DragonScript: compiler/decompiler for dao edition of nws scripting language

I finished my byte exact dao compiler and decompiler for the dragon age origins edition of nws scripting, This wont be released currently, I still have to clean up and restore all the recover nss, that i dont have the origins for so they are restored to the best state, I also need to make an ide which will have both of these embedded in to allow creation of new scripts for DAO.
I will also be progressing to creating the vim layer for the scripting for my eclipse engine rebuild and also the unreal engine migration.

I have joined a new DAO modding server: If you are looking to get new tools, or contribute to dao modding scene please feel free to join!

https://discord.gg/gH3eYFu2Y

u/Toeofcharmander — 20 hours ago

DAO Rebirth Toolset #6 Full gfx menu

Hey, I have like 99 percent of .gfx system reimplemented in my rust toolset, overall looks pretty good, the last few things i need to track down, and figure out how to stub/implement them correctly still but much better then when I started yesterday.

u/Toeofcharmander — 4 days ago

DAO Rebirth toolset update #5.5 menus

just working on getting the menus fully built out since they used .gfx and gettting that working in rust correctly was interesting lol but there's still some glitchy ones, these builds are clickable though and fire off stubs

u/Toeofcharmander — 4 days ago

DAO Rebirth Toolset Update #5

Hey, Just a update of the gui, its loading everything, from models, meshes, tint system, dialogue, vo, everything placed correctly with their relationships intact across base, awakenings and dlc. I haven't added in the export functions or round trips yet for people that want to edit, and i may add in a custom coloring system to override tints, the other thing is a simple animation system make new ones. I am not sure yet, but overall its going well.

u/Toeofcharmander — 5 days ago

Atleast he responded, but i did delete my tooling for the solution

anyways heres a drop, I had heard about this from a crypto puzzle book, I got at a work library and took a crack at it, message sanborn, and then found out he charges to reply, but then saw he was refusing to reply unless people paid him, and that he had already sold it. I think it was interesting that he still responded even though it was merely to tell me to pay. I replied politely refusing since I wasn't that interested. this was april 11th @ 6:34pm

u/Toeofcharmander — 6 days ago

DAO Rebirth Toolset Update #4

Okay, so at my last update i showed the displayed trees from DAO, that is how the game normally generates foliage and displays it,

So, they used a version of speed tree to generate their original trees, then they made billboards. which is pretty much a fancy layered photograph from different angles and that was what was usually loaded into the game.

Which means other then a few specific trees, most foilage was rendered as billboards. I hadn't looked into decompiling and reverse engineering speedtreert.dll and the how the assets are used to generate the trees until this past week.

Here, I am demonstrating properly generated trees with textures and meshes from my daotree (rust) tool that show you what dao trees actually look like before being turned into billboards.

u/Toeofcharmander — 6 days ago

DAO Rebirth toolset video

just a video of the current state of the gui as things come on live, animations are fully loaded and can be applied to the correct models along with theirs skins and the skeletons get loaded also. once everything is finished in the gui ill be adding in the roundtrips.

u/Toeofcharmander — 15 days ago

Lyrium Memory Handler

Lyrium Memory Handler
Hey heres an updated and tuned d3d9.dll based off matts and nathans work tuned for save memory handling of the game, feel free to make an ini and dump me any long running logs if there are issues crashes etc, thing that cant be tested fully by an individual :3 any ways keep having fun and enjoy the game, hope this helps with stability

u/Toeofcharmander — 17 days ago

DAO Toolset and unreal migration

Hey, So its been awhile since I posted and had some IRL stuff going on but was progressing on my toolset, I recently saw a post about Mark Darrah stating no one understood DAO and games from that era at bioware, that may be true but that isn't true for people out in the modding community and where ever the og devs scattered too!

Anyways all the tooling is done, I have extracted all the assets created all my tools (decomplier is done compiler im still ironing out but its close) are ready and they can handle the whole pipeline, and its flags, across all the whole game.

Where that leaves me is migrating them into the unreal engine, and standing up the equivalent scripts into either c++, blueprints (maybe) or making a connection for a equivalent aurora scripting language since ill be able to handle dao scripts, headers and so forth.

anyways will I complete this project yes, and on it ill released a full pipeline for generating that era of crpg games :3 with unreal

#GreyWardens

u/Toeofcharmander — 19 days ago

Current state of pipeline for new armors

Black is all custom eoa with kob armor, colored phot has off fatal bullet vs eoa kob armors

u/Toeofcharmander — 21 days ago

Lizbeth's Shop update: A video tour of all the pages, plus the first two full outfit ports are in

Quick progress update on Lizbeth's Shop (the custom item/outfit mod for Echoes of Aincrad). The video walks through every page of the shop so you can see how commissions work end to end.

Since the last post:

Two complete outfit ports are now in game: Knights of the Blood and Cait Sith, brought over from Fatal Bullet. Each one is a full Upper/Lower/Gloves set, craftable at the smithy like any other gear.

They're real costumes, not reskins, custom meshes with all 6 LODs, working body sliders, and full dye support: all four color channels respond to the in-game color picker.

Everything bakes into a single pak. Multiple commissions (outfits, weapons, shields) go into one installable file, and adding a new one never breaks the ones already installed.

Safety rails: commissions are validated before anything is built (ID collisions, missing recipes, stale files all fail loudly), the installer refuses to run while the game is open, and there's a save-backup vault built in.

All of this is for offline single-player, works on your own legally owned copies of both games, and nothing from either game gets redistributed, the tools rebuild everything from your own installs.

Happy to answer questions about how any page in the video works.

u/Toeofcharmander — 25 days ago

sao Fb to sao Eoa asset pipeline progress custom armor natively (lizbethsShop)

hey been working on lizbeth's shop, while duplicating or makig new weapons was easy (you can losd the mesh, texture and coloring) in easy with my tool and all the stats. The armor was a nightmare, needed test meshes so made a pipeline to migrate saofb skins into sao eoa and here we are still need cosmetic improvements but overall it works now :) issues them natively in upper lower and gloces for creation

u/Toeofcharmander — 25 days ago

SaoLizbeths-shop now has armor :3 for any weather

can use either male or female armor when created through my tool and mod setup now but one caveat male armor does need male gloves to line up and so does the female armor, the legs however are fine.

u/Toeofcharmander — 1 month ago

SaoLisbeth-Shope, Elucidator night set o.o

still working through creating the pipeline for making armor, but thought i would share the progress.

u/Toeofcharmander — 1 month ago

Early peak at next mod SaoLizbeth-Shop

the first custom created weapon in sao:eoa, Huge shoutout to my man junk that started the intial investigation into this before I took over <3 much love bro!

u/Toeofcharmander — 1 month ago