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  • Engineer
Posted

There is no such a thing as "main charater model" in this game. Main character is customized and made from generic bodies/heads with a set of morphs and scaling.

  • 2 weeks later...
Posted

Hi there!

first of all thanks to Daemon for making the tool!
 

I have been able to dump and as a test convert one of the models, I have been able to extract the models for the companions by dumping: initialglobal.toc, globals.toc and default.toc.
Could anyone please tell me where in the bundles folder is the equipment for the MC? both weapons and armor? or if I need to dump another .toc?

  • Engineer
Posted

Hair tools added to the same download. Supports both straight and curly strands, short and long hairs, also facial hairs and beards.

539ed9f6f171a5d6.png.fcfe6e03dd5b8103d5bceb7fc5378797.png

Posted
1 hour ago, id-daemon said:

Hair tools added to the same download. Supports both straight and curly strands, short and long hairs, also facial hairs and beards.

539ed9f6f171a5d6.png.fcfe6e03dd5b8103d5bceb7fc5378797.png

hi Daemon!

 

Sorry to bother, could you please tell me which .TOC would I need to dump to get the MC Rook? im looking for the armors and weapons, I have already dumped initialglobal.toc, globals.toc and default.toc.

  • Engineer
Posted
1 hour ago, AzothRaven said:

Sorry to bother, could you please tell me which .TOC would I need to dump to get the MC Rook?

I dont know what is MC rook

Posted (edited)
12 hours ago, AzothRaven said:

hi Daemon!

 

Sorry to bother, could you please tell me which .TOC would I need to dump to get the MC Rook? im looking for the armors and weapons, I have already dumped initialglobal.toc, globals.toc and default.toc.

I recommend utilizing Frosty from Wavebend to specifically locate what you need as it has a visual mesh explorer. 

This tool is useful for (as of now) strand hairs, and "correcting" skeletons/head meshes. 

By "MC" - I assume it's "main character". In which case, everything is pretty much shared between Rook and the various NPCs you see. If you're wondering "well, I can't find things like the models for females or dwarves or qunari (can only find the human male)" - this tool can assist you with that because all of those are done in-game by the morphing system and the skeletal system. Albeit I do it through existing NPC skeletons since I don't think this tool can extract the CC "morph targets" just yet (which as I said, include body targets like breast, glute, hip sizes and heights). 

Edited by IceBuckets
Posted
9 hours ago, IceBuckets said:

I recommend utilizing Frosty from Wavebend to specifically locate what you need as it has a visual mesh explorer. 

This tool is useful for (as of now) strand hairs, and "correcting" skeletons/head meshes. 

By "MC" - I assume it's "main character". In which case, everything is pretty much shared between Rook and the various NPCs you see. If you're wondering "well, I can't find things like the models for females or dwarves or qunari (can only find the human male)" - this tool can assist you with that because all of those are done in-game by the morphing system and the skeletal system. Albeit I do it through existing NPC skeletons since I don't think this tool can extract the CC "morph targets" just yet (which as I said, include body targets like breast, glute, hip sizes and heights). 

Hi there!

Yes, I meant the Main Character Rook, its weapons but specifically armors is what im looking for to extract. by Wavebend you mean this: https://github.com/CadeEvs/FrostyToolsuite

Posted (edited)
On 1/13/2025 at 5:28 AM, AzothRaven said:

Hi there!

Yes, I meant the Main Character Rook, its weapons but specifically armors is what im looking for to extract. by Wavebend you mean this: https://github.com/CadeEvs/FrostyToolsuite

Here.

 

And like I said, you won't find *most* armors if you're trying to pull anything other then a human male version of armors. And the head presets will be "deformed". 

Edited by IceBuckets
Posted
22 hours ago, IceBuckets said:

Here.

 

And like I said, you won't find *most* armors if you're trying to pull anything other then a human male version of armors. And the head presets will be "deformed". 

Thank you for all the help so far,

I just started using it and is asking for hte encryption key of the game but this is not unreal, so, could you tell me how did you find it?

  • 2 weeks later...
Posted

Thank you for the tools. So far I used your extracted .smd files in blender and they worked great :)

Can someone help me understand how to use hair tools? what do we do with exe file? do we just drop toc files on them? Which toc? how do I chose which hair I want to extract? I'm unfamiliar with these tools and instructions are very limited... thanx :)

Posted

Hi! I'm pretty new to playing around with this kind of thing, and I am super confused. I've tried using your .smd files in blender, and they are just a bunch of exploded lines with no mesh? I'm using blender 4.3 if that matters. I attached a screenshot.

I used your toc_dav to pull out the game files, and I really appreciate it! But I'm not sure how to use any of the other tools to do anything with those files. Your instructions say to use certain files as parameters, but I'm unsure how to accomplish that. If I click on the application to open it, it just shuts again. I dragged and dropped a mesh set into the fb_dav to see what it would do, and it gave me two empty files, a ascii and an smd.

When you say the rgz_skeleton has to be in the same folder, I'm assuming that means the same folder as the tool? Or do I need to set up a folder with the mesh set and the skeleton and drag and drop the folder into the application?

I'm really sorry, I'm sure that I'm doing something wrong and just don't have the knowledge to fix it. I would really appreciate some help. Thanks!

Screenshot 2025-01-26 194806.png

Posted (edited)
On 1/26/2025 at 7:59 PM, LeRuugs said:

Hi! I'm pretty new to playing around with this kind of thing, and I am super confused. I've tried using your .smd files in blender, and they are just a bunch of exploded lines with no mesh? I'm using blender 4.3 if that matters. I attached a screenshot.

I used your toc_dav to pull out the game files, and I really appreciate it! But I'm not sure how to use any of the other tools to do anything with those files. Your instructions say to use certain files as parameters, but I'm unsure how to accomplish that. If I click on the application to open it, it just shuts again. I dragged and dropped a mesh set into the fb_dav to see what it would do, and it gave me two empty files, a ascii and an smd.

When you say the rgz_skeleton has to be in the same folder, I'm assuming that means the same folder as the tool? Or do I need to set up a folder with the mesh set and the skeleton and drag and drop the folder into the application?

I'm really sorry, I'm sure that I'm doing something wrong and just don't have the knowledge to fix it. I would really appreciate some help. Thanks!

Screenshot 2025-01-26 194806.png

You're going to need to find the meshset of the head and run the command (hold shift and right click inside the folder to select Run with PowerShell - type cmd there) : Fb_dav.exe "[CHOSEN HEAD].MeshSet" "rgz_skeleton.ebx" - it will ask for a chunk. Find the chunk in your dumped files and run the command again. It will generate an ascii file. Import that guy into Blender. *Then* you'll import the one from facefix as a new armature - rotate it on the X axis 90 degress - so just have the skeleton selected, hit R then X then 90 and enter) Select your meshes and the new armature and hit CTRL-P and select Armature Deform. Slide the animation slider on the bottom once and bam you have your mesh. 

Edited by IceBuckets
  • 2 weeks later...
Posted (edited)

Hi id-daemon thank you so much for smd face fixes. Would it be possible for you to include smd file for Felassan in the download I can't figure out how to get that one...

 

General_Felassan_29.jpg

Edited by mayaamis
  • Engineer
Posted
3 hours ago, mayaamis said:

Hi id-daemon thank you so much for smd face fixes. Would it be possible for oyu to include smd file for Felassan in the download I can't figure out how to get that one...

If he was in the game on release, maybe its using someone else's face fix.

Posted (edited)
19 hours ago, id-daemon said:

If he was in the game on release, maybe its using someone else's face fix.

He was in game he's a significant part of the story and quite prominent npc character in game and he deff has unique mesh and he is original character from previous media too, I just can't find it :( I'll try to go through all smd's than and see if any one is right but I doubt he would not have his own unique appearance. I don't even know which mesh to use as base.

Edited by mayaamis
Posted (edited)

BTW in Frosty Editor I can't seam to find his head mesh under characters but I did find him under LiveCine/ NPC/ Appearance_Presets/ GeneralPurpose/ HeadPresets/ EM_NPC_GP_Felassan_Head_Preset ... but there is no mesh.

I found this under refrences but dunno what to make of it lol

 

felassan refrences.jpg

Edited by mayaamis
Posted (edited)
On 2/17/2025 at 2:48 AM, mayaamis said:

BTW in Frosty Editor I can't seam to find his head mesh under characters but I did find him under LiveCine/ NPC/ Appearance_Presets/ GeneralPurpose/ HeadPresets/ EM_NPC_GP_Felassan_Head_Preset ... but there is no mesh.

I found this under refrences but dunno what to make of it lol

 

felassan refrences.jpg

Yup. That makes him a CC creation. In that file, there should be a dropdown I think to the presetS he does use (EM_Alejandro or something) and theres probably some manual tweaking for the individual morph targets (like raising the eyebrows a bit here and there...etc etc.) 

 

Two options (for now; not sure if daemon plans on releasing support for NPC morphs like him, Mythal, and other minors and for any CC morph support (like for instance the max eyebrow raise) wait for that OR....NinjaRipper did release a version that does work with Veilguard though it's behind a paywall.  

Edited by IceBuckets
Posted

@IceBuckets  thanx for the info I was afraid that's the case. really frustrating that they didn't give him  his own head mesh he's a pretty famous character from the book that finally showed dup ion the game ughhh.. I couldn't even find what head preset he uses no matter where I looked. the only thing that is mentioned is universal head which is totally different from him and human adjusting that would be impossible. hopefully  daemon will create support for such npc's in the future 🙏 I will check out ninja ripper tho I had bad experiences with it in the past... extracting wrong or distorted models etc... but I'll give it a go.

Posted
On 2/19/2025 at 3:08 PM, mayaamis said:

@IceBuckets  thanx for the info I was afraid that's the case. really frustrating that they didn't give him  his own head mesh he's a pretty famous character from the book that finally showed dup ion the game ughhh.. I couldn't even find what head preset he uses no matter where I looked. the only thing that is mentioned is universal head which is totally different from him and human adjusting that would be impossible. hopefully  daemon will create support for such npc's in the future 🙏 I will check out ninja ripper tho I had bad experiences with it in the past... extracting wrong or distorted models etc... but I'll give it a go.

Yeah - the distorted model thing from previous versions of NinjaRipper was probably because it didn't understand how Frosty was morphing. The *old* way of morphing was just having a morph target mesh for every different parameter you wanted. So the old NinjaRipper was essentially only pulling heads that were "undeformed" by the skeleton resulting in wacky meshes. 

With Inquisition, they changed it. Morph adjustments were done via the skeleton - move these bones down a bit and the head morphs. id_daemon had created their tool for DAI that allowed us to pull what exactly those skeleton positions were for every single morph target ( located in a "morph target" file) I haven't been able to find a file like that for Veilguard but id_daemon would know more. But I had success with the most recent version from a morph made in the CC. The big catch is that it's "posed" so it won't line up properly with any rigged heads we get from the tool here or Frosty AND it has totally different vertice IDs which makes rigging it a headache. But it's doable. 

 

 

Screenshot (103).png

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