My answer there was referred to AccuRig plugin inside Character Creator (I was not sure if OP had CC or not anyway). But if you do not have CC, then you are out of luck. Stand Alone AccuRig app strips all blendshapes regardless.
Stand alone AccuRig and the one integrated into CC create the same armature.
But as I mentioned in my last post in the other thread, you need import your character and Characterize it in CC with current armature in order to identify a face rig. Once that done you may import Blendshapes via FBX import in Expression Editor (as custom) and finally use CC AccuRig to generate a new armature while preserving existing face rig.