andrew 77751c69f7 Use world-state host for server weather actions
Stop hardcoding player 1 for server-initiated weather/time and instead use the current world-state host. Plugin code now defers weather commands until GetWorldStateHostPlayerId() is available, uses IsWorldStateHost() to gate execution, logs local/host IDs, and requeues when host assignment is missing. Relay logic now attempts ForceHostWorldStateBroadcast and logs if relay fails. Updated protocol docs, dev server UI tooltips, presets comment, changelog, and dev log to reflect world-state host terminology and behavior. This ensures weather/time control survives host reassignment and avoids dropped commands on reconnect/restart.
2026-06-25 10:48:18 +12:00
2026-05-30 18:13:54 +12:00
2026-06-22 15:53:17 +12:00
2026-05-30 18:13:54 +12:00
2026-06-22 22:08:27 +12:00

Commonwealth Online

Commonwealth Online 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

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.

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.

S
Description
No description provided
Readme
1.2 GiB
Languages
C++ 94.8%
ActionScript 1.6%
Python 1.4%
JavaScript 0.8%
Papyrus 0.6%
Other 0.8%