Eddoursul
c962d74861
- Fixed the explanation scene getting stuck if Tealor is not on his marker. - Fixed Papyrus out-of-bounds errors due to non-matching count of keepers and quest aliases. - Fixed the apothecary missing during interrogation because he, well, went home. - Fixed additional spectators never arriving to Tealor's speech. - Fixed CTD while talking to Tealor in his chamber. - A few more minor tweaks. |
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_build | ||
interface | ||
lodsettings | ||
meshes | ||
scripts | ||
SKSE | ||
source | ||
strings | ||
textures | ||
.gitattributes | ||
.gitignore | ||
Dawnguard.esm | ||
Dragonborn.esm | ||
E - Update.bsa | ||
Enderal - Forgotten Stories.esm | ||
Enderal - Forgotten Stories.esm.xml | ||
Enderal - Forgotten Stories.ini | ||
Enderal Credits.txt | ||
Enderal SE v2.0.10 Changelog.txt | ||
For the Greater Good fixes.esp | ||
HearthFires.esm | ||
README.md | ||
Skyrim.esm | ||
Update.esm |
Enderal SE
Requirements
- Skyrim Special Edition 1.5.97
- 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.
- Creation Club mods must be moved to a separate mod and disabled.
- 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 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
.
Releasing
To create a complete English build:
- Switch to the
master
branch. - Run
_build\build.cmd
to pack assets into BSA archives and copy necessary files toDISK:\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 toDISK:\Enderal SE Build
.
enderal-l10n
will have its own script, copying additional localizations to the build directory.