andrewandCursor 90ddcb19d8 feat: implement hybrid movement for AI-driven animations
IMPLEMENTATION BREAKTHROUGH:
- Proxies are real NPCs with active AIProcess
- AIProcess naturally calls Move() each game frame
- Move() updates character controller velocity
- Animation graph evaluates velocity and plays animations
- Solution: Let AI drive movement naturally, not just SetPosition()

CHANGES:
1. Added lastPositionSyncTime to ProxyActorSlot
   - Tracks when position was last overridden for sync

2. Rewrote ApplyRuntimeProxyTransform():
   - New parameter: optional ProxyActorSlot pointer
   - Hybrid logic:
     * Don't override position most of the time
     * AI's natural Move() calls update velocity automatically
     * Animations play because velocity is real
     * Override position only when needed:
       - Snap required (cell change, teleport)
       - Sync timer expired (~300ms)
       - Drift exceeds threshold (>150 units)
   - Falls back to always-sync for fallback proxy (no slot)

3. Updated call sites:
   - MoveSlotProxyToRemotePlayer: passes &a_slot
   - RestoreSlotProxyForRemotePlayer: passes &a_slot
   - MoveProxyToRemotePlayer: uses default nullptr (fallback)

RESULT:
- Proxy uses natural AI movement most of the time
- Animation system sees real velocity updates
- Animations should now play automatically
- Network sync maintained with periodic position override
- Smooth visual movement + proper animations = immersion!

Next: TEST IN GAME to verify animations work
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-03 14:49:49 +12:00
2026-05-30 18:13:54 +12:00
2026-05-30 18:13:54 +12:00
2026-05-30 18:13:54 +12:00
2026-05-30 18:13:54 +12:00
2026-05-30 18:13:54 +12:00
2026-05-30 18:13:54 +12:00
2026-05-30 18:13:54 +12:00
2026-05-30 18:13:54 +12:00

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

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
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Readme
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C++ 94.8%
ActionScript 1.6%
Python 1.4%
JavaScript 0.8%
Papyrus 0.6%
Other 0.8%