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# Creation Kit Notes
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The Creation Kit side of Commonwealth Online should provide controlled test content for multiplayer development.
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## First Creation Kit Goals
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- Create a small test cell
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- Add player start markers
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- Add remote player placeholder markers
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- Add simple lighting
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- Avoid quests, doors, hostile NPCs, and complex world state
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## Suggested Test Cell
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```text
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F4TTestCell01
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```
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## Suggested Test Plugin
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```text
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Fallout4Together_Test.esp
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```
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## Test Cell Requirements
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The first test cell should include:
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- Flat ground
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- Clear lighting
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- No enemies
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- No quest dependencies
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- No doors to other cells
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- A few visual markers to judge movement
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- Enough space for movement syncing tests
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## Papyrus Scripts
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Papyrus may eventually be useful for helper systems, but networking should not be handled in Papyrus.
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Possible Papyrus uses:
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- Debug startup quest
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- Spawning helper actors
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- Showing messages
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- Triggering test events
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# F4SE Notes
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F4SE is expected to be the main entry point for the native plugin side of Commonwealth Online.
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## Plugin Goals
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The first plugin goals are:
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- Confirm the plugin loads
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- Create a log file
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- Detect the game version
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- Read the local player reference
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- Read the local player position
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- Send basic data to a local server
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## Expected Plugin Output
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Eventually, the compiled plugin should output something like:
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```text
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Data/F4SE/Plugins/CommonwealthOnline.dll
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```
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## Important Notes
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Do not commit F4SE binaries to this repository.
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Do not commit Fallout 4 executable files or game assets.
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Use a CommonLibF4 template to reduce setup friction.
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## Plugin Safety
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Avoid modifying Fallout 4 game objects directly from a networking thread.
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Recommended flow:
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```text
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Networking thread receives packets
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Networking thread stores packet data
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Main/game update applies safe changes
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```
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