ROOT CAUSE IDENTIFIED: User found that pre-placed CK proxy HAS AI while spawned proxies DON'T. This explains ALL the issues: - Move() calls don't work without AIProcess - No animations play (AI drives animation state) - Movement is jerky (no character controller velocity management) - AI goes neutral (proxy was never properly alive as NPC) THE ISSUE: PlaceAtMe spawned actors don't get proper AIProcess initialization. They are shells without AI. THE SOLUTION: Disable PlaceAtMe spawning (kUsePlaceAtMeBackedRuntimeProxySpawn = false) Use pre-placed proxy references from the Creation Kit instead. These have full AI, character controllers, and can run naturally. EXPECTED RESULT: - ✅ Proxies have active AI - ✅ Move() will work properly (AI + character controller) - ✅ Smooth animations (velocity updates trigger animation graph) - ✅ Natural NPC behavior (aggro state is maintained) - ✅ No more jerky movement (continuous character controller) NEXT: The plugin will search for pre-placed proxy refs in the cell. If none exist, needs fallback or user must place proxies in CK. Co-authored-by: Cursor <cursoragent@cursor.com>
Fallout 4 Together
Fallout 4 Together is an experimental research project exploring the possibility of adding basic multiplayer-style networking to Fallout 4.
The goal is not to create a full co-op campaign mod immediately. The first goal is much smaller:
Two Fallout 4 clients in a controlled test environment, with each player visible as a synced remote actor.
This project is currently in the research and prototype stage.
Project Goals
First Prototype
- Load a native Fallout 4 plugin through F4SE
- Connect to a local test server
- Send local player position data
- Receive remote player transform data
- Represent another connected player using a placeholder actor
- Restrict all testing to a custom test cell
Long-Term Ideas
- Basic LAN multiplayer test mode
- Remote player movement sync
- Basic animation state sync
- Basic chat or debug messages
- Host-controlled test cell
- Simple co-op combat arena
Non-Goals
This project is not currently trying to support:
- Full Fallout 4 campaign co-op
- Quest synchronization
- Settlement synchronization
- Full NPC/world state synchronization
- VATS synchronization
- Public server/MMO gameplay
- Compatibility with large modlists
Those systems are extremely complex and are outside the scope of the first prototype.
Repository Layout
docs/ Project documentation and research notes
plugin/ Native F4SE/CommonLibF4 plugin work
creation-kit/ Creation Kit plugin files, Papyrus scripts, and test cell notes
server/ External multiplayer test server
protocol/ Network packet design and sync documentation
tools/ Helper scripts and utilities
test-data/ Example packets and test data
screenshots/ Development screenshots
Requirements
This project is expected to require:
- Fallout 4 on PC
- Fallout 4 Script Extender, F4SE
- Fallout 4 Creation Kit
- Visual Studio 2022 or newer
- CMake or another supported C++ build system
- A CommonLibF4-based plugin template
- Git
- A clean Fallout 4 test profile
Recommended Development Setup
Use a separate Fallout 4 installation or a dedicated modding profile for testing.
Recommended setup:
Fallout 4
F4SE
Creation Kit
Mod Organizer 2 or Vortex
Visual Studio
Git
Use a clean test save and avoid testing with a full personal modlist.
Legal Notice
This repository does not include Fallout 4 game files, Bethesda assets, F4SE binaries, or any proprietary game code.
Users are responsible for owning Fallout 4 and installing required external tools themselves.
Status
Current status:
Research phase
Repository structure setup
Protocol planning
No playable multiplayer build yet
License
To be decided.