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High Poly Head 1.4

   (28 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



@NadaShimada  It's meant to be used on your own NPC mod .esp.  The basic idea is to populate a custom .esp with NPC records and then use my scripts to filter them by supported races and auto swap vanilla head parts with my high poly versions.  From there, it'll be ready for Facegen export in the CK.

@Oubliette  I've used that mod for the longest time and never had an issue with it.  My High Poly Head mod does not include any eye mesh and was designed to support the vanilla eye shape.  That mod only changes the eye shaders used, not the actual shape of the eye mesh.

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Thanks, I love this mod.
But I have a problem with the eyebrows.
Basic marigolds match better than high poly ones

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I might have made a mistake somewhere but I don't get the HPH for male, for women I have it no problem but for men when I move the face part slider it only grow some sort of 'bumps' on my cahr forehead and the more I move the slider the bigger they get. Also it's not related but on women when I move between the races when I'm back on the nord female and only the nord female she has some big dark veins going from neck to cheeks and sometimes like a second upper lips melting out of the normal mouth lip it started to do that since I installed Expressive Facegen Morphs I tried with both file in the mod and I still get that, it disapears after I load in a preset, if anyone has an idea to help me thanks.

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I'm running into an issue where the eyelashes don't really... match up with the eyes on female characters? I'm on LE, and this only occurs when I use the EFM compatible version. No issues using just your High Poly Heads, and no issues with male characters. At first I thought it was due to me trying this on an existing character, but it still happens on vanilla presets. 

This is one of the female Nord presets, only with minimal cosmetic changes (hair, brows, eye color, eventually remembered to remove eye makeup for a clearer image). 

1538384073_bandicam2020-09-0820-27-57-364.thumb.png.b88851f01e641332ef0c11f83b2a3149.png

The lash placement isn't too terrible on these eyes and I could probably get them to conform with the sculpt function, but this doesn't happen to any male characters and this also doesn't happen if I switch back to the low-poly vanilla head with EFM. But some of the eye options have more obviously deformed lashes (especially the elven eyes) and Eye Shape 5 looks like this:317176041_bandicam2020-09-0820-30-55-373.thumb.png.f0127f61b0a978679a3e6c874d0bf8b5.png

I can fix this by using the Eyeball Depth slider that EFM adds, but it doesn't change where the eyelashes are, so the end result is this:

 410819967_bandicam2020-09-0820-33-08-502.thumb.png.ae01ac13f5c54256a5e57b485b950d1f.png

I don't see any conflicts in MO and I'm not sure how to further troubleshoot this, so any help is appreciated! Thanks so much for you work!

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On 9/2/2020 at 10:52 PM, KouLeifoh said:

@Oubliette  I've used that mod for the longest time and never had an issue with it.  My High Poly Head mod does not include any eye mesh and was designed to support the vanilla eye shape.  That mod only changes the eye shaders used, not the actual shape of the eye mesh.

Yeah MO didn't show any conflicts and it's really quite strange but nonetheless all of my female elves had bugged eyes till I moved those files about the high poly head mesh in the left pane of MO. They're still a little pop eyed but they're in a workable state now. Originally it was so bad that swapping the eye depth slider to it's lowest setting barely subdued the clipping. Sorry could not figure out how to post an image I'm more of a downloader and a gawker than uploader of useful things. enb2020_8_30_15_14_33.bmp

15 hours ago, nobody29 said:

The lash placement isn't too terrible on these eyes and I could probably get them to conform with the sculpt function, but this doesn't happen to any male characters and this also doesn't happen if I switch back to the low-poly vanilla head with EFM. But some of the eye options have more obviously deformed lashes (especially the elven eyes) and Eye Shape 5 looks like this:317176041_bandicam2020-09-0820-30-55-373.thumb.png.f0127f61b0a978679a3e6c874d0bf8b5.png

 

Exactly like their problem. Except worse. 

enb2020_8_30_15_14_18.bmp

Edited by Oubliette

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@lareri  I don't quite understand what the problem is.

@Matsuho  It sounds like an issue of sculpt data left over from importing a preset.  It's not clearing properly and ends up creating deformations as you adjust the sliders.

@nobody29 @Oubliette  Are any of you using NPC replacers/overhauls that use my High Poly Head assets?  It has come to my attention that some of them were created as standalones, but the internal path for the assets wasn't changed.  So they will overwrite the same files used by my mod.  An example of this problem is if the NPC replacer/overhaul was created using vanilla morphs and the morphs were included, it will create morph issues when you install EFM support for High Poly Head.  EFM eye morphs with vanilla head morphs will create the issue shown in your screenshots.  This is an issue for the mod authors to fix, but you can get around it by not installing the high poly head assets included with their mods.  All the morphs are already baked into the Facegen of each NPC during creation.

  • Thanks! 2

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On 9/11/2020 at 8:07 PM, KouLeifoh said:

 

@nobody29 @Oubliette  Are any of you using NPC replacers/overhauls that use my High Poly Head assets?  It has come to my attention that some of them were created as standalones, but the internal path for the assets wasn't changed.  So they will overwrite the same files used by my mod.  An example of this problem is if the NPC replacer/overhaul was created using vanilla morphs and the morphs were included, it will create morph issues when you install EFM support for High Poly Head.  EFM eye morphs with vanilla head morphs will create the issue shown in your screenshots.  This is an issue for the mod authors to fix, but you can get around it by not installing the high poly head assets included with their mods.  All the morphs are already baked into the Facegen of each NPC during creation.

I am! Was just coming back to check because I was eyeing adding another new one to my list and it was mentioned in the comments that a lot of people had to roll back their version of High Poly Heads in order to make the mod work (and that there were extra assets included with those mods). I hid the esm on that one but not the bsa, I guess I'll go through all of them and hid their bsa's see if that fixes somethings. Thanks Kou! You're a champion ^_^

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Can someone make a tutorial for the xedit scripts please? I'm a complete noob when it comes to these things :P

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@Velezarius  Use xEdit to deep copy vanilla NPC records into a new .esp and use my custom xEdit scripts to filter races and swap head parts.  Then load the .esp in the CK to generate new Facegen data.

  • Like 1

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hi, i have tried for awhile now to make the xedit script to work but i get the  same error every time, i followed your instructions on how to do it but still does not work, this is the error


 

Spoiler

image.thumb.png.57076fe62c3851a222991b5dd7f3743e.png

i hope you could help me, and thanks again for this really awesome mod
 

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Just a heads up to say that removing all the improperly packaged NPC overhauls has indeed resolved my face problems. Really thought I was going crazy with how weird my characters faces looked and it was all because of those.  Got rid of some presets based on this head as well that were also improperly packed. I just will not bother downloading any of NPC Overhauls that use this head and are packed in a bsa or include anything beyond the NPC nif files. 

Thanks again Kouh!

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@monkeyangie  I see what the problem is now.  Some users opted to add the ESL flag to High Poly Head.esm to save a mod slot.  This essentially changes the internal load order in xEdit.  All the functions I've tried in xEdit to grab load order index will always return the logical order.  In your case, it'll always be 06 despite the internal load order being FE.  Since xEdit lacks documentation on properly referencing ESL-flagged plugins, the workaround for now is to temporarily remove the ESL flag from High Poly Head.esm, reload xEdit to update the load order, and then run my script.  Once all of that is done, you can add the ESL flag back to High Poly Head.esm.

@Oubliette  NPC Overhauls that are fully packaged in a .bsa file can still be used if you also install the loose files included with the High Poly Head mod.  Loose files will always overwrite anything packaged in .bsa files.

  • Thumbs up 1

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So I tried to use this with the BoChu race but unfortunately I ran into a problem I couldn't figure out how to fix. When using this mod it appears to force the "0" value in Scars to show one large scar on the Left side of every face that goes from Left eye down to Left Jaw. The issue here is that the custom-race BoChu scar slider has no other value but "0"

In short, this means that I have no way to use this high-poly head mod unless I want to have a weird floating scar on my character's face. I'm not sure if this can be fixed or not but I thought I'd mention it just in case.

Thank you for all that you do!

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I went vampire and now whenever i open race menu or load my save this happens to my characters face 75eb7e5b157a68a1c4d0bea8ac7c756d.pngd132c5f46400ab979ac25ca2a164d1d3.jpg

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Any chance you could make hi-poly versions of the hairstyles included in Hallgarth's Additional Vanilla Hair as well? Would be a shame if they were left low poly since they complement the other vanilla hairs really nicely. I know other mods are probably outside the scope of this one, but I figured it was worth asking.

 

 

Edited by RenaPG

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@Deltahn  You can try adding a custom scar to the Bochu race that doesn't reference anything.

@rainq  Use the included vampire fix.  Its purpose is to stop the vampire face morphs from being used and subsequently reseting your head mesh back to the default vanilla.

@RenaPG  Converting the vanilla hair meshes took me a long time to do and I don't have it in me to do another set, especially when there are permissions involved.

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I made my custom follower in race menu. Everything fine.  Exported head.  Made follower in ck using highpolyheads as master.

Extported head from ck. Changed textures path to point to follower mod.  However when I load up to check in game all the face is purple save for hair.  Running on LE and yes I used the loose files option.  Any ideas where I went wrong?

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Does anyone know if we are allowed to use this head for custom races or no or does the follower thing mean the same thing? Hes not answered me so idk where else to ask.

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I'm not getting vampire eyes when I use this, is it due to the no sunken faces option?  Or could it be because I use Better Vampires?  I get the fangs, but not the eyes.

 

Edited by DarkZephyr

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