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Dragon Age Veilguard


id-daemon

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  • Engineer

I'm working on a set of tools for Dragon Age Veilguard.

So far, i have dump tool to extract all files, all models can be converted.

121711780_.png.18febf530116cdfa2a2ded79af7022a1.png

Also i have fixed the usual frostbite distorted faces.

.thumb.png.b18d8cec9d0fbdf284857e17b4ebd091.png

Now checking if something needs to be done with unified skeleton or textures, and then tools will be published here.

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  • Engineer

Tool v1.2 posted. Work is not finished, i'm looking into getting custom characters now. Also maybe i can get real hairs later.
Textures not supported yet, but they can be extracted with tools for other frostbite games.

 

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I can't seem to get the tool to work, I'm not sure if i have the structure set up correctly.

 I've places the oo9core_9_win64.dll, and the default.toc into the folder where the toc_dav.exe tool is, adjusted the ini files to match my game install folder and dump location and when I run the toc.dave.exe an empty command window opens for about 3 seconds and then closes. 

 I'm only after one file specifically, Emmrich Volkarin head model, is it possible I'm not opening the correct .toc?

Edited by novemberlemon
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  • Engineer
5 hours ago, novemberlemon said:

I can't seem to get the tool to work, I'm not sure if i have the structure set up correctly.

 I've places the oo9core_9_win64.dll, and the default.toc into the folder where the toc_dav.exe tool is, adjusted the ini files to match my game install folder and dump location and when I run the toc.dave.exe an empty command window opens for about 3 seconds and then closes. 

 I'm only after one file specifically, Emmrich Volkarin head model, is it possible I'm not opening the correct .toc?

I forgot to remove dependency for libzstd.dll from the EXE. Its not used by this game, but you need it in the folder. I will fix soon.

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1 hour ago, id-daemon said:

I forgot to remove dependency for libzstd.dll from the EXE. Its not used by this game, but you need it in the folder. I will fix soon.

Thank you so much! Iooking forward to the fix! 

Edited by novemberlemon
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(I asked privately but I'll ask here anyway)

Right now - does this tool also enable the morphing of bodies? Like if I wanted a model (so take for instance the Inquisitors meshset) to use the parameters set by an NPCs bdy meshet (lets say I wanted to morph them to have the params of a Dwarf female), would that be doable - since bodies are morphed by certain body morph parameters set and there aren't race/sex specific versions? (Based on your screenshots - looks like you were able to get body deformations)

 

Managed to get the NPC heads working wonderfully due to the faceposer smds you provided. 
 

edit: scratch that. Got it with some 3D program magic. 
 

looking forward to morph targets and custom morphs!

Edited by IceBuckets
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I am interested in localization files. After unpacking all fr.toc, I ended up with a lot of *.chunk files. As far as I understand, these containers include audio data. Additionally, I have *.ebx files that contain the audio header "RIFF..." Should these be combined in some way? Can someone guide me on how to extract audio from *.chunk files into a format playable in foobar2000? Thanks!

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20 hours ago, id-daemon said:

I have not done any work on body deformations yet. Which screenshots do you mean?

First screenshot. 

 

*Although* - I did toy with this a bit and it does "correct" the skeletons on the body mesh sets for party members and specific NPCs (Harding, Morrigan, etc.). I'm not really a Blender user (I like max) so what I did end up playing with was taking Hardings mesh/skeleton, jumping over to max, importing that in. And then took one of the other skeletons for say Davrin (elf male tho it's size really more closely a human sized one) and imported that skeleton in - only selecting to Update the animation and it deformed it as I would imagine the game would too if Hardings outfit was assigned to another character (obviously, Harding isn't designed to be morphed so it doesn't look entirely correct - going from Davrin to say Neve would probably look better).

 

So this maybe probably just user error/misundestanding when it comes to Blender. 

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