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.
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.
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.
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.
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.
"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
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.
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.
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
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.
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.
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.)
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) :(
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
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.
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
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
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 andthe 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 (^◡^)
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.
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.
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.
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.
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.
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.
158 comments
Do not use MO2! Please install it as is!
Hope this helps you.
what does this mean exactly?
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.
Sorry comicalmuse , what do you mean by call the high poly head tris ? if possible could be share screen shot ? Thanks
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.
Edit: I understand now.
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
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.
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.)
anyone who can get this work please make a video tutorial , because it seem like not only me run into this problem
https://imgur.com/a/9a6vyJ6
- Vanilla Head (996 Vertices / 1'706 faces)
- InsanityPoly Head (3'500'772 Vertices / 6'987'776 faces)(Crashed blender while manipulating at 1-5fps)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 (
Yorhablank) opt > CleanUnusualGstring (‘ω’)Set NPC Head/Spine2 Bonies to BlubalZ-Row aKa absolute faQall > save > Sayōnara (^◡^)
*** Detailed info ***
1 Rule : 2 Vertex import/export/deport! ..if 3 = Game.NIF(-1) while Game.TRI(0) endwhile endif functionKaput (-_-)
HowTo HPH NPC's/Followers
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.
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.