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Eddoursul 903ae8de47 Texture cleanup: plants 2 years ago
SKSE Ported Enderal DLL to CommonLibSSE-NG: 2 years ago
_build Updated changelog 2 years ago
interface Added SkyUI files, required for quest_journal to work, and removed SkyUI checks 2 years ago
lodsettings 2.0: CAO converted meshes, new facegens, unchanged scripts 3 years ago
meshes Meshes\Enderal\Medievalpack - fixed geometry, texturing and normal bugs, somewhat improved vertex coloring 2 years ago
music/enderal/special Disabled volume manipulation in the starting scene. Made 'enderal - die toten vergessen nicht (build-up).xwm' a bit louder. 2 years ago
scripts Refactored _00E_Theriantrophist_AlchemyControl to use vanilla arrays, removed JContainers requirement 2 years ago
source Refactored _00E_Theriantrophist_AlchemyControl to use vanilla arrays, removed JContainers requirement 2 years ago
strings Removed _00E_Theriantrophist_BlockCraftingSC, FS_NQ05_AlchemyScript, and FS_NQ07_AlchemyScript from all crafting stations, their functions moved to default player perks 2 years ago
textures Texture cleanup: plants 2 years ago
.gitattributes Disabled crlf on more translation types 2 years ago
.gitignore Cleared gitignore 2 years ago
AffinityDescriptionBladeMasterRavagerFixed.esp fixed a typo in the Blade Master affinity descrption and specificed that the HP of the enemy is absorbed in the description of the Ravager affinity 2 years ago
Dawnguard.esm Updated re-added Skyrim races 2 years ago
Dragonborn.esm Updated re-added Skyrim races 2 years ago
E - Update.bsa Added empty E - Update.bsa to ensure proper update, if user chose "Merge" in MO2 3 years ago
Enderal - Forgotten Stories.esm Merged the Bello fix 2 years ago
Enderal - Forgotten Stories.esm.xml Merged the Bello fix 2 years ago
Enderal - Forgotten Stories.ini Updated README 2 years ago
Enderal Credits.txt added the integrated mods "Shorter Grass", "Ghost Item Bug Fix for SkyUI" and "Drunk Skinking Head Idle Fix" to the "used resources" section. 2 years ago
Enderal SE v2.0.12 Changelog.txt Disabled volume manipulation in the starting scene. Made 'enderal - die toten vergessen nicht (build-up).xwm' a bit louder. 2 years ago
HearthFires.esm DLC placeholders 3 years ago
Moved MCM from Levelsystem.esp Improved MCM migration 2 years ago
Navmesh_NobleQuarter_MyradQuarter.esp Загрузил(а) файлы в '' 2 years ago
README.md Updated README 2 years ago
Refactored health bars.esp Refactored health bars to SKSE events; SkyUI is now decoupled and is completely optional 2 years ago
Report a bug in Enderal SE.url Updated credits 2 years ago
Skyrim.esm Merged the Bello fix 2 years ago
Update.esm Updated changelog 2 years ago

README.md

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.

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. 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 ..\Enderal SE Build.