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Tate Taylor

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TateTaylorOH

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  1. TateTaylorOH
    TateTaylorOH
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    Frequently Asked Questions (FAQ)

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    Will this mod work with my vampire overhaul?
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    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.

    Will this mod work with my werewolf overhaul?
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    Race Compatibility SKSE offers patches for several werewolf overhauls on its modpage.

    Are the new races compatible with High Poly Head?
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    albinowalrus64 kindly made an addon for High Poly Head and Lost Races of Nirn.

    My Snow Elf/Sea Elf character's skin is too bright.
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    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?
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    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?
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    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?
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    No.

    Why isn't the BethNet version being updated anymore?
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    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.

  2. arcturusmi
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    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 ?
  3. sulfamethoxazole
    sulfamethoxazole
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    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.
    1. RubyTheReaper
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      Did you ever find out what the issue was?
    2. PuddingFace1902
      PuddingFace1902
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      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.
  4. crystallmoon
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    All the other races show up except for snow elves. Is there something I am missing? I am using the Gate to Sovangarde collection.
    1. TateTaylorOH
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      I spoke with Jay and he said Lost Races is not included in Gate to Sovngarde.

      Are you using a sub collection? You should ask for support from that curator.
    2. crystallmoon
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      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.
  5. cryptcat213
    cryptcat213
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    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?
  6. GennyWoo
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    Not sure why but this conflcits with kapotun races and forces the races by this mod to use kapotun hairs

    nvm it stopped after I uninstalled bdungulates races and switched to the new race compatibility
  7. I have a bug where the ears are super stretched out behind the sea elf ears has anyone else encountered this
  8. Brucasco
    Brucasco
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    This mod looks great!.

    Does it has an LE version?. And if it doesn't. Could someone make one please?.
  9. Br8tus
    Br8tus
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    Thank you very much for the mod. I'm really enjoying a playthrough using the Tsaesci with this replacer skin mod.
  10. Lainkml1991
    Lainkml1991
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    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.

    Have a nice day, Best regards from Poland,
    Lain
  11. ArmoredMonkey92
    ArmoredMonkey92
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    Can we change what the proxy races are with Race Compatibility?

    I feel like:

    Dwemer = Dunmer
    Ayleid = Bosmer
    Maormer = Altmer
    Falmer = Altmer
    1. TateTaylorOH
      TateTaylorOH
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      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).
    2. ArmoredMonkey92
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      That makes sense!
    3. bunkachou
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      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.

      thanks for the work on the mod btw 👍