diff --git a/README.md b/README.md index b5ded7c9..47dd6131 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,38 @@ -# enderalse +# Enderal SE -Enderal SE \ No newline at end of file +## Requirements +- Skyrim Special Edition 1.5.97 +- Creation Club mods must be moved to a separate mod and disabled. +- SKSE64 build 2.0.19 +- SkyUI SE +- JContainers SE +- Flat Map Markers SSE (load before Enderal) + +## 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).