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Tate Taylor

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TateTaylorOH

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About this mod

Adds Ayleid, Dwemer, Maormer, Snow Elf, and Tsaesci playable races to the game.

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Lost Races of Nirn adds five brand new playable races to the game: the Ayleid, the Dwemer, the Maormer, the Snow Elf, and the Tsaesci. All these races are derived from lore but most have narrative issues regarding their presence in Skyrim. It is up to you to design a roleplay to explain how or why your character is here!

This mod is packaged with a FOMOD installer in order to pick which races you want to install. Support for AetheriusScion, and Racial Abilities - Greater Power Replacement is also provided in the installer.



Ayleid

 

Vanilla
Spoiler:  
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Reigning from Cyrodiil, Ayleids are known for establishing the first empire in Tamriel and are also credited with creating the Alteration school of magic. They are hardy warriors who can call upon their Wild Heart to unleash savage magical strength in combat.

Major Skill: Alteration
Minor Skills: Conjuration, Destruction, Enchanting, Restoration, Speech

Dawn's Ancestor: Ayleids are born with 50 extra Health.
Wild Heart: You take half magic damage and do double magic damage for 60 seconds, once per day.


Aetherius - A Race Overhaul
Spoiler:  
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Reigning from Cyrodiil, Ayleids are known for establishing the first empire in Tamriel and are also credited with creating the Alteration school of magic. They are savage warriors known for their magical strength in combat.

Major Skill: Alteration
Minor Skills: Conjuration, Destruction, Enchanting, Restoration, Speech

Dawn’s Ancestor: Your Magicka is increased by 50, and when you fall below half Magicka, Magicka Regeneration is increased by 100%.

Scion Bloodline:
Inoculate Flesh: Alteration spells cost 25% less Magicka and last 50% longer.


Racial Abilities - Greater Power Replacement
Spoiler:  
Show
Reigning from Cyrodiil, Ayleids are known for establishing the first empire in Tamriel and are also credited with creating the Alteration school of magic. They are hardy warriors who channel their Wild Heart in moments of injury to unleash savage magical strength.

Major Skill: Alteration
Minor Skills: Conjuration, Destruction, Enchanting, Restoration, Speech

Dawn's Ancestor: Ayleids are born with 50 extra Health.
Wild Heart: You take 25% less magic damage and do 50% extra magic damage while below 50% health.


Dwarf (Dwemer)

 


Vanilla
Spoiler:  
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Also known as "Dwemer," the Dwarves are an ingenious race of elves originally hailing from Morrowind, which they referred to as Dwemereth. They possess natural resistances to all three elements and can Command Dwarven Automatons to fight for them.

Major Skill: Smithing
Minor Skills: Alchemy, Archery, Block, Enchanting, Heavy Armor

Resist Elements: Your Dwemer blood gives you 10% resistance to fire, frost, and shock.
Override Command: Make a Dwarven automaton an ally for 60 seconds, once per day.


Aetherius - A Race Overhaul
Spoiler:  
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Also known as "Dwemer," the Dwarves are an ingenious race of elves that originally hail from Morrowind, which they referred to as Dwemereth. They are great artificers known for their skills in inventing and crafting of all kinds.

Major Skill: Smithing
Minor Skills: Alchemy, Archery, Block, Enchanting, Heavy Armor

Spark of Creativity: You get 10% more experience, and an additional 15% more experience in crafting skills. You can also find crafting materials on fallen enemies.

Scion Bloodline:
Materialize Essence: Your enchantments cost 25% less, and you can find filled Black Soul Gems on fallen enemies.


Racial Abilities - Greater Power Replacement
Spoiler:  
Show
Also known as "Dwemer," the Dwarves are an ingenious race of elves originally hailing from Morrowind, which they referred to as Dwemereth. They possess natural resistances to all three elements and their Mechanical Instincts give them an edge against automatons.

Major Skills: Smithing
Minor Skills: Alchemy, Archery, Block, Enchanting, Heavy Armor

Resist Elements: Your Dwemer blood gives you 10% resistance to fire, frost, and shock.
Mechanical Instincts: Damage from Dwarven automatons is reduced by 25%.



Vanilla
Spoiler:  
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Also known as "Maormer" in their homeland of Pyandonea, Sea Elves are accomplished seafarers and explorers. They are known to be naturally resistant to shock and can call upon the Fury of the Deep to surround themselves in lightning.

Major Skill: Enchanting
Minor Skills: Alteration, Conjuration, Destruction, One-handed, Sneak

Waterbreathing: Your Maormer lungs can breath underwater.
Resist Shock: Your Maormer blood gives you 50% resistance to shock.
Fury from the Deep: Opponents getting too close take 8 points of shock damage per second for 60 seconds, once per day.


Aetherius - A Race Overhaul
Spoiler:  
Show
Also known as "Maormer" in their homeland of Pyandonea, Sea Elves are accomplished seafarers and explorers. They are known to be naturally resistant to shock, which aids them in their maritime pursuits.

Major Skill: Pickpocket / Security (if using Hand to Hand)
Minor Skills: Alteration, Conjuration, Destruction, One-handed, Sneak

Spirit of the Sea: Your Shock Resistance is increased by 50%, and you deal 25% more damage against opponents power attacking, drawing a bow, or casting a spell. You can also breathe underwater.

Scion Bloodline:
Bloody Tempest: Shock spells cost 25% less Magicka, and you reduce the Shock Resistance of all nearby enemies by 25%.


Racial Abilities - Greater Power Replacement
Spoiler:  
Show
Also known as "Maormer" in their homeland of Pyandonea, Sea Elves are accomplished seafarers and explorers. They are naturally resistant to shock and utilize the Fury of the Deep to amplify the power of shock magic.

Major Skill: Enchanting
Minor Skills: Alteration, Conjuration, Destruction, One-handed, Sneak

Waterbreathing: Your Maormer lungs can breath underwater.
Resist Shock: Your Maormer blood gives you 50% resistance to shock.
Fury from the Deep: Shock spells do 25% more damage.



Vanilla
Spoiler:  
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Also known as "Ancient Falmer," Snow Elves are the ancestors of the modern Falmer, a race of blind cave-dwellers. Skilled mages, they have adapted to Skyrim's harsh wintery conditions, gaining a natural resistance to frost. They can call upon the Winds of the North to surround themselves in frost.

Major Skill: Light Armor
Minor Skills: Archery, Destruction, Enchanting, One-handed, Restoration

Resist Frost: Your Snow Elf blood gives you 50% resistance to frost.
Winds of the North: Opponents getting too close take 8 points of frost damage per second for 60 seconds, once per day.


Aetherius - A Race Overhaul 
Spoiler:  
Show
Also known as "Ancient Falmer," Snow Elves are the ancestors of the modern Falmer, a race of blind cave-dwellers. They are noted as skilled mages who have learned to live among the harsh wintery conditions of Skyrim.

Major Skill: Restoration
Minor Skills: Alteration, Archery, Destruction, Enchanting, One-handed

The Frozen North: Your Frost Resistance is increased by 50%, and when you fall below half Health, Health Regeneration is increased by 100%.

Scion Bloodline:
Sanguine Eclipse: Your Health, Magicka, and Stamina Regeneration is increased by 25%.


Racial Abilities - Greater Power Replacement
Spoiler:  
Show
Also known as "Ancient Falmer," Snow Elves are the ancestors of the modern Falmer, a race of blind cave-dwellers. Skilled mages, they have adapted to Skyrim's harsh wintery conditions, gaining a natural resistance to frost. It is said the Winds of the North enhance their frost magic.

Major Skill: Light Armor
Minor Skills: Archery, Destruction, Enchanting, One-handed, Restoration

Resist Frost: Your Snow Elf blood gives you 50% resistance to frost.
The Frozen North: Frost spells do 25% more damage.


Tsaesci

 


Vanilla and Racial Abilities - Greater Power Replacement
Spoiler:  
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Originating from the continent of Akavir, east of Tamriel, Tsaesci are renowned as swordsmen and dragonslayers. They are said to have the mysterious ability to change their very being to adapt to their surroundings.

Major Skill: Block
Minor Skills: Archery, Destruction, One-handed, Sneak, Two-handed

Tsaescence: You change your being to adapt to your surroundings.
Tsaescence of Day: In daytime, your Fire Resistance is increased by 50%.
Tsaescence of Night: At night, your Frost Resistance is increased by 50%.
Tsaescence of Storm: In harsh weather, your Shock Resistance is increased by 50%.
Tsaescence of Calm: In clear weather your Poison and Disease Resistance is increased by 50%.


Aetherius - A Race Overhaul
Spoiler:  
Show
Originating from the continent of Akavir, east of Tamriel, Tsaesci are renowned as swordsmen and dragonslayers. They are said to have the mysterious ability to change their very being to adapt to their surroundings.

Major Skill: Illusion
Minor Skills: Archery, Destruction, One-handed, Sneak, Two-handed

Tsaescence: You change your being to adapt to your surroundings.
Tsaescence of Day: In daytime, your Fire Resistance is increased by 50%.
Tsaescence of Night: At night, your Frost Resistance is increased by 50%.
Tsaescence of Storm: In harsh weather, your Shock Resistance is increased by 50%.
Tsaescence of Calm: In clear weather your Poison and Disease Resistance is increased by 50%.

Scion Bloodline:
Eater of Men: You get the racial ability of the last person you fed on.


Recommended Mods

This mod was designed with vanilla Skyrim's quality and aestethic in mind. If you use body texture mods, I recommend installing Lost Races of Nirn - Female Skin Textures (Snow Elves - Maormer) by albinowalrus64 for consistency purposes. I use it myself alongside Tempered SkinsTempered Racial TexturesForgotten Argonian RootsCoverkhajiits, and Fur Textures for CoverKhajiits.



Race mods have a few inherent limitations that users should be aware of. A few times in vanilla the game checks for the Player's race to return a specific line of dialogue (ex. Hadvar telling you where your remains will be sent), since the game wasn't developed with new races in mind the game won't be able to respond correctly to your race. If the line of dialogue is non-essential it will simply be skipped, however if the line is important for the logic of the conversation (such as Gianna responding to your race when impersonating the Gorumet) the game will default to Nord. RaceCompatibility improves this slightly by allowing me to designate a vanilla proxy race that your modded race will be viewed as.

If you use Race Compatibility Dialogue it will make it so non-essential race check based dialogue is not skipped, instead it will use the dialogue line for your proxy race.

The following vanilla races serve as proxies for these modded races:

Ayleid = High Elf
Dwarf = Wood Elf
Sea Elf = Wood Elf
Snow Elf = High Elf
Tsaesci = Imperial

RaceCompatibility also does several other helpful things such as editing a few vanilla scripts to prevent custom races from breaking things such as Werewolf and Vampire Lord transformations.

These same limitations also carry over to modded content unless the author has built in support for generic unrecognized races. However, it should be noted that RaceCompatibility's proxy feature only works on vanilla content, if there is an essential race check in a quest mod you're playing it will likely assume that you are a Nord.