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jerinski

Uploaded by

jerinski

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About this mod

Adds 7 standalone masc heads for Githyanki and Githzerai

Requirements
Permissions and credits
Changelogs
Update 2024-05-7:
Added one new head (Ma'alik)
Improved beard fit of Vr'adis
Updated raised spots based on Aimyrax's new template
Now with built-in compat with Githzerai and not-yet-released new gith race (ty Kaz)
Added optional alt files for Eyes of the Beholder



⫸ About:

Adds a few masc heads for Githyanki (and Githzerai if you're using Followers of Zerthimon race mod by Kaz!)

Available in FOUR standalone versions:

All versions have head VFX and CC icons.


Make sure Animation Level of Detail is set to high in all cases or you'll probably get floaty heads.

Want eye glow like the teethlings? Check out Astralities' Glowing Eyes! (note it doesn't add any eye colors on its own, but it will "activiate" the glowy-ess of eye colors similar to how it works for tieflings/dragonborn).




⫸ What:

7x Body Type 2 Githyanki heads (includes Githzerai support for each)

(one of which is a slightly edited duplicate of my gith head from Alt M Half-Elf Head 2, if you have that also installed it's fine, there will just be 3 very similar heads in the CC list)




⫸ Installation:

Instructions inside:
Spoiler:  
Show


  •  Download either one of the main file versions (depending on if you use Unique Tav or not). Only use one at a time.
  •  Extract the downloaded file(s) and place the .pak into your game's Mods folder:
    ..\AppData\Local\Larian Studios\Baldur's Gate 3\Mod
    Alternatively, directly use "Import Mod" in BG3MM and select the .7z file you've downloaded.
  •  Use BG3 Mod Manager and move mod(s) from Inactive over to Active Mods. Save load order and then Export to game.


To update mod just overwrite the .pak in your Mods folder.
        To change between standard and Unique Tav version remember to take the other one out of the folder. Can do this mid-playthrough.
        To uninstall just delete from mods folder or simply deactivate in MM.





⫸ Notes / Issues:

  • These are mostly head ports from other heads and as such there is bound to be some minor oddness here and there. I also remade the skeletons for each so the piercings/beards/animations are less janky. I tested each only a bit and they are hard to get perfect. Let me know if there are glaring issues like eyes popping out or beards/piercings getting yeeted in cutscenes lol.
  • Regarding head VFX: The head VFX (speak with dead, etc) for head mods DO NOT merge, so there will be compatibility issues. Priority in mods folder for this is random. Luckily, Padme has been working on/released a community patch. If you install this you should be able to have all the VFX-ready head mods installed without these conflicts.
  • Regarding replacers: These are not optimized for this use (have no LODs) so there may be performance impacts in areas where many are being used (the creche). Also does not contain the edited skeletons so there may be some floating beards or minor animation oddness. Guide for uninstalling is included in the readme.txt.
  • Raised spots as of v1.0.3: These are baked into the normals so to speak and are meant to be used with the default gith face spots. For those using other patterns, versions with the old non-textured spots are still available under Old Files (v1.0.2).




Mods used in images:


Thanks to: