Add stage-mod.bat and update build scripts to stage the mod package instead of automatically deploying (build-all.bat now calls stage-mod.bat; build.bat prints plugin output path and packaging hint). Reorganize Creation Kit assets into DataFolder and RawAssets directories, add new mesh/texture files, and update CommonwealthOnline_Vault109.esp. Also include ancillary updates to deploy scripts, docs, and server code to reflect the new packaging workflow.
126 lines
3.6 KiB
Markdown
126 lines
3.6 KiB
Markdown
# Development Setup
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## Required Tools
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- Fallout 4 on PC
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- Fallout 4 Script Extender, F4SE
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- Fallout 4 Creation Kit
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- Visual Studio 2022 or newer
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- Git
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- CMake or another build system required by the selected plugin template
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- Mod Organizer 2 or Vortex
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## Recommended Fallout 4 Setup
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Use a clean test profile.
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Recommended:
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```text
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Fallout 4
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F4SE
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Commonwealth Online test plugin
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No other gameplay mods
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Dedicated test save
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```
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Avoid testing with a full modlist while developing the core systems.
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## Main menu
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Do **not** deploy a patched `Interface/MainMenu.swf`. Commonwealth Online injects the **Multiplayer** row at runtime via the F4SE plugin. Use vanilla `MainMenu.swf` or no loose override. See [`MainMenu_Button_Injection_Guide.md`](MainMenu_Button_Injection_Guide.md) (full how-to) and [`MainMenu_Injection.md`](MainMenu_Injection.md) (project-specific notes).
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## Version Tracking
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Record the exact versions used:
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```text
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Fallout 4 version:
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F4SE version:
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Creation Kit version:
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CommonLibF4 template:
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Windows version:
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Compiler version:
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```
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## Git Submodules
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After cloning, initialize vendored dependencies:
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```bat
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git submodule update --init --recursive
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```
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This includes:
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* `ThirdParty/framework-F4-Conversion` — PrismaUI_F4 HTML overlay framework
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* `ThirdParty/Ultralight-SDK` — Ultralight SDK (`Windows` branch) for PrismaUI_F4 builds
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* `ThirdParty/GameNetworkingSockets-src` — networking library
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* `ThirdParty/xbyak` — assembler dependency
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`build-prismaui.bat` links the Ultralight SDK submodule into the PrismaUI build tree automatically. Override the SDK location with `ULTRALIGHT_SDK_PATH` if needed.
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## Build and Install
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From the repository root:
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```bat
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build-all.bat
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```
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This builds the plugin, PrismaUI_F4, and stages a complete mod package into `build/Fallout 4/Data` at the repo root. The layout mirrors the real game path under your Fallout 4 install.
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```text
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build/
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└─ Fallout 4/
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└─ Data/
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├─ CommonwealthOnline.esp
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├─ CommonwealthOnline_Vault109.esp
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├─ F4SE/
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│ └─ Plugins/
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│ ├─ CommonwealthOnline.dll
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│ └─ PrismaUI_F4.dll
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├─ Materials/ (from creation-kit/assets)
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├─ Meshes/ (from creation-kit/assets)
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├─ Textures/ (from creation-kit/assets)
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└─ PrismaUI_F4/
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├─ libs/ (Ultralight runtime DLLs)
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├─ resources/ (Ultralight assets)
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├─ misc/
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│ └─ cursor.png
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└─ views/
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└─ CommonwealthOnline/
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└─ browser/
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└─ index.html
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```
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Merge `build\Fallout 4` into your game install directory, or copy the contents of `build\Fallout 4\Data` into `Data\`. Mod managers can point at `build\Fallout 4` as the mod root.
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To install directly into a Fallout 4 install:
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```bat
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deploy-all.bat
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deploy-all.bat "D:\SteamLibrary\steamapps\common\Fallout 4"
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```
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`deploy-all.bat` re-stages `build/Fallout 4/Data` then copies it into the game's `Data` folder. On first use it prompts for the install path and saves it in `.fallout4-path` (gitignored).
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Individual steps:
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```bat
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build.bat REM CommonwealthOnline.dll only
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build-prismaui.bat REM PrismaUI_F4.dll only
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stage-mod.bat REM assemble build/ from existing DLL outputs
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deploy-ui.bat REM HTML views only (requires PrismaUI_F4 installed separately)
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```
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See also `plugin/setup.md` for plugin-specific build notes.
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## Folder Notes
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Do not copy Fallout 4 game files into this repository.
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Do not copy F4SE binaries into this repository.
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Use the `plugin/external/README.md` file to document where external dependencies should be installed.
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