July 5Jul 5 Author Localization 9 hours ago, stellium said:@id-daemon Sorry to poke you about this, are you still able to help? I still think both options are needed.I'm still not sure what you mean by those options. Exporting facial expressions (like mouth open, eye blink etc) is possible. But exporting heads from the character creator is NOT possible. So i have to guess that none of the options i could do would be useful to you. Because it seems the only thing you need is getting custom head from character creator.
July 7Jul 7 On 7/5/2026 at 3:12 AM, id-daemon said:I'm still not sure what you mean by those options. Exporting facial expressions (like mouth open, eye blink etc) is possible. But exporting heads from the character creator is NOT possible. So i have to guess that none of the options i could do would be useful to you. Because it seems the only thing you need is getting custom head from character creator.Perhaps I should clarify what I'm hoping to do with the models. IceBuckets was able to port the DAI heads for use with the DAO Toolset by taking the morph targets and meshes. I'd like to help him make a DATV version of his ports.What we need from DATV is the ability to extract the game's placement of certain bones that line up with how they morph. I know that DATV does morphs via skeletons, but in other games they were done through actual morph targets. IceBuckets was able to extract the morph target resource files from DAI, which uses skeleton deformations like DATV does. We need to extract skeletons, apply on the mesh to make a morph target. Then from there we'd have to totally rerig and adjust every single one of those for a DAO/DA2 skeleton.As for the heads from the DATV character creator, I'm not sure how they work, but do you mind explaining why they can't be extracted? To my understanding, major NPCs like Solas can have their heads extracted, but your tools are still unable to extract minor NPCs' or Rook's head morph skeletons or the bone deformation settings for the CC. For the port process we would need both the mesh and the skeleton deformations for the CC heads. It's not ideal but would ripping it directly from an in-game Rook using NinjaRipper work? Edited July 7Jul 7 by stellium clarification
July 12Jul 12 Author Localization On 7/7/2026 at 12:30 PM, stellium said:Perhaps I should clarify what I'm hoping to do with the models. IceBuckets was able to port the DAI heads for use with the DAO Toolset by taking the morph targets and meshes. I'd like to help him make a DATV version of his ports.ok i'm going to try exporting expressions and features today. Do you have discord? I'm on DAV modding server too.And no, i don't know if ninja ripper can work or not.
July 12Jul 12 Author Localization The job is basically done, now the only question if this will be usable for you or someone else
July 12Jul 12 NinjaRipper will get the "morph" but it will also get whatever animation it's performing (even a minor animation like the CC "feet shuffling" has effects on the head) and of course you won't get it's rig. So it's useable if you're just looking to play with "one" morph and will rig it yourself. Not as ideal as having all the bone positions dumped.
July 17Jul 17 On 7/12/2026 at 2:45 AM, id-daemon said:ok i'm going to try exporting expressions and features today. Do you have discord? I'm on DAV modding server too.And no, i don't know if ninja ripper can work or not.Yes, I'll contact you through there. Thank you!
July 20Jul 20 Author Localization I have some progress extracting custom characters, such as player and felassan here.Need more time for testing.
3 hours ago3 hr @id-daemonoh noooo the images are not loading for me the posts are just black :(( I periodically check this forum just to see if there is any news on exporting felassan and other cc heads so I screamed when I saw this. really excited about the possibility of that! :)) wish I could see the images tho I can see all others in this thread so there must be smth with the links maybe. but wohoooo
3 hours ago3 hr also being able to export expressions for blender is incredible job :) are they smd files too?
38 minutes ago38 min Author Localization Yes, files for NPCs, player, and expressions are all exported as smd.I'm releasing only tools here, you can find all files needed for them to work (ebx sets already exported from game files) on Veilguard modding discord. Edited 36 minutes ago36 min by id-daemon
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