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High Poly Head 1.4

   (50 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 213
  • Hot 13
  • Hyper! 5
  • Thanks! 25
  • Green Love 3
  • Thumbs up 20



User Feedback

Recommended Comments



@SaiyanBroly  Depending on how detailed the normal map is for the head, ENB SSAO and sharpening may make the shadows/wrinkles more noticeable.

@TheOldManJock  I plan to add support for it, but there's currently no ETA.  It'll only affect the player and newly generated FaceGen for NPCs.

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On 6/22/2021 at 2:21 AM, KouLeifoh said:

It'll only affect the player and newly generated FaceGen for NPCs.

That's perfectly enough. :)

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getting some absurd amounts of clipping with expressive face gen morphs installed (and the compatibility patch from the installer on brows and facial hair. Yes the ones designed for high poly head are still clipping. This is only an issue for male heads it seems. A bit Ironic considering this  site is more focused on improvements to males than most, if not all other modding sites.

ScreenShot81.png

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Hi, i have an issue that there are wrinkles below the eyes. Is there anything I should do?

ScreenShot5.png

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On 6/22/2021 at 1:21 AM, KouLeifoh said:

@SaiyanBroly  Depending on how detailed the normal map is for the head, ENB SSAO and sharpening may make the shadows/wrinkles more noticeable.

@TheOldManJock  I plan to add support for it, but there's currently no ETA.  It'll only affect the player and newly generated FaceGen for NPCs.

Sorry for the late reply, i kinda got sidetracked.

I did manage to fix my issue by keeping the diffuse map from Pretty Faces and replacing the normal and specular textures with those of Tempered Skins For Males, so it's all good. :)

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@burundio  Those are added by the normal map texture (specifically for Breton race).  There isn't much you can do other than manually editing the texture or using a different one entirely.  Since you're using my SAM Light texture add-on, the next update will include different levels of vanilla normal map details for each race.

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So, there seems to be some discussion going on on the EFM Nexus page about HPH and how the author doesn't support HPH or provide any help regarding HPH due to not having been asked for permission by the authors of HPH to use EFM morphs to make HPH compatible with the mod. I'm really curious now, since I remember you guys telling me that you don't use morphs and stuff without the original authors permission. Did you find another way to make EFM compatible with HPH, without using or modifying the EFM morphs?

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EFM is still required when using optional as it only includes what is needed for this to work alongside it. The problem has a lot less to do with permissions ( Niroku is both linked and credited for his work here ) and everything to do with users reporting issues they have when using this alongside EFM on its page on Nexus and not here. Niroku saying there is no support for HPH users is logical since they use their own head and play/test EFM with that and not this. Anyone looking for help when using EFM alongside this should be asking for help here and not bothering Niroku on Nexus.

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55 minutes ago, jrich604 said:

EFM is still required when using optional as it only includes what is needed for this to work alongside it. The problem has a lot less to do with permissions ( Niroku is both linked and credited for his work here ) and everything to do with users reporting issues they have when using this alongside EFM on its page on Nexus and not here. Niroku saying there is no support for HPH users is logical since they use their own head and play/test EFM with that and not this. Anyone looking for help when using EFM alongside this should be asking for help here and not bothering Niroku on Nexus.

I just checked the Nexus conversation regarding this topic. I hope Kou and Niroku can figure this out without removing EFM/EFA support from HPH. Niroku doesn't demand it tho, so please don't remove it, Kou. >.<

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On 6/3/2021 at 2:48 PM, SaiyanBroly said:

First of all i wanted to thank you for this mod, it really enhances my male characters look and i hope you feel proud of what you've achieved.

There is this glaring issue however where my characters has a super wrinkly face under certain lighting conditions, it makes his face look like a dried up prune, lol.  The only other mod that directly affects his face is "Pretty Faces" : https://www.nexusmods.com/skyrimspecialedition/mods/12134?tab=description

Are these two mods perhaps not compatible?  Is there an optional mod i forgot to install?  Or maybe it's because of my ENB preset?

I'll edit my post with a screenshot once i've taken one in-game, since a picture says more than a thousand words.

*Edit* Here's what i mean.

enb2021_6_3_21_52_38.thumb.jpg.e443dce3937984a4a74afc69118d08ac.jpgenb2021_6_3_21_54_34.thumb.jpg.4c45d44ccf220faf2324f5cf744ba7f9.jpg

*Edit*  Turns out the face texture mod has those wrinkles baked in and those get increased tenfold by the ENB preset i'm using.  Not sure which setting i need to tweak to get rid of the issue.

Damn. Your skyrim looks so good. What font is that? 

On 7/1/2021 at 8:14 PM, StuffdCrust said:

getting some absurd amounts of clipping with expressive face gen morphs installed (and the compatibility patch from the installer on brows and facial hair. Yes the ones designed for high poly head are still clipping. This is only an issue for male heads it seems. A bit Ironic considering this  site is more focused on improvements to males than most, if not all other modding sites.

ScreenShot81.png

I hate to be that person but I'm having the same issues :(. Did you fix it?

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Can anyone teach me how to swap low poly head of stand alone follower mod to high poly of this mod by using CK please

I try to swap and export the headpart (ctrl F4) many times, it look good on CK and even on nifscope but turn to blackface or potatoes face when I play in game

Dont know what am I missing ? I try to change the texture path of plugin in xEdit into high poly mod, copy high poly head nif file in to follower mod, change esp etc

So far it's not work. Why it worked in CK and nif scope somehow ? ( I used MO2)

Thank in advance

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18 hours ago, wardensc2 said:

Can anyone teach me how to swap low poly head of stand alone follower mod to high poly of this mod by using CK please

I try to swap and export the headpart (ctrl F4) many times, it look good on CK and even on nifscope but turn to blackface or potatoes face when I play in game

Dont know what am I missing ? I try to change the texture path of plugin in xEdit into high poly mod, copy high poly head nif file in to follower mod, change esp etc

So far it's not work. Why it worked in CK and nif scope somehow ? ( I used MO2)

Thank in advance

You cannot do that for most popular followers/NPC mods yourself. Most standalone followers head nif was exported from an external character creation mod like Racemenu or Enhanced Character Edit. Then merged with nif data from CK but the head itself that CK generated was not used. Since those heads were not made in CK it can not replicate the shape and any exported nif from CK you export will end up wrong, or really wrong as many times the shape data is not even in the esp as like the tint data it is not needed once the facegen is made. For you to do this you would need to have the same preset data the author used. Without it you would have to try and replicate it yourself using the same character mod they used. Your best bet is to ask the author of that follower mod to make a high poly option. The process for CK is for vanilla NPC you do not have mods for yet or if you do only those that made the faces in CK will retain the data needed in its esp for you to re-export them and keep the same look. For now re-install to get original facegen files back and request this change from the author of that mod

TL DR you cannot safely re-export faces in CK for most Follower/NPC mods

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Awesome mod to compliment other high poly body meshes. Although trying to transfer the loose folder KL data to NPCs via creation kid didn't go as planned as it had no results. (Pictures).

Edit: Previously I thought the hair did not transfer on to NPCs by using Creation Kit because of head mesh overlap with hair (as seen in the pictures). Turns out, the hair is the only thing that functions on NPCs because it was completely replaced by installing the mod via vortex (previously I thought creation kit applied High_Poly.esp to Skyrim.esp, but seems like that is not the case as the mod acts as a hair replacer). I assumed the entire process only required creation kit. Now after googling around, I suspect SSEedit is required to create a plugin by using "KL Filter Race" and "KL Swap Headparts" scripts. Then running all the .esp modules that contained "NPC - NON - Player Character (Action) and setting newest plugin as active file in order to copy all the data via CTR + F4 ?

balding.jpg

20210820194644_1.jpg

Edited by DravenMeister

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Hi, I have a little problem with this mod, for some reason the game stops responding when I press the TAB menu after loading any preset, I have tried everything, changing the head options before importing, seeing all the requirements of each preset , uninstalling all the mods and finally then reinstalling the game and trying again and it remains the same, the game goes very well when I select the High Poly option but if I press the TAB key then it stops responding, please if someone knows something who can help me I would be very grateful.

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My issue is that the heads are a slightly lighter shade of skin than the body, I have not yet found a work around or way to get them to match.

 

I am using HIMBO for males, and CBBE for women.

Edited by BallisticDummy

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It looks like there is that weird clipping issue with hoods on the male Hair04.nif of this mod, the long one with the 4 braids. It clips through hoods basically. I think there was a similar issue with that same vanilla hair. I believe USSEP fixed it, tho? Anyway, the High Poly version added with High Poly Head clips through hoods, again. :/

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