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Commonwealth-Online-Public/docs/overview.md
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andrew 8dfec0a4b3 Rename project to Commonwealth Online
Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
2026-06-07 16:22:50 +12:00

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Project Overview

Commonwealth Online is a prototype multiplayer framework experiment for Fallout 4.

The first target is not full co-op. The first target is a controlled test where two clients can connect to a local server and see each other as synced actors in a custom test cell.

Core Idea

Fallout 4 remains the client application. A native F4SE plugin reads local player state and communicates with an external server.

The server tracks connected players and broadcasts relevant state to other clients.

A Creation Kit plugin provides test cells, placeholder actors, scripts, and controlled test content.

Basic Flow

Fallout 4 Client A
        |
        | local player transform
        v
External Server
        |
        | remote player transform
        v
Fallout 4 Client B

Early Limitations

The first prototype should assume:

  • All players are in the same cell
  • No quest synchronization
  • No settlement synchronization
  • No VATS
  • No dialogue sync
  • No full inventory sync
  • No support for large modlists