2.0 KiB
2.0 KiB
Enderal SE
Requirements
How to play
- Add a new Skyrim SE instance to Mod Organizer 2.
- Creation Club mods must be moved to a separate mod and disabled.
- Install all requirements.
- In MO2, create an empty mod, name it
Enderal SE - Media
, and copyE - Sounds.bsa
,L - Voices.bsa
, and theVideo
directory to it. - This repository uses LFS to store binary files, run
git lfs install
before cloning it. - Clone this repository, move it to
mods
in your MO2 instance. - You should now have two custom mods in MO2,
Enderal SE - Media
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
, - when it's stable, forward
merging
intomaster
.
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.
merging
is synced with development
every time the latter doesn't have any unmerged pending patches. For playtesting, choose merging
to have saves without extra ESP plugins.
master
must always have a stable, 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
.