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 Aetherius, Scion, and Racial Abilities - Greater Power Replacement is also provided in the installer.
Vanilla
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
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
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.
Vanilla
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
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
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
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
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
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
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
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
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.
Vanilla and Racial Abilities - Greater Power Replacement
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
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 Skins, Tempered Racial Textures, Forgotten Argonian Roots, Coverkhajiits, 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.