PROJECT STATUS // IN DEVELOPMENT

Commonwealth Online

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

Building shared-world Fallout experiences, one system at a time.

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

Current, active, and planned systems

Current Features

[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.

[ACTIVE]

Visible Remote Players

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]

Movement & Animation

Synchronises idle and movement state, walking, jogging, running, sprinting, sneaking, jumping, weapon-drawn state, cell changes, worldspace changes, and teleports.

[ACTIVE]

Character Appearance

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]

Clothing & Equipment

Mirrors equipped apparel across body clothing, armour, hats, helmets, eyewear, and other tracked slots. Equipment changes sync even while standing still.

[ACTIVE]

Ranged Weapon Sync

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]

Shared Time & Weather

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]

Server Browser

In-game browser with direct connect, browsable entries, LAN discovery, favourites, recent servers, player counts, ping display, and keyboard, mouse, and controller navigation.

[ACTIVE]

Custom Main Menu

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]

Server-Based Characters

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]

Vault 109

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]

Development & Hosting Tools

CLI server interface, graphical dev server, fake clients, weather and time controls, automated plugin builds, Papyrus compilation, and one-command deployment scripts.

In Active Development

[IN DEV]

Expanded Player Capacity

Architecture targets approximately 16 players long-term. Proxy allocation, actor isolation, performance, and appearance ownership must improve before that target is reliable.

[IN DEV]

Animation Refinement

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]

Weapon & Combat Actions

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]

Multiplayer Settings

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]

Fallout 4 Settings Bridge

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]

Custom Pause Menu & Map

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]

Server Administration

Building toward remote administration, persistent status access, performance testing, logs, moderation, player management, permissions, and password-protected private servers.

Planned Features

[PLANNED]

Multiplayer Map & Markers

Show local and remote players, friends, discovered locations, quest objectives, custom markers, server events, and fast-travel availability on the Commonwealth map.

[PLANNED]

Player Profiles & Gamertags

Multiplayer identity separate from local saves with display names, player icons, profile settings, per-server character info, friends, and optional platform account integration.

[PLANNED]

Voice & Text Chat

Proximity voice, party channels, server-wide text chat, direct messages, push-to-talk, volume controls, and muting/blocking.

[PLANNED]

Teams & Social Features

Parties, shared map markers, invitations, friends and recent-player lists, team status, and group voice and text channels for cooperative play.

[PLANNED]

Interaction Sync

Explore synchronising doors, containers, terminals, workbenches, furniture, pickups, activators, and dialogue interactions with shared vs. client-local behaviour safeguards.

[PLANNED]

Enemy & NPC Sync

Long-term work on shared enemy positions, combat state, health, death, respawning, loot ownership, and basic AI coordination using a hybrid approach.

[PLANNED]

Quest & World Progression

Selected synchronisation of quest stages, objectives, location discovery, cleared locations, workshops, and important world-state changes with quest-script safeguards.

[PLANNED]

Settlement Building

Cooperative construction with shared placed objects, resource changes, ownership, build permissions, and server-side settlement persistence.

[PLANNED]

Power Armour

Entering and exiting frames, equipped pieces, frame position, fusion core state, movement, and damage and repair synchronisation.

[PLANNED]

Trading & Inventory

Player-to-player trading, item transfers, dropped items, shared containers, server-controlled rewards, and item validation.

[PLANNED]

Mod Compatibility

Defensive packet parsing and local form resolution with mod/load-order checks, required mod lists, version negotiation, missing-content warnings, and compatibility profiles.

[PLANNED]

Public Server Infrastructure

Master server listings, public registration, filtering, version and mod compatibility info, latency, server descriptions, region selection, and moderation tools.

ROADMAP // TIMELINE

Current progression

  1. COMPLETEResearch & Networking Foundation
  2. COMPLETEDedicated Server Software
  3. COMPLETERemote Player Proxies & Movement
  4. COMPLETEAppearance & Equipment Replication
  5. COMPLETEWorld-State & Time/Weather Sync
  6. COMPLETEServer Profiles & Vault 109
  7. COMPLETECustom Main Menu & Server Browser
  8. ACTIVEAnimation & Combat Systems
  9. ACTIVEExpanded Player Capacity
  10. NEXTMultiplayer Settings & Pause Menu
  11. NEXTServer Administration Tools
  12. FUTURENPCs, Quests & Settlements
  13. FUTUREVoice Chat & Social Systems
  14. FUTUREPublic Testing & Server Infrastructure

VISUALS // IN-GAME SCREENSHOTS

Gameplay and multiplayer demonstrations

Remote Player Proxies
Equipment & Weapon Replication
Vault 109 Character Setup
Vault 109
Custom Main Menu
Pause Menu
Map Prototype

SPEC // TECHNICAL SNAPSHOT

Runtime stack

  • CLIENTF4SE Plugin (Per-Player Simulation)
  • SERVERDedicated Server (JSON Config, CLI)
  • UIPrismaUI / HTML / CSS / JS
  • SYNCMovement, Appearance, Equipment, World State
  • HOSTINGLocal / LAN / Remote VPS
  • STATUSFunctional Foundation — Early Development

COMMS // COMMUNITY + CONTRIBUTE

Follow development and contribute feedback

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.

VISUAL // ENLARGED VIEW