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>
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_PATHor
-
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 thexmakeextension 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.