they need to reach for part of the quest. If they do find their way, it usually takes a long time to do so. 4. Other mods that have quest lines with NPCs traversing the area can also get stuck due to the pathing problems, which makes things even more annoying. Other, much more minor, quibbles include the gigantic towers and sky-high walkways, with no way to have possibly built them. Enormous (like twenty feet square) single sheet plywood for the walls, the money shack (why???), and the restaurant in the sky that nobody seems to be running (or using). Don't get me wrong - I do like the idea behind the mod, or at least most of the various mods it was combined from, but it needs some serious work before it is ready for normal play. Final note, and pretty much the nail in the coffin for me, the author of the mod noted in a blog that their was a navmesh issue that would be fixed in a new version, but that was posted back in 2010, so...