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# Enderal SE
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## Requirements
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- Skyrim Special Edition 1.6.353 or 1.5.97
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- [SKSE64](https://skse.silverlock.org/)
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- [SkyUI SE](https://www.nexusmods.com/skyrimspecialedition/mods/12604) (optional)
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## How to play
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- Add a new Skyrim SE instance to Mod Organizer 2.
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- Creation Club mods must be moved to a separate mod and disabled.
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- Install all requirements.
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- 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.
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- This repository uses LFS to store binary files, run `git lfs install` before cloning it.
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- Clone this repository, move it to `mods` in your MO2 instance.
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- You should now have two custom mods in MO2, `Enderal SE - Media` 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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In short, the suggested workflow looks like this:
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- commit your assets and ESP patches into `development`,
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- merge and remove the ESPs in `merging`,
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- when it's stable, forward `merging` into `master`.
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Here is the process in detail.
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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.
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`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.
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`master` must always have a stable, playable copy of the game without any additional patches.
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## Releasing
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To create a complete build:
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- Switch to the `master` branch.
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- 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.
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- Manually copy `E - Sounds.bsa`, `L - Voices.bsa`, and the `Video` directory to `..\Enderal SE Build`.
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