Updated README and the build script
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README.md
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README.md
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# Enderal SE
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## Requirements
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- Skyrim Special Edition 1.5.97
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- [SKSE64 build 2.0.20](https://skse.silverlock.org/)
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- [SkyUI SE](https://www.nexusmods.com/skyrimspecialedition/mods/12604)
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- [JContainers SE 4.1.13](https://www.nexusmods.com/skyrimspecialedition/mods/16495)
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- [Flat Map Markers SSE](https://www.nexusmods.com/skyrimspecialedition/mods/22122) - load before Enderal.
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- Skyrim Special Edition 1.6.353 or 1.5.97
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- [SKSE64](https://skse.silverlock.org/)
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- [SkyUI SE](https://www.nexusmods.com/skyrimspecialedition/mods/12604) (optional)
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## How to play
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- Add a Skyrim SE instance to Mod Organizer 2.
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- Install all requirements.
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- Add a new Skyrim SE instance to Mod Organizer 2.
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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.
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- Install all requirements.
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- In MO2, create an empty mod, name it `Enderal SE - Media`, and copy `E - Sounds.bsa`, `L - Voices.bsa`, and the `Video` directory to it.
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- 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`.
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- You should now have two custom mods in MO2, with media files and Enderal itself.
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- Clone this repository, move it to `mods` in your MO2 instance.
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- You should now have two custom mods in MO2, `Enderal SE - Media` and Enderal itself.
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- Configure the game through Skyrim Launcher.
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- Run it with skse64_loader.exe through MO2.
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@ -27,17 +25,15 @@ The repository has three main branches:
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In short, the suggested workflow looks like this:
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- commit your assets and ESP patches into `development`,
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- merge and remove the ESPs in `merging`,
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- forward `merging` into `master` and back into `development`.
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- when it's stable, forward `merging` into `master`.
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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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`merging` is synced with `development` every time the latter doesn't have any unmerged pending patches. For playtesting, choose `merging` to have saves without extra ESP plugins.
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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.
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`master` must always have a stable, playable copy of the game without any additional patches.
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## Releasing
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To create a complete build:
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BIN
_build/build.cmd
(Stored with Git LFS)
BIN
_build/build.cmd
(Stored with Git LFS)
Binary file not shown.
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Enderal Credits.txt
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Report a bug in Enderal SE.url
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Enderal SE v2.0.11 Changelog.txt
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Enderal SE v2.0.12 Changelog.txt
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Enderal - Forgotten Stories.esm
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Enderal - Forgotten Stories.ini
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E - Update.bsa
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@ -27,11 +27,10 @@ meshes\terrain\Vyn\vyn.32.-5.9.btr
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Scripts\Game.pex
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Scripts\SKI_FavoritesManager.pex
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Scripts\SKI_ConfigMenu.pex
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SKSE\Plugins\FlatMapMarkersSSE.json
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SKSE\Plugins\fs_se.dll
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SKSE\Plugins\fs.dll
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SKSE\Plugins\EnderalSE.dll
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SKSE\Plugins\EnderalSE.ini
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SKSE\Plugins\version-1-5-97-0.bin
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SKSE\Plugins\versionlib-1-6-342-0.bin
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SKSE\Plugins\versionlib-1-6-353-0.bin
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SKSE\SKSE.ini
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Skyrim.esm
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Update.esm
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