Category Archives: Tutorials

Frosty Tool Suite Error Compendium

With the help of electricfish & GalaxyMan2015, I have centralized all errors that have been reported thus far.

It will be updated as we go so please do not direct link. Instead, place a link to my Frosty Tool Suite Tutorials page.

Hope it helps!

 

Frosty Tool Suite Error Compendium

 

I, munchyfly, am NOT the creator of Frosty Tool Suite. I’m merely a Tester, meaning that I only try out the tools and take no part in it’s coding.

All Frosty Tool Suite development is made by GalaxyMan2015 & his development group.

 

~munchyfly

Frosty Tool Suite Links UPDATED

I have updated the links for downloading Frosty Tool Suite, since it’s now LIVE on the Nexus.

I’ve also left the original GitHub links, just in case.

 

I, munchyfly, am NOT the creator of Frosty Tool Suite. I’m merely a Tester, meaning that I only try out the tools and take no part in it’s coding.

All Frosty Tool Suite development is made by GalaxyMan2015 & his development group.

Frosty Tool Suite – How to make texture mods using Intel Texture Works and Photoshop

Here is a video demonstration and written tutorial on how to successfully create a texture mod using the Intel Texture Works Plugin for Photoshop.

The reason this tutorial was made is that the nVidia DDS Plugin is currently causing problems on importing textures extracted from Frosty Editor into Photoshop.

This plugin can seem like a beast at first but it is very reliable.

This tutorial DOES NOT COVER TEXTURE EDITING! It simply demonstrates how to use the Intel Texture Works Plugin, as this is the only plugin for now that works with Frosty, not producing an errors both when importing and exporting.

Before you start..

 

  • IT IS IMPERATIVE YOU READ THE SIDE NOTES BELOW BEFORE & AFTER VIEWING THE TUTORIAL.
  • CHECK THE FROSTY TOOL SUITE ERROR COMPENDIUM BEFORE REPORTING ANY ISSUES.
  • CHECK OUT THE COMMENTS, AS SOMETIMES, THEY MAY ALSO HAVE THE ANSWERS TO ANY ISSUES YOU ARE HAVING.

I, munchyfly, am NOT the creator of Frosty Tool Suite. I’m merely a Tester, meaning that I only try out the tools and take no part in it’s coding.

All Frosty Tool Suite development is made by GalaxyMan2015 & his development group.

 


Video Tutorial

 

 

Text Tutorial

 

In this tutorial, I’m going to show you how to save DDS textures using the Intel® Texture Works Plugin for Photoshop for use in Frosty Editor.

Here, I will me modding Mass Effect: Andromeda

  1. Download the Intel® Texture Works Plugin for Photoshop
  2. Follow the install instructions provided to install the plugin.
  3. Run Frosty Editor.
  4. Now choose the texture you wish to modify and extract it. Here, I’m using the Athletic Outfit Top Diffuse & Mask (Specular)
  5. Take note of the format of the texture(s) you just extracted. Write it down or take a screenshot. You’ll need it in order to move forward.
  6. Minimize Frosty Editor
  7. Open Photoshop
  8. Open the texture(s) you wish to edit.
    1. If your texture doesn’t have an Alpha Channel, this dialogue will appear. In this case, the Diffuse for the Athletic Outfit Top.
    2. If your texture has an Alpha Channel, this dialogue will appear. For Alpha textures, it’s usually better to check “Load transperancy as Alpha Channel”. In this case, the Mask (Specular) for the Athletic Outfit Top.
  9. Make the modifications you wish
  10. Go to File > Save As > Intel > Press Save
  11. This dialogue controls Export Options.
  12. Remember when I told you to take note of the original texture’s format?
    1. The original format for this Diffuse is BC7_SRGB
    2. The original format for this Mask is BC7_UNORM
    3. The Diffuse doesn’t have an Alpha Channel. In Texture Type, select Color. In Compression, select BC7 8bpp Fine (sRGB, DX11+). In Mip Maps, select Auto Generate. Hit ok.
    4. The Mask has an Alpha Channel. In Texture Type, select Color + Alpha. In Compression, select BC7 8bpp Fine (Linear, DX11+). In Mip Maps, select Auto Generate. Hit ok.
  13. Go back to Frosty Editor.
  14. Go to your texture and hit Import. Point it to your modified texture.
  15. Finally, save your project.
  16. Hit Launch.
  17. Your changes should appear in-game

 

Links

 

Side Notes

  1. Always save your project! If Frosty Editor closes, you will lose all unsaved changes and will have to re-make your mod. Your project is saved as “ProjectName.fbproject”. Make a backup of it just in case you lose your original.
  2. Projects don’t hold multiple changes. What I mean by this is that every mod has to be made in a new project.
  3. Make sure you always have “.fbmod” & “.archive”. Your mod will not work with Frosty Mod Manager if  “.archive” is not present in the same folder as “.fbmod”.
  4. Make sure you have zipped “.fbmod” & “.archive”. Extract your archive if you unsure and see if it’s all there.
  5. Make sure you saved your textures with the exact format as the vanilla. This applies to Mip Maps as well. If a texture has more than 1 (one) Mip Map, generate them.
  6. Include as much info as possible in your mod. This is to avoid any complications on the mod users end.
  7. Project files are not mod files. If you accidentally upload a “.fbproject”, then the mod user will have access to your changes. Frosty Editor does no open already built mods, ergo, “.fbmod” cannot be opened with Frosty Editor once exported.

 

 

Frosty Tool Suite – How To Install Mods With Frosty Mod Manager

Since the release of Frosty Tool Suite, naturally, many questions have arisen as to how install mods made in Frosty Editor.

Here is a tutorial with both a video demonstration and a text on how to install Frosty Mods with Frosty Mod Manager.

Before you start..

 

  • IT IS IMPERATIVE YOU READ THE SIDE NOTES BELOW BEFORE & AFTER VIEWING THE TUTORIAL.
  • CHECK THE FROSTY TOOL SUITE ERROR COMPENDIUM BEFORE REPORTING ANY ISSUES.
  • CHECK OUT THE COMMENTS, AS SOMETIMES, THEY MAY ALSO HAVE THE ANSWERS TO ANY ISSUES YOU ARE HAVING.

 

I, munchyfly, am NOT the creator of Frosty Tool Suite. I’m merely a Tester, meaning that I only try out the tools and take no part in it’s coding.

All Frosty Tool Suite development is made by GalaxyMan2015 & his development group.

 


Video Tutorial

 

 

  1. Extract Frosty Mod Manager
  2. Run it.
  3. Point to Mass Effect: Andromeda .exe
  4. Extract the mod
  5. Press Install Mods in Frosty Mod Manager
  6. Point to the .fbmod.
  7. Activate the Mod by double clicking it
  8. Launch Game

Links

 

Side Notes

  1. When you download a mod, there should be 2 (two) files: “.fbmod”“.archive”. These must always be together. If “.archive” is not present, the you must let the mod author know, as Frosty Mod Manager needs both files in order to read & merge mods.
  2. If you launch the game from Frosty Editor, only the changes made inside it will appear in-game.
  3. To view multiple mods in-game, you must use Frosty Mod Manager.
  4. Launching the game outside of either Frosty Editor or Frosty Mod Manager will not display any mods, ergo, the Vanilla Game will be launched.

 

 

How to use ReShade with your favourite recording software

I’m posting this here in case anyone has any similar problems.

Download Reshade

I mostly use Mirillis Action! (which I love by the way) but ReShade wasn’t compatible with it. My games would automatically freeze at startup. Until I could find an answer as to why this was, I used ShadowPlay.

BUT, I googled to see if anyone was having the same problem (hey, most of the time, I’m to blame for anything going wrong). I found THIS post. It was a lifesaver.

To quote crosire:

“The ReShade DLL is fully ABI (with some small exceptions) compatible with d3d9.dll, dxgi.dll, opengl32.dll and mostly ABI compatible with d3d10.dll and d3d11.dll. This means it won’t crash due to DLL naming.”

Meaning that if I renamed dxgi.ll to d3d11.dll, I could use Action! AND ReShade.

And it worked!!!

I can’t say for any other software so you would have to try that out for yourself. Of course you would have to follow the rules for renaming:

  • If you use DirectX 9: rename dxgi.dll to d3d9.dll
  • If you use DirectX10+: rename dxgi.dll to d3d11.dll

If a game loads both d3d9.dll and d3d11.dll (like The Witcher 3)…

..to quote crosire:

“The only difference is the load order in which the game loads these. While Witcher 3 is a Direct3D 11 game, it still loads d3d9.dll for some reason. But it may do that later than it does load dxgi.dll. What can happen is that games already call the Direct3D setup functions before loading the library ReShade was renamed to, in which case ReShade can no longer apply. You would need to use a different name then. Other than that, again, it makes no difference to ReShade.”

Other than the above, I’m sorry but I can’t help you any further. I’m new to using ReShade myself.

I hope this helps! Good luck! ^__^


Source for all this: ReShade Forums (TOPIC: Is dxgi.dll better than d3d9.dll ?)

Frosty Editor DirectX Error on Windows 7

I originally posted this on Tumblr but I figured it would also be a good idea to do it here too.

Download Frosty Tool Suite

[ Nexus | GitHub ]

 

I, munchyfly, am NOT the creator of Frosty Tool Suite. I’m merely a Tester, meaning that I only try out the tools and take no part in it’s coding.

All Frosty Tool Suite development is made by GalaxyMan2015 & his development group.

 


 

If you are on Windows 7 & the following errors show up when you try to open a texture in Frosty Editor:

 

To quote GalaxyMan2015 (the author of Frosty Tool Suite):

“To anyone experiencing the issue with d3dcompiler_47.dll not being found on Windows 7. Make sure that you have SP1 installed then proceed to the following link and apply the windows update: https://support.microsoft.com/en-us/help/4019990/update-for-the-d3dcompiler-47-dll-component-on-windows

Credits to @dracoangelz for the screenshots