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General Questions

Frosty Toolsuite is the most advanced modding platform for games running on DICE’s Frostbite engine. It consists of:
  • Frosty Editor: Full-featured mod creation tool
  • Frosty Mod Manager: Mod loading and management
  • Frosty SDK: Core libraries for Frostbite file formats
  • Plugin System: Extensible architecture for custom functionality
It supports a wide range of Frostbite games including Battlefield, FIFA, Need for Speed, Dragon Age, Mass Effect, and more.
Frosty supports many Frostbite games with varying levels of functionality:Full Support (Editing Enabled):
  • Star Wars Battlefront II
  • Battlefield 1, 4, Hardline, V
  • FIFA 18, 19, 20
  • Madden 19, 20
  • Need for Speed Heat, Payback, Rivals
  • Dragon Age: Inquisition
  • Mass Effect: Andromeda
  • Plants vs Zombies: Garden Warfare 2
Read-Only Support:
  • Anthem
  • Star Wars Squadrons
  • Plants vs Zombies: Battle for Neighborville
  • Plants vs Zombies: Garden Warfare 1
Game support depends on having the correct profile SDK. Some games may require profile updates after patches.
Yes, Frosty Toolsuite is completely free and open-source.License: Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International LicenseThis means:
  • Free to use for personal modding
  • Cannot be used commercially
  • Cannot create derivative works
  • Must provide attribution
You should ONLY use mods in offline/single-player modes.
Important:
  • Using mods in multiplayer can result in permanent bans
  • Some games use EasyAntiCheat which will detect modifications
  • Always play offline when mods are active
  • Disable mods before playing online
EasyAntiCheat Games: Frosty displays warnings for games with EasyAntiCheat. Proceed at your own risk.
Frosty Editor:
  • Create and edit mods
  • Browse game assets
  • Import/export assets (meshes, textures, sounds)
  • Save projects and export mods
Frosty Mod Manager:
  • Load and apply mods to games
  • Manage mod load order
  • Create mod collections and packs
  • Launch games with mods enabled
Think of the Editor as a development tool and Mod Manager as an end-user tool.

Getting Started

  1. Download the latest release from GitHub
  2. Extract to a folder of your choice
  3. Run FrostyEditor.exe or FrostyModManager.exe
  4. Select your game on first launch
Requirements:
  • Windows 10 or later
  • .NET Framework 4.8
  • Visual C++ Redistributables
  • 8GB+ RAM recommended
1

Launch Frosty Editor

Run FrostyEditor.exe and select your game.
2

Create a New Project

File → New Project
3

Browse Assets

Use the Data Explorer to find assets you want to modify.
4

Edit Assets

Double-click assets to open them in the editor. Make your changes in the Property Grid.
5

Save Project

File → Save Project (Ctrl+S)
6

Export Mod

File → Export to Mod → Configure mod details → Export
1

Launch Mod Manager

Run FrostyModManager.exe and select your game.
2

Add Mods

Click “Import Mod” and select .fbmod or .zip files.
3

Enable Mods

Check the boxes next to mods you want to use, or drag them to the Applied Mods list.
4

Adjust Load Order

Drag mods in the Applied Mods list to reorder (bottom mods override top mods).
5

Apply and Launch

Click “Apply Mods” then “Launch Game”.
Some games require an encryption key to load game data.
Frosty developers cannot and will not provide encryption keys.
  • You must obtain the key through legitimate means
  • The key prompt window will appear if required
  • Keys are game-specific
Games that may require keys:
  • Some older Frostbite titles
  • Console versions (not supported)

Using Frosty Editor

The Data Explorer offers several ways to find assets:Search/Filter:
  1. Click in the filter box at the top
  2. Type asset name or part of the path
  3. Filter ignores case (v1.0.3+)
Bookmarks:
  1. Right-click an asset → Add Bookmark
  2. Access bookmarks from the Bookmarks panel
  3. Organize with folders (v1.0.3 alpha 4)
  4. Rename bookmarks (v1.0.3 alpha 4)
Recent Items:
  • Recently opened assets appear in File → Recent
Find in Data Explorer:
  • When viewing references, right-click → Find in Data Explorer
Mesh import was added in v1.0.6.Supported Formats:
  • FBX (ASCII and Binary)
  • OBJ
  • DAE (Collada)
Steps:
  1. Open a mesh asset in the Editor
  2. Click Import in the mesh viewer
  3. Select your mesh file
  4. Choose the correct skeleton (very important!)
  5. Configure import settings
  6. Import and save
Always export meshes with the correct skeleton to avoid crashes.
Tips:
  • Export settings remember the last skeleton used (v1.0.5.8)
  • Composite mesh support added in v1.0.6.3
  • Check for inverted normals (fixed in v1.0.6.2)
Texture import/export was added in v1.0.4.5.Supported Formats:
  • 2D Textures: DDS, PNG, TGA, HDR
  • Array Textures: DDS only
  • Cubemaps: DDS only
  • 3D/Volume Textures: DDS only
Steps:
  1. Open a texture asset
  2. Click Export to save current texture
  3. Click Import to load a new texture
  4. Select your texture file
  5. Frosty will validate format and dimensions
Requirements:
  • Dimensions must match or be power of 2
  • Format must be compatible
  • DDS recommended for best compatibility
Sound import was added in v1.0.6.Supported Formats:
  • WAV files
  • Raw ealayer3 format (v1.0.6.3)
Steps:
  1. Open a sound asset in the Sound Editor
  2. Click Import
  3. Select your audio file
  4. Frosty will convert and encode the audio
Some sounds may not support import. The import button will be disabled for unsupported sounds.
The Property Grid is where you edit asset properties.Features:
  • Edit values by clicking on them
  • Expand objects and arrays
  • Copy/paste values (v1.0.4)
  • Filter by property name or GUID (v1.0.5.6)
  • Math expressions in number fields (v1.0.6.3)
Special Editors:
  • PointerRef: Select referenced objects from dropdown
  • LinearTransform: Position, rotation (YPR/XYZ), scale editor
  • Array: Add, remove, insert elements
  • Localized Strings: String ID and text editor
Tips:
  • Double-click to expand entries (v1.0.2)
  • Use Tab to navigate between fields
  • Right-click for copy/paste options
  • Filter auto-focuses when window opens (v1.0.4)
Asset duplication was added in v1.0.5.4.Steps:
  1. Right-click an asset in Data Explorer
  2. Select “Duplicate Asset”
  3. Choose new name and optionally change type
  4. New asset is created with unique GUIDs
Supported Assets:
  • Most EBX assets
  • TextureAsset (some games, v1.0.6 Alpha 2)
  • Through DuplicationPlugin (v1.0.6+)
Caveats:
  • Not all asset types support duplication
  • Complex assets may need manual fixing
  • References must be updated manually
The DuplicationPlugin was moved to its own plugin in v1.0.6 (Alpha 2).
Bundles are Frostbite’s way of packaging assets.Bundle Editor (Added in v1.0.6):
  • View which bundles contain an asset
  • Add/remove assets from bundles
  • Create new bundles
  • Whitelist bundles (v1.0.6.3)
Access:
  • Tools → Bundle Editor
  • Right-click asset → View Bundles
  • Bundle reference viewer in asset editor
Bundle editing can cause crashes if done incorrectly. Only modify bundles if you understand the system.
Game-Specific:
  • Manifest games: Issues fixed in v1.0.6.3
  • Older games: Issues fixed in v1.0.6.2

Using Frosty Mod Manager

Load order determines which mod’s changes take priority when multiple mods modify the same file.How it works:
  • Mods are applied from top to bottom
  • Bottom mods override top mods
  • Last mod applied wins for conflicting changes
Managing Load Order:
  1. Drag and drop mods in the Applied Mods list
  2. Order can be changed (v1.0.6.2 Alpha 1)
  3. Use the conflict viewer to see overlaps
Example:
Mod A - Changes texture to red
Mod B - Changes same texture to blue
Result: Texture will be blue (Mod B wins)
Collections (Added in v1.0.6 Beta 3):
  • Grouped sets of mods
  • Enable/disable multiple mods at once
  • Can include legacy mods (v1.0.6 Beta 4)
  • Organize mods by category or purpose
Packs (Added in v1.0.6 Alpha 5):
  • Previously called “Profiles”
  • Different mod configurations for the same game
  • Compressed .zip format support
  • Rename and duplicate options (v1.0.6.3)
Use Cases:
  • Different mod sets for different playthroughs
  • Organize by mod type (graphics, gameplay, etc.)
  • Share mod configurations with friends
ModData files store applied mod information. Over time they can accumulate and cause issues.Manage ModData (Added in v1.0.6.3):
  1. Open Mod Manager
  2. Go to Actions → Manage ModData
  3. View and delete old ModData files
When to clean:
  • Mods not applying correctly
  • Game crashes on startup
  • After major mod changes
  • Before troubleshooting issues
ModData cas files are automatically cleaned between launches (v1.0.6 Alpha 2).
Frosty supports multiple game platforms (Added in v1.0.6 Alpha 3):Supported Platforms:
  • EA Desktop (Origin)
  • Steam
  • Epic Games Store
LaunchPlatformPlugin:
  • Automatic platform detection
  • Manual platform selection in options
  • Keep platform open after exit option (v1.0.6.2 Alpha 1)
Troubleshooting:
  • Steam launch issues fixed in v1.0.6.3
  • Platform detection improved in v1.0.6.2 Alpha 1
Yes, Frosty supports multiple mod formats:Supported Formats:
  • .fbmod - Native Frosty mod format
  • .zip - Zipped mod packs (v1.0.6 Alpha 5)
  • .daimod - Dragon Age: Inquisition mods (v1.0.4)
Legacy Mods:
  • FIFA/Madden legacy mods supported
  • Can be added to collections (v1.0.6 Beta 4)
  • Proper launch support (v1.0.6 Beta 4)
Importing:
  1. Click “Import Mod”
  2. Select mod file(s)
  3. Mod is copied to Mods folder
  4. Enable and apply as normal

Plugin System

Plugins extend Frosty’s functionality. The plugin system was added in v1.0.6.Plugin Types:
  • Editors: Custom asset editors (Mesh, Texture, Sound, etc.)
  • UI Extensions: Menu items, tabs, options pages
  • Data Extensions: Custom asset types, handlers
  • Type Editors: Custom property editors in Property Grid
Built-in Plugins:
  • MeshSetPlugin
  • TexturePlugin
  • SoundEditorPlugin
  • BundleEditorPlugin
  • LocalizedStringPlugin
  • And many more!
1

Download Plugin

Get the plugin .dll file from a trusted source.
2

Place in Plugins Folder

Copy to the Plugins folder in your Frosty installation.
3

Unblock DLL

Right-click the DLL → Properties → Unblock (if present)
4

Restart Frosty

Close and reopen Frosty Editor or Mod Manager.
5

Verify Loading

Check the loaded plugins list (improved in v1.0.6.2).
Only install plugins from trusted sources. Malicious plugins can compromise your system.
Yes! Frosty has an extensive plugin API.Getting Started:
  1. Use BlankPlugin as a template
  2. Reference FrostySdk and FrostyCore
  3. Implement your extension point
  4. Build and place DLL in Plugins folder
Extension Points:
  • TypeEditor - Custom property editors
  • MenuExtension - Menu items
  • TabExtension - Custom tabs
  • AssetDefinition - Custom asset types
  • CustomHandler - Mod handling logic
  • StartupAction - Run on startup
  • And many more!
See the Contributing Guide for detailed plugin development information.

Advanced Topics

The Type Explorer (added in v1.0.6) lets you browse Frostbite’s type system.Features:
  • View all game types and classes
  • See class properties and structure
  • Understand data relationships
  • Reference for scripting and modding
Access:
  • View → Type Viewer/Explorer
The InitFS Viewer (added in v1.0.6) explores the InitFS archive.InitFS:
  • Contains game initialization data
  • File system metadata
  • Bundle information
Access:
  • View → InitFS Viewer
Improvements:
  • Support for PVZ: Garden Warfare 1 & 2 (v1.0.6 Beta 1)
  • Fixed loading for multiple games (v1.0.6 Beta 1)
EBX to XML (added in v1.0.6) exports asset data to XML format.Use Cases:
  • External processing of asset data
  • Scripting and automation
  • Data analysis
  • Backup and documentation
Access:
  • Tools → Export EBX to XML
This is an experimental feature for advanced users.
Yes! Frosty has RenderDoc integration for graphics debugging.Features:
  • Capture render frames
  • Analyze shader execution
  • Debug rendering issues
Custom Shaders:
  • Shader compilation system (v1.0.5)
  • Author custom shaders
  • Replace built-in shaders
Access:
  • RenderDoc button in mesh viewer toolbar

Troubleshooting

Common causes and solutions:
  1. Corrupted config: Delete configs in %LOCALAPPDATA%\Frosty
  2. Missing dependencies: Install Visual C++ Redistributables
  3. Blocked DLLs: Unblock all DLLs in ThirdParty folder
  4. Outdated game: Update game to latest version
See the Troubleshooting Guide for detailed solutions.
Check these common issues:
  1. Mod load order: Check for conflicts
  2. Old ModData: Clean ModData files
  3. Outdated mods: Update or rebuild mods
  4. Game patches: Some patches break mods
See Troubleshooting → Modding Issues.
Resources:Before Asking:
  1. Check this FAQ
  2. Review troubleshooting guide
  3. Search existing issues
  4. Have your Frosty version and game info ready

Version Information

Always use the latest stable release for the best experience.Current Stable: v1.0.6.3Version Types:
  • Final: Stable production releases
  • Beta: Feature-complete, testing phase
  • Alpha: Experimental, may have bugs
  • Developer: Development builds, unstable
Check the Changelog to see what’s new in each version.
1

Download Latest Version

Get the latest release from GitHub.
2

Backup Your Data

Save your projects and mod collections.
3

Extract New Version

Extract to a new folder or overwrite existing.
4

Migrate Configs

Configs in AppData are preserved automatically.
Version Checking:
  • Automatic version checking added in v1.0.6 (Beta 3)
  • Temporarily disabled in v1.0.6.1

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