Every released version, newest first, and the one being built now.
103 items, 86 merged or further. See where each one is.
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.
Friends see missiles, Fat Man shots, shells and explosive rounds fly. Each still explodes once.
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…
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.…
A friend who had just picked a new face in the game's face editor (a preset, for example) no longer crashes the other players' games when they load in nearby. Their face showed…
Your hits on an enemy that a friend's game spawned (random encounters, ambushes, and the like) now stick, and a friend's shot no longer heals what you took off it. Before, the…
Friends wear their own face. Their stand-in now has their face, hair, skin, face paint and sculpting, built by the game the same way it builds your own character's head.…
Friends see your character's name, not your Steam name (sPlayerName = character, the new default; an empty value still means Steam, and a name written in the ini is used as…
Each character now has its own session file (F4Multiplayer.<character>.session). The old F4Multiplayer.session is taken over only by the first character that hosts with a save…
In-game menu on F1: host or stop hosting, invite, join a friend who is hosting (listed when their Steam shows them in Fallout 4), who is in the session with ping, and the main…
Saving right after a friend appeared no longer writes their stand-in, light or power armor frame copy into the save: everything still waiting to be deleted is deleted before…
A friend's stand-in (and its light or power armor frame copy) is disabled first and deleted a second later, never both in one frame. The second test game crashed in a physics…
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.
A friend holding a grenade no longer makes their stand-in strip, re-dress and drop out of its power armor every few seconds (an NPC never reports a throwable as equipped, so…
A door, safe or lock change from a friend counts only when they stand near it; a world state on joining is taken as it is.
A friend's button press is replayed only when they stand near the button (a report naming a far-away switch is refused).
A death report is taken only from the player whose game runs the NPC (or from anyone when nobody does).
Stand-ins and mirrored NPCs are always looked up by form ID, never by a pointer the game may have reused; a friend's face copy survives save loads; deletes waiting for a safe…
A friend in power armor no longer leaves an empty suit of armor standing where they climbed in: the frame copy follows their stand-in and is hidden while worn (reported on…
Using a terminal no longer crashes the game. Since 0.7.0 the plugin looked at what a terminal is linked to (its door or safe) and read entries the engine had not resolved yet…
A button, switch or lever a friend presses is pressed in your game too, so the door, elevator or light it drives reacts for you as well (reported on Nexus: "when the friend…
The shared clock: a player whose game clock drifted from the host's (after a wait, a sleep or a console time change) now lines up again instead of staying hours apart.
Power armor: a friend in a frame is shown in one; their stand-in climbs in and out.
A friend's NPC lines are spoken aloud by your copy of that NPC (bVoiceLines, now on; the earlier route crashed and is gone).
Friends run with a real run gait (they used to glide with a walk animation at run speed), and keep moving smoothly when an update is late.
Settlement building is shared: what a friend places, moves or scraps appears in your game (as a plain copy; power and settler assignment stay theirs).