What is Enderal SE?
It is a community-made conversion of Enderal, allowing to play the game on the Skyrim Special Edition engine. SureAI DOES NOT provide any support for this version, please, report your issues with Enderal SE only on our Discord. Issues, reported in other places, are not monitored or reviewed unless someone brings them over.
How this mod is different from the Steam version?
The Steam version is:
- a full copy of Skyrim SE,
- Enderal SE (this mod),
- SkyrimRedirector.dll for custom INI configuration (Enderal.ini, EnderalPrefs.ini),
- pre-installed requirements,
- Engine Fixes, Im Sure, SSE Display Tweaks (locked to 90 FPS in Data\SKSE\Plugins\SSEDisplayTweaks.ini),
- a custom launcher.
You must have Skyrim Special Edition added to your library in order to install Enderal Special Edition.
Can I copy my old savegames to Enderal SE?
As of 2.0.10, this ship has sailed. Start a new game.
Can I play Enderal in VR?
Yes. See Enderal VR, maintained by sasa2727, and follow the #vr channel on our Discord server for instructions.
Can I use Enderal LE mods?
Enderal LE mods must be converted before using. The process is similar to porting mods from Skyrim LE to SE. Required reading:
Additionally, the following data must be forwarded from Enderal SE ESM files with xEdit:
- Worldspace (WRLD) records. The paper map will not work correctly without this step.
- Cell Editor IDs must not contain underscores, breaking save grouping in the main menu. Changed Editor IDs must be forwarded as well.
Using custom LOD, make sure it does not override the file meshes\terrain\Vyn\vyn.32.-5.9.btr, containing the map.
Enderal’s dialoguemenu.swf contains an important addition to the game – it prevents important dialogs from being interrupted with Tab or Esc. Using UI overhauls, check if they contain dialoguemenu.swf, compatible with Enderal.
The map is broken.
If it looks like this, you are using an unconverted mod for Enderal LE:
See the previous question.
If it got broken after you generated LOD, you might overwrite the file meshes\terrain\Vyn\vyn.32.-5.9.btr – always back it up before LOD generation. Revalidate your files in order to restore it.
Can't make a save in some locations.
Skyrim Special Edition introduced new start menu, separating savegames for different characters. For this feature to work correctly, cells must not have underscores in their Editor IDs. Enderal SE has all relevant records updated, but some old mods, made for LE, may revert these changes and break save grouping. Either remove the culprits, or fix Editor IDs in them. Meanwhile, all saves should be visible through “Show All Saves”.
Can I use my favorite Skyrim mods?
Short answer: Always assume a Skyrim mod is incompatible until proven otherwise.
Long answer: Enderal uses heavily modified Skyrim.esm, incompatible with Skyrim. This makes all mods, relying on removed entries, incompatible with Enderal. Even if the entries still were there, the mods would still be useless, because they do not affect Enderal content. Some SSE mods are compatible.
To determine if an ESP plugin is compatible with Enderal, run xEdit and check the ESP for errors (literally, right click on the plugin -> Check for errors). If it reports about missing entries, the mod is incompatible.
If the plugin has a Cell and/or Worldspace node, delete them and check for errors again. If there are none, go manually through all records in the plugin and see if they are shown properly in xEdit. If you suddenly see one or more of them only in Skyrim.esm and plugin’s column is completely empty, you got a FormID collision, do not even try to use this mod without fixing it.
While technically an ESP without any errors may be compatible, you must answer other questions, too. Was this mod converted properly to SE? Does it affect Enderal content? Does it fit? Does it interfere with Enderal mechanics?
UPDATE: As of 2.0.12, Enderal automatically detects some types of incompatible mods and shows warnings on game start.
Floor and walls are missing in Emporium, Riverville Mayor's house, etc.
You are using incompatible mesh replacers. Currently known mods causing this:
- Static Mesh Improvement Mod – SMIM
- Particle Patch for ENB
Music does not play.
There are three known sources of issues with music in Enderal SE.
- If music worked fine at first, but disappeared at some point mid-game, you have encountered an engine Skyrim issue with non-firing OnTriggerLeave. It is fixable, just very hard to pinpoint and report. As a workaround, download this file, copy it to the root directory of your game, where SkyrimSE.exe is, and run in console bat silence. Music overrides are save-baked per region, so you may need to re-run it after moving to affected locations.
- If music is missing from the beginning, even in the main menu, it happens due to an obscure vanilla Skyrim bug, appearing when installed on a non-system drive. Supposedly, it is linked to presence of the Master Boot Record on game’s drive (see this gist). The easiest solution is to move Enderal SE installation (or Skyrim SE for the mod version) to the system drive.
- Sometimes, the issue is caused by a drive with a sector size other than 512. Ian Patterson posted a fix here.
Characters are T-posing or do not perform certain animations after using FNIS or Nemesis.
Make sure you downloaded the Behaviors Pack from the file section and reordered your mods accordingly.
There is a known issue with Nemesis, custom paired animations stop working, while FNIS works as intended. If you know a solution to this, do let us know.
I have crashes!
Re-verify game files first, both Steam and torrents allow to do this.
Make sure crashes are not caused by any of your installed mods. Remember to never remove mods mid-game. This often causes crashes with summoned weapons and on cell loading.
Have mod conflicts been resolved in xEdit?
Have all new meshes and BSA archives been properly converted?
Do you still have Skyrim DLCs or Creation Club mods enabled?
If you find a crash to be consistent in an unmodded setup, join our Discord and post the following:
- a savegame, made very close to the event,
- a crash log, generated by .NET Script Framework and located by default in Data\NetScriptFramework\Crash,
- actions, preceding the crash.
Why only a torrent? Upload it somewhere!
You are probably used to downloading small files from shared links on Google Drive, Mega, etc., and you think the same can be done with any file, like a 9 Gb Enderal SE archive. Unfortunately, it’s not. Outgoing traffic is expensive, only the largest storage providers can afford to offer storage with shared links. And even they impose certain limits to avoid excessive unpaid traffic:
– Mega – daily 5 Gb quota for free downloading users at slow speed, you won’t be able to download a 9 Gb file for free at all (or maybe you want to come back for the second part tomorrow?),
– Dropbox – 20 Gb total per day for free and 400 Gb per day on paid plans (still not enough),
– OneDrive – 20 Gb total per day,
– Google Drive – limits are not disclosed, even much smaller shared files periodically get locked for 24 hours,
– pCloud – my Premium plan offers 500 Gb total per month, slow downloads,
– Mail.ru – limits download speed for users abroad,
– Nexus Mods – registration, slow download speed for free users, unacceptable retention policy.
Traffic uses electricity, electricity costs money. Either you pay, or someone pays for you. There are no magical cloud or hosting providers with free unlimited traffic.
BitTorrent allows a private person (me) to distribute a large file worldwide, practically for free, at high speed, without registration or ads, across unlimited number of users. And keep it online forever as long as people are downloading it. Take it or leave it.
Why it’s an unpacked folder? Torrents rely on seeders staying online at least for some time. If I offer it as a packed archive, there will be no reason to keep it seeding once you installed it. The unpacked distribution allows to simultaneously use and seed the same copy of the game, keeping the swarm alive. As a neat side effect, you can verify your game files, like you would do with Steam.