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# Enderal SE
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## Requirements
- Skyrim Special Edition 1.5.97
- [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.
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- Creation Club mods must be moved to a separate mod and disabled.
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- Copy `E - Sounds.bsa`, `L - Voices.bsa`, and the `Video` directory to a new mod in MO2.
- This repository uses LFS to store binary files, run `git lfs install` before cloning it.
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- 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
In short, the suggested workflow looks like this:
- commit your assets and ESP patches into `development`,
- merge and remove the ESPs in `merging`,
- forward `merging` into `master` and back into `development`.
Here is the process in detail.
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All ESP patches and assets must be committed to `development` and its sub-branches. 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.
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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.
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Completed merges (with all ESPs merged in and removed) should be forwarded from `merging` to `master` and back into `development`, removing merged ESPs and updating ESMs without touching other patches.
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`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`.
## Releasing
To create a complete English build:
- Switch to the `master` branch.
- Run `_build\build.cmd` to pack assets into BSA archives and copy necessary files to `DISK:\Enderal SE Build`. File `loose_files.txt` contains names of files, which will be also copied as loose files.
- Manually copy `E - Sounds.bsa`, `L - Voices.bsa`, and the `Video` directory to `DISK:\Enderal SE Build`.
`enderal-l10n` will have its own script, copying additional localizations to the build directory.