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High Poly Head 1.4

   (25 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 125
  • Hot 8
  • Hyper! 4
  • Thanks! 17
  • Green Love 2
  • Thumbs up 11



User Feedback

Recommended Comments



Thank you a million times for this super amazing mod and thank you thank you thank you for supporting EFM!! 
Now we can beat all those Asian dudes with heads and presets they wouldn’t share xD

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FINALLY the coveted 1.3 update with Vampire Lord fix. I've been waiting on this for months. Thank you for keeping this mod updated, I very appreciate it. Now my vampire has a high poly head to match with her high poly body.

489830_20200801002730_1.png

  • Like 1

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On 7/29/2020 at 12:42 AM, kunolandalin said:

EFM already contains fixes for sunken cheeks with vampires so I was wondering when installing whether I should use the no sunken features optional or not?

It doesn't matter.  EFM will overwrite it.

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Soo, after playing around a bit with the male head, I noticed an issue with the lower eyelids. Apparently it is not possible to lower them any further than default. The slider kinda doesn't work correctly. It moves only the front part of the lower eyelid down, while the part that touches the eyeball stays in place, making it only stretch the skin and look really weird. Same happens with moving the eyelid down via Sculpt tool.

Here's a picture to better explain it:

 

 

20200802131949_1.jpg

 

Could you fix this, please?

 

P.S:: This seems to happen only with the male head. Female works fine.

Edited by Oozaru85

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3 hours ago, kerrschtein said:

Hi, if I am using Aes Elves and EFM and EFA, along with this, what order should I install in?

EFM will overwrite Aesthetic Elves.  It seems like the eyes and mouth don't have racial morphs.  So, it may be possible to have Aesthetic Elves overwrite EFM for racial morphs while still using EFM's chargen features.  If that's the case, I'll modify my installer for a future update.

44 minutes ago, Oozaru85 said:

Soo, after playing around a bit with the male head, I noticed an issue with the lower eyelids. Apparently it is not possible to lower them any further than default. The slider kinda doesn't work correctly. It moves only the front part of the lower eyelid down, while the part that touches the eyeball stays in place, making it only stretch the skin and look really weird. Same happens with moving the eyelid down via Sculpt tool.

It appears you're playing on SE.  There's a rendering issue with the eyes after switching to the high poly head mesh in the same RaceMenu session.  To fix this, close RaceMenu and open it again.  This is a RaceMenu SE bug.

  • Thanks! 1

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3 hours ago, KouLeifoh said:

It appears you're playing on SE.  There's a rendering issue with the eyes after switching to the high poly head mesh in the same RaceMenu session.  To fix this, close RaceMenu and open it again.  This is a RaceMenu SE bug.

Wow, how did I miss this? Works now. Thanks!

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Hello,

Could you provide additional details/instructions on what files we are need to use from High Poly Head and which vanilla files we need to replace for face gen NPCs?

There seem to be 2 distinct diectories.

Please and thanks!

 

 

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@Soulmancer  When you install High Poly Head with a mod manager, select the option in the installer for loose files for Facegen creation.  This is all that's needed to properly generate NPC Facegen data.

The easiest way to create your NPC mod is to have your mod use High Poly Head.esm as a master.  Assume your NPC mod is named Mod.esp and the NPC has the Editor ID 00123456.  Facegen will create 2 files:

  • meshes\actors\character\facegendata\facegeom\Mod.esp\00123456.nif (head/eyes/mouth/brows/beard/etc meshes)
  • textures\actors\character\facegendata\facetint\Mod.esp\00123456.dds (head tint mask/makeup/etc texture)

The folder Mod.esp varies depending on the origin of your NPC (eg. Skyrim.esm if it's a vanilla NPC that you're modifying).  When you're ready to package your mod for release, you only need Mod.esp and the 2 files generated by Facegen in the same folder structure above.  People using your mod will need to have the High Poly Head mod installed.  Nothing else needs to be done since all assets will be provided already.

Creating your mod as a standalone is really for advanced modders.  It involves creating duplicate records of all the head parts you'll be using and then changing the folder structure to avoid conflicts.  Assets like .tri morphs for facial animations will also need to be packaged with the mod.

I don't want people to package my entire mod with theirs when they're only using a few assets from it.

 

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I have tried to download this a few times but the download keeps failing in the same spot (SE Version 1.3). I have tried different wifi's and it still fails. Is it just me? Is there another method to download this?

  • Like 1

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Hi,

 

I use the le version and with expressive male female animation patch (I have the mods) and after I changed it to high poly, my pc dont have any expressions, at all.

If I switched back to low poly, the expression is back, but not in high poly. Even when I changed the expression slider to max. Do you have any idea why that is?

Thanks,

Blitz

Edited by Blitzer84

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 After updating from v1.2 to v1.3 this happened. Nose pinched and pixelated lips. I dont know what to do. Help T_T 

489830_20200815194645_1.png

20200615000948_1.jpg

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I just wanted to take the time to say thank you so much for this mod! It has made a world of different when it comes to character creations which I do quite often!

GL0Ei44.png

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@Blitzer84  Test it without EFA and see if the expressions for the high poly head still work.  If it does, then add EFA support and try again.  If it's broken after that, then something went wrong with the installation like conflicting files.  The EFA files for the high poly head are supposed to overwrite the vanilla expressions included with the loose files meant for Facegen creation.

@chromsome  The only thing that comes to mind is if you're installing the Expressive Facegen Morphs option and using it on an existing preset.  The head may look dramatically different.  I didn't alter any of the vanilla morphs.

@Meji  I'm glad you're enjoying the mod. 😄

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This is a wonderful mod! 

I was wondering if it would be possible to make a patch for the Bochu race? If not I totally understand. 

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If the Bochu race is merely using the vanilla female head mesh, then it can be easily replaced.  However, if it also uses a custom head shape, then some sculpting will be needed.

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Hi, im patching the Vampire Fix to work with other race mods via xEdit and i notice that you remove the "Overlay Head Part List" Flag from the vampire races. Can you tell me what it does so i can patch it with other mods?

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From the CK wiki:

Quote

Overlay head part list: Check on for Vampires. This keeps your base settings for your NPC while overlaying Vampire characteristics.

I'm guessing that with it on, it'll try to apply a vampire head morph to the default head used by the NPC's race.  This is often the vanilla head mesh for vanilla races.  I've yet to do a full playthrough as a vampire to test this further.

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Load order doesn't matter since this mod does nothing by itself.  However, if you use mods that require it, I recommend loading this mod after the vanilla masters and/or the unofficial Skyrim patch.

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Hey love this mod! But I seem to be having some issues with my dual sheath animations as soon as I install this mod. Do I need to sync up the mod files with XP32 or anything?

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My base mod doesn't modify anything outside of RaceMenu.  If you install the optional vampire fix, then that might conflict with another mod you're using that also modifies the vanilla vampire races.

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Head's up. there's a slight conflict with the eye fixes included in SUEMR SSE with Bijin AIO 2019 Support. Causes severe eyeball clipping through the head mesh for female elves that utilize this head. Temporary solution is to load this lower than the eye fixes in the left pane of MO.

Edited by Oubliette

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