I've done what I can to mod BF2 to its maximum potential

Looks like the mod installation and data editing has been done. I've done what I can to mod Battlefield 2 to its maximum potential.

Excluding the vehicle mods/add-ons, there are over 200 to 300 weapon mods/add-ons that have been installed correctly (i.e. editing the files that's problematic to prevent ingame crashes). Few are not installed because of game crashing, instabilities, or weird data handling. So to say, there's not much I can do to edit more of them; the rest is now on vehicle mods/add-ons.

A lot of weapons seemed to be (re)worked from the ground-up and used cool animations that I've never seen before. And now, there's a weapon that's quite interesting, particularly as a substitute of an anti-air weapon, though I've never seen it in actual gameplay where this weapon was came from.

RORSCH X1. This weird weapon (a railgun) is one of a kind in its game where it's coming from: Battlefield 4. Just like many weapons that implement electromagnetism to launch bullets at hyper speed, this railgun fires explosives with damage at about 50% from a damage taken from an anti-tank weapon (when hitting a helicopter using SRAW or Eryx and NOT from the emplacement like TOW or HJ-8). The thing is, I don't see anyone making a "portable handheld" anti-air weapon that can work like you are using a Stinger or an Igla emplacement. The Real Wars mod (modpack?) do. The mod have some weapons in a way that's... uh... new. A C4 charge that can detonate like a timebomb (CS:GO?); various types of grenades for specific kits; new handheld weapons (FAMAS, MPX, and whatnot); new maps and coalitions to play with; there's even some weapons that I can't find anywhere else beside ModDB and Gamebanana. And the real question is, where did the author round up some new weapons and implement them into this mod?

Stinger missile launcher in BF2 is indeed something, especially when it comes to anti-air operations in some maps that use it, like in Operation Clean Sweep, or a user-made map named Attack at Sea. Trouble is, you can't find it on ModDB or Gamebanana; consider yourself lucky if you use Google Search with correct keyword and pointed a website that has it. Some weapons like it are claimed to be exclusive to the mod platform it's using; the simple example is the Special Forces Expansion Pack for BF2, as what I can really complain of after I found one website that legitimately found one that I wanted hassle-free. New weapons like SCAR-L and SCAR-H are found there.

RORSCH X1 is equivalent to GTA V's railgun weapon (SP upgrade DLC, forgot what official name is), and somehow it can be a substitute of an anti-air weapon, if you use it right. Sadly, I can only have a test in SP (singleplayer) only, with bots, as modding to add new weapons, vehicles, etc. require other users to have the client and server ZIP files distribution, and then modify it. This can be a legality concern (permission of editing and distribution), because weapons made are not EA's or DICE's works, but ordinary users (mod makers).


Although it's modded to its maximum potential, the same error keeps happening, probably because having too many kits and unlockables a game can't handle. Memory leak?

Exception code 0x80000003 pointed to the main EXE keeps appearing during Objects loading area that's not related to weapons (they're fine, actually), but because of too many unlockables assigned while having so many weapons/vehicles/other stuffs that can be loaded externally. That's what's up. Seems like the game was not designed to handle so many weapon/vehicle/other add-ons that is much a similar case to GTA San Andreas without any bugfixes (user-made, mostly). Installing mods without bugfixes made the game really unstable, like flickering world objects/textures and missing world objects (astonishingly having a very long load time to load the world because of the memory leak). BF2 is another story, apparently, because I don't see any memory leak, but I see bot AI glitches that can crash the game at some point. Idk if this relates to add-on weapons, but if there is one, this is bad trouble.

And again, xpak_hind in Special Forces and maybe xpak_apache, crashes the game with that same exception code when people (player or bot) entered it at the co-pilot seat. Idk what mainly causes it, and I see nothing weird in its data (*.tweak) files.

Seriously, though, a typo can crash the game. No debugging makes this game hard to be traced (what it caused to crash), and Event Viewer is only displaying basic report of what happened before the application crashed. The case with GOL MSR in the previous post is the fact that some texture files are missing, which can crash the game, and the author reuploaded the mod with those texture additions and others that's missing based on the user's feedback.

What else that could go wrong with modding, anyway? There is always a reason that mod makers like me mentioned to always make a backup in case something goes wrong, or you want to revert back to normal. It is, though, something that should be addressed, because not many people get this message and had to reinstall the whole game just because of an installed mod.


In a likelihood, game modding is always something to contribute to the community for the hardcore game fans, if the game supports it. It's like a cycle of life; it keeps on and on and on... like a rotating wheel that can't be stopped.

To short, I've done what I can to mod BF2 to its maximum potential, although it's just weapons. Vehicles, however, are another story that some can be tracked at the end of the match, some don't. There are new vehicles I found on ModDB, but haven't had a time to install them.

It's time to get my ZM3 license renewed and continue the mod project. But first... there are new GTA V mods that aren't extracted and are new. I think it's time to reset the update.rpf and test the mods I've been working to fix the texture light casting issue.

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