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Eddoursul b0de16f3bf Merged in: 3 years ago
SKSE fs.dll source code 3 years ago
interface 2.0.6-2.0.8 3 years ago
lodsettings 2.0: CAO converted meshes, new facegens, unchanged scripts 3 years ago
meshes Drunk sinking head idle fix 3 years ago
scripts Move Jespar and open Yero's cellar after finding the letters 3 years ago
strings Merged in: 3 years ago
textures 2.0.6-2.0.8 3 years ago
.gitattributes Exclude XML from FLS 3 years ago
.gitignore .gitignore + .gitattributes 3 years ago
Always sunny weather on coming out of the Abandoned Temple.esp Merged in: 3 years ago
Dawnguard.esm DLC placeholders 3 years ago
Dragonborn.esm DLC placeholders 3 years ago
Enderal - Forgotten Stories.esm Merged in: 3 years ago
Enderal - Forgotten Stories.ini 2.0.5a 3 years ago
HearthFires.esm DLC placeholders 3 years ago
Jespar has't found anything before talking to Alfrid.esp Move Jespar and open Yero's cellar after finding the letters 3 years ago
No heavy storms on the Sun Coast.esp No heavy storms on the Sun Coast 3 years ago
README.md Added git lfs install to README 3 years ago
Skyrim.esm 2.0.6-2.0.8 3 years ago
Update.esm 2.0: updated plugins and assets 3 years ago
credits.txt 2.0.6-2.0.8 3 years ago

README.md

Enderal SE

Requirements

How to play

  • Add a Skyrim SE instance to Mod Organizer 2.
  • Install all requirements.
  • 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 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).