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Commonwealth-Online-Public/docs/limitations.md
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andrew cc4d8aac5a Add Papyrus sync scripts and proxy spawn refactor
Add new Papyrus scripts (CoSync.psc, CoSyncPlayer.psc, CoSyncQuest.psc) providing native bindings and quest/player proxy logic for networking: connection/session APIs, entity management, world/weather/workshop/companion sync, consumable/pipboy/door/power-armor events, and proxy animation/initialization handlers. Refactor the proxy actor controller (F4TProxyActorController.cpp) to support dynamic/runtime proxy spawning and improved lifecycle/visibility handling: change proxy base/form IDs to COPlayerProxy/CommonwealthOnline, add process-list actor lookup, spawn helpers, play-space/cell checks, 3D visibility refresh, ActorHandle usage, and spawn mutexes and globals for safer spawning. Update docs and setup (architecture.md, limitations.md, plugin/setup.md) to describe global dynamic spawn behavior, max runtime proxies (kMaxRuntimeProxyActors = 4), and validation checklist; update launch-two-fallout4.bat to show instance log locations. Misc: small tweaks to logging and debug flags to gate diagnostics.
2026-06-07 20:31:51 +12:00

1.5 KiB

Limitations

Fallout 4 was designed as a single-player game. Commonwealth Online is therefore expected to have serious technical limitations, especially during early development.

Early Prototype Limitations

The first prototype will likely require:

  • Remote players to be in the same cell/worldspace as the local player to be visible (proxies are not shown across unloaded cells)
  • Fallout4Together_Test.esp loaded for the F4T_RemotePlayerProxy actor base
  • A clean Fallout 4 test profile
  • A dedicated test save
  • No large gameplay mods
  • No quest synchronization
  • No settlement synchronization
  • No VATS synchronization
  • No dialogue synchronization

Up to four concurrent remote proxies are supported per client (kMaxRuntimeProxyActors).

Systems Not Supported Early

Quests

Quest state is complex and deeply tied to the single-player game world. Quest synchronization is not part of the first prototype.

Settlements

Settlements involve workshop data, placed objects, NPC ownership, resources, attacks, and persistent state. Settlement sync is not part of the first prototype.

VATS

VATS depends on single-player time behavior and targeting logic. VATS should be disabled or ignored during early tests.

Saves

Multiplayer state may desync or damage saves if handled incorrectly. Use a dedicated test save only.

Mod Compatibility

The first prototype should be tested with a clean setup. Compatibility with large modlists is not an early goal.