Kingsport Lighthouse Updated Navmesh

⭐ ⭐ (280 endorsements) 📥 65,022 downloads 📌 v1.0 📅 1/30/2023
⚪ Last updated 2023

By VilanceD · Locations - Vanilla

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 1/30/2023 📅 Created: 1/30/2023
⚠️ 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
  • 🏆 #29 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

🤖 AI-enhanced — based on mod data

This mod rebuilds the navmesh for the vanilla Kingsport Lighthouse settlement in Fallout 4, fixing jump-down mechanics and precuts to improve settler pathing. It's a targeted fix for players who've noticed settlers getting stuck or taking inefficient routes at this location.

✨ Key Features

Rebuilds navmesh for the Kingsport Lighthouse vanilla settlement version
Updates only the settlement build zone and immediate surrounding cells
Fixes jump down mechanics and precuts for smoother settler pathing

📊 Pros & Cons

✅ Pros

  • Community-approved with 280 endorsements and over 65k downloads
  • Targeted fix for a common settlement pathing issue
  • Lightweight update that doesn't overhaul the whole area

⚠️ Cons

  • Last updated in January 2023, so may not be tested with the latest game patches
  • Only affects Kingsport Lighthouse, so if you don't use that settlement, it's useless
🎯 Is This For You?
For Fallout 4 settlement builders who use Kingsport Lighthouse and have noticed settlers getting stuck or pathing poorly. Skip if you don't build there or if you use mods that overhaul the settlement's layout, as those may conflict.
📦 Install:Easy· Under 1 minute

💡 Beginner Tips

  • Make sure you have the vanilla version of Kingsport Lighthouse, not a modded overhaul, or this navmesh won't match.
  • If you use other settlement mods that alter the area, load this mod after them to ensure the navmesh takes priority.
  • After installing, fast travel away and back to Kingsport Lighthouse to force the navmesh to reload.

📊 Mod Details

Game
Fallout 4 Mods
Author
VilanceD
Version
1.0
Downloads
65,022
Endorsements
280
Category
Locations - Vanilla
Created
1/30/2023
Updated
1/30/2023

🔧 How to Install Fallout 4 Mods

Download from Nexus.

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Visit the official mod page for specific installation instructions for this mod.

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