Skyrim

File information

Last updated

Original upload

Created by

DomainWolf

Uploaded by

DomainWolf

Virus scan

Safe to use

98 comments

  1. DomainWolf
    DomainWolf
    • premium
    • 986 posts
    • 1,084 kudos
    Locked
    Sticky
    If anyone finds any other issues in the head that I missed, please let me know and I will get it fixed ASAP. Currently there are normal mismatches due to the old UV being the standard one used for making them.

    CITRUS version is now out for anyone that is looking for it, Make sure you have the corresponding file from CITRUS installed for it to work properly (These files only contain the femalehead mesh, you will need the rest from CITRUS)
  2. LykiaOokami
    LykiaOokami
    • member
    • 55 posts
    • 1 kudos
    worked great for me until I wanted to make a new nord character and her right side of the face was melted. Same for all other humanoid races sadly, no idea what exactly caused it to suddenly happen and can't get it to work again, otherwise I was very happy with the mod
    1. Lexmax
      Lexmax
      • member
      • 1,222 posts
      • 13 kudos
      have to pick the correct head.nif within racemenu by using the Face Part slider
  3. Rhino111
    Rhino111
    • member
    • 1 posts
    • 0 kudos
    i had problems with citrus but when i launched the game the faces were ugly asf so i deactivate citrus and played with this mod and the faces look very nice.


    i extracted the .bsa of citrus but the same problem so... i guess that its better without citrus but u wrote that is necessary but hey, thanks
  4. moshimoshimfkers
    moshimoshimfkers
    • supporter
    • 34 posts
    • 0 kudos
    I never knew the default femalehead mesh was the source of so many of my texture grievances. You'd think there'd be a metric ton of different fixes for the femalehead mesh out there, but there isn't! Thank you so much for supplying one.
  5. BRSullivan86
    BRSullivan86
    • supporter
    • 612 posts
    • 35 kudos
    It looks fantastic. Thank you!
  6. sorca97
    sorca97
    • premium
    • 462 posts
    • 351 kudos
    Hey DomainWolf, how long did it take you to fix UV mapping of Citrus head? I'm waiting and waiting for author of this mod to fix UV of female head and I'm afraid it won't happen. Could you do this or at least show me how to do it? What tools should I use? He said he made female head vanilla-based for compatibility purposes, but man, what's the excuse is that? It's 1000 times faster to make any head texture symmetrical, than fixing messed up head mesh.
  7. xXaemanXx
    xXaemanXx
    • member
    • 130 posts
    • 0 kudos
    do i need to use the citrus since i got citrus or do i need to use hdt because i got hdt?
    1. DomainWolf
      DomainWolf
      • premium
      • 986 posts
      • 1,084 kudos
      I'd say try out both, and if the Citrus one doesn't cause any problems then stick with that.
  8. Razor Black
    Razor Black
    • member
    • 216 posts
    • 17 kudos
    There's a big discussion on LL about Blabba's citrus head and what was actually wrong with the mesh.
    You see, when he did citrus head he used Bethedsa's low poly head as a mold bringing with it all the defects
    of that mesh into his mod. It is not just the shadow of the eye, the left hemisphere of the face from the cheek
    to the top of the eyebrow is slightly depressed. This is why the left eye is slightly bigger that the right giving
    it the illusion of symmetry, Bethedsa's cheap fix. Look closer and you'll see it. I used your mod on a character
    I had already made although cleaner, mesh wise no change pity.
    1. DomainWolf
      DomainWolf
      • premium
      • 986 posts
      • 1,084 kudos
      Everything is a bit messy with the female head mesh. In order to maintain compatibility with facial morphs there wasn't much I could change in the mesh other than the UV, which is a complete nightmare. Bethesda must have had someone really inexperienced making the original female head mesh UV for it to turn out how it did, its almost as if it was made before the other 3 head meshes and they didn't want to modify its textures after the fact. (The UV is also why some textures work well with EFHM and others don't, because some people work in 2D software while others work in 3D)
    2. Razor Black
      Razor Black
      • member
      • 216 posts
      • 17 kudos
      Yeah I totally agree Bethesda rush through the whole process, God Howard wanted his money. I tried so many textures with the presets I was working on and the alignment issue always came up, I tweaked 2 presets here on the nexus to except most textures but it was a nightmare, compromises made. You did a bang up job, very clean, Blabba should have modeled head off of ECE at least then we would have a straight head to work with oh well. I'm not using your mod for my followers as yet but I plan too credit of course. Thanks for the reply
    3. chobibogamer
      chobibogamer
      • member
      • 49 posts
      • 1 kudos
      @DomainWolf I remember the female body mesh had a hole on the legs too lol XD I think it was missing a face or something, I forgot haha :D
    4. Razor Black
      Razor Black
      • member
      • 216 posts
      • 17 kudos
      I do remember the hole in the leg Lol
    5. chobibogamer
      chobibogamer
      • member
      • 49 posts
      • 1 kudos
      I thought it was a mod compatibility issue when I first saw it :D
    6. Camper Strike
      Camper Strike
      • member
      • 387 posts
      • 11 kudos
      I've been struggling with this exact issue for a while now, and I've never seen anyone else talk about it until now. Are there any female head meshes that don't have this problem?
    7. Razor Black
      Razor Black
      • member
      • 216 posts
      • 17 kudos
      Enhanced character edit head mesh does not have this issue.
    8. Camper Strike
      Camper Strike
      • member
      • 387 posts
      • 11 kudos
      Really? I've tried importing a basic ECE preset into Racemenu to use that as a base for my future (now past) characters and the head mesh still had the exact same issues (some, as you've been described); the left hemisphere is totally messed up. The eye is lower and much closer to the center of the face (aside from being bigger), the cheek is slightly sunken, the right and left side of the jaw outright don't match, the mouth is crooked and has a slight bias to the right side, one side of the neck is a tad more pronounced, and even the teeth are a bit messed up. I've spent a few months and then some trying to fix these issues in RM's sculpting. Doesn't seem like there's anything that can be done, other than I guess exporting your character's head to Blender and fixing it there. Although since you said ECE's head mesh does not have this issue, maybe I did something wrong.
    9. Razor Black
      Razor Black
      • member
      • 216 posts
      • 17 kudos
      What I meant to say was if you use enhanced character edit instead of racemenu then it does away with the alignment issue, as that mesh is symmetrical. But of course you loose all the work you've done in racemenu (characters). I will point you to this mod, which is my work towards the alignment issue and can be used on all parts of the face. I leave it up to DomainWolf if he wishes to leave the link here or not, you are familiar with sculpt which helps but is not necessary as the guide walks you through the process step by step. https://www.nexusmods.com/skyrim/mods/96833 Ultimately the choice is yours of course, for me it was all about the solution not the cause.
    10. Camper Strike
      Camper Strike
      • member
      • 387 posts
      • 11 kudos
      Ah, I see. I thought you could just import a basic ECE preset into Racemenu and then you'd have the fixed head mesh with good symmetry, and then you could work from there. That's what I tried doing for the longest time, until I realized it didn't work. I started over about a week ago from a straight up vanilla preset, and although it does have all of these issues I've just described, it's harder to see depending on the lighting. It also seems to become more pronounced if you use certain sliders to tilt the eyes, so I'm mostly not doing it at all for now. Thanks for the tutorial, by the way. I'll give it a try and see what happens.

      https://imgur.com/9aALyxO
    11. Razor Black
      Razor Black
      • member
      • 216 posts
      • 17 kudos
      Sabrina looks good, but I can see the mis-alignment. Pictures of a character really show any alignment problem I've noticed, so what I do is take a dead straight on shot of your characters face. Then edit the picture in paint, put a box around the eyes using the right eye for the alignment of the box that will tell you. Good luck though, Sabrina doesn't need that much work.
  9. archtrtd1
    archtrtd1
    • premium
    • 238 posts
    • 6 kudos
    I've been a long time user of the citrus head and have spent a lot of time working around those quirks. Thank you so much for sharing these fixes with us!
  10. MrTissueBox
    MrTissueBox
    • member
    • 161 posts
    • 1 kudos
    Any plans for a male head?
    1. DomainWolf
      DomainWolf
      • premium
      • 986 posts
      • 1,084 kudos
      Male head was made properly, the female head had some major defects that have sunk into the modding community as a whole, EFHM is not a perfect head, as it still lacks proper centering, but given how far in we are with textures it would be somewhat pointless to try and fix that defect.
    2. archtrtd1
      archtrtd1
      • premium
      • 238 posts
      • 6 kudos
      Have you ever made a male character using the Citrus male head? The eye openings on the mesh seem to be set too far back into the eye socket causing the "double eyelash" bug. I've tried fixing it with the morph tool in RaceMenu, but the results are very weird. Do you know how I could go about fixing this? I know a lot of people would love to have a high poly male head mesh that actually works with all of the RaceMenu morphs.
  11. Darklocq
    Darklocq
    • premium
    • 2,544 posts
    • 100 kudos
    People seem to know what they're talking about here, so I'll ask here: When I use RaceMenu's extended set of sliders to do things like fine-tune brow shape, eye size, and so on, I find that many of the available options make half of the eyebrow disappear into the head (including with the original heads) if I move pretty much any upper-head-related slider more than a hair in either direction. Am I just doing something stupid, or is this a lost cause? Haven't tried yet, but it just occurred to me to try again, and get the head geometry as intended, then go change the base eyebrow option and change it back, and see if it "re-wraps" to fit the changed head. I dunno. It happens so much I just gave up trying to customize heads much. I've noticed the effect on followers made by others, too. E.g., Mango loses half her eyebrows when changing expressions in many cases (frowning, questioning, etc.).
    1. DomainWolf
      DomainWolf
      • premium
      • 986 posts
      • 1,084 kudos
      Are you using CITRUS? That seems to normally happen a lot with that.
    2. Darklocq
      Darklocq
      • premium
      • 2,544 posts
      • 100 kudos
      I'm not. I have it, and have toyed with it, but it's not in my game as the default head, or one I'm using in RaceMenu that I know of (I guess it's possible some particular presets I've tried were built with it, but my current one is just a vanilla preset that I've been working up into something different). Mango doesn't use Citrus, either, though I probably have a follower or two who do, somewhere.
    3. DomainWolf
      DomainWolf
      • premium
      • 986 posts
      • 1,084 kudos
      Hmm, not exactly sure of why it would be happening then, it may have something to do with the brows not being setup for RaceMenu sliders. You may need to use RaceMenu's sculpt feature, targetting the eyebrows to fix some of these issues, as it sounds like more of a facial morphs issue.
    4. Darklocq
      Darklocq
      • premium
      • 2,544 posts
      • 100 kudos
      Thanks for the tip. Not sure I've even tried that Sculpt feature yet.