Get started with Frosty Toolsuite and create your first mod for any Frostbite engine game. This guide walks you through a simple text modification that demonstrates the core modding workflow.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/CadeEvs/FrostyToolsuite/llms.txt
Use this file to discover all available pages before exploring further.
Prerequisites
Before starting, ensure you have:Install Frosty Toolsuite
Select Your Game
What Can You Mod?
Frosty Toolsuite gives you access to virtually every asset in Frostbite games:Visual Assets
Audio
Game Data
Text & Localization
What makes Frosty different from other modding tools?
What makes Frosty different from other modding tools?
- EBX Assets: Entity blueprints containing game logic and configurations
- RES Assets: Resources like textures, meshes, and audio
- Chunks: Binary data referenced by other assets
- Bundles: Asset organization and loading behavior
Your First Mod: Changing Localized Text
Let’s create a simple mod that changes in-game text. This demonstrates the complete workflow from asset discovery to testing.Step 1: Create a New Project
Launch FrostyEditor
Create New Project
Ctrl+N)Choose a location and name your project file:Step 2: Find a Text Asset to Modify
Open the Data Explorer
Search for Localization Assets
Ctrl+F) and search for:Step 3: Modify the Text
Edit the String Value
- Expand the text entry you want to modify
- Find the language field (usually “en” for English)
- Click the value field to edit
- Change the text to something new
Step 4: Export Your Mod
Verify Your Changes
Export as .fbmod File
Step 5: Test Your Mod
Import Your Mod
my-first-mod.fbmod file.The mod appears in the Available Mods list with your title, author, and description.Enable and Apply
- Check the box next to your mod to enable it
- Click Apply Mods (or Launch Game to test immediately)
- FrostyModManager will apply your changes and launch the game
Understanding the Modding Workflow
The workflow you just completed is the foundation of all Frosty modding:Why use project files?
Why use project files?
.fbproject files store all your modifications in a reusable format. You can:- Continue working on your mod across multiple sessions
- Make incremental changes without starting over
- Share project files with other modders for collaboration
- Export multiple versions of the same mod
What happens when I save?
What happens when I save?
- Only the changes you made (delta format)
- Asset references and dependencies
- Linked assets (like texture chunks)
- Mod metadata
- Custom action handlers
How do mods get applied?
How do mods get applied?
- Reading the
.fbmodfile - Injecting modified data into the game’s memory
- Redirecting asset references to modded versions
- Managing load order for multiple mods
What to Try Next
Now that you understand the basics, explore more advanced modding techniques:Modify Textures
Edit Meshes
Change Audio
Modify Gameplay
Tips for Successful Modding
Start Simple
Start Simple
- Text modifications (this tutorial)
- Single texture replacements
- Multiple textures or meshes
- Complex entity property changes
- Multi-asset gameplay mods
Save Often
Save Often
- After each major change
- Before testing or exporting
- Before modifying complex assets
Use Bookmarks
Use Bookmarks
Ctrl+B) to avoid repeated searching. Create multiple bookmark contexts for different aspects of your mod.Test Incrementally
Test Incrementally
- Verify changes appear as expected
- Catch errors early before they compound
- Ensure mod doesn’t conflict with game updates
- Check performance impact
Document Your Work
Document Your Work
- What assets were changed
- What the changes do
- Known compatibility issues
- Installation requirements
Understand Asset Dependencies
Understand Asset Dependencies
- Textures link to chunk data for mipmaps
- Meshes reference materials and textures
- Entity blueprints reference multiple resource types
Common Beginner Issues
Can't find the asset I want to modify
Can't find the asset I want to modify
- Use advanced filter syntax:
type:MeshAssetto filter by type - Search for partial names:
^weaponfinds assets starting with “weapon” - Check both base game and DLC superbundles
- Use the Legacy Explorer for older Frostbite games
- Look at similar existing mods to see what assets they modify
Changes don't appear in game
Changes don't appear in game
- Mod not enabled: Check FrostyModManager’s Applied Mods list
- Wrong game profile: Ensure mod was created for the correct game
- Cache issues: Clear game cache and regenerate in FrostyEditor
- Load order: Some mods conflict; adjust load order in ModManager
- Anti-cheat blocking: Some games prevent modding; check game compatibility
Editor crashes or won't load assets
Editor crashes or won't load assets
- Verify .NET Framework 4.7.2+ is installed
- Unblock DLL files (Frosty does this automatically on first launch)
- Regenerate cache files (delete cache folder and restart)
- Ensure game is not running while using the editor
- Check game version matches Frosty’s supported versions
- Review FrostyEditor.log for specific error messages
Exported mod file seems too large
Exported mod file seems too large
- Text-only mods: Very small (few KB)
- Texture mods: Medium to large (MB range depending on resolution)
- Mesh mods: Medium (hundreds of KB to few MB)
- Complex mods with many assets: Large (tens of MB)