2.2 KiB
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 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 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).