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  1. yewido6031
    yewido6031
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    The biggest problem is the eyebrows is not changed. So High Poly Head with low poly brows. :D
    1. Teruke
      Teruke
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      • 5 kudos
      this, and also what someone else said about the smoothing option affecting eyelash positioning
  2. matuegai
    matuegai
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    For those who are having trouble with “Load CharGen file failed“
    Do not use MO2! Please install it as is!
    Hope this helps you.
    1. TonyDexter
      TonyDexter
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      > Please install it as is!
      what does this mean exactly?
    2. chamberZZZ
      chamberZZZ
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      Install the program normally and execute it. Just do not execute it through MO2 (Mod Organizer).
  3. Jubemani
    Jubemani
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    Could anyone share how to apply this process to NPCs and followers?
    1. skeeverfoot
      skeeverfoot
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      I think you can just grab their head meshes from the mod files and run them through the program. Worked for me.. you’ll have to do it one by one though I think. 
    2. 5TARNorth
      5TARNorth
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      i tired doing that with Lydia from bijin warmaidens and i got a "charGen file failed" :( idk what im doing wrong
    3. comicalmuse
      comicalmuse
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      I did a quick test of this in game, and a straight conversion doesn't appear to work. Looks like the eyebrow mesh needs to be converted as well. The affected follower's headmesh kind of... explodes in game otherwise.
    4. triptherift
      triptherift
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      The high poly head will work fine with the low poly brow. You only need to call the high poly head tris. Don't try to copy all the other face part tris, you only need the head ones. And this isn't anywhere near an automated result, you have to do some work in Nifskope to fix texture paths and do smoothing in Outfit Studio to get an improvement.
    5. comicalmuse
      comicalmuse
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      That's sort of what my process was. Converted to HPH, imported/exported in RM, fixed all the bloody texture paths, and then did some plastic surgery in Outfit Studio.
    6. fgambler
      fgambler
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      Just a reminder, it's useless just converting low-poly to high-poly head if you are not smoothing faces with the high-poly meshes. The
      player character neither NPCs will look better. This mod does a lot to make the conversion to HPH easier, but to have an actual HPH, you need to edit the character head meshes in the Racemenu vertex editor. Else it'll just look like the low poly version.
    7. zainjavaid
      zainjavaid
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      "You only need to call the high poly head tris. Don't try to copy all the other face part tris, you only need the head ones"
      Sorry comicalmuse , what do you mean by call the high poly head tris ? if possible could be share screen shot ? Thanks
    8. stormrush
      stormrush
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      I tried same thing, brought only the converted head part(smoothing 1 iteration) and combined with original parts like hairs, eyes and brows in nifskope, and fixed texture paths.
      and as comicalmuse saids, the NPC's face exploded when I got close to them in game.

      *edit : I tried this today again, and I succeed. the matter was the tri file. many head mesh files opens lips a little even with only 1 iteration, but I don't think it's the problem of this mod. thank you.
    9. Beast161616
      Beast161616
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      • 3 kudos
      Damn. I have decided modding is not for me.
    10. 4rtoria
      4rtoria
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      Hi, stormrush, could you please tell me how you solved the exploding head? When I'm far away, it seems normal, but once I get close, the face explodes. I took the follower's face gen nif file and ran it through the program with 3 iterations of smoothing, then I edited the texture pathes with nifskope. 

      Edit: I understand now.
    11. AlenVexx
      AlenVexx
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      What did you do? How to solve the Exploding head bug?
  4. 4mberwarrior
    4mberwarrior
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    Guys, I have a very stupid question because I'm a hopeless noob.
    I converted the head in your program, but now I can’t import it onto the player character - RaceMenu highlights the mismatch in the number of polygons and does not apply the new mesh (when creating a new character the situation is the same).
    There must be some obvious solution to this! Usually RM imports high-poly presets of other creators from this site without question, but for some reason it refusers to work with this file ':D
    1. 4mberwarrior
      4mberwarrior
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      О боже, мне просто нужно было нажать на ползунок части «Лицо»... Извините :D
  5. 4rtoria
    4rtoria
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    For those who are having the exploding head mesh on your standalone follower after using this tool:

    Go copy the femalehead.nif and the 3 head tri files (femalehead.tri, femaleheadchargen.tri, femaleheadraces.tri) from the high poly head mod and paste it into your follower folder(anywhere is fine, I prefer to put them where the body meshes are), then go into CK and load your plugin, from there, change the vanilla files to the ones that you just copied to your follower folder in the headparts section, lastly, save.

    Oh yeah, don't forget that CK regenerates the chargen files when you save in the end, so rememeber to overwrite those again with your original facegen files, otherwise, you'll get a very ugly face on your follower.  
    1. DizzyFocus
      DizzyFocus
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      Do you do this for the brows as well? I've tried adding the brow nif and tris because of clipping but my game just freezes instead when I approach the NPC.
    2. Sergg
      Sergg
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      I do everything as you wrote, but my converted head mesh still explodes.
    3. Quereller2
      Quereller2
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      Maybe this is info is useful for someone.
      Alternatively, you can use SSEEdit and change the Head Part entry.
      Go to xx.esp of your standalone follower, then "Head Part", then for example XXHeadHP.
      Then change "Model" to KL\High Poly Head\FemaleHead.nif
      And change the 3 "Parts" to KL\High Poly Head\FemaleHeadXXX.tri.

      For this to work you need to have the High Poly Head mod installed.
      (For distribution you would need to copy the files into the zip, create a new override espfe and adjust the paths.)
  6. Nukanist
    Nukanist
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    This works great but unfortunately the smoothing option always causes eyelashes to get a bit misaligned (the higher the iteration, the more obvious the misalignment) :(
  7. NamiSamaS2
    NamiSamaS2
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    doesn't appear to work ,  I copied the nif to the exe folder,  choose the nif, run the program, and boom , "failed to load chargen"
    anyone who can get this work please make a video tutorial , because it seem like not only me run into this problem
    1. Merc616
      Merc616
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      • 10 kudos
      Open up the head that you want to transform in NifSkope. Click the triangles to expand the list of shapes on the upper left side panel. Click to highlight the BSDynamicTriShape that represents the head part. On the panel below, right click the name of the head part and select Edit String Index, then rename the head part to FemaleHead or MaleHead and save the nif. Now the converter will be able to read it.
    2. Aarguitar
      Aarguitar
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      • 6 kudos
      Thank you!
    3. SuperPowerGreat
      SuperPowerGreat
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      • 13 kudos
      Thank you so much!
    4. DexterIch
      DexterIch
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      • 1 kudos
      Thanks, should be pinned
  8. Jetsky33
    Jetsky33
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    • 1 kudos
    Hi, Im getting the "load chargen failed" error,  I am using a file from LE, but I have already used SSE Optimizer on it and changed the name from FemaleHeadRedguard to FemaleHead but I keep getting the error. This is the mod I'm trying to make HiPoly: https://www.nexusmods.com/skyrim/mods/102829?tab=description
    1. QuachRTX
      QuachRTX
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      I had the same problem, and the reason for this is because an image file is missing, do as I did export some head and after just change the name of the .nif to match the image file, you need to have these two files so that work:
      https://imgur.com/a/9a6vyJ6
  9. SliceNDice1
    SliceNDice1
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    This tool is amazing, giving HP head / smooth (iterate) in 2 clicks !! It's obvious you'll need adjustments. First HP = LP x 3.847 matching HP tri's and the more you iterate, the more you deform (HP Spoiler). I'll let images speak for themself... I present the BruhPoly Head!

    - Vanilla Head (996 Vertices / 1'706 faces)
    Spoiler:  
    Show
    - HighPoly Head (3'832 Vertices / 7'164 faces)
    Spoiler:  
    Show
    
    - UMUHPoly Head (58'204 Vertices / 114'624 faces)
    Spoiler:  
    Show
    - BruhPoly Head (920'452 Vertices / 1'833'984 faces)
    Spoiler:  
    Show
    - InsanityPoly Head (3'500'772 Vertices / 6'987'776 faces) (Crashed blender while manipulating at 1-5fps)
    Spoiler:  
    Show
    Here's a bruh'tuto with common tools to fix clippings.

    Outfit Studio (assuming you know basics)
    Import, select eyes > right-click move (/^▽^)/ X-0.000256 / Y-1.547524 / Z+120.343590 (EyeSplatInSocketHead)
    Do your fixing, then..REVERSALLL \(^▽^\) > X+0.000256 / Y+1.547524 / Z-120.343590 (as originally imported)
    File tab > export > nif
    NifSkope (assuming you ain't know shh..much)
    Del string name (Scene Root) 2B (Yorha blank) opt > CleanUnusualGstring (‘ω’)
    Set NPC Head/Spine2 Bonies to BlubalZ-Row aKa absolute faQall > save > Sayōnara (^◡^)

    *** Detailed info ***
    Spoiler:  
    Show
    (open in new tab = 4K!)

    1 Rule : Vertex import/export/deport! ..if 3 = Game.NIF(-1) while Game.TRI(0) endwhile endif functionKaput (-_-)

    HowTo HPH NPC's/Followers
    1. Phrodomo
      Phrodomo
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      • 10 kudos
      Thanks for the help, but the nifskope part wasn't easy to understand. Could you give more details?
    2. SliceNDice1
      SliceNDice1
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      • 32 kudos
      +1
    3. Phrodomo
      Phrodomo
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      • 10 kudos
      I didn't understand anything, but I thank you for trying to help!
    4. SliceNDice1
      SliceNDice1
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      • 32 kudos
      +1
    5. DexterIch
      DexterIch
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      Thanks for this tutorials holy s#*! it help me converted almost every lowpoly follower. But i have to ask why copying the head tri and stuffs to the follower folder when you just gonna link it in xedit, i didn't use any file in highpoly head and link it like the last step in your video and it still work.
    6. SliceNDice1
      SliceNDice1
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      • 32 kudos
      For those who don't have HP mod. In other words, for standalone if sharing a follower headache free of plausible problems. Actually, you can run this tool on ANYTHING as long the string is 'FemaleHead' but i'm not responsible for what comes out.
    7. Phrodomo
      Phrodomo
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      Hey SliceNDice1, your tutorial was excellent. But note that renaming .nif head to FemaleHead does not solve the problem of displaced eyelashes.
    8. SliceNDice1
      SliceNDice1
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      • 32 kudos
      Never mentioned it was fixing it either. Renaming the string allow doing the NPC HP process. Eyelash displacement will always be there and on the same matter, to whom it may concern, don't touch lashes while adjusting, just the eyelid.
  10. Merc616
    Merc616
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    • 10 kudos
    Eye lashes get misaligned during the conversion process. It's very tricky to fix them with racemenu's sculpt tools without messing up the eye balls. Is there a workaround for this problem?

    EDIT: It's the eye sockets that don't line up with the eye lashes. They come out more open at the top and bottom leaving gaps.
    1. saltmaxwellpshk
      saltmaxwellpshk
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      • 790 kudos
      I had the same thing happen to me.
      In my case, the eyelashes themselves are slightly displaced, but more than that, the left eyeball is displaced forward.
      However, if I output the image without any modification of the face, it can be converted normally.
      Perhaps some presets do not convert well.
      EDIT: The eyeballs were not forward, but the eyelids were distorted by the conversion.
    2. SliceNDice1
      SliceNDice1
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      *del, moved to new comment
    3. Serkel
      Serkel
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      I'm suffering from the same problem, and it's a bit annoying.
    4. Merc616
      Merc616
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      Bijin Aela had no eyelash issues, it was an easy conversion. Bijin Lydia had eyelash issues. I had to push her eyelashes up to the eye sockets. Then I made one tiny edit on the eye sockets to bring it all together. Anyway, they both turned out great. I don't know why some meshes don't have this problem.