HFeet 2

HFeet 2

The second mod of the day is something relatively minor, but something all screenshooters who use my high poly feet can make use of. Much like the name suggests, it’s got the same theme as the older HFeet which was merged into HTools.

This pack is smaller, but it uses the final version of my high poly feet, so it looks a lot better than the old HTools feet.

Much like you’ll see about most of today’s releases. This mod is released as is. It won’t likely get any updates, and if there’s bugs, I doubt I will fix them.

Either way, enjoy: Download


  1. Ada December 30, 2018 9:26 am  Reply

    It looks nice. No gallery with screenshots?

    • Halofarm December 30, 2018 10:43 pm  Reply

      There’s literally like 6 foot types. 4 of them are right there. I was more focused on getting as many mods out as possible for Christmas than taking pictures.

  2. Momber January 6, 2019 12:51 am  Reply

    Hello Halofarm – a belated Happy New Year to you! Seeing as how you are the senpai of feet and hands, I hope you don’t mind if I’m so bold as to run a question past you. I sometimes see toenails in modded shoes turn black, depending on the angle at which you look at them. The naked feet from your mod, seen from the same angle, don’t display this issue. https://imgur.com/a/s58FP5t The feet in my sample screenshot do not have separate toenails. Is there anything I can do to fix the problematic meshes? Thank you kindly in advance your your help.

    • Halofarm January 6, 2019 8:40 am  Reply

      There are 3 potential reasons why that might happen. First is that the toenails on the shoes could be mirrored, which would mean the normals are reversed on one side. Second is that, because those feet are way more “pre-posed” than the ones in my mods, the normal maps might not match up with the lighting. The third could be that the toenails aren’t correctly flagged as having model space normal maps, because the modder forgot. Those are the only reasons I personally can think of. The last one is easily fixable. You just need to change a flag with nifskope, the other 2 aren’t easy to fix at all.

      • Momber January 6, 2019 9:51 pm  Reply

        Thank you for your reply. I checked and the feet are correctly flagged with SLSF1_Model_Space_Normals. The models don’t have toenails as separate partitions. I tried to check the UV mapping but I’m finding it difficult to do with just nifSkope. The correct mapping is so hard to see on the diffuse texture that NifSkope calls for this purpose. https://i.imgur.com/wkXjDic.jpg
        Does that look like mirrored toenails you mentioned?
        I also looked around for some equipable toenails (preferably in different colors) and found some in the Myrtles shoe mod that also match the Charming High Heels feet, but none that match the Luxury Feet (from the Luxurious Collection mod) and none that match your high-poly bare feet. Hey, here is an idea for a future Halofarm mod, if you’re at all interested and amenable…

        • Halofarm January 7, 2019 8:25 am  Reply

          Yes, those toenails have been mirrored instead of properly flipped. See how the toenail UV is on the left side, but not on the right? The toenails should be on both sides of the UV map. If the toenails were mirrored at a later stage, without the UV also being mirrored, then you end up with this issue of all the UVs being on one side. You need to find a way to flip the UV maps on the offending toes so they’re on the right of the texture. Either that or make the modders who made the mods aware of the issue and hope they’ll fix it themselves.

          • Momber January 7, 2019 11:22 pm 

            Thanks. It’s a pretty old mod and I don’t think it’s still being maintained. To flip the UVs I would need a tool other than nifSkope, right? I know I can move, rotate and scale UVs but I wouldn’t know how to mirror them in nifSkope.

        • Halofarm January 8, 2019 7:49 am  Reply

          You can actually use nifskope, but you’d have to drag and position them by hand once you’ve scaled them to -1.0 to get them to flip over. I don’t think it scales on the global axis of the whole texture, just on the local axis of whatever you’ve selected. You’d select the UVs related to the toe you’re try to fix, scale them on the X axis only to -1, then drag them over to where they should be on the right side of the texture.

          • Momber January 8, 2019 10:57 am 

            Cool! Thanks a lot for the tutorial :)

          • zmd January 15, 2019 11:02 pm 

            Is this compatible with sse , if not may I have permission to convert it?

          • Halofarm January 16, 2019 7:54 am 

            It’s not. You may.

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