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_build Instant and SKSE-free dismantling list generation, added a script generating recipe conditions 2024-02-09 18:01:21 +01:00
interface Automatically remove extra items from modded startmenu.swf 2024-02-16 22:39:31 +01:00
lodsettings 2.0: CAO converted meshes, new facegens, unchanged scripts 2021-10-06 00:15:58 +02:00
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strings Merged the fake bleedout fix 2024-02-19 18:28:43 +01:00
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E - Update.bsa Added empty E - Update.bsa to ensure proper update, if user chose "Merge" in MO2 2021-10-08 20:51:38 +02:00
Enderal - Forgotten Stories.esm Fixed the ore veins near the Rhalata camp not being included in the mining stats 2024-02-26 12:54:49 +01:00
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Enderal Credits.txt Updated credits 2023-12-17 07:49:51 +01:00
Enderal SE v2.1.0 Changelog.txt Disabled the werewolf mauling killmove, other killmoves play with last hostile actors 2024-02-17 16:30:18 +01:00
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README.md Force borderless mode with INI toggle, a workaround for freezing during Bink playback 2024-01-20 19:28:29 +01:00
Report a bug in Enderal SE.url Updated credits 2021-12-12 16:12:24 +01:00
Return pillar.esp Added a return activator to the meditation area 2024-02-27 13:57:19 +01:00
Skyrim - Misc.bsa Pack scripts into Skyrim - Misc.bsa 2023-12-04 16:23:19 +01:00
Skyrim.esm Updated MQ12b, removed the No Respawn flag from MQ12b_SC4_Market_Linker 2024-02-25 22:35:33 +01:00
Update.esm Restored several forms, required by VR 2024-02-14 21:36:34 +01:00

Enderal SE

Requirements

How to run

  • Add a new Skyrim SE instance to Mod Organizer 2.
  • Creation Club mods must be moved to a separate mod and disabled.
  • 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.
  • Build EnderalSE.dll.
  • Configure the game through Skyrim Launcher.
  • Run it with skse64_loader.exe through MO2.

To play Enderal SE with loose files, it's recommended to install in on an SSD or NVMe disk, the faster the better. Alternatively, see "Releasing" below on how to pack everything into BSA archives.

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.