# Enderal SE ## Requirements - Skyrim Special Edition 1.6.353 or 1.5.97 - [SKSE64](https://skse.silverlock.org/) - [SkyUI SE](https://www.nexusmods.com/skyrimspecialedition/mods/12604) (optional) ## How to play - Add a new Skyrim SE instance to Mod Organizer 2. - Creation Club mods must be moved to a separate mod and disabled. - Install all requirements. - 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. - This repository uses LFS to store binary files, run `git lfs install` before cloning it. - Clone this repository, move it to `mods` in your MO2 instance. - You should now have two custom mods in MO2, `Enderal SE - Media` 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`, - when it's stable, forward `merging` into `master`. 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. `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. `master` must always have a stable, playable copy of the game without any additional patches. ## Releasing To create a complete build: - Switch to the `master` branch. - Run `_build\build.cmd` to pack assets into BSA archives and copy necessary files to `..\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 `..\Enderal SE Build`.