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!
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
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? :)
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.
This looks so good in the screenshots, but no matter what I do I keep keep getting jagged lip and eye textures. It looks like the mesh is smoothed, but everything on top looks super low poly. My COtR mods and load order are pretty much identical to the example on the description page. Not sure what I'm missing....
Hi Dami, hope you are good and have fresh air in Spain.
Redguardisopra released a Beard mod for CoTR, i guess it needs a CoTR patch because i was not sure when i tested it, but now i'm sure it duplicates the "eye shape", and the face expressions produce clipping...
So i thought of you...please if you could make a patch later (no hurry), that would be great.
Hi, I'm trying to use this high poly version with SV Beards but most of them are misaligned or clipping through the face, they still work fine with the original CotR. Is there any fix for this?
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! :)
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?
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 :)
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.
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.
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
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.
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.
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!
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)
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
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.
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
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.
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.
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 :)
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.
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! :)
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.
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 :)
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.
171 comments
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! :)
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
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? :)
Currently updating all of my replacers r n.
Also the old Cotr never had this problem.
Redguardisopra released a Beard mod for CoTR, i guess it needs a CoTR patch because i was not sure when i tested it, but now i'm sure it duplicates the "eye shape", and the face expressions produce clipping...
So i thought of you...please if you could make a patch later (no hurry), that would be great.
Thanks.
Would it be possible for you to create a Patch for https://www.nexusmods.com/skyrimspecialedition/mods/103428 ? Thanks
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.
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! :)
And yes, I used LLewelyns Tutorial
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.
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.
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!
I have uploaded my files, how do I DM you?
Nevermind, figured it out, file sent (I hope)
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
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.
I can't thank you enough for all of the love, time and work you are pouring into this <3
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.
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.
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.