I think I found a couple of potential solutions. This problem with navmeshing bundled meshes has been holding up navmeshing some other maps, like LOK. At least now I know what the problem is and can start implementing solutions. One idea is to set up the bundled mesh as a staticobject.con file and then use the staticobject importer for lightmapping to load all the related objects into 3dsmax. Since this does not bring in the collision mesh files, Those would have to be loaded in individually and then placed using the current object placement as a guide. Each object would have to be welded and connected together to form on complete AImesh as they are brought in. For the ewok water village I was able to connected the individual AImeshes for each section together to form one complete AImesh, without any problem. But for all the huts, baskets and fishing nets the litter the water village platform, that would be a lot of work. Instead, since all the water village objects show up in the editor, I will use the bundle as a guide and place individual water village objects on the platform. Once I finish with Endor Clearing, I will release a public version of the mod. That map was the only one that had some serious bot navigation issues since the layout had been modified after singleplayer support was first added. Then I will work on adding full support to all maps and release those as they are completed. One thing I am going to go back and implement is to leave multiplayer kits alone and singleplayer kits for SP and Coop. This will allow the mod to be played on a server.