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Eddoursul 7eb0fef2ad Added build script; updated BSA list in Enderal - Forgotten Stories.ini, removed USSEP 2 years ago
SKSE Moved fs.dll source code to \source 2 years ago
_build Added build script; updated BSA list in Enderal - Forgotten Stories.ini, removed USSEP 2 years ago
interface 2.0.6-2.0.8 2 years ago
lodsettings 2.0: CAO converted meshes, new facegens, unchanged scripts 2 years ago
meshes seperate meshes for the placable player house workstations that have been centered to the origin in the nif. related to the "Gavrant_playerhousing_seperate_nif4_placebales.esp" 2 years ago
scripts Renamed game.pex to Game.pex to avoid case issues in Linux (2/2) 2 years ago
source Added TESV_Papyrus_Flags.flg 2 years ago
strings Merged in: 2 years ago
textures 2.0.6-2.0.8 2 years ago
.gitattributes Exclude XML from FLS 2 years ago
.gitignore .gitignore + .gitattributes 2 years ago
Dawnguard.esm DLC placeholders 2 years ago
Dragonborn.esm DLC placeholders 2 years ago
E - Update.bsa Added empty E - Update.bsa to ensure proper update, if user chose "Merge" in MO2 2 years ago
Enderal - Forgotten Stories.esm Merged in: 2 years ago
Enderal - Forgotten Stories.esm.xml Updated FS.esm XML 2 years ago
Enderal - Forgotten Stories.ini Added build script; updated BSA list in Enderal - Forgotten Stories.ini, removed USSEP 2 years ago
Gavrant_playerhousing_seperate_nif4_placebales.esp changed the nif path of some placeable objects for the player house, to have a seperate centered placeable version that is centered to the origins so it can properly turn around itself. 2 years ago
HearthFires.esm DLC placeholders 2 years ago
README.md Updated README 2 years ago
Skyrim.esm 2.0.6-2.0.8 2 years ago
Update.esm 2.0: updated plugins and assets 2 years ago
credits.txt 2.0.6-2.0.8 2 years ago


Enderal SE


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.


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.

Releases are built with a custom script (coming soon).