# Limitations Fallout 4 was designed as a single-player game. Commonwealth Online is therefore expected to have serious technical limitations, especially during early development. ## Early Prototype Limitations The first prototype will likely require: - Remote players to be in the same cell/worldspace as the local player to be visible (proxies are not shown across unloaded cells) - `Fallout4Together_Test.esp` loaded for the `F4T_RemotePlayerProxy` actor base - A clean Fallout 4 test profile - A dedicated test save - No large gameplay mods - No quest synchronization - No settlement synchronization - No VATS synchronization - No dialogue synchronization Up to four concurrent remote proxies are supported per client (`kMaxRuntimeProxyActors`). ## Systems Not Supported Early ### Quests Quest state is complex and deeply tied to the single-player game world. Quest synchronization is not part of the first prototype. ### Settlements Settlements involve workshop data, placed objects, NPC ownership, resources, attacks, and persistent state. Settlement sync is not part of the first prototype. ### VATS VATS depends on single-player time behavior and targeting logic. VATS should be disabled or ignored during early tests. ### Saves Multiplayer state may desync or damage saves if handled incorrectly. Use a dedicated test save only. ### Mod Compatibility The first prototype should be tested with a clean setup. Compatibility with large modlists is not an early goal.