Go to file
2021-10-11 20:52:47 +02:00
_build Added build script; updated BSA list in Enderal - Forgotten Stories.ini, removed USSEP 2021-10-08 20:55:13 +02:00
interface Upper-case English main menu, in line with other languages 2021-10-11 05:44:49 +02:00
lodsettings 2.0: CAO converted meshes, new facegens, unchanged scripts 2021-10-06 00:15:58 +02:00
meshes custom distances and meshes for placeable housing objects + script properties that the player can make potions for quests, overhaul of the placement system in the players house (with controller compatibility), fixed the spelling of the "Hay Bale", fixed the texture on the gramophone + volume message 2021-10-11 18:42:23 +02:00
scripts merged Eddoursul and Gavrants changes of the questsystem script, DisableDialogueQutting() now checks if the correct dialoguemenu file is used, new functions SetActorScale() and AdjustTimePeriodByEngineTimeError() by gavrant, moved the playerhousing scripts in the correct source folder 2021-10-11 20:52:47 +02:00
SKSE Moved fs.dll source code to \source 2021-10-08 19:05:33 +02:00
source merged Eddoursul and Gavrants changes of the questsystem script, DisableDialogueQutting() now checks if the correct dialoguemenu file is used, new functions SetActorScale() and AdjustTimePeriodByEngineTimeError() by gavrant, moved the playerhousing scripts in the correct source folder 2021-10-11 20:52:47 +02:00
strings Merged ground textures fix 2021-10-10 00:57:37 +02:00
textures 2.0.6-2.0.8 2021-10-06 00:59:59 +02:00
.gitattributes Exclude UTF-16 translate files from autocrlf 2021-10-11 05:41:03 +02:00
.gitignore Added decompiled quest_journal.swf.flm for at least some change tracking 2021-10-09 19:36:38 +02:00
credits.txt 2.0.6-2.0.8 2021-10-06 00:59:59 +02:00
Dawnguard.esm DLC placeholders 2021-10-06 02:11:02 +02:00
Dragonborn.esm DLC placeholders 2021-10-06 02:11:02 +02:00
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 Merged destruction book fix in MQ01Start 2021-10-10 20:13:01 +02:00
Enderal - Forgotten Stories.esm.xml Merged destruction book fix in MQ01Start 2021-10-10 20:13:01 +02:00
Enderal - Forgotten Stories.ini Faster map transition (0.75->0.4) 2021-10-10 17:57:08 +02:00
gavrant player housing overhaul.esp custom distances and meshes for placeable housing objects + script properties that the player can make potions for quests, overhaul of the placement system in the players house (with controller compatibility), fixed the spelling of the "Hay Bale", fixed the texture on the gramophone + volume message 2021-10-11 18:42:23 +02:00
Gavrant_playerhousing_seperate_nif4_placebales.esp Merged updated placeable models: Alchemy Workbench, Tanning Rack, Anvil, Sharpening Wheel, Cooking Pot 2021-10-08 21:15:32 +02:00
gramophone silent track.esp adds a silent track to the gramophone -overdev 2021-10-11 19:20:45 +02:00
HearthFires.esm DLC placeholders 2021-10-06 02:11:02 +02:00
README.md Added build instructions to README 2021-10-08 21:09:00 +02:00
Skyrim.esm 2.0.6-2.0.8 2021-10-06 00:59:59 +02:00
Update.esm 2.0: updated plugins and assets 2021-10-06 00:22:24 +02:00

Enderal SE

Requirements

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.