Tie proxy locomotion/cadence to actual per-frame movement and motion-feedback instead of only replaying transmitted Speed. Changes: - docs/dev-log.md: add detailed dev log describing measured-cadence fix and cadence/animationSpeed work. - plugin/include/F4TProxyPuppet.h: added NiPoint3 include and new API: SetProxyLocomotionState, SetProxyDesiredSpeed (legacy alias), and ApplyProxyLocomotionFrame. - plugin/lib/commonlibf4/include/RE/A/ActorMotionFeedbackOutput.h: new tentative struct for motion-feedback output. - plugin/lib/commonlibf4/include/RE/Fallout.h: include new ActorMotionFeedbackOutput header. - plugin/src/F4TProxyActorController.cpp: track per-frame timing/puppet state, compute frame delta, use proxy->Move() with measured frameDelta and call ApplyProxyLocomotionFrame (instead of SetPosition/Lerp-only), and pass measured graph speed/direction to proxy. - plugin/src/F4TProxyAnimationSync.cpp: use SetProxyLocomotionState to include direction when writing proxy locomotion state. - plugin/src/F4TProxyPuppet.cpp: introduce ProxyLocomotionState map, sync controller motion fields, compute/push engine motion-feedback (via Compute/Update feedback vtable calls), use UpdateNoAI + manual motion feedback to drive cadence, implement ApplyProxyLocomotionFrame which derives velocity from world delta, clamps/chooses feedback speed (uses measured horizontal speed unless provided graph speed is valid), applies an idle threshold (<8 u/s -> idle), and writes graph speed back to the animation graph. Why: This makes foot cadence reflect on-screen translation (eliminating mild foot slide/stop-overstay) by measuring applied displacement each frame, updating controller velocity/motion-feedback, and re-asserting animation graph inputs after UpdateNoAI.
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.