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High Poly Head 1.3

   (20 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)

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 and follow the install script for easy installation.

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)

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
  • 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.

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 1.3   See changelog

Released

  • added support for Aesthetic Elves
  • added support for Expressive Facegen Morphs
  • added an alternative .esm file that doesn't require Dawnguard DLC (head meshes for vampires and Snow Elf race were removed)
  • added Vampire Lord race to the optional vampire fix
  • fixed issue with scars and orc horns not appearing in LE version

 

  • Like 101
  • Hot 6
  • Hyper! 5
  • Thanks! 13
  • Green Love 2
  • Thumbs up 9



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?

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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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