andrewandCursor b9ea0ac8a7 docs: proxy animation investigation conclusive - animations not feasible
Investigation summary:
- Tested velocity-based animation triggering: graph variable writes, animation
  events, character controller velocity manipulation, and Move() API calls
- All approaches failed: animations do not play on SetPosition-backed proxy actors
- Root cause: Fallout 4's animation system requires active AIProcess-driven
  locomotion packages, which are incompatible with networked puppet actors
- Fallout 4's animation system fundamentally ties animation evaluation to the
  character controller's actual velocity AND active AI-driven locomotion state
- PlaceAtMe proxies updated via SetPosition cannot provide either requirement

Proxy actors currently work correctly for:
- Smooth position synchronization
- Heading/rotation updates
- Jump animations (via Z-position)
- Network sync and lifecycle

What remains impossible without deep engine access:
- Walk/run/sneak animation playback
- Animation graph variable manipulation affecting behavior
- Character controller velocity synthesis for puppets

Recommendation: Accept this architectural limitation and provide alternative
visual feedback (particles, glows, state indicators) instead of animations.

Files changed:
- plugin/src/F4TProxyActorController.cpp: Reverted to SetPosition-only approach
- docs/dev-log.md: Added comprehensive investigation summary and conclusions

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-03 14:33:48 +12:00
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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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Languages
C++ 94.8%
ActionScript 1.6%
Python 1.4%
JavaScript 0.8%
Papyrus 0.6%
Other 0.8%