Oblivion
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throttlekitty

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throttlekitty

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throttlekitty\'s hot heads, v1. 7.8.2007 Type: Replacer / Resource for character heads. Conflicts: Any other mod that changes the \\meshes\\imperial\\headhuman.nif file. Edit 10.11.7: A new head mesh has been added! \'tkMaleHeadTweak2\' is a variation on the first \"masucline\" tweaked head; it puts the cheekbones back more i

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throttlekitty's hot heads, v1. 7.8.2007

Type: Replacer / Resource for character heads.
Conflicts: Any other mod that changes the \meshes\imperial\headhuman.nif file.

Edit 10.11.7: A new head mesh has been added! 'tkMaleHeadTweak2' is a variation on the first "masucline" tweaked head; it puts the cheekbones back more in line with the cheeks for a 'meatier' look.


In the quest for an attractive face for my Oblivion characters, I found I had problems creating the sorts of faces that I find attractive: Sharp, angular and gaunt!The Facegen head is an "averaged" head mesh with even geometry to suit many types of face structures, But the facegen system doesn't have full coverage of the mesh in some areas when it comes to making something a little more stylized.So, I tweaked the shape of the base mesh to suit my taste, and I've had a much easier/faster time creating the types of faces I find appealing. There are a lot more tweaks i'd like to make to the head, but I don't have the software for adding a new facegen face. Thusly, I am limited to making alterations to the stock head, and cannot change the geometry in ways that I would like to.



Indcluded are two .nif head meshes: One is more masculine, one is more feminine. These terms are applied a little loosely, as facegen can still work either to suit different kinds of female or male heads using either. Both heads will function exactly how the stock head does, they will animate, deform, and texture sliders work as normal.I have not included textures, and by default, these meshes use the textures from \textures\characters\imperial\




Masculine:
- much more prominant chin
- sharper jawline
- more concave cheeks
- sharper cheekbones
- lower, more protruding brow
- sharper lip shape
- slightly narrowed and deepened eyes

This mesh is suitable for a rugged and sharp look. The lower brows add a permanent sense of meanness with just a hint of a scowl. This mesh is a bit more restrictive than default or the feminine mesh.


Feminine:
- softer and skinnier jawline leading to a strong cheekbone
- concave cheeks
- skinnier nose
- more defined lips with a slight pout
- lots of subtlety :)

This mesh is more suitable for a softer, cutesy face on the skinnier side of things.


I would suggest checking both meshes out in nifskope to better see the changes I have made. It may help to temporarily replace \meshes\characters\imperial\headhuman.nifwith one of these meshes.Load up the CS, and start checking out NPCs, or crafting a few heads to see how you like it.




Usage:

I really can't recommend using this as a full replacer, which I will explain shortly, but it is the easier route.Simply copy one of the heads to \meshes\characters\imperial\headhuman.nifand you're ready to go.You don't need to use the .egm, .egt and .tri files, they haven't changed from the orignals.


Using these meshes as replacers can be a little problematic. All the stock NPCs were built off of the shape/proportion of the default head, and the new vertex positions of my tweaks will change their shape Otentimes, these changes are quite dramatic, especially with concave cheeks.Some characters may look better, some worse.But it works nonetheless.




A more preferred solution would be to set up a custom race for your character.Rename one of the meshes to something suitable to your race, and place it in an appropriately named folder in \meshes\characters\You will also need to copy over the .egt, .egm and .tri files, and name them accordingly. Let's say my custom race is called "Low Elf" and I want to use \meshes\characters\LowElf\ I would place the files into this folder and name them as:

LowElf.nif
LowElf.egm
LowElf.egt
LowElf.tri


Now in the Construction Set, Define a new race in Character>Race.In the "Face Data" tab, set the head mesh to use this new one, and define it to use a custom texture if needed, or leave it at the default.

Alternatively, you can copy/paste another race to use for your own.


If you have an idea of the type of face you want, it may be easier to define some of the shapes you want here in the race menu. Defining what the race looks like affects how the Random button in character generation works.If you always want a sloped forehead for example, adding that to the race saves you some time when generating characters.


- I have not included a new race to use for a few reasons.Firstly, everyone has their own preference for what they look for in a face, and I don't want to limit that. Second, trying to come up with stats, spells and abilities for a cosmetic change just seems a bit much, and also limiting to players :) Thirdly, I don't wanna, so nyah nyah! :p





Credits to the original head mesh go to Singular Inversions and Bethesda Softworks.
Custom tweaks to geometry by throttlekitty.

This resource may be packaged with other modifications to TES4: Oblivion with permission and credit.