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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



Thank you so much for these. The female head looks fantastic, and all I had to do was adjust the eyebrows. It looks like the search for a high poly head is over.

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On 3/21/2020 at 8:29 AM, MadCat221 said:

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.

The expr_eyesfemale.tri file is named correctly for RaceMenu usage.  Look at the meshes\actors\character\facegenmorphs\racemenu.esp\morphs.ini (packaged in RaceMenu.bsa) for the default filenames used for morphs by RaceMenu.  My high poly assets (head, brows, beards, scars) use different filenames and are defined in meshes\actors\character\facegenmorphs\High Poly Head.esm\morphs.ini (packaged in High Poly Head.bsa).  ECE is not officially supported since I don't personally use it.

Regarding a few other issues previously mentioned:

  • Head mesh reset upon vampire race change is an issue with the vanilla game and/or RaceMenu and may be out of the scope of this mod.
  • If the head turns dark after changing Face Part in RaceMenu, change the player weight to force the skin shader to update.
  • Existing NPC mods/overhauls are not affected, but if you want them to use the high poly head meshes, then new FaceGen data is needed from the Creation Kit.

Don't forget to change the vanilla brows/beards/scars to the included high poly versions to fix any clipping issues.

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Great work, already spend a few hours on sculpting after installing this. :)

Is it just me or are the eye lids of the female head asymmetrical. The right lid seems to be slightly higher than the left. I got aware of it when I increased the size of the eyes and switched though the eye shapes with the RM sliders. Guess it will take some more hours to get the eyes symmetrical agein. ^^

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The female vanilla head mesh isn't quite symmetrical.  While it's possible to make it symmetrical (with relative ease) in 3DS Max, head morphs might be slightly off as a result.

With regards to the UV of the female head, the eye sockets are not symmetrical.  One is slightly higher/lower than the other.  I already made a version of the female high poly head (based on the ECE female head UV) with it fixed and will release it as a small update for those who have been waiting patiently.

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On 3/22/2020 at 6:22 PM, KouLeifoh said:

The expr_eyesfemale.tri file is named correctly for RaceMenu usage.  Look at the meshes\actors\character\facegenmorphs\racemenu.esp\morphs.ini (packaged in RaceMenu.bsa) for the default filenames used for morphs by RaceMenu.  My high poly assets (head, brows, beards, scars) use different filenames and are defined in meshes\actors\character\facegenmorphs\High Poly Head.esm\morphs.ini (packaged in High Poly Head.bsa).  ECE is not officially supported since I don't personally use it.

Regarding a few other issues previously mentioned:

  • Head mesh reset upon vampire race change is an issue with the vanilla game and/or RaceMenu and may be out of the scope of this mod.
  • If the head turns dark after changing Face Part in RaceMenu, change the player weight to force the skin shader to update.
  • Existing NPC mods/overhauls are not affected, but if you want them to use the high poly head meshes, then new FaceGen data is needed from the Creation Kit.

Don't forget to change the vanilla brows/beards/scars to the included high poly versions to fix any clipping issues.

 

I did look at it. There is no instance of any file name reference in it where the start is "expr_" as the ECE file have. There are plenty that end with "_expr" before the file type extension. The defaults packed in the BSA have the correct file name, but the loose ECE files do not have this. As a result, the BSA defaults are not overridden by the loose files. Changing the loose ECE files' names to match enables their function in-game.

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Aside from the SKSE plugin(s), RaceMenu does not include any loose files.  The packaged morphs use the file format expr_*.ini, not *_expr.ini.  In the packaged morphs.ini, line 8 clearly shows expr_eyesfemale.tri at the end.

extension = Actors\Character\Character Assets\EyesFemaleChargen.tri, ece\CME_EyesFemale.tri, ece\RANs_EyesFemale.tri, ece\ECEEyesFemale.tri, nuska\eyesfemalechargen.tri, extra\RM_eyesfemalechargen.tri, expressions\EXPR_eyesfemale.tri

I've looked through RaceMenu.bsa in both LE and SE releases and they're mostly identical (SE has extra mouth morphs).  The EFA expression morphs I included follow the filename format used by RaceMenu.

Edited by KouLeifoh

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I'm not talking about RaceMenu, I'm talking about using the MFG console commands. The RaceMenu morphs work, MFG commands still use the default facial expressions. Changing the filenames enables functionality using MFG console commands, and also enables their use by NPC for facial expressions and speech phonemes.

 

That also does not match what I have for Line 8. Here's what I have:

extension = KL\High Poly Head\faceparts\maleheadmaskleftsidechargen.tri, KL\faceparts\maleheadmaskleftside_cme.tri, KL\faceparts\maleheadmaskleftside_ece.tri, KL\faceparts\maleheadmaskleftside_rans.tri, KL\faceparts\maleheadmaskleftside_nuska.tri, KL\faceparts\maleheadmaskleftside_extra.tri, KL\faceparts\maleheadmaskleftside_expr.tri

 

Edited by MadCat221

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On 3/24/2020 at 7:16 AM, MadCat221 said:

I'm not talking about RaceMenu, I'm talking about using the MFG console commands. The RaceMenu morphs work, MFG commands still use the default facial expressions. Changing the filenames enables functionality using MFG console commands, and also enables their use by NPC for facial expressions and speech phonemes.

 

That also does not match what I have for Line 8. Here's what I have:


extension = KL\High Poly Head\faceparts\maleheadmaskleftsidechargen.tri, KL\faceparts\maleheadmaskleftside_cme.tri, KL\faceparts\maleheadmaskleftside_ece.tri, KL\faceparts\maleheadmaskleftside_rans.tri, KL\faceparts\maleheadmaskleftside_nuska.tri, KL\faceparts\maleheadmaskleftside_extra.tri, KL\faceparts\maleheadmaskleftside_expr.tri

 

That entry is from my custom morphs.ini specifically for my high poly meshes.  The morphs.ini I'm referring to is the original one packaged with RaceMenu.  The file you renamed is for the vanilla eye mesh.  Those morphs are only for RaceMenu's Expressions tab (these morphs are internally named EXPR_Aah, EXPR_BigAah, EXPR_BlinkLeft, etc).  The original Enhanced Facial Animation mod is required for the eye/mouth morphs to function outside of RaceMenu (these morphs are internally named Aah, BigAah, BlinkLeft, etc).

9 hours ago, tata23 said:

you should add this to nexusmods, Great Mod!

While the Nexus is a good hub for mods, I have personal issues with the type of community that it fosters and would rather not be a part of it.

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6 hours ago, dude2324 said:

Are you planing on doing hd meshes for the elves as well?

Elves fall under the human category since they share the same head mesh as other races in the same category.

Human:  Breton, Dark Elf, High Elf, Imperial, Nord, Redguard, Orc, and Wood Elf

Beast: Argonian and Khajiit

The categories are based purely on the 3D models, not lore.  Dremora and Elder races also share the same head mesh as the human category.

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The brows are there on the Brows slider, but eye lashes are part of the eye mesh which isn't covered by this mod.

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11 hours ago, Yanoi-01 said:

Pretty half assed imo to not add eye lash mesh. Going back to vanilla 

What a rude comment. This is why we can't have nice things, people like you really push modders away from the community. If you can't appreciate this author's amazing work then don't use it and leave your comment to yourself. It's not like you had to pay for it.

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Just a word of caution to noobs like me. DO NOT highlight everything in the actor section of creation kit while applying this to npc's to do the ctrl F4 export facegen thing. Go through the races in the drop down list and make sure there are no kids. IF you DON'T every human kid will end up with a grotesque adult non moving fat head and face like I did and now am stuck with... 😧

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22 hours ago, Yanoi-01 said:

Pretty half assed imo to not add eye lash mesh. Going back to vanilla 

Sorry? This is a head mesh - nowhere in the description does it reference eyelashes.

Please do not act so entitled; Kou doesn't owe you anything. This is a wonderful mod and he did a fantastic job working with the resources he was given. But if you'd rather throw a hissy fit about not getting something that was never mentioned go right ahead.

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Hi KouLeifoh,

I'm totally new on this Racemenu and High poly Head. I install both mods, the face is still blocky and i'm totally lost.

Thank you KouLeifoh, I did changed to 3 for the human but I see two heads (Vanilla and High poly head) mix. I can see some part of High Poly Head under Vanilla Head. Vanilla head will not go away:/ 

Edited by Bruce8614

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5 hours ago, Bruce8614 said:

Hi KouLeifoh,

I'm totally new on this Racemenu and High poly Head. I install both mods, the face is still blocky and i'm totally lost.

Open RaceMenu, go to the Head tab, and change the Face Part slider to 2 (beast races) or 3 (human races) to switch to the high poly head.

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9 hours ago, taoxue said:

Hi, does animations work with npcs made with this head? thanks!

If the NPC is made with this mod as a master, then all animations will work fine.  If the NPC is made as a standalone, then the .tri files included with this mod are required for animations to work.

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20 hours ago, taoxue said:

Also will you ever think about making a patch for aesthetic elves? https://www.nexusmods.com/skyrim/mods/91496

It's a simple enough conversion.  In fact, it didn't take me that long to do so.  I'll include it as an option in a future update.  In the meantime, I'll add it here for anyone who wants to use it now without having to wait.

High Poly Head - Aesthetic Elves.zip

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      This is simple mesh replacer that fixes a number of issues with the mods Creation Club outfits SAM Refit and Bodyslide and Miscellaneous Refits for Skyrim Vanilla and Creation Club SAM Light.
      -It fixes the missing fingernail textures on the Spell Knight, Steel Soldier, and Daedric Mail gauntlets.
      -It fixes the broken normal map on Wraithguard.
      -It adds underwear to the Lord's Mail, the Golden Saint and Dark Seducer Cuirasses, and the Morrowind-style robes.
      Installation:
      This mod requires the following mods and their requirements, as it only replaces meshes.
      Creation Club outfits SAM Refit and Bodyslide
      Miscellaneous Refits for Skyrim Vanilla and Creation Club SAM Light
      https://www.nexusmods.com/skyrimspecialedition/mods/61438
      If installing manually, allow this mod to overwrite any existing files.
      If using a mod manager, load this mod after the preceding two.
    • By SavrenX
      View File SavrenX Schlong of SAM Light + HDT Patch
      While I'm working on a much better SOS V2, first update this SOS dll by downloading the file that I uploaded. Put that file DLL inside this folder path sos ( SKSE\Plugins ).
      If you are a BILF and TWINK RACE V2 user, keep using this SOS because the schlong patch uses the default.
      Put HDT patch manually inside meshes folder character male as usual. 
      Load order very easy 
      - SAM Light and everything including skin
      - SOS Patch ( + HDT patch if you need it )
      - HDT SCHLONG mod from vectorplexis if you need one
      - 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.
      Submitter SavrenX Submitted 11/03/2019 Category The Elder Scrolls V: Skyrim Special Edition compatible Yes Created by SavrenX Anniversary Edition compatible No  
    • By SavrenX
      While I'm working on a much better SOS V2, first update this SOS dll by downloading the file that I uploaded. Put that file DLL inside this folder path sos ( SKSE\Plugins ).
      If you are a BILF and TWINK RACE V2 user, keep using this SOS because the schlong patch uses the default.
      Put HDT patch manually inside meshes folder character male as usual. 
      Load order very easy 
      - SAM Light and everything including skin
      - SOS Patch ( + HDT patch if you need it )
      - HDT SCHLONG mod from vectorplexis if you need one
      - 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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