A friend's stand-in left behind in an interior (a building you both left) is replaced the next time it is seen outside, instead of standing in an unloaded cell for good.
Using a terminal while in power armor no longer sends the terminal as the frame; the frame you climbed into is remembered.
A friend's power armor frame copy is abandoned only when you really occupy it, not when you stand near it in your own armor (this made their stand-in run without a frame for the rest of the session).
A joiner is told where each dead NPC fell, so corpses lie where the killer saw them rather than at the spawn point.
Trust: a player's container changes stop at their share of the shared table; workshop pieces built remotely are turrets and robots only, and must stand within reach of their workbench.
Map marker data is read through a size-checked mirror of the engine type.
Control characters are dropped from every name, reason and line as it is read off the wire.
A grenade thrown across an exterior cell seam now goes off for your friends too; the explosion scan covers every loaded cell around you, not only the one you stand in.
An explosion your game set off for a friend's grenade is no longer reported back as your own after your next throw, so it does not go off twice for everyone.
Loading-screen crashes: the compass markers for friends are no longer written to the HUD while a loading screen is up (the HUD is torn down and rebuilt then), and unchanged marker values are not rewritten every frame. On the test rig the second game crashed on a loading screen three times in nine ten-minute cycles with the markers on and not once in six with them off; the crash was in the HUD's render tree with nothing of this plugin on the stack. New setting bCompassMarkers (default on).
Protocol 26, as 0.8.0 and 0.8.1. Newer builds are on GitHub first; Nexus follows less often.