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High Poly Head 1.4

   (37 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 153
  • Hot 8
  • Hyper! 4
  • Thanks! 20
  • Green Love 2
  • Thumbs up 15



User Feedback

Recommended Comments



14 hours ago, KouLeifoh said:

 

@DarkZephyr  Better Vampires actually use custom vampire races.  The head mesh should not affect the vampire eyes.

Hmm.  Well thanks!  Its a beautiful mesh. 

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Works great aside from the fact that I still had the dark scars issue, despite changing the weight as instructed.

Applied this fix to femalemaskleftside.nif, femalemaskrightside.nif, maskleftside.nif, maskrightside.nif and now scars work perfectly regardless of skintone or enb used :)

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how come i don't have fangs on my vampire? nevermind I had to change the headpart lol

Edited by taoxue

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Would it be at all possible to get the ECE morphs as well? There's about a dozen in ECE that can't be replicated through RaceMenu or EFM. Excellent work though.

Edited by randosgud

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Any chance you will make head variant shape from this RANs Headmesh Variants mod? https://www.nexusmods.com/skyrim/mods/7127?tab=description

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@krocoz  I think RaceMenu already included them in the Head Shape preset slider (5 head shapes).  They've already been converted for my mod.

@ihavenoname1990  I've no experience using Vortex.  My gues is that you'll have to install it from the zip file.

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On 11/28/2020 at 6:59 PM, KouLeifoh said:

@krocoz  I think RaceMenu already included them in the Head Shape preset slider (5 head shapes).  They've already been converted for my mod.

@ihavenoname1990  I've no experience using Vortex.  My gues is that you'll have to install it from the zip file.

Oh hey, you're right, it is on the Head Shape preset slider. Thanks! Another question is, there is a clipping on ECE's eyebrows, do you have a plan to either patch it or create a high poly ECE's eyebrows?

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If the ECE eyebrows are using custom textures on the vanilla eyebrow mesh, then you can simply patch/duplicate the ECE .esp to have the eyebrows use the high poly eyebrow mesh from my mod instead.  This applies to all eyebrows that are simply retextures of the vanilla eyebrow mesh.

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8 hours ago, KouLeifoh said:

If the ECE eyebrows are using custom textures on the vanilla eyebrow mesh, then you can simply patch/duplicate the ECE .esp to have the eyebrows use the high poly eyebrow mesh from my mod instead.  This applies to all eyebrows that are simply retextures of the vanilla eyebrow mesh.

I see, but I found this mod and you can use it for instant ECE compatible eyebrows: https://www.nexusmods.com/skyrimspecialedition/mods/40477

Thanks for your information again.

Edited by krocoz

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The vampire fix is working, no sunken cheeks and the head mesh is high poly, but I've lost the vampire eyes in the process. The vampire eye textures I have installed do not have an esp and are not being overwritten in MO2. I'm not sure what the problem could be, or how to go about fixing it.

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On 1/29/2020 at 6:57 PM, Oozaru85 said:

Alright, I decided to give it a try, but now I got a huge issue. The eyes are totally messed up on my characters with this head. As in: when I swap to this high poly head, and try to move the eyes up or down for example, or if I change eye lid heights, the eyes don't adjust. They don't move. The eyeball stays in place and only the eye lids or eye area move up or down, but not the eyeballs.

Is this head compatible with vanilla eyes only? I have The Eyes of Beauty installed, and it doesn't seem to work with them. So... will there be a patch or something?

 

Thanks in advance. 

 

Edit: Fixed it.

I know this is old, but how did you fix it? I have the same issue and can't figure it out

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On 11/23/2020 at 2:50 PM, KouLeifoh said:

@randosgud  The conversion itself is not that difficult, but I would have to cross-reference which ECE morphs have already been ported to RaceMenu to avoid redundant work.

I could get you an exact list of the ECE sliders that do not already exist in RaceMenu. I have them on hand. Would you prefer a PM or just a comment here?

Also I'm ecstatic that you're considering this. I know it's not a promise or guarantee, but it's far more than I was expecting.  So thank you very much.

 

EDIT: I will do one better and PM you a spreadsheet with the sliders, labels, variables, paths and filenames so you have everything available to you. Hopefully this means all you would have to worry about is the conversion.

Edited by randosgud

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Hello! I was able to give all npcs in my game the high poly head to match the high poly body. It looks amazing! Especially with an ENB! 

I do have one problem though. When I get close to characters that are nearly bald or have hair that are closer to the scalp (did I say that right?), this begins to happen to their hair. I have no other mesh replacers for hair. But as they go further away, the hair begins to show up properly. Am I missing something?489830_20210101224009_1.thumb.png.2851ff7d08e39add1b735e5a3dba3c5e.png

Edited by Almond

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@Almond  Make sure you also install the high poly vanilla hair meshes that are included if you plan on using the vanilla hair with the high poly head meshes.  Your screenshot suggests that you're still using the original vanilla hair mesh and it doesn't line up properly with the high poly head mesh.

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hello, ive been searching on how to fix the issue of getting high poly head working alongside smp body. activating high poly head slider completely glitch out the breast physic. does anyone know how to avoid this, any fix, or patch, etc?

 

Thank you in advance!

Edited by XenoZa

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On 1/10/2021 at 4:59 AM, KouLeifoh said:

@Almond  Make sure you also install the high poly vanilla hair meshes that are included if you plan on using the vanilla hair with the high poly head meshes.  Your screenshot suggests that you're still using the original vanilla hair mesh and it doesn't line up properly with the high poly head mesh.

I double-checked. I was able to fix the problem. I forgot to make sure the High Poly Hair option was ticked. My bad. 

Thanks for the response and for the great mods you make!

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