gavrant
6537332b94
The normal textures were generated from the corresponding diffuse textures with the Basic (free) version of ShaderMap 4 tool because it produces way better results than the popular free online generators I tried. ShaderMap Basic allows non-commercial use, and I believe Enderal SE fits into this category. Also their site says something about "no watermarks" for the pro version, but I failed to notice any watermarks in the result textures, so it's not like there will be "SHADERMAP" written over all wooden textures in Ark or something. |
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_build | ||
interface | ||
lodsettings | ||
meshes | ||
music/enderal/special | ||
scripts | ||
SKSE | ||
source | ||
strings | ||
textures | ||
.gitattributes | ||
.gitignore | ||
Dawnguard.esm | ||
Dragonborn.esm | ||
E - Update.bsa | ||
Enderal - Forgotten Stories.esm | ||
Enderal - Forgotten Stories.esm.xml | ||
Enderal - Forgotten Stories.ini | ||
Enderal Credits.txt | ||
Enderal SE v2.0.12 Changelog.txt | ||
GavrantFixes_220202.esp | ||
HearthFires.esm | ||
Navmesh_NobleQuarter_MyradQuarter.esp | ||
OnItemAdded Optimization.esp | ||
README.md | ||
Report a bug in Enderal SE.url | ||
Skyrim.esm | ||
Update.esm |
Enderal SE
Requirements
- Skyrim Special Edition 1.5.97
- SKSE64 build 2.0.20
- SkyUI SE
- JContainers SE 4.1.13
- Flat Map Markers SSE - load before Enderal.
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 theVideo
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
intomaster
and back intodevelopment
.
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.
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
. Fileloose_files.txt
contains names of files, which will be also copied as loose files. - Manually copy
E - Sounds.bsa
,L - Voices.bsa
, and theVideo
directory to..\Enderal SE Build
.