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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



wow this looks amazing! unfortunately im stuck in 1.5.80 until another skse mod i use gets updated and thus this isnt properly working for me, but i still would like to try to add the brutish high poly head to a custom race that i am using, any chance you could help me out maybe with a high poly brutish head and some pointers on how too get it to work?

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The process is a bit technical.  The basic idea is to add the custom morphs to the existing *chargen.tri files as an additional type (eg. NoseType6).  The custom race will then need to be modified accordingly for this.  This should allow you to use custom morphs on the vanilla sliders regardless of which RaceMenu version you're using.  The caveat is that you won't be able to simultaneously use other morphs on the same slider (eg NoseType1 + custom NoseType6).

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Love the mod, just having one issue I can't seem to work out myself, when I become a vampire lord and revert form my face becomes blocky again, is this something I'm doing wrong? I've installed all the optional files including the "vampire fix" hoping they might help but didn't.

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This is probably a stupid question but i really need to know how to install this mod manually and where i need to put the files in my skyrim folder. Thank you in advance for the help. 

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On 4/5/2020 at 4:16 AM, KouLeifoh said:

The process is a bit technical.  The basic idea is to add the custom morphs to the existing *chargen.tri files as an additional type (eg. NoseType6).  The custom race will then need to be modified accordingly for this.  This should allow you to use custom morphs on the vanilla sliders regardless of which RaceMenu version you're using.  The caveat is that you won't be able to simultaneously use other morphs on the same slider (eg NoseType1 + custom NoseType6).

I'm really sorry but cant quite understand what you mean im an absolute noob when it comes to racemenu. just for some perspective i took your sam light body(Thank you so much!) and put the brute argonian head mesh on it as a custom race.

So what i was wondering is if you could please export the the high poly head with the Argonian Brute morphs so i can add that to my custom race and customize my player character.

Thank you so much for all your mods btw, the quality of your work is unmatched!

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Hi! 
I use a Femboy SSE custom race mod, It works if I use female gender but it doesn't work if I use male gender(males use female heads in that mod). Could you please make a version for SSE where male heads use female high poly heads?

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@chronos91 I forgot to include the Vampire Lord race in the Vampire fix.  The change needed is relatively the same as the vampire races.

@OOGABOOGA It's installed just like any other mod.  All files go into the Data folder of Skyrim.  For manual installation, check the mod description to figure out what each folder in the mod is for.  Extract them in the order of the folder listing for the intended compatibility.

@AGplayz Only Animation Tools N2 is needed to extract/build the .tri files.  It's a simple drag&drop.

@Sam69 The female head mesh records in High Poly Head.esm can be edited in xEdit to add the Male flag to allow male characters to use the female head mesh.  The eye brows will need to be modified in the same fashion.

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Is there any way to use this with the vanilla character creation menu? The meshes themselves load fine but the morph files cause the game to freeze.

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All these screenshots you guys got face textures without dirt and wrinkles and stuff... I have a working Hi-Poly head and I can select and save and load and morph... but no matter what I do the texture stays the same exact thing as old man vanilla textures - default vanilla nord - what do I have to do to get a younger looking head and body texture? Am I missing something important?

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1 hour ago, Llyonne said:

All these screenshots you guys got face textures without dirt and wrinkles and stuff... I have a working Hi-Poly head and I can select and save and load and morph... but no matter what I do the texture stays the same exact thing as old man vanilla textures - default vanilla nord - what do I have to do to get a younger looking head and body texture? Am I missing something important?

this mod is a head mesh. it doesn't mention changing textures or anything; you have to go find a texture and use that.

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On 4/18/2020 at 8:14 AM, sandy560 said:

Is there any way to use this with the vanilla character creation menu? The meshes themselves load fine but the morph files cause the game to freeze.

Without RaceMenu's ability to freely swap head parts, your options are fairly limited.  Before RaceMenu was officially released for SE, what I did was modify the player NPC record by adding high poly heads to override the ones used by the vanilla races.  Only the player will use the high poly head, but the caveat is that this only works on a new game.  The other option is to use the high poly head assets as a replacer for the vanilla head meshes, but this requires the tedious task of generating new FaceGen data for every NPC (vanilla + modded) that used the original vanilla head.  Creating a custom race is also a possibility, but that has its own issues.

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So here's where I'm at. I'm trying to use the Chargen function of Racemenu to get a custom NPC's head. Everything works fine until I switch the facepart from regular to high poly. This causes the face to become deformed. I've tried changing the face part of my presets I've made of other NPCs, and they have this problem too. I'm unsure why this is occurring. This has happened with all the NPC facegendatas I've tried. How can I fix this? Any help would be appreciated since I'm quite confused about what's going on

Edit 1

Well, I fixed it. This happened because the poly count on the head I was importing didn't match high poly, so deformations were caused. I fixed it by following the instructions in this video

For anyone who is dealing with LE and not SE, ignore the parts about mesh conversion. All you need to do is the outfit studio part and the mesh merge part. 

Edit 2

@KouLeifoh I was wondering how to convert custom races to high poly. I read from one of your response to theunknown in the support section that I need to make highpoly ESM a master to the custome race esp and then replace the various corrisponding parts. I am, however, confused. I am able to boot creation kit up with mod organizer, so I can make sure I create a session with only high poly esm, the regular master files, and the custom race esp. However, I don't know where to go from there. Also, when you talked about editing the corresponding head parts I was very confused since I don't even know how to access those in the esp. Any instruction you could give would be very helpful. In the meantime, I'm going to keep trying to figure this out. Thank you for taking the time to read my post and all the help you offer us

Update 1

I managed to add highpoly esm as a master to the customrace esp, but I'm struggling when it comes to replacing custom esp's corresponding parts. How do I accomplish this 

Update 2

I managed to override the corresponding files in the custom race esp with highpoly.esm's files. However, I am completely stumped when it comes to step 3 (making a racemenu preset or something). 

 

 

Edited by imhatedbychickens
  • Thumbs up 1

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On 4/19/2020 at 11:32 PM, KouLeifoh said:

Without RaceMenu's ability to freely swap head parts, your options are fairly limited.  Before RaceMenu was officially released for SE, what I did was modify the player NPC record by adding high poly heads to override the ones used by the vanilla races.  Only the player will use the high poly head, but the caveat is that this only works on a new game.  The other option is to use the high poly head assets as a replacer for the vanilla head meshes, but this requires the tedious task of generating new FaceGen data for every NPC (vanilla + modded) that used the original vanilla head.  Creating a custom race is also a possibility, but that has its own issues.

I'm fairly new to how NPCs and facegen works, so I'm sorry if I'm missing anything obvious. I don't mind it being player only, so it seems like I would have to override the vanilla record for the mesh path for the PC or add a custom race?

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Finally fixed the issue. It would have been way harder if it had not been for the compatibility of your mod. Thank you for this mod indeed, and not just for the meshes, but for the compatibility aspect of the mod structure

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Hi!, what ENB/Face/Body/head textures/meshes are you using in that screenshot, i would really like to have my NPC's looking like that!, thanks.
(ill post the screenshot i'm talking about)
spacer.png

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Is this mod not currently compatible with playing as a vampire lord? Issues with vampire lord aside, I love this mod a lot! I enjoy my character so much more with it.

Bu3k5oh.png

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Amazing work man. Much appreciated. Now we'll have to wait for someone to update all the NPCs so they use the new meshes. And btw, what do think of replacing the vanilla meshes with yours so that the high poly heads are being used instead the vanilla ones. Would that work? I'm assuming it could result in some minor clipping with female hairstyles but that's about it, right? That would save a lot of time trying to make NPCs use the new meshes. It would also save a plugin slot.

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@MissBae As previously mentioned, I simply forgot to include the Vampire Lord race in the vampire fix.  It'll be added a future update.

@Psiphon Using the high poly head meshes as a replacer requires generating new FaceGen data for all NPC's.  Skyrim comes with pre-generated ones using the vanilla head mesh.  The problem with this approach is that it will break all NPC/follower mods that use the vanilla head mesh.  The best alternative is to create a mod that replaces the vanilla head parts in NPC records with the ones from High Poly Head.esm and then generate new FaceGen data in the CK.  NPC/follower mods that rely on the vanilla head assets will not be affected.  I created some xEdit scripts (now outdated) for personal use to filter NPC records based on race/gender and then auto replace vanilla head parts with their high poly version.  From there, it's just a matter of generating new FaceGen data.  The main reason I won't be making such a mod is due to everyone's own personal preference (dirt vs no dirt, 1k vs 2k tint masks, tattoo replacers, USLEEP/USSEP changes, protected status, etc) in both LE and SE variants (DXT1 vs BC7 compression).

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Hey, I love your work and am thinking of making a male overhaul mod using these parts. Do you mind if I include your assets in my mod (with credit given of course), or would you rather I make your mod a master? I don't plan to use every asset but would like your feedback first. Thanks!

Edited by saberlynx

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The easiest approach would be to just use my mod as a master and a requirement.  However, if you want to make your overhaul as a standalone, only include assets that were actually used by the overhaul.  I just don't want people to merge my entire mod with theirs and call it a day (especially if only one beard is used out of the 46 covered).

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@KouLeifoh Thanks for your feedback! In that case i will go the dependency route; I already have a version that doesn’t use your mod and can easily convert it, thanks to how compatible it is! Plus it’s just less work for me to use your mod and this way I may eventually use all of your assets :D

Again, awesome mod. I’ve been recommending it to everyone I know who will listen. Some people said they don’t want to download off-Nexus but IMO it makes no sense to use an overhaul with High Poly Head and have their own character be low poly. I’ll release the low poly version as is. They can choose.

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@babix They're not compatible.  That mod is for the original vanilla head mesh.  I may eventually add support for it once there's a male version and updates have stabilized since it takes awhile to convert all the morphs, especially for males due to beards.

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14 hours ago, KouLeifoh said:

@babix They're not compatible.  That mod is for the original vanilla head mesh.  I may eventually add support for it once there's a male version and updates have stabilized since it takes awhile to convert all the morphs, especially for males due to beards.

thanks for explaining!

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      -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.
      Submitter cascade10 Submitted 10/06/2023 Category The Elder Scrolls V: Skyrim Special Edition compatible Yes Created by Anniversary Edition compatible Yes  
    • By cascade10
      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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