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ZeroEditor Runtime error, is there any fix or alternate?

Posted: Fri Jun 27, 2014 11:03 am
by ARCCommanderGlenn
I know this kind of error has been circulating since 2007, and I've been looking for a few days. In 7 years, nobody that I've found has a fix. And if there is no fix, then how are people still making mods today? What do a lot of you use to make mods if you can't use ZeroEditor? Sorry for perhaps beating a dead horse, but I'd really like to get started modding and I'm at a brick wall as of now.

Re: ZeroEditor Runtime error, is there any fix or alternate?

Posted: Fri Jun 27, 2014 11:40 am
by MileHighGuy
What I (and ANDEWEGET) found to work was to move my entire BF2_ModTools folder into a folder called SWBF2_ModTools, so the directory would be C:\SWBF2_ModTools\BF2_ModTools. This worked without changing compatibility or administrator rights. Sometimes it gives me the runtime error the first time I launch it, but I try again right after and it launches. Nothing else I tried worked. This is with a windows 8 machine too.

EDIT: also if you didn't know, Zeroeditor is for editing the physical maps themselves. you can still make side mods and stuff without it, just no maps.

Re: ZeroEditor Runtime error, is there any fix or alternate?

Posted: Fri Jun 27, 2014 11:42 am
by thelegend
To make a side mod that replaces, changes, reskinns models/ units:
http://www.gametoast.com/viewtopic.php?f=27&t=12729

Or add a new era to existing maps: http://www.gametoast.com/viewtopic.php? ... 96#p287596

And in FAQ thread there are a lot of tutorials how to make custom units.

Re: ZeroEditor Runtime error, is there any fix or alternate?

Posted: Tue Jul 15, 2014 10:46 am
by ARCCommanderGlenn
Thanks for the help guys! I've really wanted to change some of the maps and add different clone sides to them, so this is exactly what I was looking for