I saw a little bit of related info in these comments, but can anyone provide detailed guidance for converting Oldrim High-Poly Racemenu presets to Skyrim SE High-Poly RM presets? I'm hoping that this isn't too complicated, but I've looked around and haven't found a solution that works yet.
Might want to add to the sticky that this will ALSO cause issues with any NPCs that use racemenu sculpts that arent using a custom headpart. An exmaple is Metalsabers mods, I believe also ordinary women. In fact, most general NPC replacers will still use the custom headpart for the heads. As soon as you generate facegen in CK it will completely break them and they will not look right. But if you dont include them then the game will be expecting a high poly head to match the headpart records and will crash when it doesnt find them.
Honestly, I appreciate the thought of this mod, it was my first instinct when getting high poly heads, but its not practical at all. A better option is to just stick with switching to the high poly head for your character when you need it, and if you do want to generate facegen for NPCs so they can use the high poly heads then you are better off using the XEdit scripts that HighPolyHead author released to switch the NPCs you want to use the high poly heads. This is the safest option to avoid messed up heads and crashes.
I cant get this to work. Every time I load the game the game crash if i move the camera even a bit. (Can still open racemenu and see that it works). I am doing some thing wrong?
I don't own a copy of LE but it's pretty east to convert the original mods LE version to this just open up two instances of Xedit navigate one to Skyrim.esm Headparts and the other to High Poly Heads.esm Headparts change the form ID of High Poly Heads.esm to the Skyrim.esm ones the names of the Headparts are the same aside from the prefix of 00KL or something a long the line of that in the High Poly Heads.esm
This will break facial animations for any NPC (including custom ones) that isn't using the high poly head. The .tri morphs are not interchangeable between the vanilla and high poly head. While the chargen and racial morphs are no longer used after Facegen creation, the facial animation morphs are still needed. The headpart separation is necessary to fix this issue.
That's kinda the point of this mod to have every npc have high poly head also does it break in the extremely stretched mess way or no facial animations
Expressive Facial Animations I've had work since i published this mod so it will work if the Npc has a High Poly Head if not than you will probably CTD Expressive Facial Morphs i have yet to get working
I loaded this ESM in Creation Kit and set an NPC replacer ESP as the active file. I selected the NPC from the Actors list and pressed "Ctrl+F4" and it generated the facegen data, but when I looked at the modified .NIF, it still wasn't using the High Poly Head. Then I tried double-clicking on the NPC, went to the "Character Gen Parts" tab, and under "Base Head Parts" I changed the original face part to "MaleHeadNord" then clicked OK. I generated the facegen data and the new .NIF had the High Poly Head. Is there a step I'm missing that allows you to give multiple NPCs the High Poly Head at once instead of having to change the face parts individually?
Non-Vanilla Npcs normally have custom headparts so you have change it manually to the vanilla ones SSEEdit is probably a faster to do this then the creation kit save the changes made and to generate multiple Npcs Facegen data you need to highlight them by click one one a hold LShift for drag selection or LCtrl for individual selection i will clarification the description
when you say custom head parts though are you referring to a custom form ID Head Part in the plugin that uses vanilla directory structure and/or vanilla assets... or ones that only Head parts use unique no replacer assets in custom non vanilla directories? Or both?
Head parts that this mod replaces are normally modified vanilla head parts Racemenu presets and Follower mods so files with custom form IDs Headparts with a unique structure i can't do thing about
On a side not, if I face gen this for my entire load order... and then if I later added a mod that adds NPCs which use vanilla head parts/morphs would those NPC's be borked/bugged or would they just look vanilla?
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An exmaple is Metalsabers mods, I believe also ordinary women. In fact, most general NPC replacers will still use the custom headpart for the heads.
As soon as you generate facegen in CK it will completely break them and they will not look right.
But if you dont include them then the game will be expecting a high poly head to match the headpart records and will crash when it doesnt find them.
Honestly, I appreciate the thought of this mod, it was my first instinct when getting high poly heads, but its not practical at all.
A better option is to just stick with switching to the high poly head for your character when you need it, and if you do want to generate facegen for NPCs so they can use the high poly heads then you are better off using the XEdit scripts that HighPolyHead author released to switch the NPCs you want to use the high poly heads. This is the safest option to avoid messed up heads and crashes.
I am a bit confused.
Would using Expressive face morphs / facial animations work?
Expressive Facial Morphs i have yet to get working
Then I tried double-clicking on the NPC, went to the "Character Gen Parts" tab, and under "Base Head Parts" I changed the original face part to "MaleHeadNord" then clicked OK. I generated the facegen data and the new .NIF had the High Poly Head.
Is there a step I'm missing that allows you to give multiple NPCs the High Poly Head at once instead of having to change the face parts individually?