I managed to port it to SE and it's been working fine with the latest version of Race Compatibility SE, but needs extensive testing for possible bugs to show up. For anyone interested, after converting the esp and running the asset through CAO 64, let Race Compatibility scripts overwrite this mods scripts. I will update this post if I run into any issue. Hands down, It's the best Ayleid Race mod on nexus, works with High Poly Head and is lore friendly. Thank you Mazetism and Shiroyel!
Sure: https://drive.google.com/file/d/1G6V7rcHNIl20TWBEh01cXcEk8j0c_h4v/view?usp=sharing I've been using it with Racemenu and High Poly Head with no issue so far, not sure how it'd turn out in ECE SE though.
My favourite race mod. I use in it's original LE form on heavily modded SE with no issues. It runs well with race compatibility and any other mod. The original textures gave me CTDs so I had to replace them. And of course I used CAO on meshes.
It does work perfectly. I use it as it is -in LE form- and never had any issues on my heavily modded SE. I only had to replace female textures, the original ones gave me CTDs. Run CAO on meshes.
Sorry to intrude, Shiroyel, but Wild Elves are not the Ayleid.
Well, it's not entirely true. The Ayleid in fact disappeared. Someone thinks that they left their opulent cities and become the wild elves, but it's not sure. And Wild Elves are also few and difficult to be found.
"The Ayleids, also known as the Wild Elves or Heartland High Elves... While it's believed that the Ayleids remain in the wilds of every province on Tamriel, sightings have been few. There have been no known sightings in the Third or Fourth Eras.
Until now. The Ayleid have been resurrected in the troubling time of the events of Skyrim. You can now play as the ancient Ayleid race with this new race mod."
That's the wonderful thing about Skyrim and modding, it's all about the fantasy you create for yourself. I'm sorry to say that after reading above quoted text from the mod description, your comment became obsolete.
Could you make a special edition version? I was going to try the new game and was a bit sad when I found out that the only wild elves mod wasn't there I was so thrilled about starting the new experience with an ayleid mage...
The mod wanted to overwrite some files from RaceCompatibility, but seeing as the most recent version of that mod is newer than this one I elected to not overwrite. Was this the right thing to do?
Well it has been nearly a year since the last comment, is there any hope of this being ported to SSE? It looks like the only decent Ayleid race mod I have ever seen and I would hate for it to fall by the wayside just because it wasn’t ported.
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I've been using it with Racemenu and High Poly Head with no issue so far, not sure how it'd turn out in ECE SE though.
I use in it's original LE form on heavily modded SE with no issues.
It runs well with race compatibility and any other mod.
The original textures gave me CTDs so I had to replace them. And of course I used CAO on meshes.
I use it as it is -in LE form- and never had any issues on my heavily modded SE.
I only had to replace female textures, the original ones gave me CTDs. Run CAO on meshes.
Well, it's not entirely true. The Ayleid in fact disappeared. Someone thinks that they left their opulent cities and become the wild elves, but it's not sure. And Wild Elves are also few and difficult to be found.
Until now. The Ayleid have been resurrected in the troubling time of the events of Skyrim. You can now play as the ancient Ayleid race with this new race mod."
That's the wonderful thing about Skyrim and modding, it's all about the fantasy you create for yourself. I'm sorry to say that after reading above quoted text from the mod description, your comment became obsolete.