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.
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Project Overview
Commonwealth Online is a prototype multiplayer framework experiment for Fallout 4.
The first target is not full co-op. The first target is a controlled test where two clients can connect to a local server and see each other as synced actors in a custom test cell.
Core Idea
Fallout 4 remains the client application. A native F4SE plugin reads local player state and communicates with an external server.
The server tracks connected players and broadcasts relevant state to other clients.
A Creation Kit plugin provides test cells, placeholder actors, scripts, and controlled test content.
Basic Flow
Fallout 4 Client A
|
| local player transform
v
External Server
|
| remote player transform
v
Fallout 4 Client B
Early Limitations
The first prototype should assume:
- All players are in the same cell
- No quest synchronization
- No settlement synchronization
- No VATS
- No dialogue sync
- No full inventory sync
- No support for large modlists