Enderal SE
Requirements
- Skyrim Special Edition 1.5.97
- Creation Club mods must be moved to a separate mod and disabled.
- SKSE64 build 2.0.19
- SkyUI SE
- JContainers SE
- Flat Map Markers SSE - load before Enderal.
How to play
- Add a Skyrim SE instance to Mod Organizer 2.
- Install all requirements.
- Copy
E - Sounds.bsa,L - Voices.bsa, and theVideodirectory to a new mod in MO2. - This repository uses LFS to store binary files, run
git lfs installbefore 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
mergingintomasterand back intodevelopment.
Here is the process in detail.
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.
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.
Commits, having all ESPs merged in and removed from merging, can be forwarded from merging into master.
Merging commits can be cherry-picked from merging back into development, removing merged in 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.
Releases are built with a custom script (coming soon).