INTRODUCTION
Frontier F, as of this writing, April 13, 2026, is a mod unlike any other in the world right now, as it not only contains secret parts no other modder or dataminer has found yet, but it also has mechanics never before seen until now, as revealed in several
Here is a playlist that includes some of the major discoveries I've included in the mod.
I originally started this mod with the intention of simply adding a few of the missing weapon categories of past games, it was never meant to be more than that, but the multitude of skills at my disposal, which I take for granted, have allowed me to do far more than I had anticipated, leading to the discovery of unused mechanics and hidden parts, which I implemented through the mod.
The main purpose of this mod though is PvP, which includes the revived weapon categories such as Sniper Rifles, Large Missiles, Back Boosters, and many others missing from the game, as well as the inclusion of long-range combat and hidden mechanics.
FEATURES
Listing the features in order of rarity, Unique being found in this game, Rare being found in a few games, and Common being found in any mod.
UNIQUE
- Two forms of functional stealth that breaks lock-on and one that makes the AC invisible.
- FCS Dynamic Extender through the Radar unit, allowing long range combat to go beyond 450 m(up to 1,000+). The range of older AC games.
- Scope In feature via the Radar unit(up to x5 zoom), with the ability to switch between 1st and 3rd person mode in doing so.(There is another part that will enable it too in a future update.)
RARE
- Parts from early in the games development, such as the Beta Tetrapod legs.
- Functional Back Boosters for players who want extreme mobility with emphasis on close combat, a playstyle not seen since older generations.
- The Elite BAWS MT, an enemy unit that had been hidden in the game's files.
- The return of Sniper Rifles that use minor, unused visual and UI data specific to them, and using long range stats of previous generations re-calculated to AC6 standards. A classic weapon class is now made possible thanks to the earlier mentioned unique feature of the FCS dynamic extender.
- The classic Karasawa with a highly detailed model made from scratch by me, in homage to generation 1. The special effects of it's attacks are also unique in that it replicates the blue, enduring explosion of generations 2 and 3, a special effect that isn't found in the game's assets by default.
- The return of Large Missiles, a classic weapon with an explosion x5 larger than the current biggest blast radius weapon(Coral Missile), this fills another niche missing in the game of slow high risk, high reward weapon. It uses a complex, painstakingly crafted explosion that organically expands, most likely not seen in other mods and why I consider this rare, but it might be classified as unique if no other mod has this.
- Two other classic weapon skins I've made, re-imagined as new parts: The Linear Handgun and Laser Sniper Rifle, both from generation 1 of AC. They both represent weapon categories not in the game.
- New, never before seen weapons in the series such as Swarm Missiles, RapidW Hi-Diffuse Lasers, and Spread Howitzers, which cover niches no other weapon in the default game does.
COMMON
- There are various kitbashed weapons, as well as re-purposed enemy weapons made functional for player use.
- Other classic weapon categories are brought back, such as Howitzers, Laser Machine Guns, Solid Shields, Spread Handguns, Slug guns, and Laser Shotguns. Each category having 1 to 3 representatives, this include the Sniper Rifles mentioned in the rare category which have 5 representatives.
- Many mission have had varying degrees of modification, from minor to major changes, some increasing the difficulty while giving extra options to overcome said difficulty(usually in the form of allied units.)
- New and additional enemy units in various missions.
Future updates will include even more weapons that were not finished in time for the initial release, as well as game mechanics.
There will also be another mod in the very near future which you can use ModEngine2 to combine with this, that includes:
Allied MT and AC units added in various missions, some with custom weapons, some of these include the standard BAWS MT as well as the Elite. The Ally MTs use the full A.I. Behaviors that exist already but are not fully seen in the default version of the game due to implemented constraints.
Present Bugs/Issues: There are some sudden bugs that I found just before release that will be fixed in the next update, which may be in a few days or a week. Mainly things like the Solid Shields no longer working for any leg class but bipeds(previously it worked for all, but along the way something broke.) Descriptions for about 3 parts disappeared due to a bug(the Beta Tetrapod leg's named Prowler and is from RaD for example.) The stealth unit has similar issues to the solid shields in that it's not working with other leg classes, as well as issues in the arena. Update 4/25/26: As of 1.37,l these problems have been fixed. All weapons now work with all leg classes.
CREDITS: Over the course of the year that I've worked on this mod, I've gotten a bit of help, such as early on when I had just started modding, I got help with learning how to use Smithbox or being taught how new weapons are added, how enemy A.I. functions, some of the weapon parts that I didn't make or kitbash, and advice that helped me along the way, I would like to properly credit all that have helped me along the way, so hopefully I can fill this out accurately in a future update once I get the proper usernames.
For now:
VUMSY: Immense help with some of the more advanced weapon animations and behaviors such as hand held shields.
RENXIE2/xieren2: For permission to incorporate his right hand melee assets into this mod.
MaybeBirb: Learned the basics of weapon IDs and how they work.
The Masked Master: AC6 NPC expert that I learned the basics of AI params from, as well as allowing for use of his parts.
LHG100: One of the earliest people to help me in the modders discord.
TKGP: Left lots of info on the discord to read, also the original person to have found out the Back Boosters existed from old beta footage.
ANUBIS520: His was the first ACF6 mod I ever played and the reason I got into modding back in December 2024.
GHJKLOO: Let me use some of the BAWS parts and weapons assets.
Ding Zhen: I studied how to improve thruster SFX for both ACs and MTs from the information he has available.
Agus451: Shared knowledge on some of the inner workings of Smithbox.
Jack-O: Provided some of the parts descriptions.
Sundance kid: Provided a laser weapon asset.
Theres more but this is what I remember from the top of the head, as it's been over an entire year that I've been developing this.

Comments (15)
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I'm just wondering what your design philosophy is with the new allied and enemy mechs.
I feel like the they seem very random with some missions being functionally impossible without excessive builds and others made so easy i could afk them not to mention that basically every map with them lags for me with noteworthy examples being "operation wall climber" (laggy), "destroy the transport helicopters" (comically difficult) and "eliminate the enforcement squads" (comically easy).
beyond that love the duel melee new fav builds also love a lot of the weapons and the back mounted jets are so fun i love the SPEED if i was to suggest a weapon maybe arm mounted "active homing missiles" for that modern plane gameplay
That was a test preview of the "Mission Edition", as of the next version, I've reset the maps back to default, while having the ME version be a seperate mod(which will be different than what you saw, as it was mostly tests of the new MT enemies and allies, which is why some missions varied in difficulty).
The newest version of the game is about to upload, and contains new parts like hand held Energy Shields which have different mechanics than pulse shields, as well as fully functional solid shields, if you want to try them out.
Glad you liked the back mounted boosters, there will be 3 more in a distant future update, along with a full AC frame, among other things. Right now, the newest update has added a substantial amount of stuff(while removing the test maps), so let me know what you think. Ah yes, there is a lack of active homing missiles for the hands, I'll think about adding them.
Idk if this is something just on my end due to using the mod engine 2 method, but the mod's economy is all sorts of out of wack as it feels punishing to use an ac build that isn't the jailbreak frame or an mt if I want to make money to get new parts, and part prices seem to be all over the place. Also some of the parts just don't have models, have no textures, or have the wrong description.
Did you download the latest version that is 700 mb in size, if yours is around 1 GB in size, thats the old version.
If it's the former, then contact me on reddit, I need to see the screenshots of which parts don't have models(I only know of 1 with no textures): https://www.reddit.com/user/Froton27/
The missing or wrong descriptions issue happened last minute since all of them had a proper entry that got altered by an error just before release.
I'm uploading a new version in the next 20 minutes that should fix some of the model and texture issues. As for money, try doing the tester AC mission with stealth and sniper weapons(or melee), easiest way to make money in the early game.
Froton_Mechanica So with the parts that I thought didn't have models did have models and I was just being dumb as they were on the shoulder area instead of the hands.
I just uploaded a new version, 1.3, that should be live in a few minutes, it fixes the texture issues of the extra MLTs, makes the starting mission MT faster with more firepower. The LSR SNPR is reddish/pinkish as a homage to the original's colors. I managed to fix a lot of other issues today
Froton_Mechanica Aight, I've downloaded the new version and so far the prowler, laporte specifically the left one, P05MLT-50 and P05MLT-50-S on both sides don't have textures. Idk if it is a glitch or just how the texture is supposed to look but the 43-086 LSR SNPR is completely red. If I encounter anymore parts that don't have textures I will let you know.
Edit - With version 1.3 of the mod the P05MLT-50 and P05-50-S have textures.
Aight, I've played with version 1.3 and the MLTs have textures, I also encountered two bugs one with the arena, as when I went invisible using the 75-20 MX PIED during the arena fight the game acted like I had defeated the enemy ac despite not actually doing so. And the other happened when messing with the wings as I found a bug causing the wings to be equipped onto only one shoulder instead of both shoulders when unequipping then reequipping the wings
Dunno if this is a known issue or not, but the radar's first person mode doesn't allow you to move your camera with a mouse.
TLDR: Use AutoHotKey to fix this issue.
If you use a dual stick game pad/controller, or any peripheral, the right analog stick meant for aiming will work with it, the arrow keys on keyboard work too by default somehow, but they did not include support for a mouse and I'll explain why, as well as include solutions to fix it.
This may be From Software's actual zoom feature from the beta that I found in the code, rather than me making it from scratch(making anything other than 3D models from scratch in a From Soft game is notoriously difficult).
From what I understand, this is from the beta of the game, which I assume was done on console first, so that would explain the lack of mouse support, since it got scrapped before the PC build, they never added it, maybe they will now once they see the mod.
IF you still want to use your mouse for aiming, you can try to use a third party program to remap your mouse to simulate directional keys using the arrow keys(I THINK JoytoKey can do that, but from a quick google search AutoHotkey/AHK specializes in that for mouse), or if it exists, a program that can turn your mouse into a gamepad right analog stick, since as mentioned before, that is still supported for aiming. I use dual flight sticks, so it's fully functional on that since anything that is a peripheral/controller will have aim working.
Hopefully From Software officially includes the Zoom Feature(and gives it full mouse support). For now, these are the solutions.
So far I am liking the new parts. I decided to start fresh so starting as a MT with practically infinite energy due to the generator and booster combo as well as a karasawa in mission 1 was very funny. Even more so when I proceeded to effectively 1 shot the helicopter via a charged karasawa, swarm missile barrage and then a melee combo. Which I guess means either the helicopters health was nerfed a bit or the massive hitbox just meant that nothing missed.
Either way, currently the only issues I am seeing is first: The swarm missiles have multi lock capabilities but can't actually use it. As the missile swarm can't spread apart to hit multiple enemies. So I think they should have their multi lock capacity reduced to 1 in the regulation file, so as not to cause confusion.
Secondly the ammo costs for the weapons could use some tuning. As it makes using them in singleplayer unviable from a cost perspective. For example the swarm missiles cost 80 per missile meaning a single use from the one the MT starts with in the first mission costs 2k. While the double sized one with 50 missiles costs 4k. If going by the listed stats.
Other high cost weapons are the double tap slug cannon that apparently costs 800 and uses 30 rounds per shot. Meaning the cost for 1 shot is 24k if the shown stats are to be believed (I haven't had a chance to confirm in mission yet. But seeing that cost did put me off using it in single player right away since if it is true just a couple shots would drain all the missions reward money.)
I do understand this was obviously made with PvP in mind, where ammo costs don't matter. But I still think it is worth a look at for those people that want to play through the game with friends using the new weapons.
(Due to comment length need to continue the rest of the feedback in comment 2.)
The other weapons I noticed with some issues was the ??? laser cannon. Where the charge shot for it doesn't seem quite right. As it fires 3 times using 3 ammo each shot, resulting in 9 ammo for each charged shot. Which considering it only has 32 ammo doesn't seem right. Feels like it was meant to be 3 shots of 1 ammo each.
The Canopus might also need to have the stats shown in the garage adjusted. As it shows a charge time of 3.8 as well as fully charged stats but it can't actually charge. It could also do with having it's ammo cost adjusted as it costs as much to fire per shot as the karasawa but is way worse in damage and impact numbers. (I am aware the numbers shown in the garage can be wrong, as the weapons displayed stats are actual stats are in 2 different parts of the regulation.)
Though on the topic of garage stats could the doomsday missiles as well as the pulse bomb missile have a blast radius added to their shown stats? As I noticed that neither have them.
The pulse bomb missile (which was a total blast to randomly discover) seemingly has 2 blast radius's with one being seemingly around 350m that does 800 damage and can also hit the user. As well as a second blast radius that seems to be around 70m and looks to do around 2.2k damage and at least 2k stagger as well. (If I had to guess it has the same stats as assault armour as the missile seems to be effectively assault armour in missile form.)
Though I could understand that the base "blast radius" numbers might be a bit low for the actual radius that some of the missiles have. Or it might be a game limitation that prevents it since missiles normally don't have a blast radius.
(OK! Looks like I am going on to comment 3...)
The laser and coral snipers could use a slight ammo cost reduction. I understand the kinetic ones costing what they do similar to the linear rifles in the base game. Where using them without charging gave stats similar to the normal assault rifles except at around 4 times the cost. So charging them was always more efficient in single player.
But the laser and coral snipers have an ammo cost that is not only equal to or in the coral snipers case significantly higher than the linear rifles but also use multiple ammo when charged. Meaning the coral sniper when charged costs 3k for a single shot due to costing 500 per shot and using 6 ammo when charged. So I think they should be rebalanced so that the charge shot costs around 300 to 400 at max.
Though if I had to guess the ammo cost balancing for these weapons is seemingly in line with the base games balancing. Which I personally don't find the best when it comes to ammo cost. Such as the base game KRSV costing a insane 8k to fire fully charged. Which almost feels like FromSoft where deliberately trying to make it unviable for PvE between the ammo capacity and cost making S ranking missions with it nearly impossible.
Anyway will likely write more as I play through the mod. I was surprised that the stealth units actually seem to work on the AI. Even if it does so by having them instantly drop aggro, though stealth is always either useless or broken against the AI in games. So it makes sense.
(Also just realised after posting that I am not using the latest june 1st build WHOOPS! Will see if that changed anything.)
Ok so most of the issues I mentioned are still there but the pulse bomb missile got a blast range so nice, but makes sense that most wouldn't be fixed. Though some of the new weapons do have issues the tarrasque bazooka. Does say 0 blast radius when it should be a lot more but might be a game limitation. While the new LB-F laser blade shows the wrong stats. Showing as if it is using the double hit spin charge attack when it isn't, though that mostly just needs changing from the x2 to remove that.
There is also seemingly 2 of the 89-99 MLT NRG SHLDs in the left hand slot. Though this exists in the shop when it isn't purchased. When brought there is only 1. Though if sold back to the shop 2 will appear again. No clue why it was there.
EDIT: The MEB-X laser blade seems to be missing a hitbox on it's second swing during the heavy attack. It will only ever hit once. Not sure if intended.
On the positive side the textures on many of the added weapons seem to have improved a lot in this new version which is really good.
@Alastair Thanks to your very comprehensive list, I was able to make 90% of the changes in about an hour. These were things I hadn't been able to get around to fixing until now since I was implemented major stuff like the Arm Shields.
The next update which is hopefully today should have most of those fixes, including to the ammo prices, the stuff that doesn't get fixed is due to limitations. For now at least.
how do i know the mod installed properly?
trying to use me2 but dont see a difference when launching
Did you follow the instructions? The title screen should show "Frontier F" rather than the normal game if you did it right.
is there a discord for this mod and how do i play pvp? I also wanna start fresh on a new save but keep my vanilla file for vanilla pvp
There is a section for Frontier F in the Oper Server discord, which there is a link to in the description of this vid, which you will need to setup PvP: https://www.youtube.com/watch?v=4cY_2okiQts
How does this interact with save data?
It should have it's own separate save data file if you set it up right using the altsave.
Why are most if not all of the new weapons just... gray? Especially the sniper rifles, none of them can be painted and it looks awful.
It was suppose to be fixed this weekend, unfortunately, I was out of town, so I didn't get the time to do it. Hopefully by next weekend or even this Monday at the soonest, it should be fixed.
A small bug, the pulse bomb missile is ONLY on the right shoulder unit, and it appears there twice, I think the left shoulder one was moved to the right by accident? i am playing on v1.51
That's strange, it showed it fixed in the program before, but turns out I needed to make another adjustment to fully afix it to the left side, thanks, its fully fixed now and will be in version 1.53, alongside a few new weapons.
This mod has some serious flaws. The biggest one ive found is that ammo costs are being calculated incorrectly, and bonus payouts from killing enemies arent being added correctly either. I havent been able to make any COAM off of the first 3 missions, because my expenses have been almost as high as 125k off of ammo costs alone. Just to test I did the mission 'destroy the artillery installations' without taking damage using only the laser machinegun and a laser sniper, which have ammo costs listed at 20 coam and 150 coam per shot each. I shot the machinegun 24 times, and the sniper 2 times, but my expenses were still over 100k coam, despite taking 0 damage. On another attempt at the same mission, this time killing almost all the enemies, the completion screen said I should have received a bonus payout of 98k on top of the mission's normal payout. Despite again taking 0 damage, and so having a repair cost of 0 coam, my ammo cost was almost 200k this time. The mission's base payout - ammo costs left me with -140k coam, which means the 98k bonus wasnt being added at all.
Setting that weirdness aside, most of the new parts dont have working textures, and even the ones that do cant be painted. Some duplicate entries appear in the store, sometimes even at different prices despite being for the same item. Some weapons have completely empty names and descriptions. Default demonstration videos have been assigned to weapons incorrectly, for example the demo video for the pulse gun appears on the laser machinegun.
So far the impression I get is that the mod is going in a cool direction, but there's alot of work left to be finished. Ill wait a few months before returning to it.
Thanks for your feedback, the incorrect COAM costs are strange, I'll have a look at the data since I never noticed through my playthrough. Thats a serious bug, shouldn't have happened since I never touched the costs of anything.
Which version did you play? I did manage to fix a lot since the first day of release, and right now I'm working on having some of the new weapons be editable for colors in the next update. The weapons with numbers and no descriptions shouldn't be there, and I've been deleting them gradually, since they are spread out through the data. They are remnants of weapons that never got finished.
As for the demonstration videos, I don't think any AC6 mod has ever been able to edit those, they are very advanced things to modify, BUT I will put this on my list of things to try and do. Weapon icons on the other hand can be done since the method exists so that will probably get done sooner than later.
Thanks, the mod is meant for PvP through Open Server mainly, but I'll fix up the PvE stuff, you don't have to wait months, it will take me around 2 to 3 weeks, a month at most.
hello i found some bugs that need some fixing. 1 some weapons are using 2 models at once. such as the left doomsday missile, its also spawning and rendering a delivery boy missile weapon, and some missile are rendering as if they are on the right side instead of the left. just wanted to let you know, also iahve no issues with the MT starting kit. i honestly thinks its op, as i defeated the helicopter in 5 seconds
also the sheild bash doesnt work
@potato Okay, I'll fix the MT missile that looks like it's on the left when its on the right, as somebody else made that, but I'll remake it myself to look like its on the left side. The doomsday missile uses the delivery boy system, so they share the same container box, but when you into the game, you will see a big missile pop out when active instead of a tiny one like on delivery boy, while the Big Doomsday missile already has its giant missile visible.
Yeah, I made the MT starting kit strong for newer players, but the helicopter I need to buff since it's original AP is 23,000 and I lowered it to 5,000 so that even new players will beat it on the first try, but I'll return it back to 23,000 since the MT kit is good enough for it. As for the shield bash, it's actually a shield swing that spreads nano-machines over the MT or AC so it can "heal", in the same way like repair kits but less powerful. I might remove it entirely though and just buff the shield animations.
Thanks for your input.
Is this mod compatible with the seamless coop mod?
It should be, it's compatible with Open Server where people are having PvP in(very fun, I'm also going to try Seamless Coop later.)
Left and right weapon units don’t all seem to be mirrored; I have the left BML-G2/P05MLT-25 firing missiles through my AC’s head, which is entertaining but probably not intended behaviour.
That's just the quirk of the MLT-25 since the left one leans towards the center, but if it's bothersome, I will switch out it's model. I already switched out Laporte's in the latest update, although the model used for Laporte in 1.37 is a placeholder until I can make something proper.
I almost feel bad for the Dafeng Student Pilot right now.
Almost.
lol, I see.
Froton_Mechanica
I noticed the LAPORTE has been using the SHAO WEI's model and fires 4 shots on a cooldown instead of 3 with a reload when I boot up newer versions of this mod. Is that by design?
Jack-O Yeah, the PvP players mentioned that it's not very viable as it was, but I will bring it back if you want, and have this new version be a third Slug gun. (And the shao wei model was a placeholder, since the original model had it's left side material/textures glitching out, plus I was going to try and give it something similar to a gen 3 slug gun model.)
Froton_Mechanica
All good. Just wanted to make sure it wasn't something bugging out. Reassigning a name shouldn't be too much work, right?
Jack-O Nah, it shouldn't, although other stuff takes priority for me, like fixing the shield animations. lol
I started a new save and it begins with a terribly slow MT, is this normal?
Yeah, it's meant to simulate you start out in a piece of junk MT before you get an AC. You gotta use it's Assault Boost to get around(and reach high places), it's got good mileage, so the AB lasts a long time. It's got a Sniper Rifle so you can at least take enemies out from 500 meters.
Would you rather have started off with an AC? I was thinking I should probably should have just saved the MT starter for the MT edition of the game.
Froton_Mechanica I really feel you should've started us off with a basic AC because I am not enjoying this starter MT at all. Almost makes me regret configuring me3 so I could play this tbh.
Joseph Okay, I will change it tomorrow to either Orbiter or Basho AC then. I'll save the MT for the MT edition of this mod.(which removes all AC frame parts and leaves only the weapons).
Joseph I just made a new update, the starter MT is now much faster (assault boost speed went from 200 to 350, its base boost speed is up by the same proportion). It gets the Karasawa to make things easier early on. Let me know if this is acceptable for fixing the earlier issue?
Personally I love the idea of starting with a piece of junk MT. Excited to see the MT edition. Keep up the great work!