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High Poly Head 1.4

   (106 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 354
  • Woah! 4
  • Hmm… 1
  • 🍑 9
  • 🍆 by Kazu 14
  • Hot 20
  • Hyper! 6
  • Thanks! 36
  • Green Love 5
  • Dislike 2
  • Thumbs up 43



User Feedback

Recommended Comments



9 hours ago, KouLeifoh said:

@Lycanthroat RaceMenu itself has a "bug" when using custom head textures and changing the face parts.  You need to force a model update by changing player weight to fix the texture issue.  As for the head export, it seems to work fine for me.  I created a custom race using the vanilla head, changed the face part to the high poly head in RaceMenu, and then exported the head in Scupt.  The high poly head mesh is there, though slightly morphed by the skinning data.  I tested this on both LE and SE (1.5.97) using the vanilla female skeleton.  I'm not sure if the Ningheim race is doing something different that's causing issues for the head export.  If the Ningheim race is only used by the player, you can try swapping the headpart record from vanilla to high poly in the mod itself to force it to use the high poly head as default.  Vampire races (even in vanilla) have a lot of issues on its own with regards to head morphs and RaceMenu.  Fixing those issues might be beyond the scope of this mod.

Aye, I eventually did that just that and copied over the headpart records from high poly to Ningheim and it works flawlessly. Vampire races are one part of Skyrim Bethesda really dropped the ball on, the idea of a race that "wraps" around another and isn't directly editable is and always will be an awful idea. Hopefully if anyone else has these problems with Ningheim and this mod, they'll find these posts. I would imagine swapping the headparts over will work for most other custom race mods also. This is now forever in my load order, cheers.

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I don't know why or how but i get glichted eyes, there is maybe one eye shape on female head that fits, the rest is glitched and can't be fixed with sliders. 

SkyrimSE 2019-12-30 21-30-59.png

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Hi!

Everytime I reload a save game the head disappears - all I'm left with are floating eyes and a mouth.

Basically it goes from facepart 3 (Highpoly Head) back to facepart 0  upon reloading

How do i fix this? Is this a compatibility issue? 
Thanks

 

Edited by polary

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14 minutes ago, shookones21 said:

how tf do i get it to work?

for someone to help, you must explain in which way it's not working ?

if you want to know how to use it, then read the "usage" section in the description. Or is there some issue apart from that?

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39 minutes ago, air said:

for someone to help, you must explain in which way it's not working ?

if you want to know how to use it, then read the "usage" section in the description. Or is there some issue apart from that?

i think i got it working but where do i find this face part slider? sorry i am new to modding

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33 minutes ago, shookones21 said:

i think i got it working but where do i find this face part slider? sorry i am new to modding

in racemenu, under the Head section. The screenshots show examples where you can find it

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58 minutes ago, air said:

in racemenu, under the Head section. The screenshots show examples where you can find it

i tried but the slider wouldn't move.

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Thank you so much ! Great mod

The male character on the screenshots is gorgeous. But I can't find his brows and his hair anywhere. Which mods are you using ?

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@KouLeifoh Thank you for responding! Also if it's not too tedious to ask, is it possible for someone to do this themselves with ECE? Or does ECE have so many custom tri files that it's just overall not recommended?

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Great mod but it seems like i cant use any brow mod that isnt converted to work with this due to the clipping it has, also has this on the hair meshes in some places as stated. 

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Hello about the new update Female head mesh, the head has carried a bug from the vanilla head, the left eye ( or right eye in your perspective ) will slightly more open and the dark part insdie the eye will go outside the eye abit , causing the eye to be darker and abit wierd , only dark intense eyeliner can cover it up
There is a guy on nexus managed to fix this bug on vanilla head , can you please look into it ? please please ,i know everyone here is all about males but :") .... pls look into it thanks man , ur head is the best
https://www.nexusmods.com/skyrimspecialedition/mods/21239

  • Like 1

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Nice work. Too bad there's no ECE version tho. I'm not touching Racemenu until they've finally added the additional ECE face and body sliders. Which was supposed to happen "soon". But still nothing. :(

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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.

Edited by Oozaru85

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Any reason why there is a dawnguard.esm master file required for this mod? I want to use this for enderal but since it needs the DLC it's not possible. Probably the same for people without this dlc. A version without it would be great.

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15 hours ago, Khlas said:

Any reason why there is a dawnguard.esm master file required for this mod? I want to use this for enderal but since it needs the DLC it's not possible. Probably the same for people without this dlc. A version without it would be great.

Probably because of vampire heads. As for the lack of the Dawnguard DLC, why would anyone not have it? I mean, SSE comes with all the DLCs included. And for Oldrim it costs $2, so not really a fortune, right?

 

I see that this might be an issue for Enderal. You could try and delete the Dawnguard.esm from the masterfile list in CK for High Poly Heads.esp. 

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On 1/30/2020 at 9:05 PM, Oozaru85 said:

Probably because of vampire heads. As for the lack of the Dawnguard DLC, why would anyone not have it? I mean, SSE comes with all the DLCs included. And for Oldrim it costs $2, so not really a fortune, right?

 

I see that this might be an issue for Enderal. You could try and delete the Dawnguard.esm from the masterfile list in CK for High Poly Heads.esp. 

I removed dawnguard references from the .esm with TESVEdit, cleaned masters, and now it's working. It was vampires head dependencies as you said. No crashes unless I want to export a .nif headmesh but I don't care, I can still sculpt and save/load it without issues in Enderal it seems.

Edited by Khlas

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I can't get the vampire fix to work, when I use "player.setrace nordracevampire" to change myself to a vampire, I get the vanilla head mesh with sunken cheeks. If I open racemenu and refresh the head mesh back to high poly, the head returns to vanilla if I reload the save. I have tested on a completely clean save with no other mods except sam light, racemenu and this mod. I even tried unpacking the BSA, and nothing is overwriting it.  I'm using  High Poly Head 1.1 for SSE.

Edited by zethiroth

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Upside: Got it working with the only hitch being me not initially RTFMing on how to get it working in-game via RaceMenu. Goodbye head blockiness.. The darker head texture sorted itself out once I exited RaceMenu as well.

Downside: I discovered a bug in the eyebrow mesh morph. Fortunately, I found a similar enough eyebrow in the selection available that doesn't have the clipping.

 

Before:

HiPolyHeadMeshBefore.jpg

 

After:

HiPolyHeadMeshAfter.jpg

Edited by MadCat221
  • Like 2

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BUG WITH ECE SUPPORT: It seems the files are misnamed.

 

For instance in the female ECE support package, meshes/actors/character/facegenmorphs/morphs/expressions/...

....expr_eyesfemale.tri needs to be eyesfemale_expr.tri.

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      - TWINK Race V2 ( If you use it )
       
      If you only use SAM Light without Twink or BILF, use SOS patch continuation here :
      SavrenX Schlong of SAM Light - Continuation | HDT BBB | HDT SMP - The Elder Scrolls V: Skyrim - VectorPlexus (vectorplexis.com)
      All my mods going forward will still be based on the default path because compatibility includes SOS V2. Be patient because SOS V2 very complicated with textures patch.
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