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3 years ago
# Enderal SE
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## Requirements
- Skyrim Special Edition 1.5.97
- Creation Club mods must be moved to a separate mod and disabled.
- [SKSE64 build 2.0.19](https://skse.silverlock.org/)
- [SkyUI SE](https://www.nexusmods.com/skyrimspecialedition/mods/12604)
- [JContainers SE](https://www.nexusmods.com/skyrimspecialedition/mods/16495)
- [Flat Map Markers SSE](https://www.nexusmods.com/skyrimspecialedition/mods/22122) - load before Enderal.
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## How to play
- Add a Skyrim SE instance to Mod Organizer 2.
- Install all requirements.
- Copy `E - Sounds.bsa`, `L - Voices.bsa`, and the `Video` directory to a new mod in MO2.
- Clone this repository, move it to `mods`.
- You should now have two custom mods in MO2, with media files and Enderal itself.
- Configure the game through Skyrim Launcher.
- Run it with skse64_loader.exe through MO2.
## Contributing
The repository has three main branches:
- development
- merging
- master
All patches and assets must be committed to `development` and its sub-branches. ESP patches are allowed here. Keep in mind, other patches may interfere with your changes, you may want to test your patches in a separate sub-branch and merge it into `development` later.
The `development` branch is merged to `merging`, fully or through cherry-picking. ESP patches should be merged into ESMs here, English string files must also follow all changes.
Commits, having all ESPs merged in and removed from `merging`, can be merged from `merging` into `master`.
Merging commits can be cherry-picked from `merging` back into `development`, removing merged in ESPs and updating ESMs without touching other patches.
`master` must always have a playable copy of the game without any additional patches.
All localizations in the `enderal-l10n` repository must be updated to match `master`.
Releases are built with a custom script (coming soon).