Skyrim Special Edition

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Tate Taylor

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TateTaylorOH

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About this mod

An extension of Simon Magus' Aetherius race overhaul that adds Ayleid, Dwemer, Maormer, Snow Elf, and Tsaesci playable races to the game.

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Also available on Bethesda.net.

Lost Race of Aetherius is an unofficial extension to Simon Magus' Aetherius - A Race Overhaul. It adds five brand new playable races to the game designed for consistency with Aetherius in mind and also includes optional support for Scion - A Vampire Overhaul. All available 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.

If you're interested in this mod, but don't want to use Aetherius, I recommend having a look at Racial Abilities - Greater Power Replacement. It is a nice simple racial tweak that replaces Greater Powers with something similar. A Lost Races patch is provided on the page!

This is mod is packaged with a FOMOD installer so you can pick which races you want to install.



Dwarf (Dwemer)

 


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

Heartland Elf (Ayleid)

 

Also known as "Ayleid", the Heartland Elves are known for establishing the first empire in Tamriel. Reigning from Cyrodiil, they are also are credited with creating the Alteration school of magic.

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


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


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


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:
Spoiler:  
Show
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 Aetherius - Female Snow and Sea Elf Texture Upgrade by albinowalrus64 for consistency purposes. I use it myself alongside Tempered SkinsTempered Racial TexturesForgotten Argonian RootsCoverkhajiits, and Fur Textures for CoverKhajiits.

SiraMirai made an addon for this mod that adds the Lilmothiit as a playable race, check it out!


The nomadic foxfolk!



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:

Dwarf = Wood Elf
Heartland Elf = High 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. So if there is an essential race check in a quest mod you're playing it will likely assume that you are a Nord.