Skyrim Special Edition

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Dami

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DamiLovesSunflowers

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  1. DamiLovesSunflowers
    DamiLovesSunflowers
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    Hi everyone! I kindly request that you take a moment to read the Notes and Q&A sections of the
    description before making any questions or reporting any issues you may be experiencing.
    Additionally, please check if any other sticky posts or older posts made by other users
    may have addressed what you're looking for. Thank you for your cooperation!

    Enjoy! And don't forget to track and endorse! :)
  2. karurawasabi
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    Hmm, I'm running issues with this mod and CotR NPC replacers (including my own). The tri files I packaged inside my mods are still the default "low" poly, but kept in the same default file path, resulting in your mod's tri files replacing mine. Idk if I worded that correctly lol my brain is a mess rn

    Basically my game froze when I tried spawning any NPC that I've overhauled, or enter the same cell they're in. The game tries to use your tri files for an NPC that still uses the default poly CotR meshes, and it got confused I guess. I suppose I'll need to patch all my mods to use your high poly meshes. It's not hard to do, just tedious.

    tl;dr: if anyone reading this has an issue running this mod and my NPC replacers together, getting freezing or crashing issues... don't blame this mod, blame me instead :p

    Oh, and also: neat meshes! Huge improvement especially on the lips area :D
    1. DamiLovesSunflowers
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      Ahh so that's what's causing the various issues around here. Yes, I think a similar thing may be also happening with mods like Refined Volkihars for example (because I'm using that mod and always noticed that), that mod also uses the same file paths as COTR for its meshes and therefore gets overwritten by my meshes, which causes all of those issues. I'm suspecting the same happens with the rest of that author's replacers (and possibly many other replacers that are here on the Nexus).

      I never understood why people did it this way anyway, when making a replacer or a follower I usually just put all the meshes in different file paths away from the original COTR file paths. I'd recommend you to follow this guide for a bit and get to the part where they are talking about organizing your nif and tri files for you replacer / follower :)

      Also, mind if I sticky this for the time being? :)
    2. karurawasabi
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      I'm aware of the tutorial! I was just being lazy (again, sorry. don't be like me lol).

      Currently updating all of my replacers r n.
    3. DamiLovesSunflowers
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      I see! Glad you're updating your replacers! :)
  3. kevin109
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    Hey uhhh any idea why When exporting facegens from racemenu I can’t seem to get any textures but the mesh itself export’s fine?

    Also the old Cotr never had this problem.
    1. kevin109
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      Nevermind It was a custom headpart that I made, for some reason it bugs good ol racemenu 
    2. kevin109
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      To add I think it’s mostly because of the Number of polygons being exported by racemenu. I have a custom hair mesh that has a lot of polygons and because of that the face textures never export, so I export the face mesh with a different lower poly hair mesh so that the face textures can export. I move the textures to a different location so that the next time I export the real face mesh with the custom hair, it will not replace the face textures.
  4. zainjavaid
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    Hi Dami,
    Would it be possible for you to create a Patch for https://www.nexusmods.com/skyrimspecialedition/mods/103428 ? Thanks
    1. DamiLovesSunflowers
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      Hello, Zein! Right now I'm kinda busy working on other projects, and the mod you're requesting to be patched needs personal given permissions from the author, so I definitely can't do this as fast as I usually do, and not even right now, but I will keep your request in mind! :)
  5. brelyn96
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    Hi sorry if this is a dumb question but I am still new to the intricacies of modding. I am working on my Kaidan preset and am pretty much done. If I download this, do I have to remake him from scratch?
    1. DamiLovesSunflowers
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      Not really! Presets automatically become high poly once you install my mod, the only thing worth noting is that if you sculpted his head mesh a bit through Racemenu's sculpting tab you'd just need to smooth it out with the "Smooth" brush to get rid of all the spikes and holes :)
    2. brelyn96
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      Ah great, I will give this a try. Thank you for all your mods, btw. I really enjoy your work.
    3. DamiLovesSunflowers
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      Thanks a lot! :D
  6. allmightybrii
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    Hi Dami, I made a replacer using CoTR, and CoTR HPH. It has been a struggle for a non-nerd like me, lol. 
    I have finally got him in game, somewhat. My issue is that when he speaks his beard does not animate, resulting in horrible clipping. Looks great until he opens his mouth. I am using the proper beard Nif and tris from the CoTR hph file. Any clues how to fix? BTW, I love using CoTR, the results are amazing, and your mods make it so much more so, thanks.
    1. DamiLovesSunflowers
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      Hi there! Everything seems to be in order, beard nif and tri files coming from High Poly COTR and not a single mesh explosion (which was happening with the last beard mesh problem I solved in a COTR replacer). Definitely not a bug having something to do with my meshes.

      What I could think of is that maybe something going on with your replacer's esp? If your replacer's preset works perfectly in Racemenu and the nif and tri files come from my mod then it may have something to do with your replacer's head part list. Assuming you're following the tutorial linked in the sticky post, you may have either forgotten to name the beard head part after you exported head mesh nif's beard mesh name, or maybe pathed the beard head part meshes wrong, may want to double check that.

      Additionally (and may sound obvious), if your replacer is using a long beard coming from other beard mods (or Skyrim's esp), do remember that it won't animate with a replacer made with COTR even if you're using that beard's tri files, I'd advise you to sculpt your replacer's beard mesh a little through racemenu if that seems to be the case.

      Try the advised and let me know how it goes! :)
    2. allmightybrii
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      Using the beardshort03 cotr, with hph, so assuming its the hph nif\tri meshes. He looks perfect til he talks, I have had several other people look over my files from the Kaidan discord and they are stumped as well. Tried changing from the shortbeard034 to the 03, but as they use the same tri\nif files it made no difference. Now, since I use HPH, there is no way the beard would use regular CoTR resourses, correct? I am just truly not sure what to do, I thought about using the CoTR beard mod but was told there are added meshes that might make it worse.
      And yes, I used LLewelyns Tutorial
    3. DamiLovesSunflowers
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      Well I'm truly running out of ideas! Last thing that I could think of is maybe you're letting your replacer's mod folder get overwritten by another mod? (Possibly COTR itself if that's the case) Do not use the same file paths as COTR!

      Lastly, if it is possible that is, I could maybe have a look at your replacer myself? I could possibly find what could be going on, that's also how I solved the last replacer problem I encountered and that was made by another user, only if you haven't been able to fix the beard problem to this moment that is.
    4. allmightybrii
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      I would love to have you look at him if you have the time. What would be the best way to go about it?
      I have my replacer down at the bottom of my LO, btw.
      Also, I saw your update is out, really thinking about it but I need to know if it is compatable with the other CoTR mods I have, like makeup and such.
    5. DamiLovesSunflowers
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      I could indeed invest some time on it! You could upload your replacer's file on a new mod page (no need to publish it if you wanna keep it private) and dm me the file's url through the Nexus messenger! :)

      Answering your edit, you shouldn't get any issues with overlay mods (makeup, warpaints, etc.) made for COTR while using COTR Overhaul for the moment!
    6. allmightybrii
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      I have never uploaded a replacer, how do I go about it? Also, I downloaded the neck seams patch for tempered skins, which is the male skin I use, I replaced the dds files in my folder but still have neck seam. Did I do it wrong, I understood it to replace them for the ones I had from hph files. 
      I have uploaded my files, how do I DM you?
      Nevermind, figured it out, file sent (I hope)
  7. Katschaba
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    Hi Dami,

    could I have a suggestion? Since you are working on HP COTR update

    Do you think you would change the values on the base malehead.nif to match the body values? Glossiness, specular strength, colour etc. Because when these values are matched with the body it also helps to eliminate the neck seam, because it makes the head reflect the light same as the body. I am changing these values for myself whenever an update is released, but if it was there from the get go, for everyone to benefit (as not everyone knows about), it would be cool

    Thank you for all of the work you do <3

    Spoiler:  
    Show
    1. DamiLovesSunflowers
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      Hi there Katschaba! It's a pleasure to hear from you again! :)

      And yes! I am working on a COTR Overhaul! However it will not be a High Poly COTR update as you may think of, but a whole other new mod I'll be working on! I'm planning on not only cover my own High Poly COTR meshes but also the original "Low poly" ones! I feel like I've finished what I wanted to do with High Poly COTR, the release of COTR Overhaul will definitely be my next step! :)

      Regarding what you seem to be requesting, don't spoil my work LMAO. I am also working on another way of fixing the neck seams (since COTR Neck Seam Fixes exists) too! It is something that will come with a future COTR Overhaul update I'll be uploading soon after its release. Let's say I'm working on a "Automatic" way of adapting your favorite skin textures to work with COTR's head meshes, and of course fixing the parameters from the COTR head meshes is also part of the plan! :)

      Edit: The skin adaptations have been delayed and I plan to upload them as a separate mod similar to COTR Neck Seam Fixes.
    2. Katschaba
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      Wow, so much work you are doing! Thank you <3 Making me really excited for whenever it is released.
      I can't thank you enough for all of the love, time and work you are pouring into this <3
  8. JonThackery
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    Hey Dami, it's me again.

    Now i begin to be familiar with CoTR, but still i miss several useful sliders from my POV. Also i don't know if your mod is adding sliders to the previous CoTR Head (i suppose so...?) so maybe my "request" is innapropriate...

    First i precise i do not know if the sliders i'm talking about are from Classic Racemenu or added by ECE Sliders Addon for Racemenu (since i always had both installed from my beginning)

    These ones particularly (from HPH /classic RACEMENU) :

    _Face height in Head TAB (to reduce the forehead lenght)

    _Brows height in Brows TAB because i cannot figure to get hunter eyes like i do as usual without eyelid clipping issue

    _sliders for Ears in Head TAB also, make them bigger and wider

    _Nose tip size in Face TAB also because The nose type A and B are just for "pointing" the nose tip, not make it bigger

    _Eye Upper Shape in Eyes TAB because if the lower shape is tweakable, the upper is not i think



    I think i've done the full list, maybe sliders for tooth too, i need to investigate more for this case.
     
    1. DamiLovesSunflowers
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      Hi again Jon! I'd be happy to help you out finding the sliders you're looking for! And no, my mod does not add any new sliders, for it is all just a more smoothed high poly versions of the original COTR meshes!

      ECE Sliders Addon for Racemenu does not add any new sliders to COTR! It adds new sliders for the vanilla Skyrim races only!

      Sadly, there isn't a "Face height" slider for COTR, I'd recommend you playing around with the "height" sliders to reduce the forehead, using both of the "Eye height" sliders and the "Brow height" slider should do the trick! :)

      COTR already has a "Brow height" slider! The problem you're pointing out seems to be about the clipping going on with the brows and the eyelids when you use said slider tho. There is a fix for that! You just need to use the "Eyelids depth" slider in the eyes tab to get rid of the clipping whenever you use the "Brow height" slider!

      COTR does also already come with ear sliders! Once again, please go to the "All" tab of racemenu and type "ear", you'll get to see various ear-related sliders. Surprisingly, there isn't any ear-related sliders that make the ears bigger or wider, you'd have to sculpt the ears a bit through the racemenu sculpting tab to do so!

      The "Nose tip A" and the "Nose tip B" sliders only make the nose more pointy actually! If you're looking for a slider to adjust the nose tip size you can simply use the "Nose size" slider! :)

      COTR doesn't come with any upper eye shape sliders sadly! Maybe because it already has the "Eye shape" slider and the lower eye shape sliders.
    2. JonThackery
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      Thank you for your precisions (again).
  9. KingstonPrince7
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    so... I don't understand... is this compatible with the Refined NPC replacers series or not?
    1. DamiLovesSunflowers
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      If you're talking about the NPC replacers made by Aixcalibur, I'm afraid not! As stated in the sticky post, NPC replacers that use the same file paths as COTR will end up getting overwritten by my meshes and thus, cause issues. You can fix this yourself by making new folders and re-pathing things up through SSEEdit :)
    2. KingstonPrince7
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      B-But... it's... 1.8GB for TOSR and almost 1GB for MOSR... Oh, gods...

      No, wait, I'm talking about the NPC replacers made by RedguardDiaspora.

      EDIT: I think they are, I opened the files and I found they have their own male head file with their own tri, so I'll try this mod and see if I can use them together or my game will just work.
    3. DamiLovesSunflowers
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      Ahh, you shouldn't have to worry about any issues then! RedguardDiaspora's replacers use their own file paths away from the COTR file paths, so you should be able to use both their replacers and High Poly COTR at the same time with no issues! :)
    4. KingstonPrince7
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      Well, I tested your mod and... I feel disappointed and downed, all my presets look destroyed. In fact, my presets are supposed to just load them without the head mesh, but with your mod a lot of pollygons are going crazy, like dirty heads or damaged heads, I'll just remove this HPH add-on because the experience I had wasn't pleasant. Thank you for the mod anyway, DamiLovesSunflowers.
    5. DamiLovesSunflowers
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      Ah, what you seem to be describing is the common head sculpt deformation issue, please refer to the notes part of the description where I talk about this and how you can fix it, should solve all of your current problems :)
    6. KingstonPrince7
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      Well, I ended doing my presets from scratch, but, seriously... this mod is so good, now my characters look prettier. Here, take some kudos, you deserve them.
    7. DamiLovesSunflowers
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      I'm so glad to hear you're enjoying it! Thanks a lot for the kudos! :D
  10. JonThackery
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    BEARDS ! WE NEED BEARDS DAMMIT !

    Seriously thank you for your mod, now that i have spend some time on character creation, i must say it's pretty excellent.

    I notice a lot of improvements compared to classic Racemenu (with the ECE sliders add-ons) like prognathism/forehead sculpting essentially, but also the mouth and above all of them, the EXTRAS and EXPRESSIONS tab being improved for much more "expressive" faces.

    I'm still learning, but it seems to lack some features for me:

    _sliders for ears, like for making "wide ears" or bigger ears.

    _sliders for the nose too, like in classic RM, especially for the "nose tip" (the nose tip A and B are not enough)
    1. DamiLovesSunflowers
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      Hello Jon! I’m glad to hear that you’re enjoying your COTR experience. Although Trixter is the actual creator of COTR, I’m happy to pass along your message. I also noticed that you’ve started giving COTR a try. Keep up the good work!

      If you’re looking for more beard options in COTR, I’d recommend installing SV Beards for COTR. It offers about 500 beard combinations for you to choose from! If you’re looking for longer beards, you can use the ones that already come with Skyrim or other mods. Just remember to sculpt them a little so that they can fit the COTR male head. I hope this helps! :)

      And yes! COTR has made significant improvements to the Expressions and Extras section of Racemenu, introducing many new sliders. I was pleasantly surprised to learn that it had more expression sliders than the original expressions section of Racemenu! COTR has also overhauled the Extras section of Racemenu with presets that were made to work as sliders, which is something I truly appreciated!

      The mouth mesh of COTR is a concept that I have always been passionate about. It is the first actual 3D teeth mesh ever made, which is quite impressive! I have always disliked how the vanilla teeth were just paper-thin teeth (2D). That’s why I wanted to overhaul the 3D teeth mesh by myself through High Poly COTR. I’m glad to hear that you enjoy it!

      If you’re looking for additional ear-related sliders, you might want to check out the “All” section of Racemenu and type “ear” in the search bar. This should help you find all the ear-related sliders that you might have missed. If you’re looking for a slider to adjust the size of the ears, the “Elf ear length” slider is the closest option available :)

      I also happened to use the "nose tip" slider a lot back in the day when I used the vanilla races and High Poly Head! If you feel like COTR is lacking that exact same slider, I'd recommend you to use the "nose wing height" along with the "nose height" slider as a solution to that matter. I personally always use the nose wing sliders in my presets, too! :)
    2. JonThackery
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      Thanks for the precisions man.
    3. DamiLovesSunflowers
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      You're welcome! :D
  11. Karasumiiii
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    Hey, love the idea of this mod, however I am getting consistent freeze issues with it installed, making it unusable in my modlist. It is much less prevalent without the COTR Eye Fixes mod, but still there. With both Eye Fixes and High Poly COTR, it is a consistent game freeze with some character presets that I have, shortly after exiting racemenu.
    1. DamiLovesSunflowers
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      I would like to kindly request that you read the entire notes section of the description, including the load order part, as well as the Q&A section. I'd be grateful if you could let me know how it goes after trying out the suggested :)
  12. Yueviathan
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    I have been taking my sweet time updating my Dragon born and my follower to this head, and I'm so glad that I am. The improvements you have been making are amazing. Keep it up, that said it's probably going to be a full year before I finish them lmao. The best things take time and care. I been sculpting the head in other programs as I intend to add details I wasn't able to in the previous low poly version. All these updates just makes it that more exciting. I can't thank you enough.
    1. DamiLovesSunflowers
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      Glad to hear that! Thank you and agreed, the best kind of things come with time and effort! I'm also happy to hear about you adding more detail to your presets, the increment in polys not only provides smoother meshes, but also more detailed meshes! I'm glad you were able to notice that :)

      You're welcome! :D