39 lines
1.6 KiB
Markdown
39 lines
1.6 KiB
Markdown
# Enderal SE
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## Requirements
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- Skyrim Special Edition 1.5.97
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- Creation Club mods must be moved to a separate mod and disabled.
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- SKSE64 build 2.0.19
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- SkyUI SE
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- JContainers SE
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- Flat Map Markers SSE (load before Enderal)
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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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- Copy `E - Sounds.bsa`, `L - Voices.bsa`, and the `Video` directory to a new mod in MO2.
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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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- Configure the game through Skyrim Launcher.
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- Run it with skse64_loader.exe through MO2.
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## Contributing
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The repository has three main branches:
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- development
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- merging
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- master
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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.
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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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Commits, having all ESPs merged in and removed from `merging`, can be merged from `merging` into `master`.
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Merging commits can be cherry-picked from `merging` back into `development`, removing merged in 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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All localizations in the `enderal-l10n` repository must be updated to match `master`.
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Releases are built with a custom script (coming soon).
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