I like the head but, is it possible to have my custom race use her appropriate texture? I got the head to work just fine, but the texture will be correct in Race Menu, but switch back when I back out of it.
I realize this is probably coming a little late, but what problems are you having with installing it? I'm not sure if I've done something to my MO, but when I try to install the mod it "just works". I have MO2 set up to accept nexus download links, so when I hit download its served to my MO2 download folder. Then I just unpack it and no errors pop up.
Use MO1 and set up a personal API Key. A bit Old School yeah but MO1 has features that MO2 doesn't, Such a the "Let MO Handle BSA's" Check Box, lets you extract .BSA's and it lets you keep your Mods, Downloads and Web Cache Folders on a separate HDD/SSD... and that is a ton more useful in my book, even if the software is a bit dated.
Also you can just Unpack the Archive with BAE or BSAOpt like Laxmidi did.
Actually MO2 does not auto check all the boxes in Archives. That is my current problem. I am bout to attempt to use the Legacy MO and see if that works better. If not guess i might not be able to use this mod which is unfortunate.
edit: This did end up working for me.. Installing the MO1 so i could manually click that box that mo2 would not allow me to do.
Same here, with MO2, it works no probs. I used MO for a few years but switched to MO2 (years ago) and I definitely wouldn't go back. MO2 asks if you want it to unpack BSA's - so it definitely does handle .bsa (archives), it might be a setting you have to toggle I don't remember if it does it by default. And MO2 handles x64 tools because it itself is x64. For instance, the SSE version of 'Bodyslide and Outfit Studio' runs smoother (because of the 64bit) even though I'm running it with x86 Oldrim.
The idea is great, but i spent hours to get this mod working in my game, and still cant, i did what ever mentioned in description and still no sign of any head mesh improvment, " I don't install mods though NMM or Manual anymore" fine, but i am using NMM, i never used Mod Organizer , i downloaded MO for this mod and, couldn't get the mod working on it either, i dont know how many people using it but most of the mods here supporting NMM, why this mod not...
Ok first off I love the visual improvement that it makes to the game. Now to the problem. As per your instructions I unpacked the .bsa file and simply copied and pasted it into the proper directory. Popping into race menu was enough to see the proper polly count was working. But now npc's lips do not move when they talk. It's completely immersion breaking. I tried adding a "teeth" mod to see if this would force the issue. Now my followers lips move but still not the npcs. Is this a mapping issue? I simply don't know. Sadly since I copied and pasted the loose files directly into the game files uninstalling will be a pain. On paper I love the idea. It literally brings Skyrim into the modern gaming age. But so far for me in action the cost of doing business is just to high.
If anyone has any ideas on how to address this I would appreciate it. Keep in mind that my game NEVER has this problem prior to installing this mod. So though I want to fix this issue I'm not going to throw everything else under the bus for it. I would rather simply uninstall this mod if it comes to that and say "Oh well it was a nice idea."
You definitely have a valid problem. See, NPCs have an attached head mesh file in the CK (Creation Kit), so any mod that messes with these meshes will have to have its own exported head mesh. The mod does note the replacer version is intended for use with the CK. The many mods that change the heads of NPCs actually have an exported head mesh packaged with the mod to prevent the above issue. Therefore, if you are using the replacer file, you would also have to regenerate every single head for every single NPC in the CK, which is not overly difficult at all, if you wanted to attempt that.
Unfortunately, aside from this, you will continue to experience the problem you're encountering otherwise, 100%, and it is indeed because of this mod. My recommendation would be to use this mod for your character only, and then to use one of the many appearance overhauls for NPCs, which again, come with the mesh file included.
I was able to get another working .tri file to get the npcs lips moving. Sadly this slagged every preset that I had. It also caused some lovely artifacts on my character. Sadly since I used the insanely misguided copy and paste method the author recommended I cannot simply remove the existing file. If I do so I loose my only preset for my character. Any ideas on if this can be fixed would be great. the artifacts aren't over the top. But I'm a perfectionist when it comes to my toons. So it literally drives me bonky every time that I notice it. I have attempted to fix them in sculpt but even on my 65" monitor I can't see what it's doing well enough and keep having to scrap the changes.
And would you be so kind and tell me where to find tutorial for swapping vanilla headmesh to high poly in CK. Or may you tell me in short term how to do it. Thanks in advance.
@blabba, Would you allow me to upload the SSE version here, on Nexus? I got so many people asking me to provide them with it in PMs and I feel like it would be much easier for all, if there was an upload on Nexus for it. Thanks for the mod and for any type of response :)
There is a tutorial on Loverslab for how to convert it if youre interested. It seems to work well for me, save for argonians which seem to be unaffected atm for me.https://www.loverslab.com/topic/92569-skyrim-se-citrus-head-mesh-conversion-tutorial/
I am noticing my current presets have to be remade if I use the high poly head. Is there anyway to use this mesh and still have my preset resemble what they should? Or do I have to make preset exclusive to this head mesh?
Nice looking mod but has the major drawback of eliminating mouth movement on the PC and NPCs when installed. If you're hoping for something that looks really nice and is ready to go out of the box, apparently this ain't it.
I don't know about the replacer version, but the standalone version works perfectly fine in terms of mouth movement for the Player Character. They emote properly when using mods like player voice and head tracking and expression modifiers also work perfectly.
566 comments
How do i install this mod with MO2 ? Since it doesnt have the box to " let MO manage my BSA files in Archive Tab ?
Thank you
Also you can just Unpack the Archive with BAE or BSAOpt like Laxmidi did.
You don't have to click that box because it automatically does it
edit: This did end up working for me.. Installing the MO1 so i could manually click that box that mo2 would not allow me to do.
And MO2 handles x64 tools because it itself is x64.
For instance, the SSE version of 'Bodyslide and Outfit Studio' runs smoother (because of the 64bit) even though I'm running it with x86 Oldrim.
https://vectorplexus.com/files/file/283-high-poly-head/
If anyone has any ideas on how to address this I would appreciate it. Keep in mind that my game NEVER has this problem prior to installing this mod. So though I want to fix this issue I'm not going to throw everything else under the bus for it. I would rather simply uninstall this mod if it comes to that and say "Oh well it was a nice idea."
Unfortunately, aside from this, you will continue to experience the problem you're encountering otherwise, 100%, and it is indeed because of this mod. My recommendation would be to use this mod for your character only, and then to use one of the many appearance overhauls for NPCs, which again, come with the mesh file included.
That installation method sounds super yikes. Hope your recovery went well.
I got so many people asking me to provide them with it in PMs and I feel like it would be much easier for all, if there was an upload on Nexus for it.
Thanks for the mod and for any type of response :)
Let's hope for the best
It's a shame the mod is no longer supported.