High Poly Hands and Feet v2

High Poly Hands and Feet v2

Ta-daaaa. So I’ve been working on these babies for a little while. There’s quite a lot in this update, so I’m gonna put it in handy bullet format for you.

  • Added compatibility for bombshell based 7B body types
  • Added XPMSE foot types, weighted to toe bones. These versions are generally weighted better, even if you don’t have animations which animate the toes. I recommend them over the non-XPMSE ones, as long as you have XPMSE installed.
  • Merged the nails on both the hands and feet. This is for compatibility with racemenu overlays, amongst other things.
  • Made the feet a little thinner at the front to appear slightly more feminine.
  • Reweighted non-XPMSE foot types as well, similarly to XPMSE types, but without the extra toes, so the weights are more basic.
  • Combined toenail resources into main file. IF YOU DON’T KNOW HOW TO USE THEM, THEN DON’T USE THEM.
  • And with that, here’s the link. Enjoy your new feet!

    Download | Screenshots

    Halo.

    P.S. Begging for donations for server for the summer etc. etc.

    36 Comments

    1. Re:na May 15, 2015 11:09 pm  Reply

      Thankies c:

    2. DreamFall May 17, 2015 2:26 pm  Reply

      Thank you, Halofarm. You’re the best.

    3. Kastagir May 19, 2015 6:26 am  Reply

      Why are the feet meshes in the UNP XPMSE folder named “7BFeet” when the feet in the UNP Non-XPMSE folder are named “UNPFeet?”

      • Halofarm May 19, 2015 10:33 am  Reply

        You mean inside the nif?

        Is there some actual reason you think that matters? Like, did you read somewhere that it affects something? I’m pretty sure it’s meaningless. A lot of meshes are just called “scene root”.

        I mean, I can tell you it’s because I exported 6/8 of the feet at one time, but the 2 others were exported separately (they’re the originals), but it makes absolutely no difference to your usage of them or experience with them.

    4. Kastagir May 19, 2015 3:40 pm  Reply

      I’ve seen some odd results when skinning boots to these meshes so I wanted to make sure they were UNP and not 7B as 7B will generate gaps/seams if used with a UNP body.

      • Halofarm May 19, 2015 3:59 pm  Reply

        Never caused me any problems. Never had any other reports like that, either. Are you using 3DS Max? I know sometimes the blender > max nif import comes out kind of wonky. If you’re using blender though, I have no idea why you’d have issues.

    5. Kastagir May 19, 2015 5:19 pm  Reply

      I’ve actually been using 3DSMax for a while and I’ve become familiar with all the quirks of working with Blender-exported meshes, both in terms of what must (or most not) be done with them in 3DSMax and what must be done with them afterward in Nifskope because of how the 3DSMax nif export works. The odd behavior I had was due to skinning a mesh to the XPMSE foot mesh without an XPMSE skeleton in the scene, which resulted in an offset foot (looked like a broken ankle in-game). Another time I accidentally used the 7B meshes with the UNP body and noticed gaps. I then looked at the UNP meshes and noticed that the ones in the XPMSE folder were named 7BFeet whereas the ones in the non-XPMSE folder were named UNPFeet. I was only looking for confirmation that they were in fact UNP Feet.

      • Halofarm May 19, 2015 6:51 pm  Reply

        Aaahhh, okay then. Nope. They’re definitely UNP Feet. That mislabel is just because they were batch exported with the same scene name as each other.

    6. Neuril July 8, 2015 3:22 pm  Reply

      I have changed my PC recently and decided to download my skyrim set up all over again.. I remembered your feet/hand meshes that were the only ones i found and liked because of how smooth they were, especially the hands.. I come here and see that you put a v2 of those and now you cant imagine how much happy I am. Thank you a ton! I will donate as soon as I use my laptop! If you don’t mind…how much does it take to keep the server running for one month?

      • Halofarm July 8, 2015 3:34 pm  Reply

        It costs 27 euros per month, but I don’t currently need donations for the server, however if you do still wish to donate, the money will go towards the new GPU I’m trying to save for.

    7. Kastagir August 8, 2015 7:35 am  Reply

      Was it your intent to enable the SLSF2_Double_Sided shader flag for the feet and hands? The previous version had this flag for the fingernails/toenails, but not the actual hands and feet shapes. This flag should not be enabled on body part meshes or when it is not needed – and certainly not when every body and head mesh in existence has them disabled.

      • Halofarm August 8, 2015 9:22 am  Reply

        Yes it was my intent. Yes it is needed.
        People complained about the nails being separate because that made the meshes not work properly with overlays. Merging the nails into the full mesh means the full mesh needed to be double sided.

        I am fully aware that not all meshes require it. Funnily enough, I only put it on meshes that DO require it.

      • Halofarm September 18, 2015 9:49 am  Reply

        You installed the XPMSE ones when you don’t have XPMSE installed. Use the vanilla ones.

    8. _GigaGames_ September 18, 2015 2:04 pm  Reply

      weird I thought I did…

      • Halofarm September 26, 2015 9:13 am  Reply

        Well, I can barely see that picture. It’s practically black. Also, no one else has complained about it, and it doesn’t happen to me, so it might just be the textures. If those are the UNPCM textures, the textures might have seams. Either way, I’m not fixing anything. UNPCM has had its final release.

          • Halofarm September 26, 2015 10:28 am  Reply

            Well, that becomes most obvious in certain poses. The size of the wrists is mostly governed by the size of the UNP/vanilla wrist seam. To effectively make the wrists smaller, I’d need to do it on both the body and hand meshes, which would mess up compatibility across types, and if I just try and fix it on the hands, it will probably make the wrist seam more obvious. I can certainly try making the wrist less bulky, but I prefer to avoid messing with areas that could cause compatibility oddities. Perhaps in a future release of HP hands, but I doubt I will be making any more releases.

            EDIT: You could give tender hands a go: http://www.nexusmods.com/skyrim/mods/69584/?
            Those are high poly. They might fix your problem.

        • slifeleaf September 26, 2015 9:38 am  Reply

          To clarify: This is body mesh issue and and negotiates your attempts to make feminine hands (I assumed this was your intention)

      • Halofarm September 26, 2015 1:52 pm  Reply

        The weights on the hands are made to bend more realistically than the original UNP hands, which had a really weird curve on the wrists. It looks better in a lot of poses, but worse in some. It’s hard to get it spot on just with how Skyrim’s skeleton is. Really, the shoulders, wrists, elbows, and knees all need a small extra bone in them to represent the socket joint, but they don’t have them, so it makes realistic bending very difficult.

        • slifeleaf September 26, 2015 6:53 pm  Reply

          Thanks for explanation

          And thanks for Aether Suite and other mods which partially inspired me to make some shots and modify my char

      • Halofarm October 6, 2015 8:01 pm  Reply

        Those aren’t my foot meshes. Those are default UNP feet, with default UNP weighting. You likely didn’t install correctly.

    9. NeonTube100 February 14, 2016 2:25 am  Reply

      Can you add 3D nails? Other meshes have 3D nails

      • Halofarm February 14, 2016 9:39 am  Reply

        No. I don’t care what other meshes have. I made them to my own preferences. Not anyone else’s.

        • NeonTube100 February 15, 2016 2:00 am  Reply

          That’s fine, i respect your choise. But is it possible if i add 3D nails myself? How would i do that

          • Halofarm February 15, 2016 9:30 am  Reply

            You’d need 3D modelling experience for that. Personally, I use Blender. A lot of people use 3DS Max. Unfortunately, I don’t think there are any mods which have separate toenails, so it’s not just a copy and paste job in nifskope.

    10. Akaviri April 26, 2018 9:47 pm  Reply

      Hallo, i’ve a bad problem with this mod. As i installed it, feets and hands of my charracter had changed, but i didn’t like it so i deleted all the files from the mod, but those feets and hands remained same, even though i started a new game and well, no other mods. It’s really frustrating, though i spend over week of clear time moding my skyrim to make some hd videos. There are links of images from my issue:

      https://photos.google.com/photo/AF1QipOw11KkkkYIOyMof-F8vsl1Xr3QRZHk2m6u-nXz

      https://photos.google.com/photo/AF1QipMMCjSQQulvjAyRJnZ2xLEsOY09SQ2k4yjWun2x

      https://photos.google.com/photo/AF1QipODhiN7P97qIgeIfS244j6Au2BKYXDsApoH0OnF

      • Halofarm April 26, 2018 11:15 pm  Reply

        Well, none of those links work, but either way if you removed the meshes and textures from the mod correctly, then that will be the end of the problem, unless you have some other mod causing it. It’s really that simple.

        • Akaviri April 27, 2018 12:06 pm  Reply

          Thanks for your time anyway, be well.

          • Akaviri April 27, 2018 12:16 pm  Reply

            I actually found a bit funny event which happened. I installed skyrim then coppied it with all the mods on external hardware. Unfortunately the paths to skyrim data folder were same and when i launched it, it was taking data from both C: and E: disks.

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