# Enderal SE ## 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. ## 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).