Frosty Tool Suite v1.0.6

This tool will allow you to mod FIFA 17, 18, 19 and 20 files and textures:

Here are the features of the latest version:


  • Added Battelfield: Hardline profile
  • Fix for FIFA20 launching issues


  • Added Plants vs Zombies: Battle for Neighbourville Read Only profile
  • Added the ability to update a games profile SDK when the game is updated
  • Export settings for meshes will now remember the last skeleton used
  • Added the ability to select the render device the viewport will use (From options)
  • Added the ability to merge ShaderBlockDepot changes from multiple mods
  • Fixed issue with exporting BFV meshes with skeletons
  • Mod manager will now show legacy file changes by name (rather than random chunk ids)
  • Mod manager will also show assets being merged (via the conflicts tab)


  • Added FIFA20 full profile
  • Updated SDK for SWBF2
  • Updated SDK for BFV
  • Updated SDK for Anthem
  • Fixed crash when attempting to load meshes in BFV


  • Added filtering to the property grid. Can filter by property name or by an internal/external guid
  • Fixed an issue where newer format EBX were not rewriting correctly
  • Fixed an issue where the editor would crash when trying to display an invalid reference
  • Fixed some more reference assigning issues


  • Fix for legacy db changes causing game to crash in Madden20
  • Fix for crashing when attempting to edit network registry assets
  • Small fix for ShaderBlockDepot boolean edits
  • Fix for extra / detection in duplicate asset filename


  • Added Madden20 full profile
  • Added Plants vs Zombies Garden Warfare read only profile
  • Added the ability to add and remove new root level instances to an ebx (via the View Instances dialog)
  • Added the ability to rename and duplicate instances via same dialog
  • Added the ability to copy and paste objects and arrays
  • Added the ability to duplicate an asset (and change its type) comes with a long list of caveats
  • Modifying mesh materials and object variations in SWBF2 will now update the appropriate ShaderBlockDepot files
  • Added more inline classes to SWBF2 profile
  • Fixed crash that would result when you saved at the same time an autosave was being performed
  • Fixed an issue that would result in the pitch in FIFA19 appearing white (as well as potentially other bundle related issues)
  • Fixed a couple of type info generation related issues for Mass Effect
  • Fixed an issue where the PointerRef dropdown box would appear cut off, not allowing you to scroll all the way to the bottom
  • Fixed setting a shader to null in a mesh material would result in a crash


  • Fix to numerous assets not being able to be opened


  • Fix for indexing assets after patch causing Frosty to crash with Anthem
  • ResMeta now exported along with res (first 0x10 bytes) and imported
  • Fix to 2gb limit on chunk based superbundles
  • Fixed issue with inserted items appearing in incorrect locations


  • Fixed importing mods made in a prior patch causing error/crash
  • Fixed saving project with kit previewer open crashing
  • Fixed crash when exporting skinned meshes from Anthem
  • Fixed sound continuing to play when using the close all documents command


  • Added a menu option to close all documents
  • Added a reference viewer, allowing the user to see where an asset is referenced and what it references
  • Added a bundle reference viewer, allowing the user to see what bundles an asset is in (was previously a right click to log option)
  • Added read only profile for Anthem
  • Added read only profile for Battlefield V
  • Added profile for Need for Speed Rivals
  • Added read only profile for Need for Speed Online
  • Added an experimental kit previewer for Fifa
  • Added the ability to bookmark legacy items
  • Added a few legacy asset editors/viewers (DB, DDS, BIG, AST, etc.)
  • Added a shader compilation system for the renderer allowing the end user to author their own shaders to use in place of the built in shader
  • Added experimental resource explorer, allowing the exporting and importing of raw res and chunk files
  • Added experimental localized string viewer with the ability to export all strings and ids to a csv file (no editing)
  • Added experimental ebx export to xml (found under tools)
  • Added discord RPC functionality
  • Added mod category grouping to the mod manager
  • Added a linear transform editor that shows the position, rotation (as Yaw/Pitch/Roll) and scale
  • Added a patch summary window when a game has been updated showing which files have been added/modified/removed
  • Added profile selection window to mod manager
  • Added an options window for configuring some basic Frosty options
  • Added the ability to view texture and variation db locations for each variation of a mesh material
  • Added FIFA19 full profile (editing now enabled)
  • Added a new skeleton picker (allows filtering and folders)
  • Added a branch tree view for conversations in DAI, MEA and Anthem, allowing the user to access previously inaccessible items
  • Exporting a composite mesh will now export any embedded composite part transforms
  • Improved start times of the application and apply times for most games
  • Moved legacy viewer for Fifa/Madden to the same location as the data explorer with a menu item to switch between the two
  • Revamped the property grid, allowing for increased functionality
  • Revamped the mesh renderer, better rendering, and more responsive
  • Fixed the save on close prompt, will cancel the close request if the user clicks the x instead of Yes or No
  • Fixed affected files listing freezing up the UI when mods have thousands of edited files
  • Fixed a crash when exporting uncompressed volume textures as non DDS formats
  • Fixed FIFA19 meshes exporting incorrectly
  • Updated SDKs to the latest patch version


  • Added a read-only FIFA19 profile
  • Added Cubemap/Volume and Texture array import support
  • Fixed a crash when viewing specific SWBF2 models
  • Mouse over effects on list/tree controls now more consistent
  • Fixed an issue where PVZ2 changes would cause the game to crash


  • Added Madden NFL 19 profile
  • Added PvZ Garden Warfare 2 profile
  • Added Battlefield 1 profile
  • Added a screen to show mod conflicts in the mod manager
  • Fixed numerous frosty window issues and enabled DPI support
  • Out of date mods will now show a warning on import and are flagged via a warn symbol
  • Fixed crash with NFS16 and DAI when initially loading the data
  • Potentially fixed corrupted textures in DAI when using daimods
  • Fixed an issue where legacy file changes in Fifa/Madden were not being applied correctly on project load
  • Fixed some 7z mod import issues


  • Fixed the modding process for Star Wars: Battlefront II after the latest patch changed the layout
  • Added taskbar progress to all tasks with a progress bar
  • Fixed issue with new projects with no modifications were being autosaved


  • Config selection at launch
  • SVG Preview/Import/Export
  • AtlasTexture Preview/Import/Export
  • DelayLoadBundle explorer for DAI
  • IES Preview
  • NFS Payback support
  • Dialog paths saved to INI
  • New mod export window
  • Mod settings saved to project, mod author can also be set in INI to be used as default using category ModSettings and key Author
  • Various prompts to save project if unsaved
  • Autosave with options settable in INI using category Autosave and keys MaxCount and Period
  • Various UI tweaks
  • Auto hash text entered into int/uint fields and convert from hex if starting with 0x
  • Ebx writing speed improvements per change
  • Using actual Frostbite BRDF’s in mesh preview renderer
  • Some classes now have descriptions
  • Saving project will correctly update open tab headers
  • Copy/Paste for property grid for all basic object types
  • Insert and RemoveAll added to list context menu
  • daimod files can be imported and configured via Frosty Mod Manager
  • Variation database now only loads when opening a mesh for the first time (speeds up initial loading)
  • Prompt appears when opening an asset, instead of freezing UI on large assets
  • Data is accessible and editable while the game is running
  • “Find in Data Explorer” will now clear the Search Filter
  • You can now double click a class to create it in the Class Selection window
  • Filter auto focused on class selection window open
  • Improvements to texture import logic



  • Added bookmark folders
  • Added bookmark renaming
  • Added Fifa18 game profile
  • Added scrollable tab control for the main tab panel (instead of stacking)
  • Added custom splash screen banners for each supported game
  • Added new task dialog, provides more feedback during import/export activities
  • Added new view modes for mesh preview (Base/Specular color, Normals, MaterialAO, Smoothness, Metallic, Reflectance, Reflections and Ambient)
  • Changes to mesh materials are now reflected dynamically in render viewport (For tints/colors that have been implemented in the shader)
  • Rendering improvements across all games (except NFS). Preview should now reflect game rendering more closely.
  • Fixed numerous issues with composite mesh previews and mesh preview state
  • Fixed sound preview to disable export/play buttons on unsupported sounds, and correctly reports sound has been exported
  • Moved back to v1.0.2b bcrypt.dll until issues can be resolved properly

Download fix for FIFA 18
You need to replace “bcrypt.dll” file into “FrostyModManager_v1.0.3alpha4\ThirdParty” folder and in your FIFA 18 directory folder. Afterwards, you need to replace “initfs_Win32” file into “FIFA 18\Patch” folder.


  • Fixed bcrypt.dll compilation issues
  • Fixed issue with DAI infinite load when a specific bundle was edited
  • Fixed issue with DAI and insufficient memory, attempting to load localized texts
  • Fixed crash with previewing and exporting meshes in SWBF and Fifa17


  • Fixed out of date SDK used in MEA
  • Disabled non working import button from sounds
  • Packaged fifaconfig workaround with editor

Frosty Editor

  • Fixed an issue with compressing certain files (Compression Failed error)
  • LZ4 compression now used to compress data for games that use it (MEC, SWBF)
  • Drastically reduced time and storage capacity it take to apply mods for all games
  • Implemented new texture formats for preview and export
  • Added Searching/Filtering of assets in the data explorer
  • Added the ability to save bookmarks
  • Added more advanced asset editing capabilities, including class instantiation, and removing elements from the middle of arrays
  • Added mesh 3d preview (import to come)
  • Added sound preview and export (import to come)
  • Added lua asset editing (with lua compilation if required)
  • Added support for DragonAge, NeedForSpeed, Fifa17
  • Added rudimentary legacy file editing support for Fifa17

Frosty Mod Manager

  • LZ4 compression now used to compress data for games that use it (MEC, SWBF)
  • Drastically reduced time and storage capacity it take to apply mods for all games
  • Numerous other bug fixes

Tool made by GalaxyMan2015

Auto Install PC Compatible Win10 Compatibility


Report Missing File !

Author: GalaxyMan2015


  1. Riasat Salmin Sami

    Can we add Faces?

    Are we still required to start the game using Frosty tool to make the mods work?

  2. I keep getting this error:

    “The path name cannot be empty.

    at: System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
    at: System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access)
    at: FrostySdk.Managers.AssetManager.FifaAssetLoader.Load(AssetManager parent, BinarySbDataHelper helper)
    at: FrostySdk.Managers.AssetManager.Initialize(Boolean additionalStartup, AssetManagerImportResult result)
    at: FrostyEditor.Windows.SplashWindow.c__DisplayClass3_0.b__0()
    at: System.Threading.Tasks.Task.Execute()
    — End of stack trace from previous location where exception was thrown —
    at: System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
    at: System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
    at: FrostyEditor.Windows.SplashWindow.d__3.MoveNext()
    — End of stack trace from previous location where exception was thrown —
    at: System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
    at: System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
    at: FrostyEditor.Windows.SplashWindow.d__1.MoveNext()
    — End of stack trace from previous location where exception was thrown —
    at: System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
    at: System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
    at: System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)”

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