[ACTIVE]
Dedicated Multiplayer Servers
External dedicated server connects players and relays multiplayer data. Supports multiple clients, unique player IDs, world-state sync, JSON configuration, CLI management, and local or remote hosting.
PROJECT STATUS // IN DEVELOPMENT
Fallout 4 multiplayer, built from the ground up — connect to a dedicated server and share the Commonwealth.
Each player runs their own copy of Fallout 4 while Commonwealth Online synchronises movement, appearance, equipment, world time, weather, and session data between games. The core multiplayer foundation is functional, but the project remains in active development and is not yet ready for normal playthroughs. Independent fan project. Not affiliated with Bethesda or Microsoft.
BRIEFING // PROJECT OVERVIEW
Commonwealth Online is an experimental multiplayer framework for Fallout 4 that allows multiple players to connect to a dedicated server and share the Commonwealth. Rather than running the entire game simulation on one machine, each player continues to run their own copy of Fallout 4 while the framework synchronises important information between those games.
The project has moved beyond initial research and now has a functioning client-to-server networking path, dedicated server software, remote player representation, appearance and equipment replication, world-state synchronisation, server profiles, a custom server browser, and an integrated main menu. Current builds are intended for development, controlled multiplayer tests, and technical demonstrations rather than complete Fallout 4 playthroughs.
SYSTEMS // FEATURE TRACKING
[ACTIVE]
External dedicated server connects players and relays multiplayer data. Supports multiple clients, unique player IDs, world-state sync, JSON configuration, CLI management, and local or remote hosting.
[ACTIVE]
Runtime proxy actors represent connected players with synchronised position, rotation, cell and worldspace transitions, smoothing between updates, and held/reappear states when players move apart.
[ACTIVE]
Synchronises idle and movement state, walking, jogging, running, sprinting, sneaking, jumping, weapon-drawn state, cell changes, worldspace changes, and teleports.
[ACTIVE]
Remote proxies reproduce body morphs, height, skin and facial tints, hair and facial hair colours, head parts, facial sliders, bone morphs, and makeup — with versioned, optional data for safe fallback.
[ACTIVE]
Mirrors equipped apparel across body clothing, armour, hats, helmets, eyewear, and other tracked slots. Equipment changes sync even while standing still.
[ACTIVE]
Transmits equipped right-hand weapons with local form resolution, proxy equipping, model attachment, and drawn/holstered state tracking. Combat actions are not yet implemented.
[ACTIVE]
Connected clients share in-game time, days passed, exterior weather, and time corrections after menus, loading, waiting, and sleeping. Host reassignment on disconnect is supported.
[ACTIVE]
In-game browser with direct connect, browsable entries, LAN discovery, favourites, recent servers, player counts, ping display, and keyboard, mouse, and controller navigation.
[ACTIVE]
HTML-based menu rendered inside Fallout 4 through PrismaUI with multiplayer access, embedded server browser, settings, Creations, help, quit confirmation, and full input capture.
[ACTIVE]
Each multiplayer server gets its own associated save. First connection creates a profile, loads Vault 109, runs character creation, and binds the save. Reconnecting loads the existing profile.
[ACTIVE]
Private starting area for new characters and appearance customisation. Multiplayer sync is suppressed inside the vault so other players cannot appear during character setup.
[ACTIVE]
CLI server interface, graphical dev server, fake clients, weather and time controls, automated plugin builds, Papyrus compilation, and one-command deployment scripts.
[IN DEV]
Architecture targets approximately 16 players long-term. Proxy allocation, actor isolation, performance, and appearance ownership must improve before that target is reliable.
[IN DEV]
Improving armed locomotion, weapon draw/holster transitions, firing and reload animations, melee, directional movement, strafing, jump transitions, and state recovery after proxy reloads.
[IN DEV]
Planned discrete action capture for firing, reloading, melee, grenades, weapon bashes, aiming states, hit reactions, damage events, and death/revival — with careful gameplay authority separation.
[IN DEV]
Data-driven settings interface designed for profile, voice chat, map/social, network, and keybind options. Most settings still need persistent plugin configuration connections.
[IN DEV]
Game Settings section intended to open Fallout 4's original Scaleform settings over the Commonwealth Online UI. Visual flow and C++ bridge exist; reliable access is still being researched.
[IN DEV]
Prototype with zoom, pan, inertia, player markers, controller prompts, and settings panels. Not yet fully connected to live game data, remote players, teams, or quests.
[IN DEV]
Building toward remote administration, persistent status access, performance testing, logs, moderation, player management, permissions, and password-protected private servers.
[PLANNED]
Show local and remote players, friends, discovered locations, quest objectives, custom markers, server events, and fast-travel availability on the Commonwealth map.
[PLANNED]
Multiplayer identity separate from local saves with display names, player icons, profile settings, per-server character info, friends, and optional platform account integration.
[PLANNED]
Proximity voice, party channels, server-wide text chat, direct messages, push-to-talk, volume controls, and muting/blocking.
[PLANNED]
Parties, shared map markers, invitations, friends and recent-player lists, team status, and group voice and text channels for cooperative play.
[PLANNED]
Explore synchronising doors, containers, terminals, workbenches, furniture, pickups, activators, and dialogue interactions with shared vs. client-local behaviour safeguards.
[PLANNED]
Long-term work on shared enemy positions, combat state, health, death, respawning, loot ownership, and basic AI coordination using a hybrid approach.
[PLANNED]
Selected synchronisation of quest stages, objectives, location discovery, cleared locations, workshops, and important world-state changes with quest-script safeguards.
[PLANNED]
Cooperative construction with shared placed objects, resource changes, ownership, build permissions, and server-side settlement persistence.
[PLANNED]
Entering and exiting frames, equipped pieces, frame position, fusion core state, movement, and damage and repair synchronisation.
[PLANNED]
Player-to-player trading, item transfers, dropped items, shared containers, server-controlled rewards, and item validation.
[PLANNED]
Defensive packet parsing and local form resolution with mod/load-order checks, required mod lists, version negotiation, missing-content warnings, and compatibility profiles.
[PLANNED]
Master server listings, public registration, filtering, version and mod compatibility info, latency, server descriptions, region selection, and moderation tools.
ROADMAP // TIMELINE
VISUALS // IN-GAME SCREENSHOTS
SPEC // TECHNICAL SNAPSHOT
COMMS // COMMUNITY + CONTRIBUTE
Commonwealth Online has a functioning multiplayer foundation but remains an early development project. Combat, quests, NPCs, settlements, voice chat, interaction synchronisation, and large-server performance are still under development. Current builds are best suited for development, controlled multiplayer tests, and technical demonstrations. Community feedback and testing interest help shape priorities as systems mature.