Files
Commonwealth-Online-Public/plugin
andrewandCursor 2ac4b8f07c docs: animation breakthrough - proxies ARE real NPCs with AI
Key discovery: The proxy is a real NPC (has voice lines, can aggro) which means
it has a full active AIProcess. This changes everything!

ROOT CAUSE IDENTIFIED:
- We use SetPosition() which bypasses the character controller
- This prevents Move() from being called
- Without Move(), velocity is never updated
- Animation graph never sees velocity, so no animations

SOLUTION:
- Let the proxy's AIProcess drive Move() calls naturally
- This will update velocity and trigger animations automatically
- Use SetPosition() only occasionally (~200ms) to correct network drift
- Result: Smooth networked movement WITH proper animations

Why this wasn't realized before:
- Previous investigation assumed proxies were 'puppets'
- We now know they're real NPCs with full AI capability
- We were just bypassing the animation pipeline with SetPosition()

Added:
- ApplyRuntimeProxyTransformWithAI() function (hybrid approach template)
- Comprehensive breakthrough notes in dev-log

Next: Implement actual hybrid movement that lets AI drive animations
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-03 14:46:09 +12:00
..
2026-05-30 18:13:54 +12:00

Fallout4Together Plugin

This is the native Fallout4Together plugin using CommonLibF4.

Requirements

  • XMake [3.0.0+]
  • C++23 Compiler (MSVC or Clang-CL)

Getting Started

git clone --recurse-submodules https://github.com/libxse/Fallout4Together
cd Fallout4Together

Build

To build the project, run the following command:

xmake build

Note: This will generate a build/windows/ directory in the project's root directory with the build output.

Build Output (Optional)

If you want to redirect the build output, set one of the following environment variables:

  • Path to a Mod Manager mods folder: XSE_FO4_MODS_PATH

    or

  • Path to a Fallout 4 install folder: XSE_FO4_GAME_PATH

Project Generation (Optional)

If you use Visual Studio, run the following command:

xmake project -k vsxmake

Note: This will generate a vsxmakeXXXX/ directory in the project's root directory using the latest version of Visual Studio installed on the system.

Alternatively, if you do not use Visual Studio, you can generate a compile_commands.json file for use with a laguage server like clangd in any code editor that supports it, like vscode:

xmake project -k compile_commands

Note: You must have a language server extension installed to make use of this file. I recommend clangd. Do not have more than one installed at a time as they will conflict with each other. I also recommend installing the xmake extension if available to make building the project easier.

Upgrading Packages (Optional)

If you want to upgrade the project's dependencies, run the following commands:

xmake repo --update
xmake require --upgrade

Documentation

Please refer to the Wiki for more advanced topics.