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High Poly Head 1.4

   (29 reviews)

10 Screenshots

About This File

High poly heads for all playable vanilla races based on the vanilla head meshes (male and female).  A simple name for a not-so-simple mod.  Available for both LE and SE.

Features

  • smooth high poly male and female heads
  • complementary high poly brows, beards, scars, and hair to fit new head shape
  • includes morphs for RaceMenu's extended sliders
  • compatible with vanilla-based head textures
  • compatible with existing presets for the vanilla male/female head meshes (excluding sculpt data)

Requirements

  • RaceMenu (LE, SE)
  • Expressive Facegen Morphs (LE, SE) [optional]
  • Expressive Facial Animation Male Edition (LE, SE) [optional]
  • Expressive Facial Animation Female Edition (LE, SE) [optional]

Installation

  • Use a mod manager to install the original .zip file and follow the install script for easy installation.  Do not manually extract anything.

Manual Installation

  • 00 - Base mod (required)
  • 01 - Loose files needed for FaceGen creation in the Creation Kit (optional)
  • 02 - no Dawnguard DLC (optional)
  • 03 - vampire head fix (optional)
  • 04 - remove sunken vampire face morphs (optional)
  • 05 - symmetrical eye sockets (female) (optional)
  • 06 - adds Aesthetic Elves (optional)
  • 07 - adds Expressive Facegen Morphs (optional)
  • 08 - adds Expressive Facial Animation Male edition (optional)
  • 09 - adds Expressive Facial Animation Female edition (optional)
  • 10 - adds high poly vanilla hair as optional replacers (optional)

Usage

  • For the player character
    • Use the Face Part slider in RaceMenu to switch to the high poly head.
    • If the head turns dark, change the player weight to force the skin shader to update.
    • Don't forget to also change the vanilla brows/beard/scars to the included high poly versions.
  • For NPC/follower mods
    • Add this mod as a master and then swap the vanilla head parts with the high poly version
    • Generate new FaceGen data (Ctrl + F4) in the Creation Kit.
    • This method does not work for sculpted head meshes.

Known Issues

  • minor clipping with certain vanilla hair meshes
  • eyes/scars appear darker than vanilla in SE.  can be fixed by changing player weight.
  • changing to vampire race will reset the high poly head back to vanilla
  • eye mesh may have flickering/rendering issue after switching to high poly head.  can be fixed by closing RaceMenu and opening it again.

Modder Resource (xEdit Scripts)

  • Skyrim - KL Filter Race.pas
    • Filters NPC records based on races supported.
  • Skyrim - KL Swap Headparts.pas
    • Swaps vanilla head part records for their high poly versions.
    • Custom head parts are not supported.
    • Requires High Poly Head.esm to be loaded into xEdit.
  • Skyrim - KL Copy NPC Protected Status.pas
    • Copies NPC Protected status found on all plugins currently loaded (eg. NPCs Protected Redux.esp)

Tools Used

Permissions

  • You may use this mod for your NPC/follower mods that will be shared with others.
    • For clarification, these NPC/follower mods may be uploaded to other sites.
  • You may add extra RaceMenu morphs.
  • You are not allowed to modify (in part or in whole) and claim it in its entirety as your own.
  • You are not allowed to reupload this mod to other sites.

For other usage not mentioned, please ask me first.

Credits

  • Niroku for Expressive Facegen Morphs and Expressive Facial Animation
  • tktk1 for Enhanced Character Edit head mesh reference
  • ruddy88 for Aesthetic Elves

What's New in Version 1.4   See changelog

Released

  • added high poly vanilla hair meshes as optional replacers
  • added high poly Argonian brows
  • replaced missing vanilla male Dremora racial morphs with Dark Elf
  • fixed UV mapping for humanbeardshort01.nif
  • adjusted Orc horns to fix gap
  • adjusted male Wood Elf racial morph to reduce clipping near ears
  • adjusted male Ear Shape morphs to reduce clipping
  • added custom xEdit scripts as a modder resource (updated since preview release)
  • Like 136
  • Hot 8
  • Hyper! 4
  • Thanks! 19
  • Green Love 2
  • Thumbs up 11



User Feedback

Recommended Comments



I tried it and my face part slider won't move. I disable SOS patch and start new game like default sam light but face part slider still not move. I even copied esm data into esp as new patch to override everything but still won't move. Need time to detect it.

EDIT : Work on latest skyrim and skse. I still using 1.5.80 and not working. With latest skyrim and skse SE, working well now. Time to have fun.

Edited by Don

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If the Face Part slider can't be changed (set to 0), is a custom race being used?  Oldrim handles it fine while SE (1.5.80) fails.  It may be related to RaceMenu itself.

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This just quick load preset with 5 minutes tweak. Awesome Bro. Other high poly usually break my preset. Your head maybe only change it 10-20 percent. Other totally break my face. 

20191220045247_1.thumb.jpg.ec24fd80c2ea467b3a7f32c979dab367.jpg

Yes your head need new racemenu. Maybe no problem with old skse but...because we need new racemenu, we must update it. Including other mods XD XD. I updated 20 mods for new skse. But no problem. Better update now. With racemenu for skse 1.5.80 SE, your face part slider totally dead. 

Maybe i will take 1 day to tweak my preset to adapt your new head. Your mod totally awesome work. 

 

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Absolutely amazing work, it quite literally just works and without a hitch, even on custom races like Ningheim where I had a lot of sculpting done in the past. I really hope a female version is in the works. This is quite possibly the most ambitious and perfected high poly vanilla head mod I've used!

TESV 2019-12-20 16-38-27-44.jpg

TESV 2019-12-20 16-38-30-87.jpg

TESV 2019-12-20 16-20-57-59.jpg

TESV 2019-12-20 16-21-05-57.jpg

  • Like 3

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This absolutely isn't insistence but any chance of compatibility with the mod "Expressive Facial Animation - Male Edition"? That's the best mod I've ever found for making my guys' expressions look so much better, I understand completely though if it's too much work or you'd rather someone else do it. I remade my character's head with your mesh and it's just fabulous, extreme improvement over vanilla. The high poly head I've been waiting/praying for!

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Support for Expressive Facial Animations is planned, but I just didn't have time to include it in the initial release.  Aside from the beards, it'll be an easy conversion.

  • Like 2
  • Thumbs up 1

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Dont want to take up your time, just wanted to specifically express gratitude for the expressions support which AFAIK only one other HP male head offered. Thanks for sharing your time with us. My Flik which I have been looking to get a good face for some time

_FlikScene_20191221_18-56-20.thumb.jpg.793d64b7ca233fdc9012a0e89f3b91d4.jpg

 

 

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Male AND Female hi poly heads that work with Racemenu sliders (and aren't broken like Citrus)!  Sooo awesome! I can't thank you enough for your hard work! 

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6 hours ago, sh1ny said:

I'd endorse again if I could. Featured the upload instead.

I would marry him if I could, this man is just amazing!!!

 

giphy.gif

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@yag1z It's based on the vanilla male head mesh.  So it's compatible with anything that uses it.  I just changed the shader to match the body to fix the lighting issue that's present on the original head mesh.  If you use a body mod that doesn't use the vanilla shader settings (like Dizona body), then you'll have to manually adjust the shader to make it compatible.

  • Like 1

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The best high poly head mod I've ever tried, eyes/expressions all work wonderfully.  I'm having a few problems getting it to work nicely with Ningheim female however - the FacePart slider works fine, but RM keeps changing my custom femalehead texture to the generic one NPCs use. I can change this under Complexion, but upon reload it reverts back to the generic texture - Googling this, using NifSkope to point the high-poly headmesh to use my custom textures should suffice, but it keeps reverting in-game. Changing to Ningheim female vampire is causing a few problems also, the export made by RM doesn't actually include the headmesh itself for some reason (just eyes/mouth/hair etc), so I can't import it back into RM to force onto the vampire race - and whenever I just force the normal high-poly head, it just reverts back to the low-poly Ningheim head when I exit out of RM anyway. Any pointers would be handy.

 

EDIT: Ah, complexion issue fixed easily by deleting the textureset in headparts. One problem down at least.

EDIT: Weird. The RM export exists, but...it's empty? It's missing data for sure.

NifSkope_2019-12-29_07-48-53.jpg

Edited by Lycanthroat

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Is there a simple way to use this to convert low poly follower heads to this HP head version via 3dsMax? Or do you just recommend going from scratch? Sorry, my meshing is noob level. ><

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On 12/29/2019 at 1:55 AM, KouLeifoh said:

@yag1z It's based on the vanilla male head mesh.  So it's compatible with anything that uses it.  I just changed the shader to match the body to fix the lighting issue that's present on the original head mesh.  If you use a body mod that doesn't use the vanilla shader settings (like Dizona body), then you'll have to manually adjust the shader to make it compatible.

Thank you for info.

Another question is, Is this mod working for only player? I want to make other vanilla npcs use this high poly head too. But they aren't.  (yes I installed loose files too)

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52 minutes ago, yag1z said:

Thank you for info.

Another question is, Is this mod working for only player? I want to make other vanilla npcs use this high poly head too. But they aren't.  (yes I installed loose files too)

Yes it only works for player character.  You need to manually add them to npcs.

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@Lycanthroat RaceMenu itself has a "bug" when using custom head textures and changing the face parts.  You need to force a model update by changing player weight to fix the texture issue.  As for the head export, it seems to work fine for me.  I created a custom race using the vanilla head, changed the face part to the high poly head in RaceMenu, and then exported the head in Scupt.  The high poly head mesh is there, though slightly morphed by the skinning data.  I tested this on both LE and SE (1.5.97) using the vanilla female skeleton.  I'm not sure if the Ningheim race is doing something different that's causing issues for the head export.  If the Ningheim race is only used by the player, you can try swapping the headpart record from vanilla to high poly in the mod itself to force it to use the high poly head as default.  Vampire races (even in vanilla) have a lot of issues on its own with regards to head morphs and RaceMenu.  Fixing those issues might be beyond the scope of this mod.

@netchjelly If the follower is using only vanilla sliders for the head, then you can follow the usage directions in the description and just export new FaceGen data in the CK.  Things get complicated if the follower is using a custom sculpted head mesh.  In 3DS Max, the basic idea is to use the Morpher modifier on the vanilla base head mesh, set its morph to the sculpted follower head mesh, and then use the Skin Wrap modifier on the high poly base head mesh to deform with the vanilla base head mesh.  As the vanilla base head mesh morphs into the sculpted follower head shape, the high poly head will also deform to match the follower's head shape.  Some manual adjusts will be needed for the neck, eye sockets, and lips.

@yag1z As mentioned in the description, the head parts need to be manually swapped in a custom .esp and then new FaceGen data needs to be generated in the CK.  I contemplated on making a generic vanilla NPC replacer mod, but it'll invite a barrage of questions about black face and large download issues.

@Biobob23 Vanilla head sculpts aren't compatible.  They need to be redone using the high poly head.  Texture mods made for the vanilla head meshes are compatible with the high poly head meshes.

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