Replace occurrences of "Fallout 4 Together" with "Commonwealth Online" across docs and testing guidance. Add Interface assets and tooling: MainMenu/Pipboy SWFs, translation/fonts, exported scripts (Interface/exported/scripts/MainMenu.as) and a PATCH_MainMenu_Multiplayer.md describing how to add a Multiplayer menu entry that calls root.f4se.plugins.commonwealthOnline.openManager(). Also add build/run batch scripts and apply assorted updates to README, plugin, server and protocol documentation/source to align with the rename and UI changes.
108 lines
2.7 KiB
Markdown
108 lines
2.7 KiB
Markdown
# Commonwealth Online
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Commonwealth Online is an experimental research project exploring the possibility of adding basic multiplayer-style networking to Fallout 4.
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The goal is not to create a full co-op campaign mod immediately. The first goal is much smaller:
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> Two Fallout 4 clients in a controlled test environment, with each player visible as a synced remote actor.
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This project is currently in the research and prototype stage.
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## Project Goals
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### First Prototype
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- Load a native Fallout 4 plugin through F4SE
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- Connect to a local test server
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- Send local player position data
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- Receive remote player transform data
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- Represent another connected player using a placeholder actor
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- Restrict all testing to a custom test cell
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### Long-Term Ideas
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- Basic LAN multiplayer test mode
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- Remote player movement sync
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- Basic animation state sync
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- Basic chat or debug messages
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- Host-controlled test cell
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- Simple co-op combat arena
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## Non-Goals
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This project is not currently trying to support:
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- Full Fallout 4 campaign co-op
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- Quest synchronization
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- Settlement synchronization
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- Full NPC/world state synchronization
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- VATS synchronization
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- Public server/MMO gameplay
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- Compatibility with large modlists
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Those systems are extremely complex and are outside the scope of the first prototype.
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## Repository Layout
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```text
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docs/ Project documentation and research notes
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plugin/ Native F4SE/CommonLibF4 plugin work
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creation-kit/ Creation Kit plugin files, Papyrus scripts, and test cell notes
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server/ External multiplayer test server
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protocol/ Network packet design and sync documentation
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tools/ Helper scripts and utilities
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test-data/ Example packets and test data
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screenshots/ Development screenshots
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```
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## Requirements
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This project is expected to require:
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- Fallout 4 on PC
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- Fallout 4 Script Extender, F4SE
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- Fallout 4 Creation Kit
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- Visual Studio 2022 or newer
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- CMake or another supported C++ build system
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- A CommonLibF4-based plugin template
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- Git
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- A clean Fallout 4 test profile
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## Recommended Development Setup
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Use a separate Fallout 4 installation or a dedicated modding profile for testing.
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Recommended setup:
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```text
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Fallout 4
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F4SE
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Creation Kit
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Mod Organizer 2 or Vortex
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Visual Studio
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Git
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```
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Use a clean test save and avoid testing with a full personal modlist.
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## Legal Notice
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This repository does not include Fallout 4 game files, Bethesda assets, F4SE binaries, or any proprietary game code.
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Users are responsible for owning Fallout 4 and installing required external tools themselves.
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## Status
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Current status:
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```text
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Research phase
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Repository structure setup
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Protocol planning
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No playable multiplayer build yet
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```
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## License
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To be decided.
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