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Releases: Jolley71717/F4Multiplayer
Release list
0.10.1-rc1
0.10.1-rc1
A test build of 0.10.1, a fix for hits that don't stick. Install it over 0.10.0. It uses a new protocol (56), so it
doesn't play with 0.10.0 or anything older: everyone in a session needs it, and a friend still on 0.10.0 can't join.
Update together. The host's session file from 0.10.0 still loads.
Fixed:
- Hits on an enemy another player's game runs now stick. Some players found that their shots took an enemy's health
down and it jumped back, while their friend could kill it; sometimes neither of them could. Now every hit you land on
a friend's enemy is numbered and its game answers it: applied, or refused with a reason. Your copy of the enemy keeps
the damage until the answer comes, and a hit that is refused is taken back at once, not seconds later as a heal. A hit
that is never answered is taken back after two minutes. - A shot that hurts a friend's enemy but sends no hit event from the game is now counted as yours instead of being given
back as a heal. Sometimes a player's game stops telling the mod about their hits (it was seen after a long wait at
the "Creations are loaded" box and a load while hosting), and from then on their shots at the other player's enemies
healed them.net statusshows how often it happens (copyUnseen=), and the log warns once. - The server sends a hit only to the game that runs the enemy. A hit sent to a game that has just handed the enemy on
is passed on once to the new one, unless the enemy died meanwhile. The server now refuses at once a hit it cannot
send on (the enemy is dead for the session, nobody runs it, or you run it yourself), and your game takes it back. - A friend's hit on an enemy while its runner is in a menu, loading, or far away is held and applied when it can be,
and your copy follows the enemy down meanwhile instead of climbing back. - A save no longer keeps a friend's generator running. A friend's running generator was saved as running in your
game; later, alone or in a session where the friend no longer had it, the engine sound played
for as long as you were near, and nothing stopped it. A save now shows a friend's powered pieces unpowered while it
writes and puts them back right after, so their lights and a machine's sound blink for the length of a save.
Saves made by 0.10.0 or earlier that already hold the sound keep it until a session reports that piece.
Known issues:
- A save made before this build that holds a friend's generator running keeps the sound until a session reports that
piece. A generator nobody reports any more stays running in that save. - Every save, autosaves too, shows a friend's powered pieces unpowered for its length (see above).
- A friend's piece whose cell is unloaded at the moment of the save isn't covered.
- The dead list the session file keeps can still call an enemy dead that is alive in a new run; it was not the cause of
this bug and is left for a later release.
For testers:
- Install a crash logger (Buffout 4 or Addictol) before testing, or a crash leaves nothing to read.
- Two players shooting one enemy from both sides: no health bar should jump back on either side. Trade the enemy
between you for a minute, and try it while one of you fast-travels or sits in a menu. - Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, orF4Multiplayer.1.logif you
restarted the game since) and the crash log; the first lines of the plugin log name the build. The plugin log names
players asplayer Nand leaves Steam ids and addresses out; crash logs and screenshots can still hold names.
0.10.0
0.10.0
Install it over 0.9.2. (This is the same file as the 0.10.0-rc2 test build, so seeing "rc2" in your log is
normal.) It uses a new protocol (55), so it doesn't play with 0.9.2 or anything older: everyone in a session needs
it, and a friend still on an older version can't join. The host's session file from 0.9.x still loads.
New:
Shared storage (experimental, host setting bSharedStorage, off by default):
- A container in a home or settlement has one copy for everyone, the host's. A friend who opens theirs sees what the
host's holds, and what one player takes is gone for the others. - Ammo, aid and junk are shared this way. Weapons, armor, keys and notes stay in each player's own copy.
- A container is shared once the host has been near it in the session. A chest that rolls its loot as you open it gets a
friend's waiting takes as the menu opens. - A take that loses a race to another player's is undone: you get nothing and the item stays in the container.
- Loading a save takes nothing from a friend and gives them nothing; the host's copy is put right instead.
Giving items (experimental, host setting bContainerGifts, off by default):
- Put a weapon or armor piece in a chest, dresser or safe (not a workbench, a vendor's or a companion's) and it is a
gift: it shows in that container for every friend, and the first who takes it has it. Until then you can take it
back. Mods, legendary effects, names and a power armor piece's condition go with it. - A new character no longer gets back the gifts an older one took.
- A gift shows in an open chest at once.
- It works with shared storage on or off.
Power armor borrowing:
- A friend can borrow a power armor frame your game made (one you found or looted) once it stands parked. They press E on
it to ask and E again to get in. They wear your pieces and fusion core, named as yours ("Sam's T-60 Left Arm"), and
everyone sees one suit with the friend inside. - When they get out, the frame comes back to you where they left it, worn as they left it. The pieces stay yours.
- It stays with you if the loan ends any other way (either of you leaves or loads a save). A borrower still inside
keeps it until they get out. A borrower who loads a save made in a lent frame gets out of it, and the lent pieces come
off them. - Your own setting
bLendPowerArmorturns it off for your frames. - A refused frame says why: the session's gate, a block, the input layers, or the player's own state.
Combat and downs:
- Crawl while you wait for help (experimental, host setting
bDownedCrawl, off by default): forward and back with your
movement keys, left and right turn you. You stop while a friend is next to you. Walls, ledges and steep ground stop you. - Autosave when you go down (host setting
bSaveOnDown, off by default). A death loads the game's newest save, which can
be many minutes old; with this on, everyone's game saves as they go down, so a bleed-out takes them back only to that
moment. A death that loads that save puts you back where you went down, up with the revive health. - A teleport to a friend makes a travel autosave (if the game's travel autosave setting is on). The HUD now says that a
death loads the last save. - A joiner is told the host's rules for being down when they join, and the player list shows them. A down finishes under
the rules it began with. - A friend's flamer stream, cryolator spray, harpoon or railway spike goes where they aimed, not at you.
- A helped-up player gets up the game's own way at once, and stands out of sneak.
NPCs and the world:
- An NPC alive in the game that runs it is alive everywhere. Damage a friend deals that the other game can't apply yet is
kept and applied when it can. An enemy out of sight in your game still hurts you. - Two players shooting one NPC no longer pass it back and forth every few seconds: it stays with whoever hit it first.
- Friends' copies of NPCs stand still while the NPC's owner is in the Pip-Boy or a menu, instead of walking off and
jumping back. A game stopped in a menu for 5 seconds hands its NPCs to a friend nearby, so they don't freeze. - A friend's explosion no longer leaves enemies unhittable for good, and a legendary weapon's bleed or burn on a copy
isn't healed back. - Doors and gates a script opens or unlocks reach friends without anyone touching them, including Vault 114's.
- The Prydwen moors at Boston Airport in every game once one game's flyover ends.
- Knocked clutter lands much closer to the same place in every game, including balls and cans that roll on. The server
keeps where moved objects came to rest, so a game that loads the cell later puts them there too. - Explosive props whose last stage only takes them away (a gas canister) are shared like a barrel.
- An enemy an older save kept as a ghost is repaired after a load, so shots hit it again.
- A companion that followed its player into an interior is brought to them there, so the host's Dogmeat shows indoors.
- A scene a friend starts in your game no longer holds their later stages back: Codsworth's search finishes for the
host too.
Settlements:
- The host can bring in what a friend built before the session (host setting
bShareGuestBuilds, off by default). A
second friend's report of the same piece makes no second copy. - A friend's build is placed only once the cell it stands in is loaded for you, and doubled copies a save holds are
removed. - A power armor frame moved in workshop mode is no longer sent as building.
How friends look and move:
- A friend who starts running or walking from standing moves at the clip's pace at once, not the slowest rate.
- A friend's holstered gun no longer stays out on their stand-in, and a grenade stuck in its hand is put away.
- A friend's stand-in on your very spot steps aside so you can walk off it.
- A friend in power armor whose frame your game doesn't have is shown in a frame every game has, never out of their suit.
- A face over the sculpt-slider limit now drops the same highest ids every time.
- A friend's LooksMenu looks no longer end up on whatever later takes the form ID in your save.
- A plain armor piece is sent as plain, so a friend's game no longer rolls its own mods onto it (the Raider chest).
Quality of life:
- Friends' voices:
fVoiceRangenow only sets how far away you can hear a friend; how far your own voice carries isn't
changed. - A new character with no name yet can't host or join under the last character's session.
- The F1 menu's Compare mods no longer names the HD texture pack.
- Settings in the install guide are split into the host's and your own, with when the ini is read.
The dedicated server:
- It tries a failed session save again on its own, with a growing wait, and once more when it stops.
- It takes the new host rules as options:
--container-gifts,--downed-crawland--save-on-down. It never shares
storage: there is no host game to keep the copy.
Stability:
- A down survives a dropped connection, and a friend's first shot on a copy is kept.
- A friend's take from a chest your game holds without its inventory yet waits for the chest's roll instead of taking
nothing. - A friend's emptied chest or corpse takes only the leftovers of what they took; your own roll, a mod's items and your
stash stay. - A frame copy 0.9.1 left in a save goes, and the ghost copies older versions made are cleared.
- Disabled power armor frame copies a save kept go after a load.
- A legendary only in one game can't heal itself on a hit.
- A hit in the same second as your own Molotov or grenade no longer counts the blast and burn twice.
- A blast an NPC set off names that NPC, so a game without it (a DLC it doesn't own) isn't hurt by it.
- A friend's move of an object whose kept place still waits in your game is judged from that place.
- A drop record is no longer also sent as a workshop power report.
- The sneak key works again after going down sneaking and being helped up.
- The log says why a friend never saw a hostile NPC your game made, why copies walk off or change hands, which sounds
the plugin makes the game play and when one repeats, and what each save and load was.
New settings in F4Multiplayer.ini:
bSharedStorage = false(host's rule)bContainerGifts = false(host's rule)bDownedCrawl = false(host's rule)bSaveOnDown = false(host's rule)bShareGuestBuilds = false(host's rule)bLendPowerArmor = true(your own)
The game reads the ini when it starts.
A session that has used shared storage or gifts can't be opened by an older version of the mod afterwards.
Known issues, and not in this release yet:
- Not yet: the Pip-Boy friend map, seeing a friend at a workbench, a raised Pip-Boy and a menu marker over a friend, and
the distance on the compass. - Not yet: other factions' radiant quests and settlement attacks, whose enemies or helpers are made on the spot.
- Shared storage and gifts are experimental. Right after the host loads a save, a friend's menu on a shared container
closes until the host has been near it again. - A gift has one case it can't put right: the giver loads a save from before they put it in, after a friend took it,
and then both have it. - A borrowed frame doesn't carry on after the borrower loads a save: the loan ends and they are sent out of it.
Reporting a bug:
- Install a crash logger (Buffout 4 or Addictol), or a crash leaves nothing to read.
- Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, orF4Multiplayer.1.logif you
restarted the game since) and the crash log; the first lines of the plugin log name the build. The plugin log names
players asplayer Nand leaves Steam ids and addresses out; crash logs and screenshots can still hold names.
0.10.0-rc2
0.10.0-rc2
A test build of 0.10.0. Install it over 0.9.2. It uses a new protocol (55), so it doesn't play with 0.9.2 or
anything older: everyone in a session needs it, and a friend still on an older version can't join. The host's
session file from 0.9.x still loads.
Since rc1:
- A borrowed power armor frame given back far from where it was lent now stands only where its borrower got out, in
every game: no second suit left at the old spot, and it can be borrowed again there at once. - A borrower who loads a save made inside a lent frame no longer offers that frame to friends as their own, so nobody
can borrow a copy of the owner's pieces from it. - A quest stage that never reads as done is warned about once instead of on every load.
New:
Shared storage (experimental, host setting bSharedStorage, off by default):
- A container in a home or settlement has one copy for everyone, the host's. A friend who opens theirs sees what the
host's holds, and what one player takes is gone for the others. - Ammo, aid and junk are shared this way. Weapons, armor, keys and notes stay in each player's own copy.
- A container is shared once the host has been near it in the session. A chest that rolls its loot as you open it gets a
friend's waiting takes as the menu opens. - A take that loses a race to another player's is undone: you get nothing and the item stays in the container.
- Loading a save takes nothing from a friend and gives them nothing; the host's copy is put right instead.
Giving items (experimental, host setting bContainerGifts, off by default):
- Put a weapon or armor piece in a chest, dresser or safe (not a workbench, a vendor's or a companion's) and it is a
gift: it shows in that container for every friend, and the first who takes it has it. Until then you can take it
back. Mods, legendary effects, names and a power armor piece's condition go with it. - A new character no longer gets back the gifts an older one took.
- A gift shows in an open chest at once.
- It works with shared storage on or off.
Power armor borrowing:
- A friend can borrow a power armor frame your game made (one you found or looted) once it stands parked. They press E on
it to ask and E again to get in. They wear your pieces and fusion core, named as yours ("Sam's T-60 Left Arm"), and
everyone sees one suit with the friend inside. - When they get out, the frame comes back to you where they left it, worn as they left it. The pieces stay yours.
- It stays with you if the loan ends any other way (either of you leaves or loads a save). A borrower still inside
keeps it until they get out. A borrower who loads a save made in a lent frame gets out of it, and the lent pieces come
off them. - Your own setting
bLendPowerArmorturns it off for your frames. - A refused frame says why: the session's gate, a block, the input layers, or the player's own state.
Combat and downs:
- Crawl while you wait for help (experimental, host setting
bDownedCrawl, off by default): forward and back with your
movement keys, left and right turn you. You stop while a friend is next to you. Walls, ledges and steep ground stop you. - Autosave when you go down (host setting
bSaveOnDown, off by default). A death loads the game's newest save, which can
be many minutes old; with this on, everyone's game saves as they go down, so a bleed-out takes them back only to that
moment. A death that loads that save puts you back where you went down, up with the revive health. - A teleport to a friend makes a travel autosave (if the game's travel autosave setting is on). The HUD now says that a
death loads the last save. - A joiner is told the host's rules for being down when they join, and the player list shows them. A down finishes under
the rules it began with. - A friend's flamer stream, cryolator spray, harpoon or railway spike goes where they aimed, not at you.
- A helped-up player gets up the game's own way at once, and stands out of sneak.
NPCs and the world:
- An NPC alive in the game that runs it is alive everywhere. Damage a friend deals that the other game can't apply yet is
kept and applied when it can. An enemy out of sight in your game still hurts you. - Two players shooting one NPC no longer pass it back and forth every few seconds: it stays with whoever hit it first.
- Friends' copies of NPCs stand still while the NPC's owner is in the Pip-Boy or a menu, instead of walking off and
jumping back. A game stopped in a menu for 5 seconds hands its NPCs to a friend nearby, so they don't freeze. - A friend's explosion no longer leaves enemies unhittable for good, and a legendary weapon's bleed or burn on a copy
isn't healed back. - Doors and gates a script opens or unlocks reach friends without anyone touching them, including Vault 114's.
- The Prydwen moors at Boston Airport in every game once one game's flyover ends.
- Knocked clutter lands much closer to the same place in every game, including balls and cans that roll on. The server
keeps where moved objects came to rest, so a game that loads the cell later puts them there too. - Explosive props whose last stage only takes them away (a gas canister) are shared like a barrel.
- An enemy an older save kept as a ghost is repaired after a load, so shots hit it again.
- A companion that followed its player into an interior is brought to them there, so the host's Dogmeat shows indoors.
- A scene a friend starts in your game no longer holds their later stages back: Codsworth's search finishes for the
host too.
Settlements:
- The host can bring in what a friend built before the session (host setting
bShareGuestBuilds, off by default). A
second friend's report of the same piece makes no second copy. - A friend's build is placed only once the cell it stands in is loaded for you, and doubled copies a save holds are
removed. - A power armor frame moved in workshop mode is no longer sent as building.
How friends look and move:
- A friend who starts running or walking from standing moves at the clip's pace at once, not the slowest rate.
- A friend's holstered gun no longer stays out on their stand-in, and a grenade stuck in its hand is put away.
- A friend's stand-in on your very spot steps aside so you can walk off it.
- A friend in power armor whose frame your game doesn't have is shown in a frame every game has, never out of their suit.
- A face over the sculpt-slider limit now drops the same highest ids every time.
- A friend's LooksMenu looks no longer end up on whatever later takes the form ID in your save.
- A plain armor piece is sent as plain, so a friend's game no longer rolls its own mods onto it (the Raider chest).
Quality of life:
- Friends' voices:
fVoiceRangenow only sets how far away you can hear a friend; how far your own voice carries isn't
changed. - A new character with no name yet can't host or join under the last character's session.
- The F1 menu's Compare mods no longer names the HD texture pack.
- Settings in the install guide are split into the host's and your own, with when the ini is read.
The dedicated server:
- It tries a failed session save again on its own, with a growing wait, and once more when it stops.
- It takes the new host rules as options:
--container-gifts,--downed-crawland--save-on-down. It never shares
storage: there is no host game to keep the copy.
Stability:
- A down survives a dropped connection, and a friend's first shot on a copy is kept.
- A friend's take from a chest your game holds without its inventory yet waits for the chest's roll instead of taking
nothing. - A friend's emptied chest or corpse takes only the leftovers of what they took; your own roll, a mod's items and your
stash stay. - A frame copy 0.9.1 left in a save goes, and the ghost copies older versions made are cleared.
- Disabled power armor frame copies a save kept go after a load.
- A legendary only in one game can't heal itself on a hit.
- A hit in the same second as your own Molotov or grenade no longer counts the blast and burn twice.
- A blast an NPC set off names that NPC, so a game without it (a DLC it doesn't own) isn't hurt by it.
- A friend's move of an object whose kept place still waits in your game is judged from that place.
- A drop record is no longer also sent as a workshop power report.
- The sneak key works again after going down sneaking and being helped up.
- The log says why a friend never saw a hostile NPC your game made, why copies walk off or change hands, which sounds
the plugin makes the game play and when one repeats, and what each save and load was.
New settings in F4Multiplayer.ini:
bSharedStorage = false(host's rule)bContainerGifts = false(host's rule)bDownedCrawl = false(host's rule)bSaveOnDown = false(host's rule)bShareGuestBuilds = false(host's rule)bLendPowerArmor = true(your own)
The game reads the ini when it starts.
A session that has used shared storage or gifts can't be opened by an older version of the mod afterwards.
Known issues, and not in this release yet:
- Not yet: the Pip-Boy friend map, seeing a friend at a workbench, a raised Pip-Boy and a menu marker over a friend, and
the distance on the compass. - Not yet: other factions' radiant quests and settlement attacks, whose enemies or helpers are made on the spot.
- Shared storage and gifts are experimental. Right after the host loads a save, a friend's menu on a shared container
closes until the host has been near it again. - A gift has one case it can't put right: the giver loads a save from before they put it in, after a friend took it,
and then both have it. - A borrowed frame doesn't carry on after the borrower loads a save: the loan ends and they are sent out of it.
For testers:
- Install a crash logger (Buffout 4 or Addictol) before testing, or a crash leaves nothing to read.
- Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, or `F4Multipla...
0.10.0-rc1
0.10.0-rc1
A test build of 0.10.0. Install it over 0.9.2. It uses a new protocol (55), so it doesn't play with 0.9.2 or
anything older: everyone in a session needs it, and a friend still on an older version can't join. The host's
session file from 0.9.x still loads.
New:
Shared storage (experimental, host setting bSharedStorage, off by default):
- A container in a home or settlement has one copy for everyone, the host's. A friend who opens theirs sees what the
host's holds, and what one player takes is gone for the others. - Ammo, aid and junk are shared this way. Weapons, armor, keys and notes stay in each player's own copy.
- A container is shared once the host has been near it in the session. A chest that rolls its loot as you open it gets a
friend's waiting takes as the menu opens. - A take that loses a race to another player's is undone: you get nothing and the item stays in the container.
- Loading a save takes nothing from a friend and gives them nothing; the host's copy is put right instead.
Giving items (experimental, host setting bContainerGifts, off by default):
- Put a weapon or armor piece in a chest, dresser or safe (not a workbench, a vendor's or a companion's) and it is a
gift: it shows in that container for every friend, and the first who takes it has it. Until then you can take it
back. Mods, legendary effects, names and a power armor piece's condition go with it. - A new character no longer gets back the gifts an older one took.
- A gift shows in an open chest at once.
- It works with shared storage on or off.
Power armor borrowing:
- A friend can borrow a power armor frame your game made (one you found or looted) once it stands parked. They press E on
it to ask and E again to get in. They wear your pieces and fusion core, named as yours ("Sam's T-60 Left Arm"), and
everyone sees one suit with the friend inside. - When they get out, the frame comes back to you where they left it, worn as they left it. The pieces stay yours.
- It stays with you if the loan ends any other way (either of you leaves or loads a save). A borrower still inside
keeps it until they get out. A borrower who loads a save made in a lent frame gets out of it, and the lent pieces come
off them. - Your own setting
bLendPowerArmorturns it off for your frames. - A refused frame says why: the session's gate, a block, the input layers, or the player's own state.
Combat and downs:
- Crawl while you wait for help (experimental, host setting
bDownedCrawl, off by default): forward and back with your
movement keys, left and right turn you. You stop while a friend is next to you. Walls, ledges and steep ground stop you. - Autosave when you go down (host setting
bSaveOnDown, off by default). A death loads the game's newest save, which can
be many minutes old; with this on, everyone's game saves as they go down, so a bleed-out takes them back only to that
moment. A death that loads that save puts you back where you went down, up with the revive health. - A teleport to a friend makes a travel autosave (if the game's travel autosave setting is on). The HUD now says that a
death loads the last save. - A joiner is told the host's rules for being down when they join, and the player list shows them. A down finishes under
the rules it began with. - A friend's flamer stream, cryolator spray, harpoon or railway spike goes where they aimed, not at you.
- A helped-up player gets up the game's own way at once, and stands out of sneak.
NPCs and the world:
- An NPC alive in the game that runs it is alive everywhere. Damage a friend deals that the other game can't apply yet is
kept and applied when it can. An enemy out of sight in your game still hurts you. - Two players shooting one NPC no longer pass it back and forth every few seconds: it stays with whoever hit it first.
- Friends' copies of NPCs stand still while the NPC's owner is in the Pip-Boy or a menu, instead of walking off and
jumping back. A game stopped in a menu for 5 seconds hands its NPCs to a friend nearby, so they don't freeze. - A friend's explosion no longer leaves enemies unhittable for good, and a legendary weapon's bleed or burn on a copy
isn't healed back. - Doors and gates a script opens or unlocks reach friends without anyone touching them, including Vault 114's.
- The Prydwen moors at Boston Airport in every game once one game's flyover ends.
- Knocked clutter lands much closer to the same place in every game, including balls and cans that roll on. The server
keeps where moved objects came to rest, so a game that loads the cell later puts them there too. - Explosive props whose last stage only takes them away (a gas canister) are shared like a barrel.
- An enemy an older save kept as a ghost is repaired after a load, so shots hit it again.
- A companion that followed its player into an interior is brought to them there, so the host's Dogmeat shows indoors.
- A scene a friend starts in your game no longer holds their later stages back: Codsworth's search finishes for the
host too.
Settlements:
- The host can bring in what a friend built before the session (host setting
bShareGuestBuilds, off by default). A
second friend's report of the same piece makes no second copy. - A friend's build is placed only once the cell it stands in is loaded for you, and doubled copies a save holds are
removed. - A power armor frame moved in workshop mode is no longer sent as building.
How friends look and move:
- A friend who starts running or walking from standing moves at the clip's pace at once, not the slowest rate.
- A friend's holstered gun no longer stays out on their stand-in, and a grenade stuck in its hand is put away.
- A friend's stand-in on your very spot steps aside so you can walk off it.
- A friend in power armor whose frame your game doesn't have is shown in a frame every game has, never out of their suit.
- A face over the sculpt-slider limit now drops the same highest ids every time.
- A friend's LooksMenu looks no longer end up on whatever later takes the form ID in your save.
- A plain armor piece is sent as plain, so a friend's game no longer rolls its own mods onto it (the Raider chest).
Quality of life:
- Friends' voices:
fVoiceRangenow only sets how far away you can hear a friend; how far your own voice carries isn't
changed. - A new character with no name yet can't host or join under the last character's session.
- The F1 menu's Compare mods no longer names the HD texture pack.
- Settings in the install guide are split into the host's and your own, with when the ini is read.
The dedicated server:
- It tries a failed session save again on its own, with a growing wait, and once more when it stops.
- It takes the new host rules as options:
--container-gifts,--downed-crawland--save-on-down. It never shares
storage: there is no host game to keep the copy.
Stability:
- A down survives a dropped connection, and a friend's first shot on a copy is kept.
- A friend's take from a chest your game holds without its inventory yet waits for the chest's roll instead of taking
nothing. - A friend's emptied chest or corpse takes only the leftovers of what they took; your own roll, a mod's items and your
stash stay. - A frame copy 0.9.1 left in a save goes, and the ghost copies older versions made are cleared.
- Disabled power armor frame copies a save kept go after a load.
- A legendary only in one game can't heal itself on a hit.
- A hit in the same second as your own Molotov or grenade no longer counts the blast and burn twice.
- A blast an NPC set off names that NPC, so a game without it (a DLC it doesn't own) isn't hurt by it.
- A friend's move of an object whose kept place still waits in your game is judged from that place.
- A drop record is no longer also sent as a workshop power report.
- The sneak key works again after going down sneaking and being helped up.
- The log says why a friend never saw a hostile NPC your game made, why copies walk off or change hands, which sounds
the plugin makes the game play and when one repeats, and what each save and load was.
New settings in F4Multiplayer.ini:
bSharedStorage = false(host's rule)bContainerGifts = false(host's rule)bDownedCrawl = false(host's rule)bSaveOnDown = false(host's rule)bShareGuestBuilds = false(host's rule)bLendPowerArmor = true(your own)
The game reads the ini when it starts.
A session that has used shared storage or gifts can't be opened by an older version of the mod afterwards.
Known issues, and not in this release yet:
- Not yet: the Pip-Boy friend map, seeing a friend at a workbench, a raised Pip-Boy and a menu marker over a friend, and
the distance on the compass. - Not yet: other factions' radiant quests and settlement attacks, whose enemies or helpers are made on the spot.
- Shared storage and gifts are experimental. Right after the host loads a save, a friend's menu on a shared container
closes until the host has been near it again. - A gift has one case it can't put right: the giver loads a save from before they put it in, after a friend took it,
and then both have it. - A borrowed frame doesn't carry on after the borrower loads a save: the loan ends and they are sent out of it.
For testers:
- Install a crash logger (Buffout 4 or Addictol) before testing, or a crash leaves nothing to read.
- Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, orF4Multiplayer.1.logif you
restarted the game since) and the crash log; the first lines of the plugin log name the build. The plugin log names
players asplayer Nand leaves Steam ids and addresses out; crash logs and screenshots can still hold names.
0.9.2
0.9.2
Install it over 0.9.1. (This is the same file as the 0.9.2-rc1 test build, so seeing "rc1" in your log is normal.)
It uses a new protocol (50), so it doesn't play with 0.9.1: everyone in a session needs it.
New:
- Friends see missiles, Fat Man shots, shells and explosive rounds fly. Each still explodes once.
- Doors that chain to others, doors a script opens quietly, two-state gates and doors NPCs open are shared.
- World traps are shared: mines, tripwires, bear traps and grenade bouquets go off once, in every game.
- Cars, barrels and fuel tanks a player shoots are wrecked in every game and explode once in each.
- Objects an NPC or an explosion knocks about move in every game.
- A friend's frame copy of power armor can't be entered, opened with Transfer, or given to a companion. Borrowing a
friend's power armor is coming in a later version. - A friend somewhere your game doesn't have (a DLC you don't own) shows as out of reach: the player list says so, their
compass marker goes, and teleporting to them is refused until they're back. - The host can allow more than 4 players (
iMaxPlayersinF4Multiplayer.ini). More than two has been tested less.
Fixed:
- Power armor frames no longer duplicate. A friend's frame copy, or the copy of a friend's character, could survive
loading a save and end up in your next save; now a load removes every copy the mod placed. - Loading a save twice in one run could crash when the save held a leftover copy of a friend's character. New saves no
longer get one. If an older save has one, the mod says so after it loads: save, restart the game and play from the
new save. - Every explosion hits once: missiles, grenades thrown at a friend, cluster rockets, a robot's self-destruct, a
suicider's nuke. - A friend's shot no longer hits you on your screen: their figure in your game fired real shots at you. Their shots now
follow where they actually aim. A gun bash is no longer heard as a gunshot, and the clicking that could start after a
join or a leave is gone. - A hit that takes an enemy over from a friend's game is no longer healed back by a late health update from that game.
- An enemy is the same in every game: no more legendary in one game and plain in the other, or a settler in one and a
scavenger in the other. - Settlers can be given jobs during a session.
- An item a friend dropped and you scrapped in workshop mode no longer comes back (a dupe).
- Taking the last item from a container in a home no longer empties a friend's own stash in it.
- Radiant quests are remembered across loads, restarts and sessions, and yours is no longer stopped when a friend's
can't start in your game. - A friend's Codsworth search reaches the host's story in order.
- A player who loads a save in power armor is seen in it.
- A locked session takes back players whose game crashed or whose connection dropped; new, kicked and banned players
still can't join. - Friends' figures no longer stutter while someone uses Jet or VATS.
- The revive count and cooldown carry through a reconnect, and pings pressed a second apart all go through.
Known issues:
- Extra power armor frames that 0.9.1 left in your world stay. Strip them, or remove one in the console: click it,
thendisableandmarkfordelete. - In rare cases an explosion can still hit twice, or not at all.
- A missile a friend sees in flight can drift a little from the real one, and vanishes if you save while it flies.
- A save made in the few seconds a companion is stepping out of a friend's frame can leave one extra frame.
- Enemies from a DLC you don't own aren't shown in your game, but their explosions can still reach you.
- Two players using the same door at the same moment can see it differently.
- Storage isn't one shared copy yet: what you put in or take out is sent to friends' games as before. Shared storage is
planned. - Giving a friend an item is still not possible.
Reporting a bug:
- Install a crash logger (Buffout 4 or Addictol), or a crash leaves nothing to read.
- Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, orF4Multiplayer.1.logif you
restarted the game since) and the crash log. The plugin log names players asplayer Nand leaves Steam ids and
addresses out; crash logs and screenshots can still hold names.
0.9.2-rc1
0.9.2-rc1
A test build of 0.9.2. Install it over 0.9.1. It uses a new protocol (50), so it doesn't play with 0.9.1:
everyone in a session needs it.
New:
- Friends see missiles, Fat Man shots, shells and explosive rounds fly. Each still explodes once.
- Doors that chain to others, doors a script opens quietly, two-state gates and doors NPCs open are shared.
- World traps are shared: mines, tripwires, bear traps and grenade bouquets go off once, in every game.
- Cars, barrels and fuel tanks a player shoots are wrecked in every game and explode once in each.
- Objects an NPC or an explosion knocks about move in every game.
- A friend's frame copy of power armor can't be entered, opened with Transfer, or given to a companion. Borrowing a
friend's power armor is coming in a later version. - A friend somewhere your game doesn't have (a DLC you don't own) shows as out of reach: the player list says so, their
compass marker goes, and teleporting to them is refused until they're back. - The host can allow more than 4 players (
iMaxPlayersinF4Multiplayer.ini). More than two has been tested less.
Fixed:
- Power armor frames no longer duplicate. A friend's frame copy, or the copy of a friend's character, could survive
loading a save and end up in your next save; now a load removes every copy the mod placed. - Loading a save twice in one run could crash when the save held a leftover copy of a friend's character. New saves no
longer get one. If an older save has one, the mod says so after it loads: save, restart the game and play from the
new save. - Every explosion hits once: missiles, grenades thrown at a friend, cluster rockets, a robot's self-destruct, a
suicider's nuke. - A friend's shot no longer hits you on your screen: their figure in your game fired real shots at you. Their shots now
follow where they actually aim. A gun bash is no longer heard as a gunshot, and the clicking that could start after a
join or a leave is gone. - A hit that takes an enemy over from a friend's game is no longer healed back by a late health update from that game.
- An enemy is the same in every game: no more legendary in one game and plain in the other, or a settler in one and a
scavenger in the other. - Settlers can be given jobs during a session.
- An item a friend dropped and you scrapped in workshop mode no longer comes back (a dupe).
- Taking the last item from a container in a home no longer empties a friend's own stash in it.
- Radiant quests are remembered across loads, restarts and sessions, and yours is no longer stopped when a friend's
can't start in your game. - A friend's Codsworth search reaches the host's story in order.
- A player who loads a save in power armor is seen in it.
- A locked session takes back players whose game crashed or whose connection dropped; new, kicked and banned players
still can't join. - Friends' figures no longer stutter while someone uses Jet or VATS.
- The revive count and cooldown carry through a reconnect, and pings pressed a second apart all go through.
Known issues:
- Extra power armor frames that 0.9.1 left in your world stay. Strip them, or remove one in the console: click it,
thendisableandmarkfordelete. - In rare cases an explosion can still hit twice, or not at all.
- A missile a friend sees in flight can drift a little from the real one, and vanishes if you save while it flies.
- A save made in the few seconds a companion is stepping out of a friend's frame can leave one extra frame.
- Enemies from a DLC you don't own aren't shown in your game, but their explosions can still reach you.
- Two players using the same door at the same moment can see it differently.
- Storage isn't one shared copy yet: what you put in or take out is sent to friends' games as before. Shared storage is
planned. - Giving a friend an item is still not possible.
For testers:
- Install a crash logger (Buffout 4 or Addictol) before testing, or a crash leaves nothing to read.
- Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, orF4Multiplayer.1.logif you
restarted the game since) and the crash log; the first lines of the plugin log name the build. The plugin log names
players asplayer Nand leaves Steam ids and addresses out; crash logs and screenshots can still hold names.
0.9.1
0.9.1
One fix: damage on enemies. Install it over 0.9.0. (This is the same file as the 0.9.1-rc1 test build, so seeing
"rc1" in your log is normal.) It still uses protocol 49, so it plays with 0.9.0, but the fix only works in the games
that have it: everyone should update, the host most of all.
Fixed:
- Every player's hits on an enemy count again. On 0.9.0, often only one player could hurt an enemy: the others' shots
did nothing or their damage healed back on the next hit, and a melee hit moved the "one who can" to whoever landed
it. Two causes: an ordinary gun hit could be taken for a grenade's or a Molotov's and given back, and a game that
took an enemy over didn't tell the others its health, so the next report from the old game undid the damage. Now a
gun or melee hit always counts as the hitter's, a game that takes an enemy over shares its health at once, and
Molotov fire and grenades still hurt once, not twice.
Known issues:
- Why one enemy can be a settler in one game and a scavenger in another, and legendary enemies that are legendary in
only one game, are still being looked at. - The rest are as in 0.9.0.
For testers:
- Install a crash logger (Buffout 4 or Addictol) before testing, or a crash leaves nothing to read.
- Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, orF4Multiplayer.1.logif you
restarted the game since) and the crash log; the first lines of the plugin log name the build. The plugin log names
players asplayer Nand leaves Steam ids and addresses out; crash logs and screenshots can still hold names.
0.9.1-rc1
0.9.1-rc1
A test build of one fix: damage on enemies. Install it over 0.9.0. It still uses protocol 49, so it plays with 0.9.0,
but the fix only works in the games that have it: everyone should update, the host most of all.
Fixed:
- Every player's hits on an enemy count again. On 0.9.0, often only one player could hurt an enemy: the others' shots
did nothing or their damage healed back on the next hit, and a melee hit moved the "one who can" to whoever landed
it. Two causes: an ordinary gun hit could be taken for a grenade's or a Molotov's and given back, and a game that
took an enemy over didn't tell the others its health, so the next report from the old game undid the damage. Now a
gun or melee hit always counts as the hitter's, a game that takes an enemy over shares its health at once, and
Molotov fire and grenades still hurt once, not twice.
Known issues:
- Why one enemy can be a settler in one game and a scavenger in another, and legendary enemies that are legendary in
only one game, are still being looked at. - The rest are as in 0.9.0.
For testers:
- Install a crash logger (Buffout 4 or Addictol) before testing, or a crash leaves nothing to read.
- Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, orF4Multiplayer.1.logif you
restarted the game since) and the crash log; the first lines of the plugin log name the build. The plugin log names
players asplayer Nand leaves Steam ids and addresses out; crash logs and screenshots can still hold names.
0.9.0
0.9.0
Install it over 0.8.11 or any 0.9.0 test build. (This is the same file as the 0.9.0-rc3 test build, so seeing "rc3" in
your log is normal.) Friends with different mods can now play together, items are given by dropping them, the host
has kick, ban, lock and password controls, friends move much more smoothly, and loot, plants, radiant quests and
security gates are shared. It was run through the full two-game test set and a multi-hour soak with no crash.
Everyone needs the same build to play together: it uses protocol 49, so a friend on 0.8.11 or 0.9.0-rc1 gets
"Version mismatch" and has to update too (0.9.0-rc2 and rc3 play with it). A saved session from 0.8.11 or older still
loads.
New:
- Different mods, or the same mods in another order, can play together. Every form the games talk about is now
numbered by the session, so load orders no longer have to match. What only one game has is skipped, never guessed:
the joiner is told which mods only one side has, and the rest plays normally. - Give each other items by dropping them. Drop a weapon, armor, aid or junk and your friend sees it on the ground;
whoever presses Take first gets it, and it exists in one place only, through saves and reloads on either side. Keys,
notes, quest items and items made at runtime are refused, and the giver is told. Putting a weapon or armor in a
container shows a hint to drop it instead. - Host controls in the F1 menu: kick, ban (kept across restarts), lock the session, and make up or remove a password.
A dedicated server has the same commands at its console (helplists them). - Where is everyone: F10 (
iKeyWhere) prints each friend's distance and direction on the HUD ("Sam: 240 m NE"). - Better pings: F8 pings what your crosshair is on (an NPC, an item, a friend or a spot), puts a ring on everyone's
compass in your color for 15 s, and names it with its distance and direction. - Shared radiant quests: when one of you is handed a repeatable job whose targets are the game's own places and
people, everyone gets the same quest for the same settlement, place and target, and each player is paid once. That
covers most of the Minutemen's settlement requests, the Brotherhood's (BoSR01, BoSR02, BoSR05), the Institute's
(InstR01, InstR02, InstR05), the Railroad's (RRR01 to RRR06, with the HQ's job count kept right) and Diamond City's
wanted posters.bSharedRadiantsturns it off. - Smoother friends: each state is stamped with the engine frame it was read in, so a friend's character moves about
two-thirds less unevenly on every connection, and carries on through a late update instead of freezing and leaping.
How far behind a friend is drawn adapts to the connection: on a good link about 100 to 150 ms instead of 50, more on
a worse one, and it shrinks again when the link recovers. After a join, friends are no longer drawn 1.5 s
behind. - A friend in their Pip-Boy raises their wrist on their stand-in, and their name tag says "[Pip-Boy]" or "[in a menu]".
- Session rules the host sets: how long a downed player bleeds out, how long a revive takes and the health it gives,
how many revives per fight or per window, a cooldown after getting up, and whether helpers can revive during a fight
(iBleedOutSeconds,fReviveSeconds,iReviveHealth,iMaxRevives,iReviveWindowMinutes,
iReviveCooldownSeconds,bReviveOutOfCombat). The HUD says how many revives are left. - VATS in real time (
bRealTimeVats, on by default): your VATS no longer slows the game for your friends. Jet still
slows time as it does alone. - Tutorial hints are off during a session (
bHideTutorials) and come back afterwards. - Linux and Steam Deck: the log says whether the game runs under Proton, whether Steam started it, why Steam isn't
ready if it isn't, and how the hotkeys are read. INSTALL.md has a Linux section on starting F4SE through Steam.
Accepting a friend's invite while you're hosting now tells you to setbHost = false, instead of doing nothing. - Security gates opened from terminals, card readers and buttons open for everyone, including for a friend who comes
later. Vault 114's gear door (Valentine's quest) now opens for everyone too. - Settlement building: power wires, building done before the session started, and pieces the settlement came with
that you move now show up for your friend. Each game shows the power its builder's game reports, and a friend's
copies can't be wired, stored or scrapped by mistake, so no settlement grid keeps a dead reference after the session. - Objects you pick up and move by hand (a bottle, a tire), drop or throw show up moved for your friend, and things
you knock over land in the same place for a friend nearby. - A friend's LooksMenu tattoos, face and body paint and skin override show on their stand-in, when both games have
LooksMenu and the overlay mods. - A friend's grenade, mine or Molotov shows in their stand-in's hand through the throw (
bGrenadeInHand). - Muzzle flash on every replayed shot of friends and mirrored NPCs.
Fixed:
- The black screen on joining: the vault's own quest stages (Vault 111's pod, lift and mirror scenes) are no longer
shared, since every player goes through the vault on their own path, and a fade a quest left up is faded back in. - A Molotov's fire, or a friend's grenade, no longer heals an NPC back or hits it twice: the NPC's own game shares its
health whenever it changes, and the others report the damage they dealt. - Crashes taking from some containers and using terminals (Red Rocket's desk among them) are hardened against, and a
friend's looting of a container you aren't near waits until you come back. - "You cannot use this at this time" on a power armor frame that leans, or whose seat the game still thought was
yours. - A chest or corpse a friend looted bare is bare in your game too, even though each game rolls its own loot. Weapons,
armor, notes, keys and quest items stay each player's own, as before. - A plant a friend picks is picked in your game too, and two players picking the same plant harvest it once.
- Dogmeat's copy runs instead of squatting along at a run's pace.
- Damage counts on enemies again after loading a save, and no ghost enemies after a reload.
- Alt-tabbing out of the game no longer makes your character fire or move at clicks and keys meant for another window.
- A downed player the game stood back up (in a pile of clutter, or after a save) is put down again and keeps waiting for
help. - No emotes in power armor (they slid the view sideways there), with a line saying why.
- A friend's gun is in one piece on their stand-in after they swap it for another copy of the same gun.
- Friend markers and pings show on the power armor compass too.
- A friend in power armor walks in it, instead of sliding along still or popping in and out of view without it.
- A downed friend's stand-in lies down until they're helped up, instead of standing.
- A crash on saving (manual, quick or auto) while a friend's stand-in was touching you.
- With a mod plugin installed, loading a quicksave (or any save made after the mod was added) could take the save for
another character: the host restarted the session and friends had to rejoin, or a friend left it. The session file
for your character is kept and renamed the first time you host with this version. - Taking only a weapon, armor, a key or a note from a chest or corpse, when nothing else shared is left in it, leaves
it bare for friends too; before, their copy kept its own junk. - Settlement beds and containers left mid-move when workshop mode closes are drawn where they really stand, and
crafted containers that come stocked (a bureau) reach your friend, emptied.
Known issues:
- LooksMenu overlays follow LooksMenu's published source and haven't been tried with LooksMenu installed yet;
reports welcome. - Only Vault 114's gear door and the plain terminal and card-reader gates are shared. Doors whose scripts also start
scenes or move NPCs stay each player's own (docs/script-doors-survey.mdlists them). - Radiant quests whose enemies or helpers are made on the spot stay each player's own: settlement attacks and the
Castle's defense, rescues and escorts (MinRecruit08/09, BoSR03/04, InstR03/04, RRR07 to RRR11), random-encounter
quests and the DLCs' radiants. - The Pip-Boy and other menus still pause your own game.
- The Linux notes in the log haven't been tried on Linux yet; logs from Linux players are welcome.
For testers:
- Install a crash logger (Buffout 4 or Addictol) before testing, or a crash leaves nothing to read.
- Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, orF4Multiplayer.1.logif you
restarted the game since) and the crash log; the first lines of the plugin log name the build. The plugin log names
players asplayer Nand leaves Steam ids and addresses out; crash logs and screenshots can still hold names.
0.9.0-rc3
0.9.0-rc3
A release candidate: everything since 0.8.11, built together and run through the rig's full set (movement, Corvega
combat, terminals and loot, grenades, power armor, a cell churn with save reloads, a reconnect and the fuzz pass) with
no crash on either machine. Install it over 0.8.11, rc1 or rc2 and say what holds and what doesn't.
Everyone needs the same build to play together: it uses protocol 49, so a friend on 0.8.11 or 0.9.0-rc1 gets
"Version mismatch" and has to update too (rc2 and rc3 can play together). A saved session from 0.8.11 or older still
loads.
New since rc2: a friend in power armor walks in it instead of vanishing out of it, a downed friend is shown lying down
until helped up, a save made with a friend's stand-in next to you no longer crashes the game, a quickload no longer restarts the session when you have mods, and taking only a weapon,
armor or key from a chest or corpse leaves it bare for friends too.
New since rc1: every faction's radiant quests shared (not only the Minutemen's), much smoother movement for friends,
a friend's Pip-Boy raised on their stand-in and menus named on their tag, host-tuned revives, VATS without slowing
your friends, tutorial hints off, looted chests and corpses bare for everyone, shared plant picking, and Linux and
Proton notes in the log and in INSTALL.md.
New:
- Different mods, or the same mods in another order, can play together. Every form the games talk about is now
numbered by the session, so load orders no longer have to match. What only one game has is skipped, never guessed:
the joiner is told which mods only one side has, and the rest plays normally. - Give each other items by dropping them. Drop a weapon, armor, aid or junk and your friend sees it on the ground;
whoever presses Take first gets it, and it exists in one place only, through saves and reloads on either side. Keys,
notes, quest items and items made at runtime are refused, and the giver is told. Putting a weapon or armor in a
container shows a hint to drop it instead. - Host controls in the F1 menu: kick, ban (kept across restarts), lock the session, and make up or remove a password.
A dedicated server has the same commands at its console (helplists them). - Where is everyone: F10 (
iKeyWhere) prints each friend's distance and direction on the HUD ("Sam: 240 m NE"). - Better pings: F8 pings what your crosshair is on (an NPC, an item, a friend or a spot), puts a ring on everyone's
compass in your color for 15 s, and names it with its distance and direction. - Shared radiant quests: when one of you is handed a repeatable job whose targets are the game's own places and
people, everyone gets the same quest for the same settlement, place and target, and each player is paid once. That
covers most of the Minutemen's settlement requests, the Brotherhood's (BoSR01, BoSR02, BoSR05), the Institute's
(InstR01, InstR02, InstR05), the Railroad's (RRR01 to RRR06, with the HQ's job count kept right) and Diamond City's
wanted posters.bSharedRadiantsturns it off. - Smoother friends: each state is stamped with the engine frame it was read in, so a friend's character moves about
two-thirds less unevenly on every connection, and carries on through a late update instead of freezing and leaping.
How far behind a friend is drawn adapts to the connection: on a good link about 100 to 150 ms instead of 50, more on
a worse one, and it shrinks again when the link recovers. After a join, friends are no longer drawn 1.5 s
behind. - A friend in their Pip-Boy raises their wrist on their stand-in, and their name tag says "[Pip-Boy]" or "[in a menu]".
- Session rules the host sets: how long a downed player bleeds out, how long a revive takes and the health it gives,
how many revives per fight or per window, a cooldown after getting up, and whether helpers can revive during a fight
(iBleedOutSeconds,fReviveSeconds,iReviveHealth,iMaxRevives,iReviveWindowMinutes,
iReviveCooldownSeconds,bReviveOutOfCombat). The HUD says how many revives are left. - VATS in real time (
bRealTimeVats, on by default): your VATS no longer slows the game for your friends. Jet still
slows time as it does alone. - Tutorial hints are off during a session (
bHideTutorials) and come back afterwards. - Linux and Steam Deck: the log says whether the game runs under Proton, whether Steam started it, why Steam isn't
ready if it isn't, and how the hotkeys are read. INSTALL.md has a Linux section on starting F4SE through Steam.
Accepting a friend's invite while you're hosting now tells you to setbHost = false, instead of doing nothing. - Security gates opened from terminals, card readers and buttons open for everyone, including for a friend who comes
later. Vault 114's gear door (Valentine's quest) now opens for everyone too. - Settlement building: power wires, building done before the session started, and pieces the settlement came with
that you move now show up for your friend. Each game shows the power its builder's game reports, and a friend's
copies can't be wired, stored or scrapped by mistake, so no settlement grid keeps a dead reference after the session. - Objects you pick up and move by hand (a bottle, a tire), drop or throw show up moved for your friend, and things
you knock over land in the same place for a friend nearby. - A friend's LooksMenu tattoos, face and body paint and skin override show on their stand-in, when both games have
LooksMenu and the overlay mods. - A friend's grenade, mine or Molotov shows in their stand-in's hand through the throw (
bGrenadeInHand). - Muzzle flash on every replayed shot of friends and mirrored NPCs.
Fixed:
- The black screen on joining: the vault's own quest stages (Vault 111's pod, lift and mirror scenes) are no longer
shared, since every player goes through the vault on their own path, and a fade a quest left up is faded back in. - A Molotov's fire, or a friend's grenade, no longer heals an NPC back or hits it twice: the NPC's own game shares its
health whenever it changes, and the others report the damage they dealt. - Crashes taking from some containers and using terminals (Red Rocket's desk among them) are hardened against, and a
friend's looting of a container you aren't near waits until you come back. - "You cannot use this at this time" on a power armor frame that leans, or whose seat the game still thought was
yours. - A chest or corpse a friend looted bare is bare in your game too, even though each game rolls its own loot. Weapons,
armor, notes, keys and quest items stay each player's own, as before. - A plant a friend picks is picked in your game too, and two players picking the same plant harvest it once.
- Dogmeat's copy runs instead of squatting along at a run's pace.
- Damage counts on enemies again after loading a save, and no ghost enemies after a reload.
- Alt-tabbing out of the game no longer makes your character fire or move at clicks and keys meant for another window.
- A downed player the game stood back up (in a pile of clutter, or after a save) is put down again and keeps waiting for
help. - No emotes in power armor (they slid the view sideways there), with a line saying why.
- A friend's gun is in one piece on their stand-in after they swap it for another copy of the same gun.
- Friend markers and pings show on the power armor compass too.
- A friend in power armor walks in it, instead of sliding along still or popping in and out of view without it.
- A downed friend's stand-in lies down until they're helped up, instead of standing.
- A crash on saving (manual, quick or auto) while a friend's stand-in was touching you.
- With a mod plugin installed, loading a quicksave (or any save made after the mod was added) could take the save for
another character: the host restarted the session and friends had to rejoin, or a friend left it. The session file
for your character is kept and renamed the first time you host with this version. - Taking only a weapon, armor, a key or a note from a chest or corpse, when nothing else shared is left in it, leaves
it bare for friends too; before, their copy kept its own junk. - Settlement beds and containers left mid-move when workshop mode closes are drawn where they really stand, and
crafted containers that come stocked (a bureau) reach your friend, emptied.
Known issues:
- LooksMenu overlays follow LooksMenu's published source and haven't been tried with LooksMenu installed yet;
reports welcome. - Only Vault 114's gear door and the plain terminal and card-reader gates are shared. Doors whose scripts also start
scenes or move NPCs stay each player's own (docs/script-doors-survey.mdlists them). - Radiant quests whose enemies or helpers are made on the spot stay each player's own: settlement attacks and the
Castle's defense, rescues and escorts (MinRecruit08/09, BoSR03/04, InstR03/04, RRR07 to RRR11), random-encounter
quests and the DLCs' radiants. - The Pip-Boy and other menus still pause your own game.
- The Linux notes in the log haven't been tried on Linux yet; logs from Linux players are welcome.
For testers:
- Install a crash logger (Buffout 4 or Addictol) before testing, or a crash leaves nothing to read.
- Report with the plugin log (
Documents\My Games\Fallout4\F4SE\F4Multiplayer.log, orF4Multiplayer.1.logif you
restarted the game since) and the crash log; the first lines of the plugin log name the build. The plugin log names
players asplayer Nand leaves Steam ids and addresses out; crash logs and screenshots can still hold names.