Past Versions

v1.0.5.5: Editor and Mod Manager

- Bug fix for an error applying mods which were installed from an archive, where the mod was inside a subfolder in the archive

- Small performance improvement when applying mods to the game in the Editor and Mod Manager

- Checksums are now calculated and added to the mod file when exporting a mod. These allow for the integrity of the mod to be verified by the Mod Manager, to ensure the file is not damaged and was downloaded and installed correctly. If necessary, generation of checksums can be disabled by editing the FIFA Editor Tool FIFA21.json configuration file, and setting the value of the GenerateChecksums property to false in the ModExportConfig section or the BatchModExportConfig section

- The integrity of mods is now checked automatically when installing a mod, to ensure the file is not damaged and was downloaded and installed correctly. This feature requires mods that were created in version 1.0.5.5 (or later) of the Editor Tool. It's also possible to check the integrity of all installed mods when the mod manager starts, but this is disabled by default. These checks can be enabled or disabled by editing the FIFA Mod Manager FIFA21.json configuration file, and setting the value of the VerifyModChecksumsOnInstall property or VerifyModChecksumsOnStartup property to either true or false

- Bug fix for content of the previous tab appearing in the mesh editor temporarily when switching between tabs

- When an error occurs while loading from the cache, a message is now displayed to prompt the user to recreate the cache, or perform a repair install in Origin if the error occurs repeatedly. This should be the preferred method of recreating the cache instead of manually deleting the .cache file

- Unrecognised compression types in CAS files now provide a better error message


v1.0.5: Editor and Mod Manager

- Added support for restoring the default settings for projects on the Batch Mod Exporter window

- Added support for clearing the settings for projects on the Batch Mod Exporter window

- Added support for restoring the default settings on the Export Mod window- Added support for clearing the settings on the Export Mod window

- Updated various third-party dependencies

- Added a "Copy Path" option to the right-click context menu of the data explorers (EBX, legacy, and res), for both the folder list and the file list

- Clicking the Clear filter button on the property grid now immediately removes the filter

- Focus is now restored to the search box after filtering on the property grid

- Bug fix for an error when filtering on the property grid

- Bug fix for underscore characters ("_") in asset names being treated as an access key modifier on tab headers

- Overhaul of TOC rewriting, to better support changes in bundle size and allow CAS files to be properly split in the Editor and Mod Manager. This may fix issues with the game crashing when large mods are applied to the game

- Added a legacy text editor that can view and edit the following legacy file types: TXT, XML, INI, CSV, LUA, JSON, HTML, NAV, LREQ, RCP, H, TG and PLS

- Added the ability to cancel launching of the game instantly while modifications are being applied in the Editor and Mod Manager

- Added a UI element to show when a mod is being installed

- Reduction in memory usage immediately after launching

- Added the asset type to the conflicts tab

- Bug fix for an error message when using the "Delete FIFAModData and Launch" option if the FIFAModData folder doesn't exist

- Added a Locale.ini menu item to the Tools menu, which lets you add one or more locale.ini files to your project. The locale.ini files will be included in the exported mod, and users can choose which one to apply to their game on the mod manager

- Moving the Legacy data explorer tab no longer causes it to lose its current state

- Added a retry loop when copying a string hash to the clipboard

- Corrected the background color of the toolbar on the legacy BIG file editor

- Improved the folder selection behavior when toggling filters on the main Data Explorer, the Legacy Explorer, and the Res/Chunk Explorer

- Added a full DB editor that appears when opening a .DB file, but also can be opened from the tools menu. Includes everything DB master has and much more, such as row numbers, faster speeds, better hashing, ability to change multiple cells at a time, and much more

- Added a drop-down to select the desired locale.ini file. If any mods on the Applied Mods list contain locale.ini files, you will be able to choose one from the drop-down

- Improved error handling during mod installation

- Added support for archives that contain files larger than 2 GB

- Bug fix for the "Delete FIFAModData and launch" button not checking if the game or launcher are already running

- Bug fix for some RAR archives not being read correctly

- Editing the mod settings for a project on the Batch Export Mods window will now prompt the user if they wish to save the changes to the project file

- Saving a project that's open in the editor will now update the asterisk displayed on open tabs, which indicates whether the file is changed since the last save

- A modal dialog is now shown during long-running operations, allowing for progress and state reporting. This may also help fix issues with keyboard shortcuts not working

- Added a thumbnail view mode to the asset list of the data explorers, supporting EBX TextureAssets and legacy DDS assets

- Removed dialog windows (e.g. Settings window, Batch Mod Export window) from the taskbar and the alt+tab list

- Support batch importing of legacy files, using the new "Batch Import" right-click menu item on the folder view of the legacy data explorer

- When launching the game through the editor, the creation of the temporary mod file is now asynchronous and won't freeze the UI

- Added support for exporting multiple SkinnedMeshAsset and HotspotDataAsset files at the same time, as well as with the support of exporting them alongside Texture assets

- Added a better error message when importing a texture fails to convert it to DDS

- When the game has been updated and the cache file exists, the EBX assets in the cache will be compared with the assets in the updated game to discover what has changed. The list of added, modified, and removed EBX assets will be saved in text files in the FIFA Editor Tool Data folder, and a new dialog will show a summary

- A custom error message is now shown when the game fails to launch due to insufficient disk space in the Editor and Mod Manager

- Project files (.fifaproject) are now associated with the editor, and opening a .fifaproject will automatically launch a new instance of the editor and begin loading it

- Introduced a new way mods are applied to the game which reduces the disk space needed as well as the time it takes to apply them in the Editor and Mod Manager

- Errors when loading the icon or screenshots from the default mod settings during batch exporting now don't prevent the export from proceeding, but are still written to the log

- When a NotSupportedException is thrown during project loading, the name of the unsupported asset type is included in the error

- Bug fix for an error when pressing the Enter key on the EBX or legacy data explorer asset list

- Updated the project version. Projects now store extra data about when each asset was imported

- Added automatic fixing of modified EBX texture assets and meshes within projects. This is needed when EA update a texture that you've modified in your project

- Added support for launching the game using EA Desktop for the Editor and Mod Manager

- Added an "Export File Paths" menu item to the "Tools" menu, with the sub-menus: "Modified EBX Assets" and "Modified Legacy Assets". These menu items allow exporting of modified EBX and legacy file paths to TXT

- Updated fifaconfig.exe to still support being launched by command-line in the Editor and Mod Manager. When using Origin, a shortcut to FIFA21.exe can pass the -dataPath "FIFAModData" command-line argument to launch with the currently-applied mods. When using Origin or EA Desktop, a shortcut to fifaconfig.exe inside the FIFASetup folder can pass the -dataPath "FIFAModData" command-line argument to launch with the currently-applied mods

- Refreshing of data explorers when assets are modified is now batched to improve performance. This fixes huge slowdowns which appear to be freezes (but eventually continue if given enough time) when loading a large project, when a large project is already open, and the Show Only Modified or Unmodified option is ticked

- Because of the above change, improved performance of the revert feature when multiple assets are selected

- Added the ability to drag and drop mod files (.fifamod, .rar, .zip, .7z) into the application window to install them

- Updated the message shown when applying mods to indicate the potentially long duration and to suggest putting the game and mod manager on an SSD

- Fixed bug where installing mods from a long file path wouldn't save them on the applied list

- Mod files (.fifamod) are now associated with the Mod Manager, and opening a .fifamod will automatically launch the Mod Manager and begin installing it. If the Mod Manager is already open, the existing window will be brought to the foreground and installation will begin in it

- Archives (.rar, .zip, .7z) now offer FIFA Mod Manager as an option in the Windows "Open With" menu

- Only a single instance of the Mod Manager can be open at a time

- Added a window for editing the game settings within the mod manager, on a per-profile basis. The settings are applied to the fifasetup.ini file when launching. Existing profiles without game settings stored within them will be given the current game settings

- Added a configuration file option for using an alternative launch method, which can be enabled/disabled via the "Mod Manager" tab of the above settings feature (the setting applies to all profiles, rather than being per-profile)

- Added a right-click context menu to the applied mods list, allowing the selected mods to be enabled or disabled together

- When a mod has no screenshots, the area where screenshots are shown is collapsed to allowed more space for the mod's description text

- Adjusting the grid splitter between the mod description and the affected files list now shows the change in real-time

- The affected files list now has a consistent background colour

- Added an estimation of the install size with the selected mods, beneath the applied mods list

- Bug fix for an issue where settings were not saved when the mod manager is closed due to the session ending. This would occur when shutting down, restarting, or logging off with the mod manager still open

- Added a filer for .fifaproject.bak files to the project file open dialog, to make it easier to open backed-up copies of projects

- The SDK update window now informs the user to launch the game, when waiting for the process to start

- Bug fix for saving of mod export settings on the Batch Mod Export window damaging project files, by updating the project version number in the file without modifying the project itself

- The editor data folder is now created automatically on startup. This prevents errors when trying to save data to it, e.g. the modified asset TXTs after the cache is recreated

- Updated the SDK

- Changed the default mesh export version from FBX_2012 to FBX_2020

- Added extra logging for when the layout.toc is missing from the game's Data or Patch directory

- Added a mesh viewer for SkinnedMeshAsset and RigidMeshAsset files, with support for wireframe view, multiple LODs, import and export buttons, import updating, and wrapping the texture around the mesh

- Added a Hide Property Grid On Mesh View setting to the settings window and configuration file

- Added a setting to automatically clear the compute graph for player meshes after importing- Resources are now correctly cleaned up when tabs are closed as a result of reverting an asset, or using the "Close all tabs" menu item

- Added the ability to import and export TrueTypeFontAsset files

- Improved the error message when failing to launch the game, to specify where the error log is located in the Editor and Mod Manager

- Chunk decompression errors when applying changes to the game no longer cause the launch to be aborted

- Bug fix for conflicts not being updated when changing the selected profile

- Improved the fixing when loading a project to remove loose legacy chunks that don't have an associated legacy file entry. When this happens, a message will be written to the log file indicating the file that was removed

- Improved the fixing when loading a project to fix incorrect MeshSetResource EBX values for meshes

- It's now possible to copy the text from the struct editors on the EBX property grid (e.g. chunk IDs)

- Minor EBX reader change

- Improved detection of middle-click on tab headers

- Slight change to the way the project header is loaded

- Some fixes to exporting meshes that had errors, still not fixed but furthur along

- A debug.txt is now written from fifaconfig.exe

- The search filter on the mesh export window can now be used without it closing the dialog when pressing Enter

- Code cleanup

- Code optimizations

- Many other small tweaks

v1.0.4: Editor and Mod Manager

- Added support for displaying GradingLutAsset texture files, as well as importing and exporting them. Importing displays a UI to assign files to slices
- Added support for displaying and exporting TextureArrayAssets
- Added support for reverting of multiple assets at once, with a warning prompt
- Reverting one or more assets will now close any open tabs for those assets
- Reverting a file now refreshes the asset list automatically (this applies in the data, legacy, and res/chunk explorers)
- Bug fix for failure to extract individual files from the BIG editor
- Added the user interface for regenerating the SDK, which will be shown automatically when starting the program if the SDK is out of date. It can also be accessed from "Regenerate SDK" under the "Tools" menu

- The search filters now ignore accent characters (diacritics) and other nonspacing combining characters
- Added support for more than four images on the Export Mod window
- Added a warning when adding an image greater than 2 MB in size on the Export Mod window

- Enabled high-quality bitmap scaling for images on the Export Mod window as well as the mod manager
- Bug fix for SRGB override toggle button on texture editors not reflecting the current setting
- Bug fix for the texture editor keybindings not being applied correctly when opening assets from the file list
- Added support for subcategories in the Export Mod window, Mod Manager, and the mod format itself
- Added support preset categories and subcategories in the Export Mod window, Mod Manager, and the mod format itself
- Added support for social links in the Export Mod window, Mod Manager, and the mod format itself
- Added support for a website link - shown to users when the mod is outdated - in the Export Mod window, Mod Manager, and the mod format itself

- Improved the project file format for marginally faster loading
- Added full support for non-ASCII data (e.g. supporting non-English languages in the mod export settings that are stored in the project file)
- Improved the behavior when saving a project file to make it less prone to corruption (whenever a project is saved, a backup is kept with the file extension .fifaproject.bak and can be used if your project file does become corrupt)

- Improved the behaviour when saving the configuration file to make it less prone to corruption (whenever the configuration file is saved, a backup is kept with the name FIFA Editor Tool FIFA21.json.bak and can be used if your configuration file does become corrupt)
- Keyboard shortcuts are now disabled when an existing operation (such as saving or importing) is in progress
- Added support for saving the settings on the Export Mod window as defaults, which are used by projects that haven't exported a mod before. Images used in the default settings are copied to a new "FIFA Editor Tool Data" folder next to the .exe. If necessary, the folder can be changed in the configuration file by editing the EditorDataFolder value
- Missing base Data .toc files no longer prevent the game from launching in the Editor or Mod Manager. Any missing files are written to the log file
- Added a "Default Mod Export Settings" menu item beneath the "Tools" menu. The window that is shown allows the user to change the default settings used when exporting a mod (the default settings are used if the project has never exported a mod before), this also includes a "clear" button, and allows saving incomplete/partial settings, where not all fields required for exporting are filled in
- Added a "Batch Mod Exporter" menu item beneath the "Tools" menu. The window that is shown allows exporting of more than one project at a time into a single output folder, with each mod file named after the title of the mod and with the .fifamod extension. If any projects have never been exported before, a prompt will be shown asking if the user wishes to use the default mod settings (if available)
- Specific error messages are now shown when trying to install a mod whose version is either older than the mod manager supports, or newer than the mod manager supports
- Bug fix for double-clicking anywhere on the Available Mods list adding the selected mod to the Active Mods list (e.g. double-clicking the scrollbars would apply the selected mod)
- Added support for multiple selection of mods on the Applied Mods list
- Added two new buttons to allow moving the selected mods on the Applied Mods list directly to the top or the bottom
- Added support for dragging and dropping to reorder the selected mods on the Applied Mods list, using the mouse
- Updated some third-party dependencies
- Search filter tags now have a white "Clear" button when hovered over, to match the look of the main filter's "Clear" button
- Updated DDS conversion to use the extended DX10 header format for more of the DDS types

- Added a new search filter tag "TypeContains", that doesn't require a complete match but only requires the entered text to exist somewhere in the asset's type name
- Added a settings window, accessible from the File menu, with settings for hiding the property grid by default on the texture view, and for the default export format when exporting EBX texture assets or legacy DDS texture assets, as well as clearing all settings or just a tab's
- Improved handling when the FIFAModData-Delete folder fails to be removed in the Editor and Mod Manager
- Added a search filter above the list of installed mods, which supports standard text searches as well as the following tags:
Title, TitleContains, Author, AuthorContains, Description, DescriptionContains, Version, VersionContains, Category, CategoryContains, SubCategory, SubCategoryContains, Discord, DiscordContains, Patreon, PatreonContains, Twitter, TwitterContains, YouTube, YouTubeContains, Instagram, InstagramContains, Facebook, FacebookContains, Website, WebsiteContains
- Added support for importing and exporting of HotspotDataAssets
- Added a window that appears when trying to launch the game, if the game or launcher are already running to the Editor and Mod Manager. The window allows the user to forcefully close the game and/or launcher, as well as canceling or retrying
- The asset type (EBX, CHUNK, LEGACY, RES) is now displayed next to each asset in the file list on the Description tab in the Mod Manager
- The editor now automatically skip re-applying modifications to the game if nothing has changed since the last launch, with info written out to the log file
- Added a Hash Generator window, accessible from the Tools menu. This can be used to generate the hashes needed for editing the language strings in the data/loc path of the legacy explorer, and includes clear and copy buttons

v1.0.3: Editor and Mod Manager
- Added support for the importing of rigid and skinned meshes (this contains a few additons Frosty didn't have, such as an Auto-LOD feature which makes meshes from previous FIFAs work in FIFA 21, along with many other bug fixes)
- The opening of files while applying changes to the game now has retry logic in the Editor and Mod Manager, to handle temporary failures caused by antivirus software or other third-party software locking the files
- Added natural sort ordering for the various asset lists
- Now using the correct checkbox style for the skeleton dropdown
- Better support for non-English Windows cultures in the Editor and Mod Manager
- Added folder icons to the explorer controls
- Bug fix for keyboard shortcuts being unavailable after importing/exporting from the chunk/res explorer
- Added a BIG file editor with support for previewing of DDS textures, raw byte previews of other files, as well as importing and exporting (this contains many features Frosty didn't have, like an Export All feature with advanced settings, right click options, keyboard shortcuts and importing/exporting DDS files as PNG, TGA, HDR or DDS)
- Added SRGB override and grid toggles to EBX and legacy texture editors
- Extra logging when using ZStandard decompression, to provide information if the ZStandard library fails to load or the dictionary couldn't be found
- Small performance improvement when decompressing CAS data
- Bug fix where the texture editors would forget their applied settings when the tab they're contained in is moved between the left and right side of the screen
- Potential bug fix for error when applying legacy file changes to the game, and additional logging for this
- Added a new "Window" menu in the Editor, with a single menu item "Close all tabs", the keyboard hotkey Ctrl+Shift+C can also be used to close all tabs
- Added a keyboard hotkey for opening the Res/Chunk Explorer (Ctrl+Shift+R)
- Assets can now only be open in a single tab at a time, trying to open the same asset again will switch to the existing tab
- Increased the space between icons and the edge of menu items and context menus containing them
- The Launch button on the Editor is now split with a dropdown part, that lets the user relaunch the game using the previously-applied changes, skipping the process of applying modifications which saves time
- The Launch button on the Mod Manager is now split with a dropdown part, that lets the user delete the FIFAModData folder before launching the game
- Various other minor improvements and fixes

v1.0.2: Editor and Mod Manager
- Added an EBX displayer and editor via the property grid system (this contains all the same features as Frosty, like copy and paste and an instance viewer)
- Added support for mesh exporting of rigid meshes, composite meshes, and skinned meshes (with and without skeleton), as FBX. This also includes support for the newer FBX file formats 2018, 2019, and 2020 and a mesh export settings window
- Bug fix for chunk recompression of legacy files incorrectly trying to recompress the same chunk multiple times, resulting in invalid modifications to the game that cause it to fail to load
- Bug fix for crash when installation directory didn't end with a slash
- Possible bug fix for the texture editor sometimes showing only the colour of the middle pixel of the texture
- Improved error handling when reading data
- Version number if now written to the log file on startup
- Window title bar buttons (minimize, maximize, close) are no longer disabled during async operations such as loading and saving
- Slightly improved cache loading performance
- Updated the SDK
- Bug fix for an issue where hotkeys like Ctrl+S would stop working after an async operation such as loading and saving
- Bug fix for error when the game installation has been moved and the cache has not been deleted
- When starting the game executable fails due to a lack of admin rights, it will now be retried automatically as admin
- A check has been added to see if the game is installed on a drive with an unsupported file system (Only NTFS drives are supported, due to the requirement of using symlinks for applying mods)
- Improved checks when importing textures (both legacy and EBX) to ensure block compressed textures have a width and height that are a multiple of 4
- Bug fix for an infinite error loop when textures shown by the texture editor fail to load
- Added file type icons for the Data and Legacy explorers
- Replaced the old fifaconfig.exe with a newly-created version, which uses .NET 5 as a self-contained executable, which no longer depends on .NET Framework 4.x being installed. This also means there's no longer a black command prompt window that appears when launching the game
- Altered the look of the clear button in the search filters, to use a more visible colour when the mouse is hovered over them
- Various other minor improvements and bug fixes

v1.0.1: Editor and Mod Manager
- Fixed a bug where launching the game using non-English Windows locales would give an error
- Improved the symlink creation process to avoid requiring admin rights
- Fixed the launch button and export mod menu item from sometimes staying greyed out incorrectly
- The popup when clicking launch if FIFA is already running no longer generates an error sound
- Middle-clicking on an open tab will now close the tab
- Added support for Windows 7 (must have Service Pack 1 installed)
- Improved the error handling when the game is not installed or the installation directory cannot be located, it now displays a message telling you it couldn't find it automatically, then brings up a window for you to select it manually, and then saves that path in a json file
- The encryption key input window no longer grows to a large size when certain content is pasted into it
- Minor optimization when reading fixed-size text
- Bug fix for issue when trying to relaunch the game
- Added additional logging when launching the game

v1.0.0: Editor and Mod Manager

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There is a guide on how to install here. For more help, join the discord.