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High Poly Head 1.2

   (15 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, and scars 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)
  • optional support for Expressive Facial Animation

Requirements

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

Manual Installation

  • 00 - Base mod (required)
  • 01 - Loose files needed for FaceGen creation in the Creation Kit (optional)
  • 02 - adds Expressive Facial Animation Male edition (optional)
  • 03 - adds Expressive Facial Animation Female edition (optional)
  • 04 - remove sunken vampire face morphs (optional)
  • 05 - symmetrical eye sockets (female) (optional)
  • 06 - vampire head fix (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, swap the vanilla head parts with the high poly version, then generate new FaceGen data (Ctrl + F4) in the Creation Kit.

Known Issues

  • minor clipping with certain vanilla hair meshes
  • scars appear darker than vanilla in SE
  • changing to vampire race will reset the high poly head back to vanilla

Tools Used

Permissions

  • You may use this mod for your NPC/follower mods that will be shared with others.
  • 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 Facial Animation
  • tktk1 for Enhanced Character Edit head mesh reference

What's New in Version 1.2   See changelog

Released

  • added high poly Khajiit head meshes (male and female)
  • added high poly Argonian head meshes (male and female)
  • added custom Head Shape preset slider (in the Head tab) for Argonian male
    • Head Shape preset 1 is based on Brutish Argonian Male
    • added vanilla male Argonian hair to fit this head shape
  • added optional vampire head fix to prevent high poly head from reverting back to vanilla when changing to a vampire race
  • made a minor adjustment to the male head High Elf race morph

Note: Skin shader values for high poly head meshes were copied from body meshes for consistency.  The argonian female high poly head is noticeably more shiny than the vanilla head mesh.

  • Like 84
  • Hot 6
  • Hyper! 2
  • Thanks 11
  • Green Love 2
  • Upvote 8



User Feedback

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Ive been trying to download v1.2 for days now. Get to 80-100mb downloaded network failed no resume so you have to start from scratch. Really want to give the new version a go. I don't have super fast internet. any help or a altenate download link would be awesome. 

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How big of a performance impact would it be to add this to every npc in the game? Considering I guess there would only ever be about 25 npcs maximum in your loaded grids at one time I guess

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It shouldn't have that much of an impact on a modern system.  By comparison, NPC overhauls that swap out the vanilla hair mesh with custom ones (Apachii, KS, etc) generally have a higher poly count than my head meshes.  If those overhauls don't cause performance issues, then the high poly head meshes shouldn't be an issue either.

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On 5/22/2020 at 11:23 PM, KouLeifoh said:

It shouldn't have that much of an impact on a modern system.  By comparison, NPC overhauls that swap out the vanilla hair mesh with custom ones (Apachii, KS, etc) generally have a higher poly count than my head meshes.  If those overhauls don't cause performance issues, then the high poly head meshes shouldn't be an issue either.

noice, now I just need to figure out how to make a patcher to do every npc and replace brows as well...

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bltzn

Posted (edited)

This looks amazing! What texture mods are you using for the Nord female screenshot? Thanks!

Edited by bltzn

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Love this mesh but can't get it to work as a vampire for the life of me every time I attempt to become a vampire it deforms my face drasticly 

Update: at least part of it was getting caused by the expressive face morphs mod. It seems that they were conflicting with the vampire fix I'm now at least able to edit a vampire now which is a step in the right direction still getting a sunken cheeks despite having the patch in High poly heads

 

The Elder Scrolls V  Skyrim Special Edition Screenshot 2020.06.03 - 16.42.22.40.png

The Elder Scrolls V  Skyrim Special Edition Screenshot 2020.06.03 - 16.41.46.45.png

Edited by theMothPriest

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Man, it baffles me that only the female argonian head has this extremely shiny appearance. Do you know what causes it by any chance?

  • Upvote 1

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@theMothPriest Expressive Facegen Morphs is not compatible with my high poly head mod.  I'll be adding support for it once it gets updated with male head morphs.

@WeirdChamp49 I had the high poly head meshes use the same lighting/specular/glossiness settings as their matching body meshes for consistency.  A shader mismatch is the cause for the infamous vanilla male head texture neck seam.  In the case of the female argonian head mesh, the specular/glossiness have drastically been reduced on the vanilla head to counter the shiny specular map.  Using the specular/glossiness settings from the female body mesh for the high poly female argonian head makes the shiny specular map more apparent.  If you plan on using the high poly head mesh for all female argonian NPC's, then the simplest fix is to use a slighly darker specular map for the head.  Bethesda already darkened the neck area to hide any neck seam.

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i am an absolute nub at modding, could you please tell me how to install the files, like do i need a bsa extractor to extract base mod files and then just overwrite meshes fold in directory??

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Hello, Id like to know how to properly extract and use this mod. I have little experience with manual installation. Do you think you can tell me where to put these files?

Thanks

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hello, thank you for the mod, i would like to know why the elves faces change so much when you past them from Ethereal Elven Overhaul to high poly, is there a way to make them maintain the characteristics from EEO but high poly? because otherwise some faces turn out really bad

thank you

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@dude2324  It may happen at some point, but no promises.  The entire process is really tedious since I need to manually adjust each hair for shape and consistency after conversion.

@[email protected] @Cayde-6 @Julliette It's installed just like any other mod.  If you're new to modding, I recommend using a mod manager like Mod Organizer 2 to simplify installation.  Manual installation is only intended for advanced users.

@monkeyangie Ethereal Elven Overhaul uses custom racial head shapes and morphs.  Presets for EEO characters will look different when used on a vanilla-based head.  Since it uses a custom head, a special patch is needed to prevent conflicts with EEO-based NPC's.

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Now i think is not an easy task, because EEO does not include its own head, it's just the vanilla head, but like you said it modifies the tri files and such, and to do that patch i have no idea haha, i'll have to live with low poly elves, thank you again for the mod :)

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@KouLeifoh

     Im using NMM.  I have the uncompressed files on my desk top but no idea what to do with them.  I've downloaded hundreds of mods from NMM but never one from off site (except script extender which had an excellent how to by Gopher).  A little help would be greatly appreciated.  Seeing more mods that use the HPH and would love to join in.  Thanks.)

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Hello can anybody teach me, step by step, how to switch ALL vanilla NPC heads into these high poly versions? I could not follow the instructions:

"For NPC/follower mods, add this mod as a master, swap the vanilla head parts with the high poly version, then generate new FaceGen data (Ctrl + F4) in the Creation Kit."

Note: I am an absolute beginner in creation kit. Awesome mod btw, works perfectly with just my character :)) 

Edit: Hello by exploring the creation kit i found where the face data can be replaced with high poly's meshes, so I switched all the nif, tri, race, facegen, brows and beards of each race, with this mod's. After exporting facegen for all races, I exited CK but didnt save as I had opened creation kit with no active plugin, just checking every mod I thought that affects NPCs. I thought that exporting the facegen was enough.
Then I started a new game, and the every single NPC's face was bugged: When i get near them their face explodes and stretches out around, but from afar their faces are normal. I think its either I messed up the switching somehow, or maybe because I didnt save the changes? 

Edited by nyxie627

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On 6/19/2020 at 1:40 PM, Cayde-6 said:

Hello, Id like to know how to properly extract and use this mod. I have little experience with manual installation. Do you think you can tell me where to put these files?

Thanks

I use NMM.  d/l and extract the files... I use 7-zip.  Move at least the 00,01,02,03 files into your data folder.  That should put most of her in your game.  You may need to manually enable the .esm from the green plus sign in the upper left of NMM mods window.

Edited by Julliette

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@Julliette Don't extract the files unless you plan on doing manual installation.  Use NMM to install the original .zip file.  My install script will give you a list of options for easy installation.

@nyxie627 By default, vanilla NPC's will use vanilla assets.  When you swap head parts in the CK, you will need to save it as a mod (.esp) that needs to be enabled to see the changes in-game.  Simply exporting FaceGen is not enough since the vanilla facial animations are not compatible with my high poly head meshes.  I don't recommend using only the CK if you plan on switching a large number of NPC's from the vanilla head to the high poly head since it can be a very tedious process.  With the right scripts, xEdit can automatically switch them fairly quickly, but the CK will still be used for FaceGen creation afterwards.

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On 6/28/2020 at 9:39 PM, ddddddd said:

How do I add this to the  male femboy on the femboy race reborn mod?

With vampire option as well?

(couldn't figure out how to edit on this site)

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@ddddddd  I've already answered that in a previous post.  You'll have to duplicate all records for high poly female head parts and switch them to male.

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On 4/11/2020 at 4:59 PM, KouLeifoh said:

@chronos91 I forgot to include the Vampire Lord race in the Vampire fix.  The change needed is relatively the same as the vampire races.

When is the Vampire Lord fix coming? I love this mod and I NEED it for my vampire lord character.

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