Race Compatibility SKSE offers patches for several vampire overhauls on its modpage. A dedicated Scion patch that provides each race with a proper Vampiric Bloodline can be found in Lost Races FOMOD installer. Race Compatibility's Scion patch is still required even when using this.
My Snow Elf/Sea Elf character's skin is too bright.
Spoiler:
Show
Both Snow Elves and Sea Elves use the same base texture as the Snow Elves from Dawnguard. I haven't made any changes to it, so the brightness of their skin is the same as it appears in vanilla.
tl;dr: That's just what they look like.
Will you expand your NPC addons?
Spoiler:
Show
I would like to, but my idea for Sea Elves fell through when I realized how much work it would be for a minor effect (I was still able to make Haldyn a Maormer though). Currently I don't have any ideas for new or expanded NPC addons, but I am taking suggestions.
Will you add X race?
Spoiler:
Show
Probably not. The five races chosen here were specifically selected because we have a good visual reference on what they look like and enough lore to be able to create interesting racial abilities based off it. I also found it important to only make races that would be familiar with the common player; while I know these are ridiculous playable races, I wanted them to feel somewhat grounded. With that being said, I do admit that the Tsaesci race is very much teetering on the line I just drew. I ended up deciding to include them anyway; they are the most well known Akaviri race and they have a rich and interesting history interacting with Tamriel.
Will you add a Sload race anyway?
Spoiler:
Show
No.
Why isn't the BethNet version being updated anymore?
Spoiler:
Show
SKSE is required in order to make Lost Races of Nirn 3.1.0 work properly. Unfortunately, due to this dependency, it is impossible to push further updates to BethNet.
Do you have any future plan to make it with EnaiSiaon's race-related mods?
Like, currently Freyr-Mannaz has been an absolute gamechanger for me with how it diversify a build (e.g. Nord/Orc can be a mage or Altmer can become a barbarian, all without gimping yourself).
If not, would you be fine if someone were to make a compatibility patch for this mod and Enai's ?
Hi everyone, do you guys know why Maormer can't change their hairstyle? I've been trying to figure the issue out, but can't. I don't have High Poly Heads for Custom Races.
I am also unable to change hairstyles for any of the races lol. TBF I haven't tested them all atm. I don't have High Poly Head but I do have KS Hairdo and Vanilla Hair Remake.
Edit:- Yes all the races have this problem. Only one hairstyle available. Can't switch. I have a Chimer race mod too and that one doesn't have any issues.
It was an individual mod add on my part as I like playing as different races. I played vanilla races so much I like to change it up. I guess I will try the discord. It just has worked in the past before with the GTS collection specifically so I am trying to figure out why it suddenly isn't working. All the other races work except for snow elves.
Hi, as much as I love the design of the Maormer ears, I hate seeing the seem where the ear ends when certain light catches it or skin textures/overlays are applied. I made myself a version without the Maormer ears and was wondering if you'd mind if I upload it?
Hello, Thanks for you hard work, but i wanna ask about that if its possible to fix Dwarf female neck seam? i used Reverie - Skin mod for Females and still have visible neck seam on dwarf women.
Wood Elves were picked as the proxy race for Dwemer and Maormer because Wood Elves have almost no dialogue that is unique to them being a Wood Elf. Almost (if not all) of their dialogue is just generic comments about being an elf. If I used the Dark Elves as a proxy for Dwemer you'd get a lot of dialogue about how you're a Dark Elf, which I think would be more immersion breaking.
Falmer and Ayleids are using High Elves as a proxy because they are closely related to them and could feasibly be confused for being that race (especially Ayleids).
while the immersion bit makes sense, what if one wanted to change the proxies anyway? i've got at least one mod that gives minor racial bonuses to vanilla races, and i'd rather get confused for a dark elf than have non-synergistic wood elf aligned stuff on a dwarf.
edit: i figured it out not long after posting, it's just a plain text .json file in \SKSE\Plugins\RCS, so it's fairly easy to modify.
343 comments
Frequently Asked Questions (FAQ)
tl;dr: That's just what they look like.
Like, currently Freyr-Mannaz has been an absolute gamechanger for me with how it diversify a build (e.g. Nord/Orc can be a mage or Altmer can become a barbarian, all without gimping yourself).
If not, would you be fine if someone were to make a compatibility patch for this mod and Enai's ?
Edit:- Yes all the races have this problem. Only one hairstyle available. Can't switch. I have a Chimer race mod too and that one doesn't have any issues.
Are you using a sub collection? You should ask for support from that curator.
textures/overlays are applied. I made myself a version without the Maormer ears and was wondering if you'd mind if I upload it?
nvm it stopped after I uninstalled bdungulates races and switched to the new race compatibility
Does it has an LE version?. And if it doesn't. Could someone make one please?.
Have a nice day, Best regards from Poland,
Lain
I feel like:
Dwemer = Dunmer
Ayleid = Bosmer
Maormer = Altmer
Falmer = Altmer
Falmer and Ayleids are using High Elves as a proxy because they are closely related to them and could feasibly be confused for being that race (especially Ayleids).
edit: i figured it out not long after posting, it's just a plain text .json file in \SKSE\Plugins\RCS, so it's fairly easy to modify.
thanks for the work on the mod btw 👍