The heads will only show up when you have both this mod and the above mods installed.
Unique Tav version will be available hopefully on 15/03/24 with the update to have vamp teeth as options for Elves/Drow/Human and fix missing head on Elf.
for some reason nexus is completely unwilling to let me post a bug report, but - the "early access" version (i think? the one with the longer/taller more upright ears) seems to have an animation issue for body 2 drow, whenever you're in a dialogue with an NPC and doing the default "neutral/listening" type expression, the eyeballs are stuck looking somewhere off to the right, like this 👀
other expressions force the eyes back to normal, he'll briefly make eye contact if he's smiling or frowning or visibly reacting in any way but the moment he goes back to a neutral face, zoop! off they go
it's a shame--i was excited to be able to have the taller/longer style of ears on my drow ranger but i had to switch back to the standard version of the head because it was just too comical to have to keep watching the poor guy insist on staring three feet to the right of anyone he was talking to 👀 👀 👀
This is still an issue as of 2025. My Body Type 2 Drow Tav looks at the "camera" during dialogue, rather than the NPC they are chatting with. I've not tested this on other races.
I thought I was seeing things at first (haha), but after changing heads I noticed that my Tav went back to looking at the NPCs normally.
Since I would LOVE to have this 👀-issue fixed so I can do a playthrough with your mod, but lacking the 3D knowledge to fix it myself, I'd just like to ask about the progress of this. Do you have any ideas as to what might be causing it? Some skeleton/rigging offset perhaps?
Hi, I am in process now of converting the mod into the toolkit, and while I am doing that I am testing the heads again. Sadly due to health issues it is taking time, but personally I find working in the toolkit easier so while a lengthy job to convert and keep all unique IDs the same, it is preferable for the upkeep of the mod. due to my health issues affecting my hands I have been doing less 3D/skeleton stuff, to give my hands a break. But I am slowly getting back into it.
Sadly, technically all custom skeletons aren't yet correct. Due to how blender rotates bones and such. Which leads to the issue of having to force animation to highest setting. In this case it can happen due to the eye bones not being set right when converting them for bone editing. but to fix the eye issue you have to redo the whole process again.
The Half Elf versions should be working fine due to using the vanilla skeletons with 0 edits.
They are finally fixed with the latest update, extremely sorry for the wait. It took many remakes of the skeleton before one of them decided to work properly to fix the issue.
This might be an odd request, but could you by chance make a version of this that works for body type 3? I've been desperately looking for mods with less fem and more androgynous features for BT3 and it's been a struggle. 😭 If not, I understand.
Absolutely adore this mod and used it constantly while I had access to the PC version of BG3. Any chance you’re making it available on PS5? I’ll owe you my life o7
Amazing mod! I usually don't play male characters but i may give it a try with these heads for other races. Is there any chance that you could do the same for female half-elf heads? I'd love to use head 5 (HEL_F_NKD_Head_A) for a tiefling <3 That would be wonderful!
I second this request. This head mod is fantastic and the only one I haven't run into issues with the illithid effects or Astorian's bite marks not showing up. Not sure why they work with yours and not others. There's a particular half-elf head that I'd love to see ported to other races. Another modder has it up, but you lose the aforementioned effects which is so bizarre.
Hi, the issue with some mods not having the bite marks or illithid mark will sadly be due to VFX. Custom heads need adding to the VFX files but aren't compatible with each other currently. Which is why I made my patches mod for VFX, but it isn't easy to cover all head mods. My hopes is that eventually these files will be compatible with each other and each mod will be able to include those files without conflicts.
Hi, so I use this mod in tandem with the WOTD Aasimar Mod, and I'm using the half-elf head with the human ears, but I noticed in conversation that his eyes keep looking off to the side. I tested the regular half-elf face with this mod (the one with the regular half-elf ears), and the eyes look forward as normal. It's a very silly and small detail, but I like to take a lot of screenshots of my characters, so I was wondering if there was any way to fix this or what I should do. If not, I will just use the regular half-elf head, it's not a huge deal. Thanks!!
sorry not got back on this, in process of making a new head mod and think I know where it went wrong so should be easier to fix. but just to confirm does this happen right at the beginning of the game? so even in the first conversation with US or Laezel
Hi! this happens to me as well, I even tried a new game, human Tav using this face and the eyes just get stuck and don't work properly in the animations. It doesn't matter which act, even on the nautiloid, once you get into a cutscene, the eyes are looking only to one side. I also tried with high elf head and for that it works fine, so it looks like the issue might be original human head with half elf 5 head.
Ditto on this, with an additional question regarding the crackle textures being low res on the half elf faces for some reason. I'm wondering if that is a load order issue? Since I did put WOTD beneath all of the P4 mods. As far as the eyes looking sideways throughout convos it seems to be strictly a human race issue since Tief and Drow at least their eyes seems to be working fine (granted I'm still testing it, thank you custom companions mod)
I've also been curious about this, my p4 mods are both above and below my aasimar mod. I always thought this was just a feature though rather than a bug or something. But I'm curious to find out either way.
Thanks for the more information, as for the crackles those shouldn't be low res. I am referencing the ones in the WotD mod, so the exact same ones as the heads in that mod use.
Hey I'm having the same issue. But as a full Drow. If I go back to its stock appearance (half-elf even as a Drow character) it has zero issues and I was able to test that real time after finding this post. Thanks for looking into this! And for making it to begin with. So happy to use this face for my Drow character.
This is the best Baldurs gate mod. Just one problem, when I play with half-orc, sideburns floats off face. Is there a way to fix this? Thank you for your great work.
405 comments
.pak adds them as new heads not replacements
I am completely fine with retextures being released for use with this mod.
Alternature retextures by others (thank you) can be found here:
Elf, Drow and Human: This mod
Tiefling: This mod
How to make loose retextures:
Githyanki
Elves/Drow/Human
Tiefling like the mod linked above
- Whispers of the Divine - Aasimar Race - only the non crackle heads (for crackle heads use 2.0.0.0 under old files)
- WotD Aasimar - Script Extender Edition - non crackle and crackle
- Followers of Zerthimon - Githzerai
- Transient Guests Are We - Playable Dhampir (fangs were added to the heads)
- Flutter and Whimsy (Fairy Race) (Gnome head is made compatible with this mod for body 4 which uses Gnome body)
The heads will only show up when you have both this mod and the above mods installed.Unique Tav version will be available hopefully on 15/03/24 with the update to have vamp teeth as options for Elves/Drow/Human and fix missing head on Elf.
other expressions force the eyes back to normal, he'll briefly make eye contact if he's smiling or frowning or visibly reacting in any way but the moment he goes back to a neutral face, zoop! off they go
it's a shame--i was excited to be able to have the taller/longer style of ears on my drow ranger but i had to switch back to the standard version of the head because it was just too comical to have to keep watching the poor guy insist on staring three feet to the right of anyone he was talking to 👀 👀 👀
I thought I was seeing things at first (haha), but after changing heads I noticed that my Tav went back to looking at the NPCs normally.
Edit to add: I am using the UTAV version.
Thank you!
Sadly, technically all custom skeletons aren't yet correct. Due to how blender rotates bones and such. Which leads to the issue of having to force animation to highest setting. In this case it can happen due to the eye bones not being set right when converting them for bone editing. but to fix the eye issue you have to redo the whole process again.
The Half Elf versions should be working fine due to using the vanilla skeletons with 0 edits.
Any plans to do a Female version? I would really appreciated if It was possible to use Half-Elfs head profiles for Elves and Drows.
Best,
That would be wonderful!