# Enderal SE ## 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. ## How to play - Add a Skyrim SE instance to Mod Organizer 2. - Install all requirements. - Creation Club mods must be moved to a separate mod and disabled. - 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. - 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. 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. 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. 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. `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.